The big items in this patch:
- New screen file, to support the Xbox "windowing" system
- Lots of small macros/changes to support the Xbox D3D12 API without messing with the Win32 path too much
- A few changes to avoid requiring COM interfaces (the big one was QueryInterface which is unsupported)
Co-authored-by: Ethan Lee <flibitijibibo@gmail.com>
Co-authored-by: David Jacewicz <david.jacewicz@protonmail.com>
Co-authored-by: tieuchanlong <tieuchanlong@gmail.com>
Reviewed-by: Jesse Natalie <jenatali@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/19022>
Before, when an application called into d3d12_query_result, and
the results were not ready to be read, a flush-and-wait would
be attempted via synchronized mapping of the query result resource.
This can end up calling close/execute on the command list while it is
already being executed by the driver thread.
With the current fence value attached to the query, we now wait
for completion if necessary and then map the resource unsynchronized, or
return false if the result is not ready and wait == false.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/20217>
If we were able to create a device factory from a DLL-local D3D12Core,
we want to use that one to do root signature serialization, instead of
going to the globally-configured D3D12Core.
Reviewed-by: Sil Vilerino <sivileri@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/18305>
Uses a set of d3d12_bo on the context to track which bos are pending
a transition instead of an intrusive linked list, since the bo may
need to be pending on multiple contexts at once.
Reviewed-by: Bill Kristiansen <billkris@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17688>
When a resource is destroyed, we'll need to let the contexts know.
This is guarded by the submit mutex, because we'll already be holding
that for at least one place where we want to iterate this list, and
it's low-frequency enough that re-using it is simpler than adding more
locks and creating confusing lock ordering.
Reviewed-by: Bill Kristiansen <billkris@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17688>
This will only work if all contexts have been destroyed. If the app
attempts to re-create one context, while another outstanding context
exists and is still in the removed state, then the screen is not
recovered and the new context will fail to create.
Reviewed-by: Bill Kristiansen <billkris@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/15002>
We can at least correctly return whether the context was lost, but
at this point can't correctly tear down and create a new one, nor
do we support the callback for dynamic notification.
Reviewed-by: Bill Kristiansen <billkris@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/15002>
There's already a single command queue for the screen, meaning that
all commands are being serialized implicitly into that queue. There's
no need to have separate fences for parallel contexts when those
fences would all share the same underlying timeline.
This adds an explicit lock to expand the scope of the implicit screen
command queue ordering to include fence signals.
Each context still gets its own submit sequence, which is used for 1
purpose right now: A uniqueness check in the state manager to see
if states are coming from separate command lists, to apply promotion
and decay logic.
Reviewed-by: Bill Kristiansen <billkris@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14959>
Turn the context state and shader key into a bitmask. When lowering
the depth invert into the shader, scan for writes to viewport index.
If found, move position to the end of the function (or current vertex)
and check if the current viewport needs the depth invert before applying.
Reviewed-by: Sil Vilerino <sivileri@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14881>
If an indirect arg buffer is being produced by a compute shader, then when
we go to consume it as an SSBO in a compute transform pass, we need to insert
a UAV barrier to prevent the two dispatches from overlapping. For app dispatches,
this is the app's responsibility via explicit barrier APIs, and if they don't,
then they're allowed to overlap.
Reviewed-by: Sil Vilerino <sivileri@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14787>
GL has separate no-attachment framebuffer size parameters, but
D3D uses the viewport. Clamp the viewport dimensions to lie within
GL's default framebuffer sizes.
Reviewed-by: Boris Brezillon <boris.brezillon@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14504>
Some more refactoring in d3d12_draw.cpp to re-use a bunch of state
and descriptor management, and some refactoring of the dirty states.
Reviewed-by: Sil Vilerino <sivileri@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14367>
We don't key off of it to try to figure out if we need to produce
a new shader variant, so there's no need to set it when changing
properties that feed into variants. If we do have a new shader or
variant at draw time, we'll produce a new PSO without this.
Reviewed-by: Sil Vilerino <sivileri@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14367>
This is handled in 2 ways:
* For casts in the same "class," we can just do the cast. There's also
limited support for 4x8 => 1x32 and 2x16 => 1x32.
* For casts that are just by size, use a lowering pass. This reads the
data in the appropriate UINT format (except R11G11B10), retrieves
the original bits, re-packs it into the dest, and returns it to the
app for loads. For stores, the process is done in reverse - bits
for the final format are computed and re-expanded to the format that
should be used for the store.
Reviewed-by: Sil Vilerino <sivileri@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14342>
This is a bit fragile. The algorithm is essentially:
- Let the driver track state for non-dual-bound resources.
- For resources that are dual-bound as SSBO/image and a second
bind point, assume they're being used as UAVs.
- When a MemoryBarrier is issued, dirty all destination bind points
so they re-assert their state, and if the destination is not UAV,
temporarily suppress UAV state re-assertion.
Reviewed-by: Sil Vilerino <sivileri@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14342>