From the Vulkan spec, the WAIT flag on vkCmdCopyQueryPoolResults only
serves to increase the first synchronization scope to include query end
commands, but either way, the synchronization scope only includes
commands that occur earlier in submission order. In other words, we
don't need to enforce queue ordering, a pipeline barrier is all that's
needed.
Fixes deadlocks in the timestamp.misc_tests.two_cmd_buffers_primary test.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/20617>
Since we don't support wide points, this isn't a useful feature, but the CTS
requires a particular point coord value for the single rasterized pixel, based
on where the original point coord fell within the pixel. Since we're not doing
a quad, we don't get free interpolation like the GL driver does, so split the
logic between vertex (transform point center into screen space) and pixel
(compute delta between current pixel/sample and point center).
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/20400>
This allows us to *much* more accurately express the app's barrier
requests. Unfortunately, there's still a few mismatches, so in those
cases we'll end up conservatively over-synchronizing/flushing.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/20324>
While enhanced barriers is a *much* closer model to Vulkan's, there's
still one big mismatch: Vulkan's "transfer" concept supports clears,
copies, and resolves, while D3D's closest match only supports copies.
So when doing clears and resolves, we need to transition from the copy
layout to the correct layout, and then back.
Internal barriers are done for some meta scenarios as well as render
pass initial layout transitions. These look more or less the same as
non-enhanced, we just want to avoid mixing the two paradigms if possible.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/20324>
We don't need to do the command list destroy/re-create dance if the
only reference to an allocator is a *closed* command list. Using
CreateCommandList1 gives us a closed command list to start with,
which better matches the semantics of Vulkan's begin/end for
command buffers.
Now that dzn's cmdbuf reset logic puts the cmdbuf back to the
*initial* state, move the command list reset to BeginCommandBuffer.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/19537>
This is the standard pattern in the kernel for providing vfunc tables
for C objects. We're using it in the pipeline cache code but we're
about to start adding more stuff and so it really helps if we have it
for command buffers as well.
Reviewed-by: Dave Airlie <airlied@redhat.com>
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/18324>
Most other init functions follow the Vulkan API convention of putting
the parent object first.
Reviewed-by: Dave Airlie <airlied@redhat.com>
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/18324>
Instead, we return errors from each of the enqueue functions and record
those errors (if any) in vk_command_buffer::record_result. This also
involves some awkward changes to each of the three drivers that uses
vk_cmd_queue but those are resolved in later commits as we convert those
drivers to the common error tracking.
Reviewed-by: Jesse Natalie <jenatali@microsoft.com>
Reviewed-by: Boris Brezillon <boris.brezillon@collabora.com>
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16918>
The currently available D3D12 API headers have incorrect C function
prototypes for these functions when compiling for non-Windows platforms.
Future changes here will move these helpers into the DirectX-Headers
project, but:
* The process of getting a fix into the headers is still ongoing
* I'd prefer to avoid taking an immediate dependency on just-published
headers again
So, for now add some helpers to work around this problem in Dozen
Acked-by: Boris Brezillon <boris.brezillon@collabora.com>
Reviewed-by: Bill Kristiansen <billkris@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17340>
CopyTextureRegion() works fine if the formats belong to the
same group (matching the same _TYPELESS type), so let's avoid
creating a temporary resource in that case.
Reviewed-by: Jesse Natalie <jenatali@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17368>
It was previously done dzn_cmd_buffer_flush_transition_barriers(),
leaving the queue+flush case unhandled. Let's fix that by moving
this piece of code to dzn_cmd_buffer_exec_transition_barriers().
Fixes: 35356b1173 ("dzn: Cache and pack transition barriers")
Reviewed-by: Jesse Natalie <jenatali@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17314>
D3D12 wants Width, Height and Depth to be aligned on the block width,
height and depth size. But Vulkan allows the width, height or depth to
be unaligned at the image boundary if image.{width,height,depth} is
not aligned.
Let's explicitly align things in the copy paths.
Reviewed-by: Jesse Natalie <jenatali@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17250>
D3D12_RESOURCE_STATE_DEPTH_READ only provides access for fixed-function
depth/stencil test. If we want the shaders to be able to read the
depth/stencil attachment, we need to combine
D3D12_RESOURCE_STATE_DEPTH_READ and
D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE.
Reviewed-by: Jesse Natalie <jenatali@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17250>
Sometimes there's no obvious mappings between a VkImageLayout and
a D3D12_RESOURCE_STATE, so let's just provide a helper that takes
before/after resource states instead of old/new layouts, and use it
to fix the resolve case.
Fixes: 35356b1173 ("dzn: Cache and pack transition barriers")
Reviewed-by: Jesse Natalie <jenatali@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17250>
We are about to introduce the same function taking D3D12_RESOURCE_STATES
arguments instead of VkImageLayout ones. Let's rename the function
accordingly.
Reviewed-by: Jesse Natalie <jenatali@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17250>
We want to pack ResourceBarriers() call as much as we can, so let's
not dzn_cmd_buffer_queue_transition_barriers() when we could still queue
new barriers.
Reviewed-by: Jesse Natalie <jenatali@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17250>
Some Vulkan -> D3D12 API mismatches force us to do behind-the-scene
transitions to get resources in the right state when executing
non-native operations. In this case, caching the transition until the
resource is actually used might save us unneeded transitions.
The packing aspect is mostly useful to limit the ExecuteBarriers()
call overhead. Right now we do per-resource packing, and any hole
in the subresource range will trigger several ExecuteBarriers()
calls. This can be improved by collecting barriers in a separate
array, and flushing the collected transition barriers just before
executing the operation using the subresources pointed by those
barriers. While not impossible, it'd be more verbose than what we
have right now, so I'm not entirely convinced it's worth it.
Caching could be improved to avoid any unnecessary flush when we do
blit or copy operations and transition the resources back to their
original state, since the user might decide to transition the image to
a new layout just after that. But doing that would require keeping
track of all resources used by dispatch/draw operations, which in turn
implies keeping info about which of the descriptor set resources are
used by the graphics/compute pipelines. Not sure the it's worth the
extra complexity given D3D12 enhanced barriers are just around the
corner, and those map pretty nicely to the vulkan barrier+image-layout
model.
Reviewed-by: Jesse Natalie <jenatali@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17274>
The original offset value is overwritten in our first for(i: num_states)
iteration, messing up the compute push constant update if stageFlags
applies to both compute and graphics.
Reviewed-by: Jesse Natalie <jenatali@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17233>
Now that we have support for pipeline variants, we can take the dynamic
depth testing parameters into account and create a new pipeline state
using those dynamic parameters.
Reviewed-by: Jesse Natalie <jenatali@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16971>
We were completely ignoring the primitive-restart case in the
index-rewrite logic used to emulate triangle fans. Unfortunately, this
case is way more complicated than a regular index rewrite:
- we need to skip all primitive-restart entries when turning the triangle
fan into a triangle list, which implies serializing the index buffer
rewrite procedure (at least I didn't find any clever way to parallelize
things)
- the number of triangles can no longer be extrapolated from the number
of indices in the original index buffer, thus forcing us to lower
direct indexed draws into indirect draws and patching the indexCount
value when the new index buffer is forged
Reviewed-by: Jesse Natalie <jenatali@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16971>
We can't hardcode the strip cut value to 0xffffffff, otherwise we break
support for 16-bit index buffers. Let's use the pipeline variant
infrastructure to deal with that case.
Reviewed-by: Jesse Natalie <jenatali@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16971>
Some D3D12 states can't be updated dynamically and require the creation
of a new pipeline state. In order to support setting those dynamically
we will have to support creating pipeline variants at draw time.
Reviewed-by: Jesse Natalie <jenatali@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16971>
This fixes a crash in this test:
dEQP-VK.renderpass2.suballocation.simple.color_unused_omit_blend_state
Fixes: 2d0798440b ("dzn: Add support for dynamic rendering")
Reviewed-by: Boris Brezillon <boris.brezillon@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17027>
This logic accidentally got flipped in a refactoring. Let's correct it!
Fixes: e293691a99 ("dzn: Get rid of the render pass logic")
Reviewed-by: Boris Brezillon <boris.brezillon@collabora.com>
Reviewed-by: Jesse Natalie <jenatali@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16997>
VkRenderingAttachmentInitialLayoutInfoMESA provides information about
the initialLayout -> currentLayout that's expected when we begin a
render pass. Let's take it into account.
Fixes: 2d0798440b ("dzn: Add support for dynamic rendering")
Reviewed-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16792>