Commit graph

178 commits

Author SHA1 Message Date
Boris Brezillon
bb8ca4bafe dzn: Fix copies of block-based formats
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>
2022-06-29 09:54:42 -07:00
Boris Brezillon
e3cf48e8f5 dzn: Allow shaders to read from depth/stencil attachments
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>
2022-06-29 09:54:42 -07:00
Boris Brezillon
d07befe4f8 dzn: Introduce dzn_cmd_buffer_queue_image_range_state_transition()
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>
2022-06-29 09:54:38 -07:00
Boris Brezillon
ed78cf307b dzn: Rename dzn_cmd_buffer_queue_image_subres_range_transition()
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>
2022-06-29 09:54:33 -07:00
Boris Brezillon
9eb70b5dcf dzn: Don't call dzn_cmd_buffer_queue_transition_barriers() prematurely
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>
2022-06-29 09:54:22 -07:00
Boris Brezillon
35356b1173 dzn: Cache and pack transition barriers
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>
2022-06-29 11:39:13 +00:00
Boris Brezillon
91f1bd8f81 dzn: Cache pipeline info
We are already caching DXIL shaders individually, but that forces us
to retrieve the NIR shader, do the linking and binding translation
steps, to finally query the cache for each DXIL shader. This pipeline
caching is about skipping those steps when we can.

Note that a graphics/compute pipeline cache entry doesn't contain the
DXIL shaders, but hashes to retrieve those shaders from the same cache.

Reviewed-by: Jesse Natalie <jenatali@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17140>
2022-06-28 13:02:23 +00:00
Boris Brezillon
d8b686783e dzn: Cache DXIL shaders
This way we avoid the NIR -> DXIL translation when we have a cache hit.

Reviewed-by: Jesse Natalie <jenatali@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17140>
2022-06-28 13:02:23 +00:00
Boris Brezillon
52e2ca084a dzn: Caculate a binding translation hash
Binding translation has an impact on the final DXIL shader, and this
binding translation depends on the pipeline layout. Let's extend the
adjust_var_bindings() pass to caculate a hash we can then use in the
DXIL shader hash caculation.

Reviewed-by: Jesse Natalie <jenatali@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17140>
2022-06-28 13:02:23 +00:00
Boris Brezillon
276c73580d dzn: Cache NIR shaders
Saves us the SPIRV -> NIR translation, and all the lowering passes run
in dxil_spirv_nir_passes().

Reviewed-by: Jesse Natalie <jenatali@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17140>
2022-06-28 13:02:23 +00:00
Boris Brezillon
66764904b3 dzn: Move the compute shader compilation logic to a sub-function
Will make things easier when we introduce shader caching.

Reviewed-by: Jesse Natalie <jenatali@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17140>
2022-06-28 13:02:23 +00:00
Boris Brezillon
6236d1eead dzn: Drop unneeded goto statement in dzn_compute_pipeline_create()
The 'out' label is placed just after the if () block, we can thus
remove the 'goto out;' statement.

Reviewed-by: Jesse Natalie <jenatali@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17140>
2022-06-28 13:02:23 +00:00
Boris Brezillon
d4630b703d dzn: Add a generic cached blob wrapper
Basically what vk_pipeline_cache's raw_data_object abstraction provides,
but I'm not sure it makes sense to make it generic so I copied it here.
Might be more appropriate to make raw_data_object public.

Reviewed-by: Jesse Natalie <jenatali@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17140>
2022-06-28 13:02:23 +00:00
Boris Brezillon
06f37025f1 dzn: Hash pipeline layout stages
DXIL shaders depend on the vulkan -> d3d12 binding translation done in
adjust_var_bindings(). In order to maximize our chances to re-use those
shaders, we need to hash the binding translation information and take
this hash into account when computing the DXIL shader hash.

Reviewed-by: Jesse Natalie <jenatali@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17140>
2022-06-28 13:02:23 +00:00
Boris Brezillon
391d3251fa dzn: Don't delegate binding translation to dxil_spirv_nir_passes()
We will need to hash var bindings if we want to cache DXIL shaders.
Let's move this pass to dzn_pipeline.c to prepare this transition.

Reviewed-by: Jesse Natalie <jenatali@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17140>
2022-06-28 13:02:23 +00:00
Boris Brezillon
c7b43711f3 dzn: Save a few indentation levels in graphics_pipeline_compile_shaders()
We can compute the yz_flip_mode and force_sample_rate_shading outside
of the foreach_shader loop.

Reviewed-by: Jesse Natalie <jenatali@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17140>
2022-06-28 13:02:22 +00:00
Boris Brezillon
84770a90bb dzn: Use vk_to_mesa_shader_stage()
Use vk_to_mesa_shader_stage() to convert a VkShaderStageFlagBits into
its gl_shader_stage counterpart.

Reviewed-by: Jesse Natalie <jenatali@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17140>
2022-06-28 13:02:22 +00:00
Boris Brezillon
f4a96675ec dzn: Fix potential nir_shader leak
We leak the nir_shader object f a failure happens between the NIR
shader creation and the DXIL compilation. Let's drop the local
nir_shader pointer and use the one in the graphics_pipeline object
to avoid that.

Reviewed-by: Jesse Natalie <jenatali@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17140>
2022-06-28 13:02:22 +00:00
Boris Brezillon
af83f104da dzn: Let dzn_pipeline_init() initialize the root signature in the stream
Reviewed-by: Jesse Natalie <jenatali@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17140>
2022-06-28 13:02:22 +00:00
Boris Brezillon
301fb478fe dzn: Drop unused allocator passed to dzn_graphics_pipeline_create()
Reviewed-by: Jesse Natalie <jenatali@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17140>
2022-06-28 13:02:22 +00:00
Boris Brezillon
b886619313 dzn: Drop useless while(link_mask != 0)
That's not a `do {} while();`, just a simple `while() {}`, the second
while statement is a NOP.

Reviewed-by: Jesse Natalie <jenatali@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17140>
2022-06-28 13:02:22 +00:00
Boris Brezillon
31357f3cf4 dzn: Pass the maximum stream size to d3d12_pipeline_state_stream_new_desc()
This way we can use d3d12_pipeline_state_stream_new_desc() directly
without doing

   if (type == GRAPHICS)
      d3d12_gfx_pipeline_state_stream_new_desc()
   else
      d3d12_compute_pipeline_state_stream_new_desc()

Reviewed-by: Jesse Natalie <jenatali@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17140>
2022-06-28 13:02:22 +00:00
Boris Brezillon
e4e531732b dzn: Use d3d12_compute_pipeline_state_stream_new_desc() in the compute path
Fixes: 9feda65a83 ("dzn: Use CreatePipelineState()")
Reviewed-by: Jesse Natalie <jenatali@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17140>
2022-06-28 13:02:22 +00:00
Boris Brezillon
d3e6ef195a dzn: Fix assertion in d3d12_pipeline_state_stream_new_desc()
Fixes: 9feda65a83 ("dzn: Use CreatePipelineState()")
Reviewed-by: Jesse Natalie <jenatali@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17140>
2022-06-28 13:02:22 +00:00
Boris Brezillon
26ca9a4344 dzn: Add missing D3D12_CACHED_PIPELINE_STATE to MAX_COMPUTE_PIPELINE_STATE_STREAM_SIZE
Fixes: 9feda65a83 ("dzn: Use CreatePipelineState()")
Reviewed-by: Jesse Natalie <jenatali@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17140>
2022-06-28 13:02:22 +00:00
Boris Brezillon
c66caa1d58 dzn: Drop dzn_pipeline_cache.c
The core provides a conformant pipeline cache implementation, let's
use it.

Reviewed-by: Jesse Natalie <jenatali@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17140>
2022-06-28 13:02:22 +00:00
Boris Brezillon
b59abbe3d5 dzn: Initialize UUIDs
Reviewed-by: Jesse Natalie <jenatali@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17140>
2022-06-28 13:02:22 +00:00
Boris Brezillon
be019e69e2 dzn: Fix indentation
Replace tabs by spaces

Reviewed-by: Jesse Natalie <jenatali@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17140>
2022-06-28 13:02:22 +00:00
Boris Brezillon
0371b1707b dzn: Hook-up device-lost detection
Provide a vk_device::check_status() implementation so the code can
call it at key moments to detect when a device-lost event (device-removed
in D3D12) has been received.

Reviewed-by: Jesse Natalie <jenatali@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17249>
2022-06-28 09:38:27 +00:00
Boris Brezillon
ab0e09803a dzn: Enable the depthClamp feature
depthClampEnable is actually the case we support properly.

!depthClampEnable requires extra work to make sure the
depth clamping that's forced by D3D12 is inactive (setting the
viewport depth range to [0,1] and dealing with the actual range
at the shader level), and clamp the depth value read by the
fragment shader in that case. This will be addressed separately.

Reviewed-by: Jesse Natalie <jenatali@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17231>
2022-06-27 10:05:56 +00:00
Boris Brezillon
a7d6f52821 dzn: Enable shader{Clip,Cull}Distance
DXIL has clip/cull distance builtins too.

Reviewed-by: Jesse Natalie <jenatali@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17231>
2022-06-27 10:05:55 +00:00
Boris Brezillon
716aeafb67 dzn: Enable dynamic indexing on all kind of descriptors
nir_to_dxil() supports it.

Reviewed-by: Jesse Natalie <jenatali@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17231>
2022-06-27 10:05:55 +00:00
Boris Brezillon
8f4fe3d21f dzn: Advertise shaderImageGatherExtended support
nir_to_dxil() takes tg4 offsets into account.

Reviewed-by: Jesse Natalie <jenatali@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17231>
2022-06-27 10:05:55 +00:00
Boris Brezillon
7988e966fc dzn: Advertise anisotropic filtering support
We support it already, let's toggle the switch to expose it.

Reviewed-by: Jesse Natalie <jenatali@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17231>
2022-06-27 10:05:55 +00:00
Jason Ekstrand
6216c59dbb vulkan/render_pass: Use a special layout for self-dependencies
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Acked-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16953>
2022-06-24 22:37:53 +00:00
Boris Brezillon
8e710f2cf3 dzn: Transition resource to RENDER_TARGET/DEPTH_WRITE before clears
When clear_attachment() is called, we must ensure the resource is
in the DEPTH_WRITE or RENDER_TARGET state.

Reviewed-by: Jesse Natalie <jenatali@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17229>
2022-06-24 17:42:11 +00:00
Boris Brezillon
02002c8f12 dzn: Clamp depthBiasConstantFactor when doing the float -> int conversion
If we don't do that, we might end up with an integer overflow/underflow.

Reviewed-by: Jesse Natalie <jenatali@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17236>
2022-06-24 16:45:12 +00:00
Boris Brezillon
9527fbe596 dzn: Fix CmdPushConstants()
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>
2022-06-24 16:13:39 +00:00
Yonggang Luo
d52f280bd7 dzn: Fixes incompatible pointer type error
Signed-off-by: Yonggang Luo <luoyonggang@gmail.com>
Reviewed-by: Jesse Natalie <jenatali@microsoft.com>
Acked-by: Daniel Stone <daniels@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16084>
2022-06-23 09:27:06 +00:00
Boris Brezillon
d232f5a026 dzn: Fix the 2DMSArray case in dzn_image_get_dsv_desc()
Texture2DMSArray element is not initialized, making 2DMSArray DS
views buggy.

Reported-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Reviewed-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17158>
2022-06-21 08:39:40 +00:00
Erik Faye-Lund
419b8c7f8d dzn: correct order of src_subres and dst_subres args
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/17133>
2022-06-20 11:16:15 +00:00
Boris Brezillon
db2d264989 dzn: Enable support for geometry shaders
Reviewed-by: Jesse Natalie <jenatali@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17039>
2022-06-15 22:04:01 +00:00
Boris Brezillon
e9066ff2be dzn: Disable rasterization if the last geometry stage doesn't write the position
If we don't do that, and we get passed a dummy geometry shader (one
that has no EmitVertex() calls) we get a DXIL validation error.

Reviewed-by: Jesse Natalie <jenatali@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17039>
2022-06-15 22:04:00 +00:00
Boris Brezillon
1acf0b4bd4 dzn: Support dynamic line width
.wideLines = false, which forbids the user to set the line width
to something different than 1. We're thus safe to claim support
for dynamic line width and do nothing in CmdSetLineWidth() other
than checking the value passed is 1.0f.

Reviewed-by: Jesse Natalie <jenatali@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16971>
2022-06-15 00:10:42 +00:00
Boris Brezillon
7d9afb93cc dzn: Support dynamic depth testing parameters properly
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>
2022-06-15 00:10:42 +00:00
Boris Brezillon
91f3c7a9fb dzn: Fix triangle-fan emulation
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>
2022-06-15 00:10:42 +00:00
Boris Brezillon
741b5ded49 dzn: Fix primitiveRestart support
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>
2022-06-15 00:10:42 +00:00
Boris Brezillon
81fb1cfdad dzn: Prepare support for pipeline variants
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>
2022-06-15 00:10:42 +00:00
Boris Brezillon
b3b53952b0 dzn: Vulkan 1.1 wants maxPerSetDescriptors >= 1024
Reviewed-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Reviewed-by: Jesse Natalie <jenatali@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16926>
2022-06-14 22:44:42 +00:00
Boris Brezillon
59a6ddd85c dzn: Implement GetDescriptorSetLayoutSupport()
The 2048 descriptors limit comes from the maximum number of samplers
per heap, but the limit for other descriptors is actually much bigger.
Let's implement GetDescriptorSetLayoutSupport() to reflect that.

Reviewed-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Reviewed-by: Jesse Natalie <jenatali@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16926>
2022-06-14 22:44:42 +00:00