/* * Copyright 2002-2004 Jason Edmeades * Copyright 2002-2004 Raphael Junqueira * Copyright 2004 Christian Costa * Copyright 2005 Oliver Stieber * Copyright 2006, 2008 Henri Verbeet * Copyright 2007-2011, 2013 Stefan Dösinger for CodeWeavers * Copyright 2009-2020 Henri Verbeet for CodeWeavers * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; either * version 2.1 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA */ #include "config.h" #include "wined3d_private.h" WINE_DEFAULT_DEBUG_CHANNEL(d3d); VkCompareOp vk_compare_op_from_wined3d(enum wined3d_cmp_func op) { switch (op) { case WINED3D_CMP_NEVER: return VK_COMPARE_OP_NEVER; case WINED3D_CMP_LESS: return VK_COMPARE_OP_LESS; case WINED3D_CMP_EQUAL: return VK_COMPARE_OP_EQUAL; case WINED3D_CMP_LESSEQUAL: return VK_COMPARE_OP_LESS_OR_EQUAL; case WINED3D_CMP_GREATER: return VK_COMPARE_OP_GREATER; case WINED3D_CMP_NOTEQUAL: return VK_COMPARE_OP_NOT_EQUAL; case WINED3D_CMP_GREATEREQUAL: return VK_COMPARE_OP_GREATER_OR_EQUAL; case WINED3D_CMP_ALWAYS: return VK_COMPARE_OP_ALWAYS; default: if (!op) WARN("Unhandled compare operation %#x.\n", op); else FIXME("Unhandled compare operation %#x.\n", op); return VK_COMPARE_OP_NEVER; } } VkShaderStageFlagBits vk_shader_stage_from_wined3d(enum wined3d_shader_type shader_type) { switch (shader_type) { case WINED3D_SHADER_TYPE_VERTEX: return VK_SHADER_STAGE_VERTEX_BIT; case WINED3D_SHADER_TYPE_HULL: return VK_SHADER_STAGE_TESSELLATION_CONTROL_BIT; case WINED3D_SHADER_TYPE_DOMAIN: return VK_SHADER_STAGE_TESSELLATION_EVALUATION_BIT; case WINED3D_SHADER_TYPE_GEOMETRY: return VK_SHADER_STAGE_GEOMETRY_BIT; case WINED3D_SHADER_TYPE_PIXEL: return VK_SHADER_STAGE_FRAGMENT_BIT; case WINED3D_SHADER_TYPE_COMPUTE: return VK_SHADER_STAGE_COMPUTE_BIT; default: ERR("Unhandled shader type %s.\n", debug_shader_type(shader_type)); return 0; } } static VkBlendFactor vk_blend_factor_from_wined3d(enum wined3d_blend blend, const struct wined3d_format *dst_format, bool alpha) { switch (blend) { case WINED3D_BLEND_ZERO: return VK_BLEND_FACTOR_ZERO; case WINED3D_BLEND_ONE: return VK_BLEND_FACTOR_ONE; case WINED3D_BLEND_SRCCOLOR: return VK_BLEND_FACTOR_SRC_COLOR; case WINED3D_BLEND_INVSRCCOLOR: return VK_BLEND_FACTOR_ONE_MINUS_SRC_COLOR; case WINED3D_BLEND_SRCALPHA: return VK_BLEND_FACTOR_SRC_ALPHA; case WINED3D_BLEND_INVSRCALPHA: return VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA; case WINED3D_BLEND_DESTALPHA: if (dst_format->alpha_size) return VK_BLEND_FACTOR_DST_ALPHA; return VK_BLEND_FACTOR_ONE; case WINED3D_BLEND_INVDESTALPHA: if (dst_format->alpha_size) return VK_BLEND_FACTOR_ONE_MINUS_DST_ALPHA; return VK_BLEND_FACTOR_ZERO; case WINED3D_BLEND_DESTCOLOR: return VK_BLEND_FACTOR_DST_COLOR; case WINED3D_BLEND_INVDESTCOLOR: return VK_BLEND_FACTOR_ONE_MINUS_DST_COLOR; case WINED3D_BLEND_SRCALPHASAT: return VK_BLEND_FACTOR_SRC_ALPHA_SATURATE; case WINED3D_BLEND_BLENDFACTOR: if (alpha) return VK_BLEND_FACTOR_CONSTANT_ALPHA; return VK_BLEND_FACTOR_CONSTANT_COLOR; case WINED3D_BLEND_INVBLENDFACTOR: if (alpha) return VK_BLEND_FACTOR_ONE_MINUS_CONSTANT_ALPHA; return VK_BLEND_FACTOR_ONE_MINUS_CONSTANT_COLOR; case WINED3D_BLEND_SRC1COLOR: return VK_BLEND_FACTOR_SRC1_COLOR; case WINED3D_BLEND_INVSRC1COLOR: return VK_BLEND_FACTOR_ONE_MINUS_SRC1_COLOR; case WINED3D_BLEND_SRC1ALPHA: return VK_BLEND_FACTOR_SRC1_ALPHA; case WINED3D_BLEND_INVSRC1ALPHA: return VK_BLEND_FACTOR_ONE_MINUS_SRC1_ALPHA; default: FIXME("Unhandled blend %#x.\n", blend); return VK_BLEND_FACTOR_ZERO; } } static VkBlendOp vk_blend_op_from_wined3d(enum wined3d_blend_op op) { switch (op) { case WINED3D_BLEND_OP_ADD: return VK_BLEND_OP_ADD; case WINED3D_BLEND_OP_SUBTRACT: return VK_BLEND_OP_SUBTRACT; case WINED3D_BLEND_OP_REVSUBTRACT: return VK_BLEND_OP_REVERSE_SUBTRACT; case WINED3D_BLEND_OP_MIN: return VK_BLEND_OP_MIN; case WINED3D_BLEND_OP_MAX: return VK_BLEND_OP_MAX; default: FIXME("Unhandled blend op %#x.\n", op); return VK_BLEND_OP_ADD; } } static VkColorComponentFlags vk_colour_write_mask_from_wined3d(uint32_t wined3d_mask) { VkColorComponentFlags vk_mask = 0; if (wined3d_mask & WINED3DCOLORWRITEENABLE_RED) vk_mask |= VK_COLOR_COMPONENT_R_BIT; if (wined3d_mask & WINED3DCOLORWRITEENABLE_GREEN) vk_mask |= VK_COLOR_COMPONENT_G_BIT; if (wined3d_mask & WINED3DCOLORWRITEENABLE_BLUE) vk_mask |= VK_COLOR_COMPONENT_B_BIT; if (wined3d_mask & WINED3DCOLORWRITEENABLE_ALPHA) vk_mask |= VK_COLOR_COMPONENT_A_BIT; return vk_mask; } static VkCullModeFlags vk_cull_mode_from_wined3d(enum wined3d_cull mode) { switch (mode) { case WINED3D_CULL_NONE: return VK_CULL_MODE_NONE; case WINED3D_CULL_FRONT: return VK_CULL_MODE_FRONT_BIT; case WINED3D_CULL_BACK: return VK_CULL_MODE_BACK_BIT; default: FIXME("Unhandled cull mode %#x.\n", mode); return VK_CULL_MODE_NONE; } } static VkPrimitiveTopology vk_topology_from_wined3d(enum wined3d_primitive_type t) { switch (t) { case WINED3D_PT_POINTLIST: return VK_PRIMITIVE_TOPOLOGY_POINT_LIST; case WINED3D_PT_LINELIST: return VK_PRIMITIVE_TOPOLOGY_LINE_LIST; case WINED3D_PT_LINESTRIP: return VK_PRIMITIVE_TOPOLOGY_LINE_STRIP; case WINED3D_PT_TRIANGLELIST: return VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST; case WINED3D_PT_TRIANGLESTRIP: return VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP; case WINED3D_PT_TRIANGLEFAN: return VK_PRIMITIVE_TOPOLOGY_TRIANGLE_FAN; case WINED3D_PT_LINELIST_ADJ: return VK_PRIMITIVE_TOPOLOGY_LINE_LIST_WITH_ADJACENCY; case WINED3D_PT_LINESTRIP_ADJ: return VK_PRIMITIVE_TOPOLOGY_LINE_STRIP_WITH_ADJACENCY; case WINED3D_PT_TRIANGLELIST_ADJ: return VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST_WITH_ADJACENCY; case WINED3D_PT_TRIANGLESTRIP_ADJ: return VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP_WITH_ADJACENCY; case WINED3D_PT_PATCH: return VK_PRIMITIVE_TOPOLOGY_PATCH_LIST; default: FIXME("Unhandled primitive type %s.\n", debug_d3dprimitivetype(t)); case WINED3D_PT_UNDEFINED: return ~0u; } } static VkStencilOp vk_stencil_op_from_wined3d(enum wined3d_stencil_op op) { switch (op) { case WINED3D_STENCIL_OP_KEEP: return VK_STENCIL_OP_KEEP; case WINED3D_STENCIL_OP_ZERO: return VK_STENCIL_OP_ZERO; case WINED3D_STENCIL_OP_REPLACE: return VK_STENCIL_OP_REPLACE; case WINED3D_STENCIL_OP_INCR_SAT: return VK_STENCIL_OP_INCREMENT_AND_CLAMP; case WINED3D_STENCIL_OP_DECR_SAT: return VK_STENCIL_OP_DECREMENT_AND_CLAMP; case WINED3D_STENCIL_OP_INVERT: return VK_STENCIL_OP_INVERT; case WINED3D_STENCIL_OP_INCR: return VK_STENCIL_OP_INCREMENT_AND_WRAP; case WINED3D_STENCIL_OP_DECR: return VK_STENCIL_OP_DECREMENT_AND_WRAP; default: if (!op) WARN("Unhandled stencil operation %#x.\n", op); else FIXME("Unhandled stencil operation %#x.\n", op); return VK_STENCIL_OP_KEEP; } } static void wined3d_allocator_chunk_vk_lock(struct wined3d_allocator_chunk_vk *chunk_vk) { wined3d_device_vk_allocator_lock(wined3d_device_vk_from_allocator(chunk_vk->c.allocator)); } static void wined3d_allocator_chunk_vk_unlock(struct wined3d_allocator_chunk_vk *chunk_vk) { wined3d_device_vk_allocator_unlock(wined3d_device_vk_from_allocator(chunk_vk->c.allocator)); } void *wined3d_allocator_chunk_vk_map(struct wined3d_allocator_chunk_vk *chunk_vk, struct wined3d_context_vk *context_vk) { struct wined3d_device_vk *device_vk = wined3d_device_vk(context_vk->c.device); const struct wined3d_vk_info *vk_info = context_vk->vk_info; void *map_ptr; VkResult vr; TRACE("chunk %p, memory 0x%s, map_ptr %p.\n", chunk_vk, wine_dbgstr_longlong(chunk_vk->vk_memory), chunk_vk->c.map_ptr); wined3d_allocator_chunk_vk_lock(chunk_vk); if (!chunk_vk->c.map_ptr) { if ((vr = VK_CALL(vkMapMemory(device_vk->vk_device, chunk_vk->vk_memory, 0, VK_WHOLE_SIZE, 0, &chunk_vk->c.map_ptr))) < 0) { ERR("Failed to map chunk memory, vr %s.\n", wined3d_debug_vkresult(vr)); wined3d_allocator_chunk_vk_unlock(chunk_vk); return NULL; } adapter_adjust_mapped_memory(device_vk->d.adapter, WINED3D_ALLOCATOR_CHUNK_SIZE); } ++chunk_vk->c.map_count; map_ptr = chunk_vk->c.map_ptr; wined3d_allocator_chunk_vk_unlock(chunk_vk); return map_ptr; } void wined3d_allocator_chunk_vk_unmap(struct wined3d_allocator_chunk_vk *chunk_vk, struct wined3d_context_vk *context_vk) { struct wined3d_device_vk *device_vk = wined3d_device_vk(context_vk->c.device); const struct wined3d_vk_info *vk_info = context_vk->vk_info; TRACE("chunk_vk %p, context_vk %p.\n", chunk_vk, context_vk); wined3d_allocator_chunk_vk_lock(chunk_vk); if (--chunk_vk->c.map_count) { wined3d_allocator_chunk_vk_unlock(chunk_vk); return; } VK_CALL(vkUnmapMemory(device_vk->vk_device, chunk_vk->vk_memory)); chunk_vk->c.map_ptr = NULL; wined3d_allocator_chunk_vk_unlock(chunk_vk); adapter_adjust_mapped_memory(device_vk->d.adapter, -WINED3D_ALLOCATOR_CHUNK_SIZE); } VkDeviceMemory wined3d_context_vk_allocate_vram_chunk_memory(struct wined3d_context_vk *context_vk, unsigned int pool, size_t size) { struct wined3d_device_vk *device_vk = wined3d_device_vk(context_vk->c.device); const struct wined3d_vk_info *vk_info = context_vk->vk_info; VkMemoryAllocateInfo allocate_info; VkDeviceMemory vk_memory; VkResult vr; allocate_info.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO; allocate_info.pNext = NULL; allocate_info.allocationSize = size; allocate_info.memoryTypeIndex = pool; if ((vr = VK_CALL(vkAllocateMemory(device_vk->vk_device, &allocate_info, NULL, &vk_memory))) < 0) { ERR("Failed to allocate memory, vr %s.\n", wined3d_debug_vkresult(vr)); return VK_NULL_HANDLE; } return vk_memory; } static struct wined3d_allocator_block *wined3d_context_vk_allocate_memory(struct wined3d_context_vk *context_vk, unsigned int memory_type, VkDeviceSize size, VkDeviceMemory *vk_memory) { struct wined3d_device_vk *device_vk = wined3d_device_vk(context_vk->c.device); struct wined3d_allocator *allocator = &device_vk->allocator; struct wined3d_allocator_block *block; wined3d_device_vk_allocator_lock(device_vk); if (size > WINED3D_ALLOCATOR_CHUNK_SIZE / 2) { *vk_memory = wined3d_context_vk_allocate_vram_chunk_memory(context_vk, memory_type, size); wined3d_device_vk_allocator_unlock(device_vk); return NULL; } if (!(block = wined3d_allocator_allocate(allocator, &context_vk->c, memory_type, size))) { wined3d_device_vk_allocator_unlock(device_vk); *vk_memory = VK_NULL_HANDLE; return NULL; } *vk_memory = wined3d_allocator_chunk_vk(block->chunk)->vk_memory; wined3d_device_vk_allocator_unlock(device_vk); return block; } static void wined3d_context_vk_free_memory(struct wined3d_context_vk *context_vk, struct wined3d_allocator_block *block) { struct wined3d_device_vk *device_vk = wined3d_device_vk(context_vk->c.device); assert(block->chunk->allocator == &device_vk->allocator); wined3d_device_vk_allocator_lock(device_vk); wined3d_allocator_block_free(block); wined3d_device_vk_allocator_unlock(device_vk); } static bool wined3d_context_vk_create_slab_bo(struct wined3d_context_vk *context_vk, VkDeviceSize size, VkBufferUsageFlags usage, VkMemoryPropertyFlags memory_type, struct wined3d_bo_vk *bo) { const struct wined3d_adapter_vk *adapter_vk = wined3d_adapter_vk(context_vk->c.device->adapter); struct wined3d_device_vk *device_vk = wined3d_device_vk(context_vk->c.device); const VkPhysicalDeviceLimits *limits = &adapter_vk->device_limits; struct wined3d_bo_slab_vk_key key; struct wined3d_bo_slab_vk *slab; struct wine_rb_entry *entry; size_t object_size, idx; size_t alignment; if (size > WINED3D_ALLOCATOR_MIN_BLOCK_SIZE / 2) return false; alignment = WINED3D_SLAB_BO_MIN_OBJECT_ALIGN; if ((usage & (VK_BUFFER_USAGE_UNIFORM_TEXEL_BUFFER_BIT | VK_BUFFER_USAGE_STORAGE_TEXEL_BUFFER_BIT)) && limits->minTexelBufferOffsetAlignment > alignment) alignment = limits->minTexelBufferOffsetAlignment; if ((usage & VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT) && limits->minUniformBufferOffsetAlignment) alignment = limits->minUniformBufferOffsetAlignment; if ((usage & VK_BUFFER_USAGE_STORAGE_BUFFER_BIT) && limits->minStorageBufferOffsetAlignment) alignment = limits->minStorageBufferOffsetAlignment; object_size = (size + (alignment - 1)) & ~(alignment - 1); if (object_size < WINED3D_ALLOCATOR_MIN_BLOCK_SIZE / 32) object_size = WINED3D_ALLOCATOR_MIN_BLOCK_SIZE / 32; key.memory_type = memory_type; key.usage = usage; key.size = 32 * object_size; wined3d_device_vk_allocator_lock(device_vk); if ((entry = wine_rb_get(&context_vk->bo_slab_available, &key))) { slab = WINE_RB_ENTRY_VALUE(entry, struct wined3d_bo_slab_vk, entry); TRACE("Using existing bo slab %p.\n", slab); } else { if (!(slab = heap_alloc_zero(sizeof(*slab)))) { wined3d_device_vk_allocator_unlock(device_vk); ERR("Failed to allocate bo slab.\n"); return false; } if (wine_rb_put(&context_vk->bo_slab_available, &key, &slab->entry) < 0) { wined3d_device_vk_allocator_unlock(device_vk); ERR("Failed to add slab to available tree.\n"); heap_free(slab); return false; } slab->requested_memory_type = memory_type; if (!wined3d_context_vk_create_bo(context_vk, key.size, usage, memory_type, &slab->bo)) { wined3d_device_vk_allocator_unlock(device_vk); ERR("Failed to create slab bo.\n"); wine_rb_remove(&context_vk->bo_slab_available, &slab->entry); heap_free(slab); return false; } slab->map = ~0u; TRACE("Created new bo slab %p.\n", slab); } idx = wined3d_bit_scan(&slab->map); if (!slab->map) { if (slab->next) { wine_rb_replace(&context_vk->bo_slab_available, &slab->entry, &slab->next->entry); slab->next = NULL; } else { wine_rb_remove(&context_vk->bo_slab_available, &slab->entry); } } wined3d_device_vk_allocator_unlock(device_vk); *bo = slab->bo; bo->memory = NULL; bo->slab = slab; bo->b.client_map_count = 0; bo->b.map_ptr = NULL; bo->b.buffer_offset = idx * object_size; bo->b.memory_offset = slab->bo.b.memory_offset + bo->b.buffer_offset; bo->size = size; list_init(&bo->b.users); bo->command_buffer_id = 0; bo->host_synced = false; TRACE("Using buffer 0x%s, memory 0x%s, offset 0x%s for bo %p.\n", wine_dbgstr_longlong(bo->vk_buffer), wine_dbgstr_longlong(bo->vk_memory), wine_dbgstr_longlong(bo->b.buffer_offset), bo); return true; } BOOL wined3d_context_vk_create_bo(struct wined3d_context_vk *context_vk, VkDeviceSize size, VkBufferUsageFlags usage, VkMemoryPropertyFlags memory_type, struct wined3d_bo_vk *bo) { struct wined3d_device_vk *device_vk = wined3d_device_vk(context_vk->c.device); const struct wined3d_vk_info *vk_info = context_vk->vk_info; VkMemoryRequirements memory_requirements; struct wined3d_adapter_vk *adapter_vk; VkBufferCreateInfo create_info; unsigned int memory_type_idx; VkResult vr; if (wined3d_context_vk_create_slab_bo(context_vk, size, usage, memory_type, bo)) return TRUE; adapter_vk = wined3d_adapter_vk(device_vk->d.adapter); create_info.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO; create_info.pNext = NULL; create_info.flags = 0; create_info.size = size; create_info.usage = usage; create_info.sharingMode = VK_SHARING_MODE_EXCLUSIVE; create_info.queueFamilyIndexCount = 0; create_info.pQueueFamilyIndices = NULL; if ((vr = VK_CALL(vkCreateBuffer(device_vk->vk_device, &create_info, NULL, &bo->vk_buffer))) < 0) { ERR("Failed to create Vulkan buffer, vr %s.\n", wined3d_debug_vkresult(vr)); return FALSE; } VK_CALL(vkGetBufferMemoryRequirements(device_vk->vk_device, bo->vk_buffer, &memory_requirements)); memory_type_idx = wined3d_adapter_vk_get_memory_type_index(adapter_vk, memory_requirements.memoryTypeBits, memory_type); if (memory_type_idx == ~0u) { ERR("Failed to find suitable memory type.\n"); VK_CALL(vkDestroyBuffer(device_vk->vk_device, bo->vk_buffer, NULL)); return FALSE; } bo->memory = wined3d_context_vk_allocate_memory(context_vk, memory_type_idx, memory_requirements.size, &bo->vk_memory); if (!bo->vk_memory) { ERR("Failed to allocate buffer memory.\n"); VK_CALL(vkDestroyBuffer(device_vk->vk_device, bo->vk_buffer, NULL)); return FALSE; } bo->b.memory_offset = bo->memory ? bo->memory->offset : 0; if ((vr = VK_CALL(vkBindBufferMemory(device_vk->vk_device, bo->vk_buffer, bo->vk_memory, bo->b.memory_offset))) < 0) { ERR("Failed to bind buffer memory, vr %s.\n", wined3d_debug_vkresult(vr)); if (bo->memory) wined3d_context_vk_free_memory(context_vk, bo->memory); else VK_CALL(vkFreeMemory(device_vk->vk_device, bo->vk_memory, NULL)); VK_CALL(vkDestroyBuffer(device_vk->vk_device, bo->vk_buffer, NULL)); return FALSE; } bo->b.client_map_count = 0; bo->b.map_ptr = NULL; bo->b.buffer_offset = 0; bo->size = size; bo->usage = usage; bo->memory_type = adapter_vk->memory_properties.memoryTypes[memory_type_idx].propertyFlags; bo->b.coherent = !!(bo->memory_type & VK_MEMORY_PROPERTY_HOST_COHERENT_BIT); list_init(&bo->b.users); bo->command_buffer_id = 0; bo->slab = NULL; bo->host_synced = false; TRACE("Created buffer 0x%s, memory 0x%s for bo %p.\n", wine_dbgstr_longlong(bo->vk_buffer), wine_dbgstr_longlong(bo->vk_memory), bo); return TRUE; } BOOL wined3d_context_vk_create_image(struct wined3d_context_vk *context_vk, VkImageType vk_image_type, VkImageUsageFlags usage, VkFormat vk_format, unsigned int width, unsigned int height, unsigned int depth, unsigned int sample_count, unsigned int mip_levels, unsigned int layer_count, unsigned int flags, struct wined3d_image_vk *image) { struct wined3d_adapter_vk *adapter_vk = wined3d_adapter_vk(context_vk->c.device->adapter); struct wined3d_device_vk *device_vk = wined3d_device_vk(context_vk->c.device); const struct wined3d_vk_info *vk_info = context_vk->vk_info; VkMemoryRequirements memory_requirements; VkImageCreateInfo create_info; unsigned int memory_type_idx; VkResult vr; create_info.sType = VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO; create_info.pNext = NULL; create_info.flags = flags; create_info.imageType = vk_image_type; create_info.format = vk_format; create_info.extent.width = width; create_info.extent.height = height; create_info.extent.depth = depth; create_info.mipLevels = mip_levels; create_info.arrayLayers = layer_count; create_info.samples = sample_count; create_info.tiling = VK_IMAGE_TILING_OPTIMAL; create_info.usage = usage; create_info.sharingMode = VK_SHARING_MODE_EXCLUSIVE; create_info.queueFamilyIndexCount = 0; create_info.pQueueFamilyIndices = NULL; create_info.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED; image->command_buffer_id = 0; vr = VK_CALL(vkCreateImage(device_vk->vk_device, &create_info, NULL, &image->vk_image)); if (vr != VK_SUCCESS) { ERR("Failed to create image, vr %s.\n", wined3d_debug_vkresult(vr)); image->vk_image = VK_NULL_HANDLE; return FALSE; } VK_CALL(vkGetImageMemoryRequirements(device_vk->vk_device, image->vk_image, &memory_requirements)); memory_type_idx = wined3d_adapter_vk_get_memory_type_index(adapter_vk, memory_requirements.memoryTypeBits, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT); if (memory_type_idx == ~0u) { ERR("Failed to find suitable image memory type.\n"); VK_CALL(vkDestroyImage(device_vk->vk_device, image->vk_image, NULL)); image->vk_image = VK_NULL_HANDLE; return FALSE; } image->memory = wined3d_context_vk_allocate_memory(context_vk, memory_type_idx, memory_requirements.size, &image->vk_memory); if (!image->vk_memory) { ERR("Failed to allocate image memory.\n"); VK_CALL(vkDestroyImage(device_vk->vk_device, image->vk_image, NULL)); image->vk_image = VK_NULL_HANDLE; return FALSE; } vr = VK_CALL(vkBindImageMemory(device_vk->vk_device, image->vk_image, image->vk_memory, image->memory ? image->memory->offset : 0)); if (vr != VK_SUCCESS) { VK_CALL(vkDestroyImage(device_vk->vk_device, image->vk_image, NULL)); if (image->memory) wined3d_context_vk_free_memory(context_vk, image->memory); else VK_CALL(vkFreeMemory(device_vk->vk_device, image->vk_memory, NULL)); ERR("Failed to bind image memory, vr %s.\n", wined3d_debug_vkresult(vr)); image->memory = NULL; image->vk_memory = VK_NULL_HANDLE; image->vk_image = VK_NULL_HANDLE; return FALSE; } return TRUE; } static struct wined3d_retired_object_vk *wined3d_context_vk_get_retired_object_vk(struct wined3d_context_vk *context_vk) { struct wined3d_retired_objects_vk *retired = &context_vk->retired; struct wined3d_retired_object_vk *o; if (retired->free) { o = retired->free; retired->free = o->u.next; return o; } if (!wined3d_array_reserve((void **)&retired->objects, &retired->size, retired->count + 1, sizeof(*retired->objects))) return NULL; return &retired->objects[retired->count++]; } void wined3d_context_vk_destroy_vk_framebuffer(struct wined3d_context_vk *context_vk, VkFramebuffer vk_framebuffer, uint64_t command_buffer_id) { struct wined3d_device_vk *device_vk = wined3d_device_vk(context_vk->c.device); const struct wined3d_vk_info *vk_info = context_vk->vk_info; struct wined3d_retired_object_vk *o; if (context_vk->completed_command_buffer_id > command_buffer_id) { VK_CALL(vkDestroyFramebuffer(device_vk->vk_device, vk_framebuffer, NULL)); TRACE("Destroyed framebuffer 0x%s.\n", wine_dbgstr_longlong(vk_framebuffer)); return; } if (!(o = wined3d_context_vk_get_retired_object_vk(context_vk))) { ERR("Leaking framebuffer 0x%s.\n", wine_dbgstr_longlong(vk_framebuffer)); return; } o->type = WINED3D_RETIRED_FRAMEBUFFER_VK; o->u.vk_framebuffer = vk_framebuffer; o->command_buffer_id = command_buffer_id; } static void wined3d_context_vk_destroy_vk_descriptor_pool(struct wined3d_context_vk *context_vk, VkDescriptorPool vk_descriptor_pool, uint64_t command_buffer_id) { struct wined3d_device_vk *device_vk = wined3d_device_vk(context_vk->c.device); const struct wined3d_vk_info *vk_info = context_vk->vk_info; struct wined3d_retired_object_vk *o; if (context_vk->completed_command_buffer_id > command_buffer_id) { VK_CALL(vkDestroyDescriptorPool(device_vk->vk_device, vk_descriptor_pool, NULL)); TRACE("Destroyed descriptor pool 0x%s.\n", wine_dbgstr_longlong(vk_descriptor_pool)); return; } if (!(o = wined3d_context_vk_get_retired_object_vk(context_vk))) { ERR("Leaking descriptor pool 0x%s.\n", wine_dbgstr_longlong(vk_descriptor_pool)); return; } o->type = WINED3D_RETIRED_DESCRIPTOR_POOL_VK; o->u.vk_descriptor_pool = vk_descriptor_pool; o->command_buffer_id = command_buffer_id; } void wined3d_context_vk_destroy_vk_memory(struct wined3d_context_vk *context_vk, VkDeviceMemory vk_memory, uint64_t command_buffer_id) { struct wined3d_device_vk *device_vk = wined3d_device_vk(context_vk->c.device); const struct wined3d_vk_info *vk_info = context_vk->vk_info; struct wined3d_retired_object_vk *o; if (context_vk->completed_command_buffer_id > command_buffer_id) { VK_CALL(vkFreeMemory(device_vk->vk_device, vk_memory, NULL)); TRACE("Freed memory 0x%s.\n", wine_dbgstr_longlong(vk_memory)); return; } if (!(o = wined3d_context_vk_get_retired_object_vk(context_vk))) { ERR("Leaking memory 0x%s.\n", wine_dbgstr_longlong(vk_memory)); return; } o->type = WINED3D_RETIRED_MEMORY_VK; o->u.vk_memory = vk_memory; o->command_buffer_id = command_buffer_id; } void wined3d_context_vk_destroy_allocator_block(struct wined3d_context_vk *context_vk, struct wined3d_allocator_block *block, uint64_t command_buffer_id) { struct wined3d_retired_object_vk *o; if (context_vk->completed_command_buffer_id > command_buffer_id) { wined3d_context_vk_free_memory(context_vk, block); TRACE("Freed block %p.\n", block); return; } if (!(o = wined3d_context_vk_get_retired_object_vk(context_vk))) { ERR("Leaking block %p.\n", block); return; } o->type = WINED3D_RETIRED_ALLOCATOR_BLOCK_VK; o->u.block = block; o->command_buffer_id = command_buffer_id; } static void wined3d_bo_slab_vk_free_slice(struct wined3d_bo_slab_vk *slab, SIZE_T idx, struct wined3d_context_vk *context_vk) { struct wined3d_device_vk *device_vk = wined3d_device_vk(context_vk->c.device); struct wined3d_bo_slab_vk_key key; struct wine_rb_entry *entry; TRACE("slab %p, idx %lu, context_vk %p.\n", slab, idx, context_vk); wined3d_device_vk_allocator_lock(device_vk); if (!slab->map) { key.memory_type = slab->requested_memory_type; key.usage = slab->bo.usage; key.size = slab->bo.size; if ((entry = wine_rb_get(&context_vk->bo_slab_available, &key))) { slab->next = WINE_RB_ENTRY_VALUE(entry, struct wined3d_bo_slab_vk, entry); wine_rb_replace(&context_vk->bo_slab_available, entry, &slab->entry); } else if (wine_rb_put(&context_vk->bo_slab_available, &key, &slab->entry) < 0) { ERR("Unable to return slab %p (map 0x%08x) to available tree.\n", slab, slab->map); } } slab->map |= 1u << idx; wined3d_device_vk_allocator_unlock(device_vk); } static void wined3d_context_vk_destroy_bo_slab_slice(struct wined3d_context_vk *context_vk, struct wined3d_bo_slab_vk *slab, SIZE_T idx, uint64_t command_buffer_id) { struct wined3d_retired_object_vk *o; if (context_vk->completed_command_buffer_id > command_buffer_id) { wined3d_bo_slab_vk_free_slice(slab, idx, context_vk); return; } if (!(o = wined3d_context_vk_get_retired_object_vk(context_vk))) { ERR("Leaking slab %p, slice %#lx.\n", slab, idx); return; } o->type = WINED3D_RETIRED_BO_SLAB_SLICE_VK; o->u.slice.slab = slab; o->u.slice.idx = idx; o->command_buffer_id = command_buffer_id; } static void wined3d_context_vk_destroy_vk_buffer(struct wined3d_context_vk *context_vk, VkBuffer vk_buffer, uint64_t command_buffer_id) { struct wined3d_device_vk *device_vk = wined3d_device_vk(context_vk->c.device); const struct wined3d_vk_info *vk_info = context_vk->vk_info; struct wined3d_retired_object_vk *o; if (context_vk->completed_command_buffer_id > command_buffer_id) { VK_CALL(vkDestroyBuffer(device_vk->vk_device, vk_buffer, NULL)); TRACE("Destroyed buffer 0x%s.\n", wine_dbgstr_longlong(vk_buffer)); return; } if (!(o = wined3d_context_vk_get_retired_object_vk(context_vk))) { ERR("Leaking buffer 0x%s.\n", wine_dbgstr_longlong(vk_buffer)); return; } o->type = WINED3D_RETIRED_BUFFER_VK; o->u.vk_buffer = vk_buffer; o->command_buffer_id = command_buffer_id; } void wined3d_context_vk_destroy_vk_image(struct wined3d_context_vk *context_vk, VkImage vk_image, uint64_t command_buffer_id) { struct wined3d_device_vk *device_vk = wined3d_device_vk(context_vk->c.device); const struct wined3d_vk_info *vk_info = context_vk->vk_info; struct wined3d_retired_object_vk *o; if (context_vk->completed_command_buffer_id > command_buffer_id) { VK_CALL(vkDestroyImage(device_vk->vk_device, vk_image, NULL)); TRACE("Destroyed image 0x%s.\n", wine_dbgstr_longlong(vk_image)); return; } if (!(o = wined3d_context_vk_get_retired_object_vk(context_vk))) { ERR("Leaking image 0x%s.\n", wine_dbgstr_longlong(vk_image)); return; } o->type = WINED3D_RETIRED_IMAGE_VK; o->u.vk_image = vk_image; o->command_buffer_id = command_buffer_id; } void wined3d_context_vk_destroy_vk_buffer_view(struct wined3d_context_vk *context_vk, VkBufferView vk_view, uint64_t command_buffer_id) { struct wined3d_device_vk *device_vk = wined3d_device_vk(context_vk->c.device); const struct wined3d_vk_info *vk_info = context_vk->vk_info; struct wined3d_retired_object_vk *o; if (context_vk->completed_command_buffer_id > command_buffer_id) { VK_CALL(vkDestroyBufferView(device_vk->vk_device, vk_view, NULL)); TRACE("Destroyed buffer view 0x%s.\n", wine_dbgstr_longlong(vk_view)); return; } if (!(o = wined3d_context_vk_get_retired_object_vk(context_vk))) { ERR("Leaking buffer view 0x%s.\n", wine_dbgstr_longlong(vk_view)); return; } o->type = WINED3D_RETIRED_BUFFER_VIEW_VK; o->u.vk_buffer_view = vk_view; o->command_buffer_id = command_buffer_id; } void wined3d_context_vk_destroy_vk_image_view(struct wined3d_context_vk *context_vk, VkImageView vk_view, uint64_t command_buffer_id) { struct wined3d_device_vk *device_vk = wined3d_device_vk(context_vk->c.device); const struct wined3d_vk_info *vk_info = context_vk->vk_info; struct wined3d_retired_object_vk *o; if (context_vk->completed_command_buffer_id > command_buffer_id) { VK_CALL(vkDestroyImageView(device_vk->vk_device, vk_view, NULL)); TRACE("Destroyed image view 0x%s.\n", wine_dbgstr_longlong(vk_view)); return; } if (!(o = wined3d_context_vk_get_retired_object_vk(context_vk))) { ERR("Leaking image view 0x%s.\n", wine_dbgstr_longlong(vk_view)); return; } o->type = WINED3D_RETIRED_IMAGE_VIEW_VK; o->u.vk_image_view = vk_view; o->command_buffer_id = command_buffer_id; } static void wined3d_context_vk_reset_completed_queries(struct wined3d_context_vk *context_vk, struct wined3d_query_pool_vk *pool_vk, struct wined3d_command_buffer_vk *buffer) { const struct wined3d_vk_info *vk_info = context_vk->vk_info; struct wined3d_retired_object_vk *o; struct wined3d_range range; unsigned int start = 0; for (;;) { if (!wined3d_bitmap_get_range(pool_vk->completed, WINED3D_QUERY_POOL_SIZE, start, &range)) break; VK_CALL(vkCmdResetQueryPool(buffer->vk_command_buffer, pool_vk->vk_query_pool, range.offset, range.size)); if (!(o = wined3d_context_vk_get_retired_object_vk(context_vk))) { ERR("Freeing query range %u+%u in pool %p.\n", range.offset, range.size, pool_vk); wined3d_query_pool_vk_mark_free(context_vk, pool_vk, range.offset, range.size); } else { o->type = WINED3D_RETIRED_QUERY_POOL_VK; o->u.queries.pool_vk = pool_vk; o->u.queries.start = range.offset; o->u.queries.count = range.size; o->command_buffer_id = buffer->id; } start = range.offset + range.size; } memset(pool_vk->completed, 0, sizeof(pool_vk->completed)); } void wined3d_context_vk_destroy_vk_sampler(struct wined3d_context_vk *context_vk, VkSampler vk_sampler, uint64_t command_buffer_id) { struct wined3d_device_vk *device_vk = wined3d_device_vk(context_vk->c.device); const struct wined3d_vk_info *vk_info = context_vk->vk_info; struct wined3d_retired_object_vk *o; if (context_vk->completed_command_buffer_id > command_buffer_id) { VK_CALL(vkDestroySampler(device_vk->vk_device, vk_sampler, NULL)); TRACE("Destroyed sampler 0x%s.\n", wine_dbgstr_longlong(vk_sampler)); return; } if (!(o = wined3d_context_vk_get_retired_object_vk(context_vk))) { ERR("Leaking sampler 0x%s.\n", wine_dbgstr_longlong(vk_sampler)); return; } o->type = WINED3D_RETIRED_SAMPLER_VK; o->u.vk_sampler = vk_sampler; o->command_buffer_id = command_buffer_id; } void wined3d_context_vk_destroy_image(struct wined3d_context_vk *context_vk, struct wined3d_image_vk *image) { wined3d_context_vk_destroy_vk_image(context_vk, image->vk_image, image->command_buffer_id); if (image->memory) wined3d_context_vk_destroy_allocator_block(context_vk, image->memory, image->command_buffer_id); else wined3d_context_vk_destroy_vk_memory(context_vk, image->vk_memory, image->command_buffer_id); image->vk_image = VK_NULL_HANDLE; image->vk_memory = VK_NULL_HANDLE; image->memory = NULL; } void wined3d_context_vk_destroy_bo(struct wined3d_context_vk *context_vk, const struct wined3d_bo_vk *bo) { struct wined3d_device_vk *device_vk = wined3d_device_vk(context_vk->c.device); const struct wined3d_vk_info *vk_info = context_vk->vk_info; struct wined3d_bo_slab_vk *slab_vk; size_t object_size, idx; TRACE("context_vk %p, bo %p.\n", context_vk, bo); if (bo->command_buffer_id == context_vk->current_command_buffer.id) context_vk->retired_bo_size += bo->size; if ((slab_vk = bo->slab)) { if (bo->b.map_ptr) wined3d_bo_slab_vk_unmap(slab_vk, context_vk); object_size = slab_vk->bo.size / 32; idx = bo->b.buffer_offset / object_size; wined3d_context_vk_destroy_bo_slab_slice(context_vk, slab_vk, idx, bo->command_buffer_id); return; } wined3d_context_vk_destroy_vk_buffer(context_vk, bo->vk_buffer, bo->command_buffer_id); if (bo->memory) { if (bo->b.map_ptr) wined3d_allocator_chunk_vk_unmap(wined3d_allocator_chunk_vk(bo->memory->chunk), context_vk); wined3d_context_vk_destroy_allocator_block(context_vk, bo->memory, bo->command_buffer_id); return; } if (bo->b.map_ptr) { VK_CALL(vkUnmapMemory(device_vk->vk_device, bo->vk_memory)); adapter_adjust_mapped_memory(device_vk->d.adapter, -bo->size); } wined3d_context_vk_destroy_vk_memory(context_vk, bo->vk_memory, bo->command_buffer_id); } void wined3d_context_vk_poll_command_buffers(struct wined3d_context_vk *context_vk) { struct wined3d_device_vk *device_vk = wined3d_device_vk(context_vk->c.device); const struct wined3d_vk_info *vk_info = context_vk->vk_info; struct wined3d_command_buffer_vk *buffer; SIZE_T i = 0; while (i < context_vk->submitted.buffer_count) { buffer = &context_vk->submitted.buffers[i]; if (VK_CALL(vkGetFenceStatus(device_vk->vk_device, buffer->vk_fence)) == VK_NOT_READY) { ++i; continue; } TRACE("Command buffer %p with id 0x%s has finished.\n", buffer->vk_command_buffer, wine_dbgstr_longlong(buffer->id)); VK_CALL(vkDestroyFence(device_vk->vk_device, buffer->vk_fence, NULL)); VK_CALL(vkFreeCommandBuffers(device_vk->vk_device, context_vk->vk_command_pool, 1, &buffer->vk_command_buffer)); if (buffer->id > context_vk->completed_command_buffer_id) context_vk->completed_command_buffer_id = buffer->id; *buffer = context_vk->submitted.buffers[--context_vk->submitted.buffer_count]; } } static void wined3d_context_vk_cleanup_resources(struct wined3d_context_vk *context_vk) { struct wined3d_device_vk *device_vk = wined3d_device_vk(context_vk->c.device); struct wined3d_retired_objects_vk *retired = &context_vk->retired; const struct wined3d_vk_info *vk_info = context_vk->vk_info; struct wined3d_retired_object_vk *o; uint64_t command_buffer_id; SIZE_T i = 0; wined3d_context_vk_poll_command_buffers(context_vk); command_buffer_id = context_vk->completed_command_buffer_id; retired->free = NULL; for (i = retired->count; i; --i) { o = &retired->objects[i - 1]; if (o->type != WINED3D_RETIRED_FREE_VK && o->command_buffer_id > command_buffer_id) continue; switch (o->type) { case WINED3D_RETIRED_FREE_VK: /* Nothing to do. */ break; case WINED3D_RETIRED_FRAMEBUFFER_VK: VK_CALL(vkDestroyFramebuffer(device_vk->vk_device, o->u.vk_framebuffer, NULL)); TRACE("Destroyed framebuffer 0x%s.\n", wine_dbgstr_longlong(o->u.vk_framebuffer)); break; case WINED3D_RETIRED_DESCRIPTOR_POOL_VK: VK_CALL(vkDestroyDescriptorPool(device_vk->vk_device, o->u.vk_descriptor_pool, NULL)); TRACE("Destroyed descriptor pool 0x%s.\n", wine_dbgstr_longlong(o->u.vk_descriptor_pool)); break; case WINED3D_RETIRED_MEMORY_VK: VK_CALL(vkFreeMemory(device_vk->vk_device, o->u.vk_memory, NULL)); TRACE("Freed memory 0x%s.\n", wine_dbgstr_longlong(o->u.vk_memory)); break; case WINED3D_RETIRED_ALLOCATOR_BLOCK_VK: TRACE("Destroying block %p.\n", o->u.block); wined3d_context_vk_free_memory(context_vk, o->u.block); break; case WINED3D_RETIRED_BO_SLAB_SLICE_VK: wined3d_bo_slab_vk_free_slice(o->u.slice.slab, o->u.slice.idx, context_vk); break; case WINED3D_RETIRED_BUFFER_VK: VK_CALL(vkDestroyBuffer(device_vk->vk_device, o->u.vk_buffer, NULL)); TRACE("Destroyed buffer 0x%s.\n", wine_dbgstr_longlong(o->u.vk_buffer)); break; case WINED3D_RETIRED_IMAGE_VK: VK_CALL(vkDestroyImage(device_vk->vk_device, o->u.vk_image, NULL)); TRACE("Destroyed image 0x%s.\n", wine_dbgstr_longlong(o->u.vk_image)); break; case WINED3D_RETIRED_BUFFER_VIEW_VK: VK_CALL(vkDestroyBufferView(device_vk->vk_device, o->u.vk_buffer_view, NULL)); TRACE("Destroyed buffer view 0x%s.\n", wine_dbgstr_longlong(o->u.vk_buffer_view)); break; case WINED3D_RETIRED_IMAGE_VIEW_VK: VK_CALL(vkDestroyImageView(device_vk->vk_device, o->u.vk_image_view, NULL)); TRACE("Destroyed image view 0x%s.\n", wine_dbgstr_longlong(o->u.vk_image_view)); break; case WINED3D_RETIRED_SAMPLER_VK: VK_CALL(vkDestroySampler(device_vk->vk_device, o->u.vk_sampler, NULL)); TRACE("Destroyed sampler 0x%s.\n", wine_dbgstr_longlong(o->u.vk_sampler)); break; case WINED3D_RETIRED_QUERY_POOL_VK: wined3d_query_pool_vk_mark_free(context_vk, o->u.queries.pool_vk, o->u.queries.start, o->u.queries.count); TRACE("Freed query range %u+%u in pool %p.\n", o->u.queries.start, o->u.queries.count, o->u.queries.pool_vk); break; default: ERR("Unhandled object type %#x.\n", o->type); break; } if (i == retired->count) { --retired->count; continue; } o->type = WINED3D_RETIRED_FREE_VK; o->u.next = retired->free; retired->free = o; } } static void wined3d_context_vk_destroy_bo_slab(struct wine_rb_entry *entry, void *ctx) { struct wined3d_context_vk *context_vk = ctx; struct wined3d_bo_slab_vk *slab, *next; slab = WINE_RB_ENTRY_VALUE(entry, struct wined3d_bo_slab_vk, entry); while (slab) { next = slab->next; wined3d_context_vk_destroy_bo(context_vk, &slab->bo); heap_free(slab); slab = next; } } static void wined3d_context_vk_destroy_graphics_pipeline(struct wine_rb_entry *entry, void *ctx) { struct wined3d_graphics_pipeline_vk *pipeline_vk = WINE_RB_ENTRY_VALUE(entry, struct wined3d_graphics_pipeline_vk, entry); struct wined3d_context_vk *context_vk = ctx; const struct wined3d_vk_info *vk_info; struct wined3d_device_vk *device_vk; vk_info = context_vk->vk_info; device_vk = wined3d_device_vk(context_vk->c.device); VK_CALL(vkDestroyPipeline(device_vk->vk_device, pipeline_vk->vk_pipeline, NULL)); heap_free(pipeline_vk); } static void wined3d_context_vk_destroy_pipeline_layout(struct wine_rb_entry *entry, void *ctx) { struct wined3d_pipeline_layout_vk *layout = WINE_RB_ENTRY_VALUE(entry, struct wined3d_pipeline_layout_vk, entry); struct wined3d_context_vk *context_vk = ctx; const struct wined3d_vk_info *vk_info; struct wined3d_device_vk *device_vk; vk_info = context_vk->vk_info; device_vk = wined3d_device_vk(context_vk->c.device); VK_CALL(vkDestroyPipelineLayout(device_vk->vk_device, layout->vk_pipeline_layout, NULL)); VK_CALL(vkDestroyDescriptorSetLayout(device_vk->vk_device, layout->vk_set_layout, NULL)); heap_free(layout->key.bindings); heap_free(layout); } static void wined3d_render_pass_key_vk_init(struct wined3d_render_pass_key_vk *key, const struct wined3d_fb_state *fb, unsigned int rt_count, bool depth_stencil, uint32_t clear_flags) { struct wined3d_render_pass_attachment_vk *a; struct wined3d_rendertarget_view *view; unsigned int i; memset(key, 0, sizeof(*key)); for (i = 0; i < rt_count; ++i) { if (!(view = fb->render_targets[i]) || view->format->id == WINED3DFMT_NULL) continue; a = &key->rt[i]; a->vk_format = wined3d_format_vk(view->format)->vk_format; a->vk_samples = max(1, wined3d_resource_get_sample_count(view->resource)); a->vk_layout = wined3d_texture_vk(wined3d_texture_from_resource(view->resource))->layout; key->rt_mask |= 1u << i; } if (depth_stencil && (view = fb->depth_stencil)) { a = &key->ds; a->vk_format = wined3d_format_vk(view->format)->vk_format; a->vk_samples = max(1, wined3d_resource_get_sample_count(view->resource)); a->vk_layout = wined3d_texture_vk(wined3d_texture_from_resource(view->resource))->layout; key->rt_mask |= 1u << WINED3D_MAX_RENDER_TARGETS; } key->clear_flags = clear_flags; } static void wined3d_render_pass_vk_cleanup(struct wined3d_render_pass_vk *pass, struct wined3d_context_vk *context_vk) { struct wined3d_device_vk *device_vk = wined3d_device_vk(context_vk->c.device); const struct wined3d_vk_info *vk_info = context_vk->vk_info; VK_CALL(vkDestroyRenderPass(device_vk->vk_device, pass->vk_render_pass, NULL)); } static bool wined3d_render_pass_vk_init(struct wined3d_render_pass_vk *pass, struct wined3d_context_vk *context_vk, const struct wined3d_render_pass_key_vk *key) { struct wined3d_device_vk *device_vk = wined3d_device_vk(context_vk->c.device); VkAttachmentReference attachment_references[WINED3D_MAX_RENDER_TARGETS]; VkAttachmentDescription attachments[WINED3D_MAX_RENDER_TARGETS + 1]; const struct wined3d_vk_info *vk_info = context_vk->vk_info; const struct wined3d_render_pass_attachment_vk *a; VkAttachmentReference ds_attachment_reference; VkAttachmentReference *ds_reference = NULL; unsigned int attachment_count, rt_count, i; VkAttachmentDescription *attachment; VkSubpassDescription sub_pass_desc; VkRenderPassCreateInfo pass_desc; uint32_t mask; VkResult vr; rt_count = 0; attachment_count = 0; mask = key->rt_mask & wined3d_mask_from_size(WINED3D_MAX_RENDER_TARGETS); while (mask) { i = wined3d_bit_scan(&mask); a = &key->rt[i]; attachment = &attachments[attachment_count]; attachment->flags = 0; attachment->format = a->vk_format; attachment->samples = a->vk_samples; if (key->clear_flags & WINED3DCLEAR_TARGET) attachment->loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR; else attachment->loadOp = VK_ATTACHMENT_LOAD_OP_LOAD; attachment->storeOp = VK_ATTACHMENT_STORE_OP_STORE; attachment->stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE; attachment->stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE; attachment->initialLayout = a->vk_layout; attachment->finalLayout = a->vk_layout; attachment_references[i].attachment = attachment_count; attachment_references[i].layout = a->vk_layout; ++attachment_count; rt_count = i + 1; } mask = ~key->rt_mask & wined3d_mask_from_size(rt_count); while (mask) { i = wined3d_bit_scan(&mask); attachment_references[i].attachment = VK_ATTACHMENT_UNUSED; attachment_references[i].layout = VK_IMAGE_LAYOUT_UNDEFINED; } if (key->rt_mask & (1u << WINED3D_MAX_RENDER_TARGETS)) { a = &key->ds; attachment = &attachments[attachment_count]; attachment->flags = 0; attachment->format = a->vk_format; attachment->samples = a->vk_samples; if (key->clear_flags & WINED3DCLEAR_ZBUFFER) attachment->loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR; else attachment->loadOp = VK_ATTACHMENT_LOAD_OP_LOAD; attachment->storeOp = VK_ATTACHMENT_STORE_OP_STORE; if (key->clear_flags & WINED3DCLEAR_STENCIL) attachment->stencilLoadOp = VK_ATTACHMENT_LOAD_OP_CLEAR; else attachment->stencilLoadOp = VK_ATTACHMENT_LOAD_OP_LOAD; attachment->stencilStoreOp = VK_ATTACHMENT_STORE_OP_STORE; attachment->initialLayout = a->vk_layout; attachment->finalLayout = a->vk_layout; ds_reference = &ds_attachment_reference; ds_reference->attachment = attachment_count; ds_reference->layout = a->vk_layout; ++attachment_count; } sub_pass_desc.flags = 0; sub_pass_desc.pipelineBindPoint = VK_PIPELINE_BIND_POINT_GRAPHICS; sub_pass_desc.inputAttachmentCount = 0; sub_pass_desc.pInputAttachments = NULL; sub_pass_desc.colorAttachmentCount = rt_count; sub_pass_desc.pColorAttachments = attachment_references; sub_pass_desc.pResolveAttachments = NULL; sub_pass_desc.pDepthStencilAttachment = ds_reference; sub_pass_desc.preserveAttachmentCount = 0; sub_pass_desc.pPreserveAttachments = NULL; pass_desc.sType = VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO; pass_desc.pNext = NULL; pass_desc.flags = 0; pass_desc.attachmentCount = attachment_count; pass_desc.pAttachments = attachments; pass_desc.subpassCount = 1; pass_desc.pSubpasses = &sub_pass_desc; pass_desc.dependencyCount = 0; pass_desc.pDependencies = NULL; pass->key = *key; if ((vr = VK_CALL(vkCreateRenderPass(device_vk->vk_device, &pass_desc, NULL, &pass->vk_render_pass))) < 0) { WARN("Failed to create Vulkan render pass, vr %d.\n", vr); return false; } return true; } VkRenderPass wined3d_context_vk_get_render_pass(struct wined3d_context_vk *context_vk, const struct wined3d_fb_state *fb, unsigned int rt_count, bool depth_stencil, uint32_t clear_flags) { struct wined3d_render_pass_key_vk key; struct wined3d_render_pass_vk *pass; struct wine_rb_entry *entry; wined3d_render_pass_key_vk_init(&key, fb, rt_count, depth_stencil, clear_flags); if ((entry = wine_rb_get(&context_vk->render_passes, &key))) return WINE_RB_ENTRY_VALUE(entry, struct wined3d_render_pass_vk, entry)->vk_render_pass; if (!(pass = heap_alloc(sizeof(*pass)))) return VK_NULL_HANDLE; if (!wined3d_render_pass_vk_init(pass, context_vk, &key)) { heap_free(pass); return VK_NULL_HANDLE; } if (wine_rb_put(&context_vk->render_passes, &pass->key, &pass->entry) == -1) { ERR("Failed to insert render pass.\n"); wined3d_render_pass_vk_cleanup(pass, context_vk); heap_free(pass); return VK_NULL_HANDLE; } return pass->vk_render_pass; } void wined3d_context_vk_end_current_render_pass(struct wined3d_context_vk *context_vk) { VkCommandBuffer vk_command_buffer = context_vk->current_command_buffer.vk_command_buffer; const struct wined3d_vk_info *vk_info = context_vk->vk_info; struct wined3d_query_vk *query_vk; if (context_vk->vk_render_pass) { LIST_FOR_EACH_ENTRY(query_vk, &context_vk->render_pass_queries, struct wined3d_query_vk, entry) wined3d_query_vk_suspend(query_vk, context_vk); VK_CALL(vkCmdEndRenderPass(vk_command_buffer)); context_vk->vk_render_pass = VK_NULL_HANDLE; VK_CALL(vkCmdPipelineBarrier(vk_command_buffer, VK_PIPELINE_STAGE_ALL_GRAPHICS_BIT, VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT, 0, 0, NULL, 0, NULL, 0, NULL)); LIST_FOR_EACH_ENTRY(query_vk, &context_vk->render_pass_queries, struct wined3d_query_vk, entry) { if (!wined3d_context_vk_allocate_query(context_vk, query_vk->q.type, &query_vk->pool_idx)) { ERR("Failed to allocate new query.\n"); break; } } } if (context_vk->vk_framebuffer) { wined3d_context_vk_destroy_vk_framebuffer(context_vk, context_vk->vk_framebuffer, context_vk->current_command_buffer.id); context_vk->vk_framebuffer = VK_NULL_HANDLE; } } static void wined3d_context_vk_destroy_render_pass(struct wine_rb_entry *entry, void *ctx) { struct wined3d_render_pass_vk *pass = WINE_RB_ENTRY_VALUE(entry, struct wined3d_render_pass_vk, entry); wined3d_render_pass_vk_cleanup(pass, ctx); heap_free(pass); } static void wined3d_shader_descriptor_writes_vk_cleanup(struct wined3d_shader_descriptor_writes_vk *writes) { heap_free(writes->writes); } static void wined3d_context_vk_destroy_query_pools(struct wined3d_context_vk *context_vk, struct list *free_pools) { struct wined3d_query_pool_vk *pool_vk, *entry; LIST_FOR_EACH_ENTRY_SAFE(pool_vk, entry, free_pools, struct wined3d_query_pool_vk, entry) { wined3d_query_pool_vk_cleanup(pool_vk, context_vk); heap_free(pool_vk); } } bool wined3d_context_vk_allocate_query(struct wined3d_context_vk *context_vk, enum wined3d_query_type type, struct wined3d_query_pool_idx_vk *pool_idx) { const struct wined3d_vk_info *vk_info = context_vk->vk_info; struct wined3d_query_pool_vk *pool_vk, *entry; struct wined3d_device_vk *device_vk; struct list *free_pools; VkResult vr; size_t idx; switch (type) { case WINED3D_QUERY_TYPE_OCCLUSION: free_pools = &context_vk->free_occlusion_query_pools; break; case WINED3D_QUERY_TYPE_TIMESTAMP: free_pools = &context_vk->free_timestamp_query_pools; break; case WINED3D_QUERY_TYPE_PIPELINE_STATISTICS: free_pools = &context_vk->free_pipeline_statistics_query_pools; break; case WINED3D_QUERY_TYPE_SO_STATISTICS: case WINED3D_QUERY_TYPE_SO_STATISTICS_STREAM0: case WINED3D_QUERY_TYPE_SO_STATISTICS_STREAM1: case WINED3D_QUERY_TYPE_SO_STATISTICS_STREAM2: case WINED3D_QUERY_TYPE_SO_STATISTICS_STREAM3: free_pools = &context_vk->free_stream_output_statistics_query_pools; break; default: FIXME("Unhandled query type %#x.\n", type); return false; } LIST_FOR_EACH_ENTRY_SAFE(pool_vk, entry, free_pools, struct wined3d_query_pool_vk, entry) { if (wined3d_query_pool_vk_allocate_query(pool_vk, &idx)) goto done; list_remove(&pool_vk->entry); list_init(&pool_vk->entry); } if (!(pool_vk = heap_alloc_zero(sizeof(*pool_vk)))) return false; if (!wined3d_query_pool_vk_init(pool_vk, context_vk, type, free_pools)) { heap_free(pool_vk); return false; } device_vk = wined3d_device_vk(context_vk->c.device); if (vk_info->supported[WINED3D_VK_EXT_HOST_QUERY_RESET]) { VK_CALL(vkResetQueryPoolEXT(device_vk->vk_device, pool_vk->vk_query_pool, 0, WINED3D_QUERY_POOL_SIZE)); } else { VkEventCreateInfo event_create_info; wined3d_context_vk_end_current_render_pass(context_vk); VK_CALL(vkCmdResetQueryPool(wined3d_context_vk_get_command_buffer(context_vk), pool_vk->vk_query_pool, 0, WINED3D_QUERY_POOL_SIZE)); event_create_info.sType = VK_STRUCTURE_TYPE_EVENT_CREATE_INFO; event_create_info.pNext = NULL; event_create_info.flags = 0; /* We probably shouldn't call vkGetQueryPoolResults() without synchronizing with vkCmdResetQueryPool() * even if the query pool is freshly allocated. wined3d_query_vk_accumulate_data() will check this event * before returning results. */ vr = VK_CALL(vkCreateEvent(device_vk->vk_device, &event_create_info, NULL, &pool_vk->vk_event)); if (vr == VK_SUCCESS) { /* At which stage vkCmdResetQueryPool() executes? */ VK_CALL(vkCmdSetEvent(wined3d_context_vk_get_command_buffer(context_vk), pool_vk->vk_event, VK_PIPELINE_STAGE_ALL_COMMANDS_BIT)); } else { ERR("Failed to create event, vr %s.\n", wined3d_debug_vkresult(vr)); } } if (!wined3d_query_pool_vk_allocate_query(pool_vk, &idx)) { wined3d_query_pool_vk_cleanup(pool_vk, context_vk); heap_free(pool_vk); return false; } done: pool_idx->pool_vk = pool_vk; pool_idx->idx = idx; return true; } void wined3d_context_vk_cleanup(struct wined3d_context_vk *context_vk) { struct wined3d_command_buffer_vk *buffer = &context_vk->current_command_buffer; struct wined3d_device_vk *device_vk = wined3d_device_vk(context_vk->c.device); const struct wined3d_vk_info *vk_info = context_vk->vk_info; if (buffer->vk_command_buffer) { VK_CALL(vkFreeCommandBuffers(device_vk->vk_device, context_vk->vk_command_pool, 1, &buffer->vk_command_buffer)); buffer->vk_command_buffer = VK_NULL_HANDLE; } wined3d_context_vk_wait_command_buffer(context_vk, buffer->id - 1); context_vk->completed_command_buffer_id = buffer->id; heap_free(context_vk->compute.bindings.bindings); heap_free(context_vk->graphics.bindings.bindings); if (context_vk->vk_descriptor_pool) VK_CALL(vkDestroyDescriptorPool(device_vk->vk_device, context_vk->vk_descriptor_pool, NULL)); if (context_vk->vk_framebuffer) VK_CALL(vkDestroyFramebuffer(device_vk->vk_device, context_vk->vk_framebuffer, NULL)); VK_CALL(vkDestroyCommandPool(device_vk->vk_device, context_vk->vk_command_pool, NULL)); if (context_vk->vk_so_counter_bo.vk_buffer) wined3d_context_vk_destroy_bo(context_vk, &context_vk->vk_so_counter_bo); wined3d_context_vk_cleanup_resources(context_vk); wined3d_context_vk_destroy_query_pools(context_vk, &context_vk->free_occlusion_query_pools); wined3d_context_vk_destroy_query_pools(context_vk, &context_vk->free_timestamp_query_pools); wined3d_context_vk_destroy_query_pools(context_vk, &context_vk->free_pipeline_statistics_query_pools); wined3d_context_vk_destroy_query_pools(context_vk, &context_vk->free_stream_output_statistics_query_pools); wine_rb_destroy(&context_vk->bo_slab_available, wined3d_context_vk_destroy_bo_slab, context_vk); heap_free(context_vk->pending_queries.queries); heap_free(context_vk->submitted.buffers); heap_free(context_vk->retired.objects); wined3d_shader_descriptor_writes_vk_cleanup(&context_vk->descriptor_writes); wine_rb_destroy(&context_vk->graphics_pipelines, wined3d_context_vk_destroy_graphics_pipeline, context_vk); wine_rb_destroy(&context_vk->pipeline_layouts, wined3d_context_vk_destroy_pipeline_layout, context_vk); wine_rb_destroy(&context_vk->render_passes, wined3d_context_vk_destroy_render_pass, context_vk); wined3d_context_cleanup(&context_vk->c); } void wined3d_context_vk_remove_pending_queries(struct wined3d_context_vk *context_vk, struct wined3d_query_vk *query_vk) { struct wined3d_pending_queries_vk *pending = &context_vk->pending_queries; struct wined3d_pending_query_vk *p; size_t i; pending->free_idx = ~(size_t)0; for (i = pending->count; i; --i) { p = &pending->queries[i - 1]; if (p->query_vk) { if (p->query_vk != query_vk && !wined3d_query_vk_accumulate_data(p->query_vk, context_vk, &p->pool_idx)) continue; --p->query_vk->pending_count; } if (i == pending->count) { --pending->count; continue; } p->query_vk = NULL; p->pool_idx.pool_vk = NULL; p->pool_idx.idx = pending->free_idx; pending->free_idx = i - 1; } } void wined3d_context_vk_accumulate_pending_queries(struct wined3d_context_vk *context_vk) { wined3d_context_vk_remove_pending_queries(context_vk, NULL); } void wined3d_context_vk_add_pending_query(struct wined3d_context_vk *context_vk, struct wined3d_query_vk *query_vk) { struct wined3d_pending_queries_vk *pending = &context_vk->pending_queries; struct wined3d_pending_query_vk *p; if (pending->free_idx != ~(size_t)0) { p = &pending->queries[pending->free_idx]; pending->free_idx = p->pool_idx.idx; } else { if (!wined3d_array_reserve((void **)&pending->queries, &pending->size, pending->count + 1, sizeof(*pending->queries))) { ERR("Failed to allocate entry.\n"); return; } p = &pending->queries[pending->count++]; } p->query_vk = query_vk; p->pool_idx = query_vk->pool_idx; ++query_vk->pending_count; } VkCommandBuffer wined3d_context_vk_get_command_buffer(struct wined3d_context_vk *context_vk) { struct wined3d_device_vk *device_vk = wined3d_device_vk(context_vk->c.device); const struct wined3d_vk_info *vk_info = context_vk->vk_info; VkCommandBufferAllocateInfo command_buffer_info; struct wined3d_command_buffer_vk *buffer; VkCommandBufferBeginInfo begin_info; struct wined3d_query_vk *query_vk; VkResult vr; TRACE("context_vk %p.\n", context_vk); buffer = &context_vk->current_command_buffer; if (buffer->vk_command_buffer) { if (context_vk->retired_bo_size > WINED3D_RETIRED_BO_SIZE_THRESHOLD) wined3d_context_vk_submit_command_buffer(context_vk, 0, NULL, NULL, 0, NULL); else { TRACE("Returning existing command buffer %p with id 0x%s.\n", buffer->vk_command_buffer, wine_dbgstr_longlong(buffer->id)); return buffer->vk_command_buffer; } } command_buffer_info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO; command_buffer_info.pNext = NULL; command_buffer_info.commandPool = context_vk->vk_command_pool; command_buffer_info.level = VK_COMMAND_BUFFER_LEVEL_PRIMARY; command_buffer_info.commandBufferCount = 1; if ((vr = VK_CALL(vkAllocateCommandBuffers(device_vk->vk_device, &command_buffer_info, &buffer->vk_command_buffer))) < 0) { WARN("Failed to allocate Vulkan command buffer, vr %s.\n", wined3d_debug_vkresult(vr)); return VK_NULL_HANDLE; } begin_info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO; begin_info.pNext = NULL; begin_info.flags = 0; begin_info.pInheritanceInfo = NULL; if ((vr = VK_CALL(vkBeginCommandBuffer(buffer->vk_command_buffer, &begin_info))) < 0) { WARN("Failed to begin command buffer, vr %s.\n", wined3d_debug_vkresult(vr)); VK_CALL(vkFreeCommandBuffers(device_vk->vk_device, context_vk->vk_command_pool, 1, &buffer->vk_command_buffer)); return buffer->vk_command_buffer = VK_NULL_HANDLE; } wined3d_context_vk_accumulate_pending_queries(context_vk); LIST_FOR_EACH_ENTRY(query_vk, &context_vk->active_queries, struct wined3d_query_vk, entry) { if (!wined3d_context_vk_allocate_query(context_vk, query_vk->q.type, &query_vk->pool_idx)) { ERR("Failed to allocate new query.\n"); break; } wined3d_query_vk_resume(query_vk, context_vk); } TRACE("Created new command buffer %p with id 0x%s.\n", buffer->vk_command_buffer, wine_dbgstr_longlong(buffer->id)); return buffer->vk_command_buffer; } void wined3d_context_vk_submit_command_buffer(struct wined3d_context_vk *context_vk, unsigned int wait_semaphore_count, const VkSemaphore *wait_semaphores, const VkPipelineStageFlags *wait_stages, unsigned int signal_semaphore_count, const VkSemaphore *signal_semaphores) { struct wined3d_device_vk *device_vk = wined3d_device_vk(context_vk->c.device); const struct wined3d_vk_info *vk_info = context_vk->vk_info; struct wined3d_query_pool_vk *pool_vk, *pool_vk_next; struct wined3d_command_buffer_vk *buffer; struct wined3d_query_vk *query_vk; VkFenceCreateInfo fence_desc; VkSubmitInfo submit_info; VkResult vr; TRACE("context_vk %p, wait_semaphore_count %u, wait_semaphores %p, wait_stages %p," "signal_semaphore_count %u, signal_semaphores %p.\n", context_vk, wait_semaphore_count, wait_semaphores, wait_stages, signal_semaphore_count, signal_semaphores); buffer = &context_vk->current_command_buffer; if (!buffer->vk_command_buffer) return; TRACE("Submitting command buffer %p with id 0x%s.\n", buffer->vk_command_buffer, wine_dbgstr_longlong(buffer->id)); wined3d_context_vk_end_current_render_pass(context_vk); LIST_FOR_EACH_ENTRY_SAFE(pool_vk, pool_vk_next, &context_vk->completed_query_pools, struct wined3d_query_pool_vk, completed_entry) { list_remove(&pool_vk->completed_entry); list_init(&pool_vk->completed_entry); wined3d_context_vk_reset_completed_queries(context_vk, pool_vk, buffer); } LIST_FOR_EACH_ENTRY(query_vk, &context_vk->active_queries, struct wined3d_query_vk, entry) wined3d_query_vk_suspend(query_vk, context_vk); context_vk->graphics.vk_pipeline = VK_NULL_HANDLE; context_vk->update_compute_pipeline = 1; context_vk->update_stream_output = 1; context_vk->c.update_shader_resource_bindings = 1; context_vk->c.update_compute_shader_resource_bindings = 1; context_vk->c.update_unordered_access_view_bindings = 1; context_vk->c.update_compute_unordered_access_view_bindings = 1; context_invalidate_state(&context_vk->c, STATE_STREAMSRC); context_invalidate_state(&context_vk->c, STATE_INDEXBUFFER); context_invalidate_state(&context_vk->c, STATE_BLEND_FACTOR); context_invalidate_state(&context_vk->c, STATE_STENCIL_REF); VK_CALL(vkEndCommandBuffer(buffer->vk_command_buffer)); fence_desc.sType = VK_STRUCTURE_TYPE_FENCE_CREATE_INFO; fence_desc.pNext = NULL; fence_desc.flags = 0; if ((vr = VK_CALL(vkCreateFence(device_vk->vk_device, &fence_desc, NULL, &buffer->vk_fence))) < 0) ERR("Failed to create fence, vr %s.\n", wined3d_debug_vkresult(vr)); submit_info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO; submit_info.pNext = NULL; submit_info.waitSemaphoreCount = wait_semaphore_count; submit_info.pWaitSemaphores = wait_semaphores; submit_info.pWaitDstStageMask = wait_stages; submit_info.commandBufferCount = 1; submit_info.pCommandBuffers = &buffer->vk_command_buffer; submit_info.signalSemaphoreCount = signal_semaphore_count; submit_info.pSignalSemaphores = signal_semaphores; if ((vr = VK_CALL(vkQueueSubmit(device_vk->vk_queue, 1, &submit_info, buffer->vk_fence))) < 0) ERR("Failed to submit command buffer %p, vr %s.\n", buffer->vk_command_buffer, wined3d_debug_vkresult(vr)); if (!wined3d_array_reserve((void **)&context_vk->submitted.buffers, &context_vk->submitted.buffers_size, context_vk->submitted.buffer_count + 1, sizeof(*context_vk->submitted.buffers))) ERR("Failed to grow submitted command buffer array.\n"); context_vk->submitted.buffers[context_vk->submitted.buffer_count++] = *buffer; buffer->vk_command_buffer = VK_NULL_HANDLE; /* We don't expect this to ever happen, but handle it anyway. */ if (!++buffer->id) { wined3d_context_vk_wait_command_buffer(context_vk, buffer->id - 1); context_vk->completed_command_buffer_id = 0; buffer->id = 1; } context_vk->retired_bo_size = 0; wined3d_context_vk_cleanup_resources(context_vk); } void wined3d_context_vk_wait_command_buffer(struct wined3d_context_vk *context_vk, uint64_t id) { struct wined3d_device_vk *device_vk = wined3d_device_vk(context_vk->c.device); const struct wined3d_vk_info *vk_info = context_vk->vk_info; SIZE_T i; if (id <= context_vk->completed_command_buffer_id || id > context_vk->current_command_buffer.id) /* In case the buffer ID wrapped. */ return; for (i = 0; i < context_vk->submitted.buffer_count; ++i) { if (context_vk->submitted.buffers[i].id != id) continue; VK_CALL(vkWaitForFences(device_vk->vk_device, 1, &context_vk->submitted.buffers[i].vk_fence, VK_TRUE, UINT64_MAX)); wined3d_context_vk_cleanup_resources(context_vk); return; } ERR("Failed to find fence for command buffer with id 0x%s.\n", wine_dbgstr_longlong(id)); } void wined3d_context_vk_image_barrier(struct wined3d_context_vk *context_vk, VkCommandBuffer vk_command_buffer, VkPipelineStageFlags src_stage_mask, VkPipelineStageFlags dst_stage_mask, VkAccessFlags src_access_mask, VkAccessFlags dst_access_mask, VkImageLayout old_layout, VkImageLayout new_layout, VkImage image, const VkImageSubresourceRange *range) { const struct wined3d_vk_info *vk_info = context_vk->vk_info; VkImageMemoryBarrier barrier; wined3d_context_vk_end_current_render_pass(context_vk); barrier.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER; barrier.pNext = NULL; barrier.srcAccessMask = src_access_mask; barrier.dstAccessMask = dst_access_mask; barrier.oldLayout = old_layout; barrier.newLayout = new_layout; barrier.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED; barrier.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED; barrier.image = image; barrier.subresourceRange = *range; VK_CALL(vkCmdPipelineBarrier(vk_command_buffer, src_stage_mask, dst_stage_mask, 0, 0, NULL, 0, NULL, 1, &barrier)); } static int wined3d_render_pass_vk_compare(const void *key, const struct wine_rb_entry *entry) { const struct wined3d_render_pass_key_vk *k = key; const struct wined3d_render_pass_vk *pass = WINE_RB_ENTRY_VALUE(entry, const struct wined3d_render_pass_vk, entry); return memcmp(k, &pass->key, sizeof(*k)); } static int wined3d_pipeline_layout_vk_compare(const void *key, const struct wine_rb_entry *entry) { const struct wined3d_pipeline_layout_key_vk *a = key; const struct wined3d_pipeline_layout_key_vk *b = &WINE_RB_ENTRY_VALUE(entry, const struct wined3d_pipeline_layout_vk, entry)->key; int ret; if ((ret = wined3d_uint32_compare(a->binding_count, b->binding_count))) return ret; return memcmp(a->bindings, b->bindings, a->binding_count * sizeof(*a->bindings)); } static int wined3d_graphics_pipeline_vk_compare(const void *key, const struct wine_rb_entry *entry) { const struct wined3d_graphics_pipeline_key_vk *a = key; const struct wined3d_graphics_pipeline_key_vk *b = &WINE_RB_ENTRY_VALUE(entry, const struct wined3d_graphics_pipeline_vk, entry)->key; unsigned int i; int ret; if ((ret = wined3d_uint32_compare(a->pipeline_desc.stageCount, b->pipeline_desc.stageCount))) return ret; for (i = 0; i < a->pipeline_desc.stageCount; ++i) { if ((ret = wined3d_uint64_compare(a->stages[i].module, b->stages[i].module))) return ret; } if ((ret = wined3d_uint32_compare(a->divisor_desc.vertexBindingDivisorCount, b->divisor_desc.vertexBindingDivisorCount))) return ret; if ((ret = memcmp(a->divisors, b->divisors, a->divisor_desc.vertexBindingDivisorCount * sizeof(*a->divisors)))) return ret; if ((ret = wined3d_uint32_compare(a->input_desc.vertexAttributeDescriptionCount, b->input_desc.vertexAttributeDescriptionCount))) return ret; if ((ret = memcmp(a->attributes, b->attributes, a->input_desc.vertexAttributeDescriptionCount * sizeof(*a->attributes)))) return ret; if ((ret = wined3d_uint32_compare(a->input_desc.vertexBindingDescriptionCount, b->input_desc.vertexBindingDescriptionCount))) return ret; if ((ret = memcmp(a->bindings, b->bindings, a->input_desc.vertexBindingDescriptionCount * sizeof(*a->bindings)))) return ret; if ((ret = wined3d_uint32_compare(a->ia_desc.topology, b->ia_desc.topology))) return ret; if ((ret = wined3d_uint32_compare(a->ia_desc.primitiveRestartEnable, b->ia_desc.primitiveRestartEnable))) return ret; if ((ret = wined3d_uint32_compare(a->ts_desc.patchControlPoints, b->ts_desc.patchControlPoints))) return ret; if ((ret = memcmp(&a->viewport, &b->viewport, sizeof(a->viewport)))) return ret; if ((ret = memcmp(&a->scissor, &b->scissor, sizeof(a->scissor)))) return ret; if ((ret = memcmp(&a->rs_desc, &b->rs_desc, sizeof(a->rs_desc)))) return ret; if ((ret = wined3d_uint32_compare(a->ms_desc.rasterizationSamples, b->ms_desc.rasterizationSamples))) return ret; if ((ret = wined3d_uint32_compare(a->ms_desc.alphaToCoverageEnable, b->ms_desc.alphaToCoverageEnable))) return ret; if ((ret = wined3d_uint32_compare(a->sample_mask, b->sample_mask))) return ret; if ((ret = memcmp(&a->ds_desc, &b->ds_desc, sizeof(a->ds_desc)))) return ret; if ((ret = wined3d_uint32_compare(a->blend_desc.attachmentCount, b->blend_desc.attachmentCount))) return ret; if ((ret = memcmp(a->blend_attachments, b->blend_attachments, a->blend_desc.attachmentCount * sizeof(*a->blend_attachments)))) return ret; if ((ret = wined3d_uint64_compare(a->pipeline_desc.layout, b->pipeline_desc.layout))) return ret; if ((ret = wined3d_uint64_compare(a->pipeline_desc.renderPass, b->pipeline_desc.renderPass))) return ret; return 0; } static int wined3d_bo_slab_vk_compare(const void *key, const struct wine_rb_entry *entry) { const struct wined3d_bo_slab_vk *slab = WINE_RB_ENTRY_VALUE(entry, const struct wined3d_bo_slab_vk, entry); const struct wined3d_bo_slab_vk_key *k = key; int ret; if ((ret = wined3d_uint32_compare(k->memory_type, slab->requested_memory_type))) return ret; if ((ret = wined3d_uint32_compare(k->usage, slab->bo.usage))) return ret; return wined3d_uint64_compare(k->size, slab->bo.size); } static void wined3d_context_vk_init_graphics_pipeline_key(struct wined3d_context_vk *context_vk) { struct wined3d_graphics_pipeline_key_vk *key; VkPipelineShaderStageCreateInfo *stage; unsigned int i; static const VkDynamicState dynamic_states[] = { VK_DYNAMIC_STATE_BLEND_CONSTANTS, VK_DYNAMIC_STATE_STENCIL_REFERENCE, }; key = &context_vk->graphics.pipeline_key_vk; memset(key, 0, sizeof(*key)); for (i = 0; i < ARRAY_SIZE(context_vk->graphics.vk_modules); ++i) { stage = &key->stages[i]; stage->sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO; stage->pName = "main"; } key->input_desc.sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO; key->input_desc.pVertexBindingDescriptions = key->bindings; key->input_desc.pVertexAttributeDescriptions = key->attributes; key->divisor_desc.sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_DIVISOR_STATE_CREATE_INFO_EXT; key->divisor_desc.pVertexBindingDivisors = key->divisors; key->ia_desc.sType = VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO; key->ts_desc.sType = VK_STRUCTURE_TYPE_PIPELINE_TESSELLATION_STATE_CREATE_INFO; key->vp_desc.sType = VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO; key->vp_desc.viewportCount = 1; key->vp_desc.pViewports = &key->viewport; key->vp_desc.scissorCount = 1; key->vp_desc.pScissors = &key->scissor; key->rs_desc.sType = VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO; key->rs_desc.lineWidth = 1.0f; key->ms_desc.sType = VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO; key->ms_desc.pSampleMask = &key->sample_mask; key->ds_desc.sType = VK_STRUCTURE_TYPE_PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO; key->ds_desc.maxDepthBounds = 1.0f; key->blend_desc.sType = VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO; key->blend_desc.logicOp = VK_LOGIC_OP_COPY; key->blend_desc.pAttachments = key->blend_attachments; key->blend_desc.blendConstants[0] = 1.0f; key->blend_desc.blendConstants[1] = 1.0f; key->blend_desc.blendConstants[2] = 1.0f; key->blend_desc.blendConstants[3] = 1.0f; key->dynamic_desc.sType = VK_STRUCTURE_TYPE_PIPELINE_DYNAMIC_STATE_CREATE_INFO; key->dynamic_desc.dynamicStateCount = ARRAY_SIZE(dynamic_states); key->dynamic_desc.pDynamicStates = dynamic_states; key->pipeline_desc.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO; key->pipeline_desc.pStages = key->stages; key->pipeline_desc.pVertexInputState = &key->input_desc; key->pipeline_desc.pInputAssemblyState = &key->ia_desc; key->pipeline_desc.pTessellationState = &key->ts_desc; key->pipeline_desc.pViewportState = &key->vp_desc; key->pipeline_desc.pRasterizationState = &key->rs_desc; key->pipeline_desc.pMultisampleState = &key->ms_desc; key->pipeline_desc.pDepthStencilState = &key->ds_desc; key->pipeline_desc.pColorBlendState = &key->blend_desc; key->pipeline_desc.pDynamicState = &key->dynamic_desc; key->pipeline_desc.basePipelineIndex = -1; } static void wined3d_context_vk_update_rasterisation_state(const struct wined3d_context_vk *context_vk, const struct wined3d_state *state, struct wined3d_graphics_pipeline_key_vk *key) { const struct wined3d_d3d_info *d3d_info = context_vk->c.d3d_info; VkPipelineRasterizationStateCreateInfo *desc = &key->rs_desc; const struct wined3d_rasterizer_state_desc *r; float scale_bias; union { uint32_t u32; float f32; } const_bias; if (!state->rasterizer_state) { desc->depthClampEnable = VK_FALSE; desc->rasterizerDiscardEnable = is_rasterization_disabled(state->shader[WINED3D_SHADER_TYPE_GEOMETRY]); desc->cullMode = VK_CULL_MODE_BACK_BIT; desc->frontFace = VK_FRONT_FACE_CLOCKWISE; desc->depthBiasEnable = VK_FALSE; desc->depthBiasConstantFactor = 0.0f; desc->depthBiasClamp = 0.0f; desc->depthBiasSlopeFactor = 0.0f; return; } r = &state->rasterizer_state->desc; desc->depthClampEnable = !r->depth_clip; desc->rasterizerDiscardEnable = is_rasterization_disabled(state->shader[WINED3D_SHADER_TYPE_GEOMETRY]); desc->cullMode = vk_cull_mode_from_wined3d(r->cull_mode); desc->frontFace = r->front_ccw ? VK_FRONT_FACE_COUNTER_CLOCKWISE : VK_FRONT_FACE_CLOCKWISE; scale_bias = r->scale_bias; const_bias.f32 = r->depth_bias; if (!scale_bias && !const_bias.f32) { desc->depthBiasEnable = VK_FALSE; desc->depthBiasConstantFactor = 0.0f; desc->depthBiasClamp = 0.0f; desc->depthBiasSlopeFactor = 0.0f; return; } desc->depthBiasEnable = VK_TRUE; if (d3d_info->wined3d_creation_flags & WINED3D_LEGACY_DEPTH_BIAS) { const struct wined3d_rendertarget_view *dsv; if ((dsv = state->fb.depth_stencil)) { desc->depthBiasConstantFactor = -(float)const_bias.u32 / dsv->format->depth_bias_scale; desc->depthBiasSlopeFactor = -(float)const_bias.u32; } else { desc->depthBiasConstantFactor = 0.0f; desc->depthBiasSlopeFactor = 0.0f; } } else { desc->depthBiasConstantFactor = const_bias.f32; desc->depthBiasSlopeFactor = scale_bias; } desc->depthBiasClamp = r->depth_bias_clamp; } static void wined3d_context_vk_update_blend_state(const struct wined3d_context_vk *context_vk, const struct wined3d_state *state, struct wined3d_graphics_pipeline_key_vk *key) { VkPipelineColorBlendStateCreateInfo *desc = &key->blend_desc; const struct wined3d_blend_state_desc *b; unsigned int i; desc->attachmentCount = context_vk->rt_count; memset(key->blend_attachments, 0, sizeof(key->blend_attachments)); if (!state->blend_state) { for (i = 0; i < context_vk->rt_count; ++i) { key->blend_attachments[i].colorWriteMask = VK_COLOR_COMPONENT_R_BIT | VK_COLOR_COMPONENT_G_BIT | VK_COLOR_COMPONENT_B_BIT | VK_COLOR_COMPONENT_A_BIT; } return; } b = &state->blend_state->desc; for (i = 0; i < context_vk->rt_count; ++i) { const struct wined3d_rendertarget_blend_state_desc *rt = &b->rt[b->independent ? i : 0]; const struct wined3d_rendertarget_view *rtv = state->fb.render_targets[i]; VkPipelineColorBlendAttachmentState *a = &key->blend_attachments[i]; enum wined3d_blend src_blend, dst_blend; const struct wined3d_format *rt_format; a->colorWriteMask = vk_colour_write_mask_from_wined3d(rt->writemask); if (!rt->enable) continue; if (rtv) rt_format = rtv->format; else rt_format = wined3d_get_format(context_vk->c.device->adapter, WINED3DFMT_NULL, 0); a->blendEnable = VK_TRUE; src_blend = rt->src; dst_blend = rt->dst; if (src_blend == WINED3D_BLEND_BOTHSRCALPHA) { src_blend = WINED3D_BLEND_SRCALPHA; dst_blend = WINED3D_BLEND_INVSRCALPHA; } else if (src_blend == WINED3D_BLEND_BOTHINVSRCALPHA) { src_blend = WINED3D_BLEND_INVSRCALPHA; dst_blend = WINED3D_BLEND_SRCALPHA; } a->srcColorBlendFactor = vk_blend_factor_from_wined3d(src_blend, rt_format, FALSE); a->dstColorBlendFactor = vk_blend_factor_from_wined3d(dst_blend, rt_format, FALSE); a->colorBlendOp = vk_blend_op_from_wined3d(rt->op); src_blend = rt->src_alpha; dst_blend = rt->dst_alpha; a->srcAlphaBlendFactor = vk_blend_factor_from_wined3d(src_blend, rt_format, TRUE); a->dstAlphaBlendFactor = vk_blend_factor_from_wined3d(dst_blend, rt_format, TRUE); a->alphaBlendOp = vk_blend_op_from_wined3d(rt->op_alpha); } } static VkFormat vk_format_from_component_type(enum wined3d_component_type component_type) { switch (component_type) { case WINED3D_TYPE_UINT: return VK_FORMAT_R32G32B32A32_UINT; case WINED3D_TYPE_INT: return VK_FORMAT_R32G32B32A32_SINT; case WINED3D_TYPE_UNKNOWN: case WINED3D_TYPE_FLOAT: return VK_FORMAT_R32G32B32A32_SFLOAT; } return VK_FORMAT_UNDEFINED; } static bool wined3d_context_vk_update_graphics_pipeline_key(struct wined3d_context_vk *context_vk, const struct wined3d_state *state, VkPipelineLayout vk_pipeline_layout, uint32_t *null_buffer_binding) { unsigned int i, attribute_count, binding_count, divisor_count, stage_count; const struct wined3d_d3d_info *d3d_info = context_vk->c.d3d_info; struct wined3d_graphics_pipeline_key_vk *key; VkPipelineShaderStageCreateInfo *stage; struct wined3d_stream_info stream_info; struct wined3d_shader *vertex_shader; VkPrimitiveTopology vk_topology; VkShaderModule module; bool update = false; uint32_t mask; *null_buffer_binding = ~0u; key = &context_vk->graphics.pipeline_key_vk; if (context_vk->c.shader_update_mask & ~(1u << WINED3D_SHADER_TYPE_COMPUTE)) { stage_count = 0; for (i = 0; i < ARRAY_SIZE(context_vk->graphics.vk_modules); ++i) { if (!(module = context_vk->graphics.vk_modules[i])) continue; stage = &key->stages[stage_count++]; stage->stage = vk_shader_stage_from_wined3d(i); stage->module = module; } key->pipeline_desc.stageCount = stage_count; update = true; } if (wined3d_context_is_graphics_state_dirty(&context_vk->c, STATE_VDECL) || wined3d_context_is_graphics_state_dirty(&context_vk->c, STATE_STREAMSRC) || wined3d_context_is_graphics_state_dirty(&context_vk->c, STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX))) { VkVertexInputAttributeDescription *a; VkVertexInputBindingDescription *b; wined3d_stream_info_from_declaration(&stream_info, state, d3d_info); divisor_count = 0; for (i = 0, mask = 0, attribute_count = 0, binding_count = 0; i < ARRAY_SIZE(stream_info.elements); ++i) { VkVertexInputBindingDivisorDescriptionEXT *d; struct wined3d_stream_info_element *e; uint32_t binding; if (!(stream_info.use_map & (1u << i))) continue; a = &key->attributes[attribute_count++]; e = &stream_info.elements[i]; binding = e->stream_idx; a->location = i; a->binding = binding; a->format = wined3d_format_vk(e->format)->vk_format; a->offset = (UINT_PTR)e->data.addr - state->streams[binding].offset; if (mask & (1u << binding)) continue; mask |= 1u << binding; b = &key->bindings[binding_count++]; b->binding = binding; b->stride = e->stride; b->inputRate = e->instanced ? VK_VERTEX_INPUT_RATE_INSTANCE : VK_VERTEX_INPUT_RATE_VERTEX; if (e->instanced) { d = &key->divisors[divisor_count++]; d->binding = binding; d->divisor = e->divisor; } } vertex_shader = state->shader[WINED3D_SHADER_TYPE_VERTEX]; if (vertex_shader && (mask = ~stream_info.use_map & vertex_shader->reg_maps.input_registers)) { struct wined3d_shader_signature_element *element; struct wined3d_shader_signature *signature; uint32_t null_binding, location; for (i = 0; i < ARRAY_SIZE(state->streams); ++i) { if (!state->streams[i].buffer) { null_binding = i; break; } } if (i == ARRAY_SIZE(state->streams)) { ERR("No streams left for a null buffer binding.\n"); } else { signature = &vertex_shader->input_signature; for (i = 0; i < signature->element_count; ++i) { element = &signature->elements[i]; location = element->register_idx; if (!(mask & (1u << location)) || element->sysval_semantic) continue; mask &= ~(1u << location); a = &key->attributes[attribute_count++]; a->location = location; a->binding = null_binding; a->format = vk_format_from_component_type(element->component_type); a->offset = 0; } if (mask != (~stream_info.use_map & vertex_shader->reg_maps.input_registers)) { b = &key->bindings[binding_count++]; *null_buffer_binding = b->binding = null_binding; b->stride = 0; b->inputRate = VK_VERTEX_INPUT_RATE_VERTEX; } } } key->input_desc.pNext = NULL; key->input_desc.vertexBindingDescriptionCount = binding_count; key->input_desc.vertexAttributeDescriptionCount = attribute_count; if (divisor_count) { key->input_desc.pNext = &key->divisor_desc; key->divisor_desc.vertexBindingDivisorCount = divisor_count; } update = true; } vk_topology = vk_topology_from_wined3d(state->primitive_type); if (key->ia_desc.topology != vk_topology) { key->ia_desc.topology = vk_topology; key->ia_desc.primitiveRestartEnable = !(d3d_info->wined3d_creation_flags & WINED3D_NO_PRIMITIVE_RESTART) && !wined3d_primitive_type_is_list(state->primitive_type); update = true; } if (key->ts_desc.patchControlPoints != state->patch_vertex_count) { key->ts_desc.patchControlPoints = state->patch_vertex_count; update = true; } if (wined3d_context_is_graphics_state_dirty(&context_vk->c, STATE_VIEWPORT) || wined3d_context_is_graphics_state_dirty(&context_vk->c, STATE_SCISSORRECT) || wined3d_context_is_graphics_state_dirty(&context_vk->c, STATE_RASTERIZER)) { key->viewport.x = state->viewports[0].x; key->viewport.y = state->viewports[0].y; key->viewport.width = state->viewports[0].width; key->viewport.height = state->viewports[0].height; key->viewport.minDepth = state->viewports[0].min_z; key->viewport.maxDepth = state->viewports[0].max_z; if (state->rasterizer_state && state->rasterizer_state->desc.scissor) { const RECT *r = &state->scissor_rects[0]; key->scissor.offset.x = r->left; key->scissor.offset.y = r->top; key->scissor.extent.width = r->right - r->left; key->scissor.extent.height = r->bottom - r->top; } else { key->scissor.offset.x = key->viewport.x; key->scissor.offset.y = key->viewport.y; key->scissor.extent.width = key->viewport.width; key->scissor.extent.height = key->viewport.height; } /* Scissor offsets need to be non-negative (VUID-VkPipelineViewportStateCreateInfo-x-02821) */ if (key->scissor.offset.x < 0) key->scissor.offset.x = 0; if (key->scissor.offset.y < 0) key->scissor.offset.y = 0; key->viewport.y += key->viewport.height; key->viewport.height = -key->viewport.height; update = true; } if (wined3d_context_is_graphics_state_dirty(&context_vk->c, STATE_RASTERIZER) || wined3d_context_is_graphics_state_dirty(&context_vk->c, STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY))) { wined3d_context_vk_update_rasterisation_state(context_vk, state, key); update = true; } if (key->ms_desc.rasterizationSamples != context_vk->sample_count || isStateDirty(&context_vk->c, STATE_BLEND) || isStateDirty(&context_vk->c, STATE_SAMPLE_MASK)) { key->ms_desc.rasterizationSamples = context_vk->sample_count; key->ms_desc.alphaToCoverageEnable = state->blend_state && state->blend_state->desc.alpha_to_coverage; key->sample_mask = state->sample_mask; update = true; } if (wined3d_context_is_graphics_state_dirty(&context_vk->c, STATE_DEPTH_STENCIL) || wined3d_context_is_graphics_state_dirty(&context_vk->c, STATE_FRAMEBUFFER)) { const struct wined3d_depth_stencil_state *d = state->depth_stencil_state; if (d) { key->ds_desc.depthTestEnable = d->desc.depth; key->ds_desc.depthWriteEnable = d->desc.depth_write; key->ds_desc.depthCompareOp = vk_compare_op_from_wined3d(d->desc.depth_func); key->ds_desc.stencilTestEnable = state->fb.depth_stencil && d->desc.stencil; if (key->ds_desc.stencilTestEnable) { key->ds_desc.front.failOp = vk_stencil_op_from_wined3d(d->desc.front.fail_op); key->ds_desc.front.passOp = vk_stencil_op_from_wined3d(d->desc.front.pass_op); key->ds_desc.front.depthFailOp = vk_stencil_op_from_wined3d(d->desc.front.depth_fail_op); key->ds_desc.front.compareOp = vk_compare_op_from_wined3d(d->desc.front.func); key->ds_desc.front.compareMask = d->desc.stencil_read_mask; key->ds_desc.front.writeMask = d->desc.stencil_write_mask; key->ds_desc.back.failOp = vk_stencil_op_from_wined3d(d->desc.back.fail_op); key->ds_desc.back.passOp = vk_stencil_op_from_wined3d(d->desc.back.pass_op); key->ds_desc.back.depthFailOp = vk_stencil_op_from_wined3d(d->desc.back.depth_fail_op); key->ds_desc.back.compareOp = vk_compare_op_from_wined3d(d->desc.back.func); key->ds_desc.back.compareMask = d->desc.stencil_read_mask; key->ds_desc.back.writeMask = d->desc.stencil_write_mask; } else { memset(&key->ds_desc.front, 0, sizeof(key->ds_desc.front)); memset(&key->ds_desc.back, 0, sizeof(key->ds_desc.back)); } } else { key->ds_desc.depthTestEnable = VK_TRUE; key->ds_desc.depthWriteEnable = VK_TRUE; key->ds_desc.depthCompareOp = VK_COMPARE_OP_LESS; key->ds_desc.stencilTestEnable = VK_FALSE; } update = true; } if (wined3d_context_is_graphics_state_dirty(&context_vk->c, STATE_BLEND) || wined3d_context_is_graphics_state_dirty(&context_vk->c, STATE_FRAMEBUFFER)) { wined3d_context_vk_update_blend_state(context_vk, state, key); update = true; } if (key->pipeline_desc.layout != vk_pipeline_layout) { key->pipeline_desc.layout = vk_pipeline_layout; update = true; } if (key->pipeline_desc.renderPass != context_vk->vk_render_pass) { key->pipeline_desc.renderPass = context_vk->vk_render_pass; update = true; } return update; } static bool wined3d_context_vk_begin_render_pass(struct wined3d_context_vk *context_vk, VkCommandBuffer vk_command_buffer, const struct wined3d_state *state, const struct wined3d_vk_info *vk_info) { struct wined3d_device_vk *device_vk = wined3d_device_vk(context_vk->c.device); VkImageView vk_views[WINED3D_MAX_RENDER_TARGETS + 1]; unsigned int fb_width, fb_height, fb_layer_count; struct wined3d_rendertarget_view_vk *rtv_vk; struct wined3d_rendertarget_view *view; const VkPhysicalDeviceLimits *limits; struct wined3d_query_vk *query_vk; VkRenderPassBeginInfo begin_info; unsigned int attachment_count, i; VkFramebufferCreateInfo fb_desc; VkResult vr; if (context_vk->vk_render_pass) return true; limits = &wined3d_adapter_vk(device_vk->d.adapter)->device_limits; fb_width = limits->maxFramebufferWidth; fb_height = limits->maxFramebufferHeight; fb_layer_count = limits->maxFramebufferLayers; attachment_count = 0; context_vk->rt_count = 0; for (i = 0; i < ARRAY_SIZE(state->fb.render_targets); ++i) { if (!(view = state->fb.render_targets[i]) || view->format->id == WINED3DFMT_NULL) continue; rtv_vk = wined3d_rendertarget_view_vk(view); vk_views[attachment_count] = wined3d_rendertarget_view_vk_get_image_view(rtv_vk, context_vk); wined3d_rendertarget_view_vk_barrier(rtv_vk, context_vk, WINED3D_BIND_RENDER_TARGET); wined3d_context_vk_reference_rendertarget_view(context_vk, rtv_vk); if (view->width < fb_width) fb_width = view->width; if (view->height < fb_height) fb_height = view->height; if (view->layer_count < fb_layer_count) fb_layer_count = view->layer_count; context_vk->rt_count = i + 1; ++attachment_count; } if ((view = state->fb.depth_stencil)) { rtv_vk = wined3d_rendertarget_view_vk(view); vk_views[attachment_count] = wined3d_rendertarget_view_vk_get_image_view(rtv_vk, context_vk); wined3d_rendertarget_view_vk_barrier(rtv_vk, context_vk, WINED3D_BIND_DEPTH_STENCIL); wined3d_context_vk_reference_rendertarget_view(context_vk, rtv_vk); if (view->width < fb_width) fb_width = view->width; if (view->height < fb_height) fb_height = view->height; if (view->layer_count < fb_layer_count) fb_layer_count = view->layer_count; ++attachment_count; } if (!(context_vk->vk_render_pass = wined3d_context_vk_get_render_pass(context_vk, &state->fb, ARRAY_SIZE(state->fb.render_targets), !!state->fb.depth_stencil, 0))) { ERR("Failed to get render pass.\n"); return false; } fb_desc.sType = VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO; fb_desc.pNext = NULL; fb_desc.flags = 0; fb_desc.renderPass = context_vk->vk_render_pass; fb_desc.attachmentCount = attachment_count; fb_desc.pAttachments = vk_views; fb_desc.width = fb_width; fb_desc.height = fb_height; fb_desc.layers = fb_layer_count; if ((vr = VK_CALL(vkCreateFramebuffer(device_vk->vk_device, &fb_desc, NULL, &context_vk->vk_framebuffer))) < 0) { WARN("Failed to create Vulkan framebuffer, vr %s.\n", wined3d_debug_vkresult(vr)); return false; } begin_info.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO; begin_info.pNext = NULL; begin_info.renderPass = context_vk->vk_render_pass; begin_info.framebuffer = context_vk->vk_framebuffer; begin_info.renderArea.offset.x = 0; begin_info.renderArea.offset.y = 0; begin_info.renderArea.extent.width = fb_width; begin_info.renderArea.extent.height = fb_height; begin_info.clearValueCount = 0; begin_info.pClearValues = NULL; VK_CALL(vkCmdBeginRenderPass(vk_command_buffer, &begin_info, VK_SUBPASS_CONTENTS_INLINE)); LIST_FOR_EACH_ENTRY(query_vk, &context_vk->render_pass_queries, struct wined3d_query_vk, entry) wined3d_query_vk_resume(query_vk, context_vk); return true; } static void wined3d_context_vk_bind_vertex_buffers(struct wined3d_context_vk *context_vk, VkCommandBuffer vk_command_buffer, const struct wined3d_state *state, const struct wined3d_vk_info *vk_info) { VkDeviceSize offsets[ARRAY_SIZE(state->streams)] = {0}; VkBuffer buffers[ARRAY_SIZE(state->streams)]; const struct wined3d_stream_state *stream; const VkDescriptorBufferInfo *buffer_info; struct wined3d_buffer_vk *buffer_vk; struct wined3d_buffer *buffer; unsigned int i, first, count; first = 0; count = 0; for (i = 0; i < ARRAY_SIZE(state->streams); ++i) { stream = &state->streams[i]; if ((buffer = stream->buffer)) { buffer_vk = wined3d_buffer_vk(buffer); buffer_info = wined3d_buffer_vk_get_buffer_info(buffer_vk); wined3d_context_vk_reference_bo(context_vk, wined3d_bo_vk(buffer->buffer_object)); buffers[count] = buffer_info->buffer; offsets[count] = buffer_info->offset + stream->offset; ++count; continue; } if (count) VK_CALL(vkCmdBindVertexBuffers(vk_command_buffer, first, count, buffers, offsets)); first = i + 1; count = 0; } if (count) VK_CALL(vkCmdBindVertexBuffers(vk_command_buffer, first, count, buffers, offsets)); } static void wined3d_context_vk_bind_stream_output_buffers(struct wined3d_context_vk *context_vk, VkCommandBuffer vk_command_buffer, const struct wined3d_state *state, const struct wined3d_vk_info *vk_info) { VkDeviceSize offsets[ARRAY_SIZE(state->stream_output)]; VkDeviceSize sizes[ARRAY_SIZE(state->stream_output)]; VkBuffer buffers[ARRAY_SIZE(state->stream_output)]; const struct wined3d_stream_output *stream; const VkDescriptorBufferInfo *buffer_info; struct wined3d_buffer_vk *buffer_vk; struct wined3d_buffer *buffer; unsigned int i, first, count; first = 0; count = 0; for (i = 0; i < ARRAY_SIZE(state->stream_output); ++i) { stream = &state->stream_output[i]; if ((buffer = stream->buffer)) { buffer_vk = wined3d_buffer_vk(buffer); buffer_info = wined3d_buffer_vk_get_buffer_info(buffer_vk); wined3d_context_vk_reference_bo(context_vk, wined3d_bo_vk(buffer->buffer_object)); buffers[count] = buffer_info->buffer; if ((offsets[count] = stream->offset) == ~0u) { FIXME("Appending to stream output buffers not implemented.\n"); offsets[count] = 0; } sizes[count] = buffer_info->range - offsets[count]; offsets[count] += buffer_info->offset; ++count; continue; } if (count) VK_CALL(vkCmdBindTransformFeedbackBuffersEXT(vk_command_buffer, first, count, buffers, offsets, sizes)); first = i + 1; count = 0; } if (count) VK_CALL(vkCmdBindTransformFeedbackBuffersEXT(vk_command_buffer, first, count, buffers, offsets, sizes)); } static VkResult wined3d_context_vk_create_vk_descriptor_pool(struct wined3d_device_vk *device_vk, const struct wined3d_vk_info *vk_info, VkDescriptorPool *vk_pool) { struct VkDescriptorPoolCreateInfo pool_desc; VkResult vr; static const VkDescriptorPoolSize pool_sizes[] = { {VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1024}, {VK_DESCRIPTOR_TYPE_UNIFORM_TEXEL_BUFFER, 1024}, {VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, 1024}, {VK_DESCRIPTOR_TYPE_STORAGE_TEXEL_BUFFER, 1024}, {VK_DESCRIPTOR_TYPE_STORAGE_IMAGE, 1024}, {VK_DESCRIPTOR_TYPE_SAMPLER, 1024}, }; pool_desc.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO; pool_desc.pNext = NULL; pool_desc.flags = 0; pool_desc.maxSets = 512; pool_desc.poolSizeCount = ARRAY_SIZE(pool_sizes); pool_desc.pPoolSizes = pool_sizes; if ((vr = VK_CALL(vkCreateDescriptorPool(device_vk->vk_device, &pool_desc, NULL, vk_pool))) < 0) ERR("Failed to create descriptor pool, vr %s.\n", wined3d_debug_vkresult(vr)); return vr; } VkResult wined3d_context_vk_create_vk_descriptor_set(struct wined3d_context_vk *context_vk, VkDescriptorSetLayout vk_set_layout, VkDescriptorSet *vk_descriptor_set) { struct wined3d_device_vk *device_vk = wined3d_device_vk(context_vk->c.device); const struct wined3d_vk_info *vk_info = context_vk->vk_info; struct VkDescriptorSetAllocateInfo set_desc; VkResult vr; if (!context_vk->vk_descriptor_pool && (vr = wined3d_context_vk_create_vk_descriptor_pool(device_vk, vk_info, &context_vk->vk_descriptor_pool))) { WARN("Failed to create descriptor pool, vr %s.\n", wined3d_debug_vkresult(vr)); return vr; } set_desc.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO; set_desc.pNext = NULL; set_desc.descriptorPool = context_vk->vk_descriptor_pool; set_desc.descriptorSetCount = 1; set_desc.pSetLayouts = &vk_set_layout; if ((vr = VK_CALL(vkAllocateDescriptorSets(device_vk->vk_device, &set_desc, vk_descriptor_set))) >= 0) return vr; if (vr == VK_ERROR_FRAGMENTED_POOL || vr == VK_ERROR_OUT_OF_POOL_MEMORY) { wined3d_context_vk_destroy_vk_descriptor_pool(context_vk, context_vk->vk_descriptor_pool, context_vk->current_command_buffer.id); context_vk->vk_descriptor_pool = VK_NULL_HANDLE; if ((vr = wined3d_context_vk_create_vk_descriptor_pool(device_vk, vk_info, &context_vk->vk_descriptor_pool))) { WARN("Failed to create descriptor pool, vr %s.\n", wined3d_debug_vkresult(vr)); return vr; } set_desc.descriptorPool = context_vk->vk_descriptor_pool; if ((vr = VK_CALL(vkAllocateDescriptorSets(device_vk->vk_device, &set_desc, vk_descriptor_set))) >= 0) return vr; } WARN("Failed to allocate descriptor set, vr %s.\n", wined3d_debug_vkresult(vr)); return vr; } static bool wined3d_shader_descriptor_writes_vk_add_write(struct wined3d_shader_descriptor_writes_vk *writes, VkDescriptorSet vk_descriptor_set, size_t binding_idx, VkDescriptorType type, const VkDescriptorBufferInfo *buffer_info, const VkDescriptorImageInfo *image_info, const VkBufferView *buffer_view) { SIZE_T write_count = writes->count; VkWriteDescriptorSet *write; if (!wined3d_array_reserve((void **)&writes->writes, &writes->size, write_count + 1, sizeof(*writes->writes))) return false; write = &writes->writes[write_count]; write->sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET; write->pNext = NULL; write->dstSet = vk_descriptor_set; write->dstBinding = binding_idx; write->dstArrayElement = 0; write->descriptorCount = 1; write->descriptorType = type; write->pImageInfo = image_info; write->pBufferInfo = buffer_info; write->pTexelBufferView = buffer_view; ++writes->count; return true; } static bool wined3d_shader_resource_bindings_add_null_srv_binding(struct wined3d_shader_descriptor_writes_vk *writes, VkDescriptorSet vk_descriptor_set, size_t binding_idx, enum wined3d_shader_resource_type type, enum wined3d_data_type data_type, struct wined3d_context_vk *context_vk) { const struct wined3d_null_views_vk *v = &wined3d_device_vk(context_vk->c.device)->null_views_vk; switch (type) { case WINED3D_SHADER_RESOURCE_BUFFER: if (data_type == WINED3D_DATA_FLOAT) return wined3d_shader_descriptor_writes_vk_add_write(writes, vk_descriptor_set, binding_idx, VK_DESCRIPTOR_TYPE_UNIFORM_TEXEL_BUFFER, NULL, NULL, &v->vk_view_buffer_float); return wined3d_shader_descriptor_writes_vk_add_write(writes, vk_descriptor_set, binding_idx, VK_DESCRIPTOR_TYPE_UNIFORM_TEXEL_BUFFER, NULL, NULL, &v->vk_view_buffer_uint); case WINED3D_SHADER_RESOURCE_TEXTURE_1D: return wined3d_shader_descriptor_writes_vk_add_write(writes, vk_descriptor_set, binding_idx, VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, NULL, &v->vk_info_1d, NULL); case WINED3D_SHADER_RESOURCE_TEXTURE_2D: return wined3d_shader_descriptor_writes_vk_add_write(writes, vk_descriptor_set, binding_idx, VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, NULL, &v->vk_info_2d, NULL); case WINED3D_SHADER_RESOURCE_TEXTURE_2DMS: return wined3d_shader_descriptor_writes_vk_add_write(writes, vk_descriptor_set, binding_idx, VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, NULL, &v->vk_info_2dms, NULL); case WINED3D_SHADER_RESOURCE_TEXTURE_3D: return wined3d_shader_descriptor_writes_vk_add_write(writes, vk_descriptor_set, binding_idx, VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, NULL, &v->vk_info_3d, NULL); case WINED3D_SHADER_RESOURCE_TEXTURE_CUBE: return wined3d_shader_descriptor_writes_vk_add_write(writes, vk_descriptor_set, binding_idx, VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, NULL, &v->vk_info_cube, NULL); case WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY: return wined3d_shader_descriptor_writes_vk_add_write(writes, vk_descriptor_set, binding_idx, VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, NULL, &v->vk_info_1d_array, NULL); case WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY: return wined3d_shader_descriptor_writes_vk_add_write(writes, vk_descriptor_set, binding_idx, VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, NULL, &v->vk_info_2d_array, NULL); case WINED3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY: return wined3d_shader_descriptor_writes_vk_add_write(writes, vk_descriptor_set, binding_idx, VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, NULL, &v->vk_info_2dms_array, NULL); case WINED3D_SHADER_RESOURCE_TEXTURE_CUBEARRAY: return wined3d_shader_descriptor_writes_vk_add_write(writes, vk_descriptor_set, binding_idx, VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, NULL, &v->vk_info_cube_array, NULL); default: FIXME("Unhandled resource type %#x.\n", type); return false; } } static bool wined3d_shader_descriptor_writes_vk_add_cbv_write(struct wined3d_shader_descriptor_writes_vk *writes, struct wined3d_context_vk *context_vk, VkDescriptorSet vk_descriptor_set, const struct wined3d_state *state, const struct wined3d_shader_resource_binding *binding, VkDescriptorBufferInfo *buffer_info) { const struct wined3d_constant_buffer_state *cb_state = &state->cb[binding->shader_type][binding->resource_idx]; struct wined3d_device_vk *device_vk = wined3d_device_vk(context_vk->c.device); struct wined3d_buffer_vk *buffer_vk; struct wined3d_buffer *buffer; if (!(buffer = cb_state->buffer)) return wined3d_shader_descriptor_writes_vk_add_write(writes, vk_descriptor_set, binding->binding_idx, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, &device_vk->null_resources_vk.buffer_info, NULL, NULL); buffer_vk = wined3d_buffer_vk(buffer); *buffer_info = *wined3d_buffer_vk_get_buffer_info(buffer_vk); buffer_info->offset += cb_state->offset; buffer_info->range = min(cb_state->size, buffer_info->range); if (!wined3d_shader_descriptor_writes_vk_add_write(writes, vk_descriptor_set, binding->binding_idx, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, buffer_info, NULL, NULL)) return false; wined3d_context_vk_reference_bo(context_vk, wined3d_bo_vk(buffer->buffer_object)); return true; } static bool wined3d_shader_descriptor_writes_vk_add_srv_write(struct wined3d_shader_descriptor_writes_vk *writes, struct wined3d_context_vk *context_vk, VkDescriptorSet vk_descriptor_set, const struct wined3d_state *state, const struct wined3d_shader_resource_binding *binding) { struct wined3d_shader_resource_view_vk *srv_vk; struct wined3d_shader_resource_view *srv; const VkDescriptorImageInfo *image_info; struct wined3d_resource *resource; struct wined3d_view_vk *view_vk; VkBufferView *buffer_view; VkDescriptorType type; if (!(srv = state->shader_resource_view[binding->shader_type][binding->resource_idx])) return wined3d_shader_resource_bindings_add_null_srv_binding(writes, vk_descriptor_set, binding->binding_idx, binding->resource_type, binding->resource_data_type, context_vk); resource = srv->resource; srv_vk = wined3d_shader_resource_view_vk(srv); view_vk = &srv_vk->view_vk; if (resource->type == WINED3D_RTYPE_BUFFER) { image_info = NULL; buffer_view = &view_vk->u.vk_buffer_view; type = VK_DESCRIPTOR_TYPE_UNIFORM_TEXEL_BUFFER; } else { struct wined3d_texture_vk *texture_vk = wined3d_texture_vk(texture_from_resource(resource)); if (view_vk->u.vk_image_info.imageView) image_info = &view_vk->u.vk_image_info; else image_info = wined3d_texture_vk_get_default_image_info(texture_vk, context_vk); buffer_view = NULL; type = VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE; } if (!wined3d_shader_descriptor_writes_vk_add_write(writes, vk_descriptor_set, binding->binding_idx, type, NULL, image_info, buffer_view)) return false; wined3d_context_vk_reference_shader_resource_view(context_vk, srv_vk); return true; } static bool wined3d_shader_descriptor_writes_vk_add_uav_write(struct wined3d_shader_descriptor_writes_vk *writes, struct wined3d_context_vk *context_vk, enum wined3d_pipeline pipeline, VkDescriptorSet vk_descriptor_set, const struct wined3d_state *state, const struct wined3d_shader_resource_binding *binding) { struct wined3d_unordered_access_view_vk *uav_vk; struct wined3d_unordered_access_view *uav; const VkDescriptorImageInfo *image_info; struct wined3d_resource *resource; struct wined3d_view_vk *view_vk; VkBufferView *buffer_view; VkDescriptorType type; if (!(uav = state->unordered_access_view[pipeline][binding->resource_idx])) { FIXME("NULL unordered access views not implemented.\n"); return false; } resource = uav->resource; uav_vk = wined3d_unordered_access_view_vk(uav); view_vk = &uav_vk->view_vk; if (resource->type == WINED3D_RTYPE_BUFFER) { image_info = NULL; buffer_view = &view_vk->u.vk_buffer_view; type = VK_DESCRIPTOR_TYPE_STORAGE_TEXEL_BUFFER; } else { struct wined3d_texture_vk *texture_vk = wined3d_texture_vk(texture_from_resource(resource)); if (view_vk->u.vk_image_info.imageView) image_info = &view_vk->u.vk_image_info; else image_info = wined3d_texture_vk_get_default_image_info(texture_vk, context_vk); buffer_view = NULL; type = VK_DESCRIPTOR_TYPE_STORAGE_IMAGE; } if (!wined3d_shader_descriptor_writes_vk_add_write(writes, vk_descriptor_set, binding->binding_idx, type, NULL, image_info, buffer_view)) return false; wined3d_context_vk_reference_unordered_access_view(context_vk, uav_vk); return true; } static bool wined3d_shader_descriptor_writes_vk_add_uav_counter_write( struct wined3d_shader_descriptor_writes_vk *writes, struct wined3d_context_vk *context_vk, enum wined3d_pipeline pipeline, VkDescriptorSet vk_descriptor_set, const struct wined3d_state *state, const struct wined3d_shader_resource_binding *binding) { struct wined3d_unordered_access_view_vk *uav_vk; struct wined3d_unordered_access_view *uav; if (!(uav = state->unordered_access_view[pipeline][binding->resource_idx])) { FIXME("NULL unordered access view counters not implemented.\n"); return false; } uav_vk = wined3d_unordered_access_view_vk(uav); if (!uav_vk->vk_counter_view) return false; return wined3d_shader_descriptor_writes_vk_add_write(writes, vk_descriptor_set, binding->binding_idx, VK_DESCRIPTOR_TYPE_STORAGE_TEXEL_BUFFER, NULL, NULL, &uav_vk->vk_counter_view); } static bool wined3d_shader_descriptor_writes_vk_add_sampler_write(struct wined3d_shader_descriptor_writes_vk *writes, struct wined3d_context_vk *context_vk, VkDescriptorSet vk_descriptor_set, const struct wined3d_state *state, const struct wined3d_shader_resource_binding *binding) { struct wined3d_sampler *sampler; if (!(sampler = state->sampler[binding->shader_type][binding->resource_idx])) sampler = context_vk->c.device->null_sampler; if (!wined3d_shader_descriptor_writes_vk_add_write(writes, vk_descriptor_set, binding->binding_idx, VK_DESCRIPTOR_TYPE_SAMPLER, NULL, &wined3d_sampler_vk(sampler)->vk_image_info, NULL)) return false; wined3d_context_vk_reference_sampler(context_vk, wined3d_sampler_vk(sampler)); return true; } static bool wined3d_context_vk_update_descriptors(struct wined3d_context_vk *context_vk, VkCommandBuffer vk_command_buffer, const struct wined3d_state *state, enum wined3d_pipeline pipeline) { struct wined3d_shader_descriptor_writes_vk *writes = &context_vk->descriptor_writes; VkDescriptorBufferInfo buffers[WINED3D_SHADER_TYPE_COUNT][MAX_CONSTANT_BUFFERS]; struct wined3d_device_vk *device_vk = wined3d_device_vk(context_vk->c.device); const struct wined3d_vk_info *vk_info = context_vk->vk_info; const struct wined3d_shader_resource_binding *binding; struct wined3d_shader_resource_bindings *bindings; VkDescriptorSetLayout vk_set_layout; VkPipelineLayout vk_pipeline_layout; VkPipelineBindPoint vk_bind_point; VkDescriptorSet vk_descriptor_set; VkResult vr; size_t i; switch (pipeline) { case WINED3D_PIPELINE_GRAPHICS: bindings = &context_vk->graphics.bindings; vk_bind_point = VK_PIPELINE_BIND_POINT_GRAPHICS; vk_set_layout = context_vk->graphics.vk_set_layout; vk_pipeline_layout = context_vk->graphics.vk_pipeline_layout; break; case WINED3D_PIPELINE_COMPUTE: bindings = &context_vk->compute.bindings; vk_bind_point = VK_PIPELINE_BIND_POINT_COMPUTE; vk_set_layout = context_vk->compute.vk_set_layout; vk_pipeline_layout = context_vk->compute.vk_pipeline_layout; break; default: ERR("Invalid pipeline %#x.\n", pipeline); return false; } if ((vr = wined3d_context_vk_create_vk_descriptor_set(context_vk, vk_set_layout, &vk_descriptor_set))) { WARN("Failed to create descriptor set, vr %s.\n", wined3d_debug_vkresult(vr)); return false; } writes->count = 0; for (i = 0; i < bindings->count; ++i) { binding = &bindings->bindings[i]; switch (binding->shader_descriptor_type) { case WINED3D_SHADER_DESCRIPTOR_TYPE_CBV: if (!wined3d_shader_descriptor_writes_vk_add_cbv_write(writes, context_vk, vk_descriptor_set, state, binding, &buffers[binding->shader_type][binding->resource_idx])) return false; break; case WINED3D_SHADER_DESCRIPTOR_TYPE_SRV: if (!wined3d_shader_descriptor_writes_vk_add_srv_write(writes, context_vk, vk_descriptor_set, state, binding)) return false; break; case WINED3D_SHADER_DESCRIPTOR_TYPE_UAV: if (!wined3d_shader_descriptor_writes_vk_add_uav_write(writes, context_vk, pipeline, vk_descriptor_set, state, binding)) return false; break; case WINED3D_SHADER_DESCRIPTOR_TYPE_UAV_COUNTER: if (!wined3d_shader_descriptor_writes_vk_add_uav_counter_write(writes, context_vk, pipeline, vk_descriptor_set, state, binding)) return false; break; case WINED3D_SHADER_DESCRIPTOR_TYPE_SAMPLER: if (!wined3d_shader_descriptor_writes_vk_add_sampler_write(writes, context_vk, vk_descriptor_set, state, binding)) return false; break; default: ERR("Invalid descriptor type %#x.\n", binding->shader_descriptor_type); return false; } } VK_CALL(vkUpdateDescriptorSets(device_vk->vk_device, writes->count, writes->writes, 0, NULL)); VK_CALL(vkCmdBindDescriptorSets(vk_command_buffer, vk_bind_point, vk_pipeline_layout, 0, 1, &vk_descriptor_set, 0, NULL)); return true; } static VkResult wined3d_context_vk_create_vk_descriptor_set_layout(struct wined3d_device_vk *device_vk, const struct wined3d_vk_info *vk_info, const struct wined3d_pipeline_layout_key_vk *key, VkDescriptorSetLayout *vk_set_layout) { VkDescriptorSetLayoutCreateInfo layout_desc; VkResult vr; layout_desc.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO; layout_desc.pNext = NULL; layout_desc.flags = 0; layout_desc.bindingCount = key->binding_count; layout_desc.pBindings = key->bindings; if ((vr = VK_CALL(vkCreateDescriptorSetLayout(device_vk->vk_device, &layout_desc, NULL, vk_set_layout))) < 0) WARN("Failed to create Vulkan descriptor set layout, vr %s.\n", wined3d_debug_vkresult(vr)); return vr; } struct wined3d_pipeline_layout_vk *wined3d_context_vk_get_pipeline_layout( struct wined3d_context_vk *context_vk, VkDescriptorSetLayoutBinding *bindings, SIZE_T binding_count) { struct wined3d_device_vk *device_vk = wined3d_device_vk(context_vk->c.device); const struct wined3d_vk_info *vk_info = context_vk->vk_info; struct wined3d_pipeline_layout_key_vk key; struct wined3d_pipeline_layout_vk *layout; VkPipelineLayoutCreateInfo layout_desc; struct wine_rb_entry *entry; VkResult vr; key.bindings = bindings; key.binding_count = binding_count; if ((entry = wine_rb_get(&context_vk->pipeline_layouts, &key))) return WINE_RB_ENTRY_VALUE(entry, struct wined3d_pipeline_layout_vk, entry); if (!(layout = heap_alloc(sizeof(*layout)))) return NULL; if (!(layout->key.bindings = heap_alloc(sizeof(*layout->key.bindings) * key.binding_count))) { heap_free(layout); return NULL; } memcpy(layout->key.bindings, key.bindings, sizeof(*layout->key.bindings) * key.binding_count); layout->key.binding_count = key.binding_count; if ((vr = wined3d_context_vk_create_vk_descriptor_set_layout(device_vk, vk_info, &key, &layout->vk_set_layout))) { WARN("Failed to create descriptor set layout, vr %s.\n", wined3d_debug_vkresult(vr)); goto fail; } layout_desc.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO; layout_desc.pNext = NULL; layout_desc.flags = 0; layout_desc.setLayoutCount = 1; layout_desc.pSetLayouts = &layout->vk_set_layout; layout_desc.pushConstantRangeCount = 0; layout_desc.pPushConstantRanges = NULL; if ((vr = VK_CALL(vkCreatePipelineLayout(device_vk->vk_device, &layout_desc, NULL, &layout->vk_pipeline_layout))) < 0) { WARN("Failed to create Vulkan pipeline layout, vr %s.\n", wined3d_debug_vkresult(vr)); VK_CALL(vkDestroyDescriptorSetLayout(device_vk->vk_device, layout->vk_set_layout, NULL)); goto fail; } if (wine_rb_put(&context_vk->pipeline_layouts, &layout->key, &layout->entry) == -1) { ERR("Failed to insert pipeline layout.\n"); VK_CALL(vkDestroyPipelineLayout(device_vk->vk_device, layout->vk_pipeline_layout, NULL)); VK_CALL(vkDestroyDescriptorSetLayout(device_vk->vk_device, layout->vk_set_layout, NULL)); goto fail; } return layout; fail: heap_free(layout->key.bindings); heap_free(layout); return NULL; } static VkPipeline wined3d_context_vk_get_graphics_pipeline(struct wined3d_context_vk *context_vk) { struct wined3d_device_vk *device_vk = wined3d_device_vk(context_vk->c.device); const struct wined3d_vk_info *vk_info = context_vk->vk_info; struct wined3d_graphics_pipeline_vk *pipeline_vk; struct wined3d_graphics_pipeline_key_vk *key; struct wine_rb_entry *entry; VkResult vr; key = &context_vk->graphics.pipeline_key_vk; if ((entry = wine_rb_get(&context_vk->graphics_pipelines, key))) return WINE_RB_ENTRY_VALUE(entry, struct wined3d_graphics_pipeline_vk, entry)->vk_pipeline; if (!(pipeline_vk = heap_alloc(sizeof(*pipeline_vk)))) return VK_NULL_HANDLE; pipeline_vk->key = *key; if ((vr = VK_CALL(vkCreateGraphicsPipelines(device_vk->vk_device, VK_NULL_HANDLE, 1, &key->pipeline_desc, NULL, &pipeline_vk->vk_pipeline))) < 0) { WARN("Failed to create graphics pipeline, vr %s.\n", wined3d_debug_vkresult(vr)); heap_free(pipeline_vk); return VK_NULL_HANDLE; } if (wine_rb_put(&context_vk->graphics_pipelines, &pipeline_vk->key, &pipeline_vk->entry) == -1) ERR("Failed to insert pipeline.\n"); return pipeline_vk->vk_pipeline; } static void wined3d_context_vk_load_shader_resources(struct wined3d_context_vk *context_vk, const struct wined3d_state *state, enum wined3d_pipeline pipeline) { struct wined3d_shader_descriptor_writes_vk *writes = &context_vk->descriptor_writes; const struct wined3d_shader_resource_bindings *bindings; const struct wined3d_shader_resource_binding *binding; struct wined3d_unordered_access_view_vk *uav_vk; struct wined3d_shader_resource_view_vk *srv_vk; struct wined3d_unordered_access_view *uav; struct wined3d_shader_resource_view *srv; struct wined3d_buffer_vk *buffer_vk; struct wined3d_sampler *sampler; struct wined3d_buffer *buffer; size_t i; switch (pipeline) { case WINED3D_PIPELINE_GRAPHICS: bindings = &context_vk->graphics.bindings; break; case WINED3D_PIPELINE_COMPUTE: bindings = &context_vk->compute.bindings; break; default: ERR("Invalid pipeline %#x.\n", pipeline); return; } writes->count = 0; for (i = 0; i < bindings->count; ++i) { binding = &bindings->bindings[i]; switch (binding->shader_descriptor_type) { case WINED3D_SHADER_DESCRIPTOR_TYPE_CBV: if (!(buffer = state->cb[binding->shader_type][binding->resource_idx].buffer)) break; buffer_vk = wined3d_buffer_vk(buffer); wined3d_buffer_load(buffer, &context_vk->c, state); if (!buffer_vk->b.bo_user.valid) { if (pipeline == WINED3D_PIPELINE_GRAPHICS) context_invalidate_state(&context_vk->c, STATE_GRAPHICS_CONSTANT_BUFFER(binding->shader_type)); else context_invalidate_compute_state(&context_vk->c, STATE_COMPUTE_CONSTANT_BUFFER); } wined3d_buffer_vk_barrier(buffer_vk, context_vk, WINED3D_BIND_CONSTANT_BUFFER); break; case WINED3D_SHADER_DESCRIPTOR_TYPE_SRV: if (!(srv = state->shader_resource_view[binding->shader_type][binding->resource_idx])) break; srv_vk = wined3d_shader_resource_view_vk(srv); if (srv->resource->type == WINED3D_RTYPE_BUFFER) { if (!srv_vk->view_vk.bo_user.valid) { wined3d_shader_resource_view_vk_update(srv_vk, context_vk); if (pipeline == WINED3D_PIPELINE_GRAPHICS) context_invalidate_state(&context_vk->c, STATE_GRAPHICS_SHADER_RESOURCE_BINDING); else context_invalidate_compute_state(&context_vk->c, STATE_COMPUTE_SHADER_RESOURCE_BINDING); } wined3d_buffer_load(buffer_from_resource(srv->resource), &context_vk->c, state); } else { wined3d_texture_load(texture_from_resource(srv->resource), &context_vk->c, FALSE); } wined3d_shader_resource_view_vk_barrier(srv_vk, context_vk, WINED3D_BIND_SHADER_RESOURCE); break; case WINED3D_SHADER_DESCRIPTOR_TYPE_UAV: if (!(uav = state->unordered_access_view[pipeline][binding->resource_idx])) break; uav_vk = wined3d_unordered_access_view_vk(uav); if (uav->resource->type == WINED3D_RTYPE_BUFFER) { if (!uav_vk->view_vk.bo_user.valid) { wined3d_unordered_access_view_vk_update(uav_vk, context_vk); if (pipeline == WINED3D_PIPELINE_GRAPHICS) context_invalidate_state(&context_vk->c, STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING); else context_invalidate_compute_state(&context_vk->c, STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING); } wined3d_buffer_load(buffer_from_resource(uav->resource), &context_vk->c, state); wined3d_unordered_access_view_invalidate_location(uav, ~WINED3D_LOCATION_BUFFER); } else { wined3d_texture_load(texture_from_resource(uav->resource), &context_vk->c, FALSE); wined3d_unordered_access_view_invalidate_location(uav, ~WINED3D_LOCATION_TEXTURE_RGB); } wined3d_unordered_access_view_vk_barrier(uav_vk, context_vk, WINED3D_BIND_UNORDERED_ACCESS); break; case WINED3D_SHADER_DESCRIPTOR_TYPE_UAV_COUNTER: break; case WINED3D_SHADER_DESCRIPTOR_TYPE_SAMPLER: if (!(sampler = state->sampler[binding->shader_type][binding->resource_idx])) sampler = context_vk->c.device->null_sampler; break; default: ERR("Invalid descriptor type %#x.\n", binding->shader_descriptor_type); break; } } } VkCommandBuffer wined3d_context_vk_apply_draw_state(struct wined3d_context_vk *context_vk, const struct wined3d_state *state, struct wined3d_buffer_vk *indirect_vk, bool indexed) { struct wined3d_device_vk *device_vk = wined3d_device_vk(context_vk->c.device); const struct wined3d_vk_info *vk_info = context_vk->vk_info; struct wined3d_rendertarget_view *dsv; struct wined3d_buffer_vk *buffer_vk; VkSampleCountFlagBits sample_count; VkCommandBuffer vk_command_buffer; struct wined3d_buffer *buffer; uint32_t null_buffer_binding; unsigned int i; if (wined3d_context_is_graphics_state_dirty(&context_vk->c, STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL)) || wined3d_context_is_graphics_state_dirty(&context_vk->c, STATE_FRAMEBUFFER)) context_vk->c.shader_update_mask |= (1u << WINED3D_SHADER_TYPE_PIXEL); if (wined3d_context_is_graphics_state_dirty(&context_vk->c, STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX))) context_vk->c.shader_update_mask |= (1u << WINED3D_SHADER_TYPE_VERTEX); if (wined3d_context_is_graphics_state_dirty(&context_vk->c, STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY))) context_vk->c.shader_update_mask |= (1u << WINED3D_SHADER_TYPE_GEOMETRY); if (wined3d_context_is_graphics_state_dirty(&context_vk->c, STATE_SHADER(WINED3D_SHADER_TYPE_HULL))) context_vk->c.shader_update_mask |= (1u << WINED3D_SHADER_TYPE_HULL) | (1u << WINED3D_SHADER_TYPE_DOMAIN); if (wined3d_context_is_graphics_state_dirty(&context_vk->c, STATE_SHADER(WINED3D_SHADER_TYPE_DOMAIN))) context_vk->c.shader_update_mask |= (1u << WINED3D_SHADER_TYPE_DOMAIN); context_vk->sample_count = 0; for (i = 0; i < ARRAY_SIZE(state->fb.render_targets); ++i) { struct wined3d_rendertarget_view *rtv; if (!(rtv = state->fb.render_targets[i]) || rtv->format->id == WINED3DFMT_NULL) continue; if (wined3d_blend_state_get_writemask(state->blend_state, i)) { wined3d_rendertarget_view_load_location(rtv, &context_vk->c, rtv->resource->draw_binding); wined3d_rendertarget_view_invalidate_location(rtv, ~rtv->resource->draw_binding); } else { wined3d_rendertarget_view_prepare_location(rtv, &context_vk->c, rtv->resource->draw_binding); } sample_count = max(1, wined3d_resource_get_sample_count(rtv->resource)); if (!context_vk->sample_count) context_vk->sample_count = sample_count; else if (context_vk->sample_count != sample_count) FIXME("Inconsistent sample counts (%u != %u).\n", context_vk->sample_count, sample_count); } if ((dsv = state->fb.depth_stencil)) { if (wined3d_state_uses_depth_buffer(state)) wined3d_rendertarget_view_load_location(dsv, &context_vk->c, dsv->resource->draw_binding); else wined3d_rendertarget_view_prepare_location(dsv, &context_vk->c, dsv->resource->draw_binding); if (!state->depth_stencil_state || state->depth_stencil_state->desc.depth_write) wined3d_rendertarget_view_invalidate_location(dsv, ~dsv->resource->draw_binding); sample_count = max(1, wined3d_resource_get_sample_count(dsv->resource)); if (!context_vk->sample_count) context_vk->sample_count = sample_count; else if (context_vk->sample_count != sample_count) FIXME("Inconsistent sample counts (%u != %u).\n", context_vk->sample_count, sample_count); } if (!context_vk->sample_count) context_vk->sample_count = VK_SAMPLE_COUNT_1_BIT; if (context_vk->c.shader_update_mask & ~(1u << WINED3D_SHADER_TYPE_COMPUTE)) { device_vk->d.shader_backend->shader_select(device_vk->d.shader_priv, &context_vk->c, state); if (!context_vk->graphics.vk_pipeline_layout) { ERR("No pipeline layout set.\n"); return VK_NULL_HANDLE; } context_vk->c.update_shader_resource_bindings = 1; context_vk->c.update_unordered_access_view_bindings = 1; } wined3d_context_vk_load_shader_resources(context_vk, state, WINED3D_PIPELINE_GRAPHICS); for (i = 0; i < ARRAY_SIZE(state->streams); ++i) { if (!(buffer = state->streams[i].buffer)) continue; buffer_vk = wined3d_buffer_vk(buffer); wined3d_buffer_load(&buffer_vk->b, &context_vk->c, state); wined3d_buffer_vk_barrier(buffer_vk, context_vk, WINED3D_BIND_VERTEX_BUFFER); if (!buffer_vk->b.bo_user.valid) context_invalidate_state(&context_vk->c, STATE_STREAMSRC); } if (use_transform_feedback(state) && vk_info->supported[WINED3D_VK_EXT_TRANSFORM_FEEDBACK]) { for (i = 0; i < ARRAY_SIZE(state->stream_output); ++i) { if (!(buffer = state->stream_output[i].buffer)) continue; buffer_vk = wined3d_buffer_vk(buffer); wined3d_buffer_load(&buffer_vk->b, &context_vk->c, state); wined3d_buffer_vk_barrier(buffer_vk, context_vk, WINED3D_BIND_STREAM_OUTPUT); wined3d_buffer_invalidate_location(&buffer_vk->b, ~WINED3D_LOCATION_BUFFER); if (!buffer_vk->b.bo_user.valid) context_vk->update_stream_output = 1; } context_vk->c.transform_feedback_active = 1; } if (indexed || (wined3d_context_is_graphics_state_dirty(&context_vk->c, STATE_INDEXBUFFER) && state->index_buffer)) { buffer_vk = wined3d_buffer_vk(state->index_buffer); wined3d_buffer_load(&buffer_vk->b, &context_vk->c, state); wined3d_buffer_vk_barrier(buffer_vk, context_vk, WINED3D_BIND_INDEX_BUFFER); if (!buffer_vk->b.bo_user.valid) context_invalidate_state(&context_vk->c, STATE_INDEXBUFFER); } if (indirect_vk) { wined3d_buffer_load(&indirect_vk->b, &context_vk->c, state); wined3d_buffer_vk_barrier(indirect_vk, context_vk, WINED3D_BIND_INDIRECT_BUFFER); } if (!(vk_command_buffer = wined3d_context_vk_get_command_buffer(context_vk))) { ERR("Failed to get command buffer.\n"); return VK_NULL_HANDLE; } if (wined3d_context_is_graphics_state_dirty(&context_vk->c, STATE_FRAMEBUFFER)) wined3d_context_vk_end_current_render_pass(context_vk); if (!wined3d_context_vk_begin_render_pass(context_vk, vk_command_buffer, state, vk_info)) { ERR("Failed to begin render pass.\n"); return VK_NULL_HANDLE; } if (wined3d_context_vk_update_graphics_pipeline_key(context_vk, state, context_vk->graphics.vk_pipeline_layout, &null_buffer_binding) || !context_vk->graphics.vk_pipeline) { if (!(context_vk->graphics.vk_pipeline = wined3d_context_vk_get_graphics_pipeline(context_vk))) { ERR("Failed to get graphics pipeline.\n"); return VK_NULL_HANDLE; } VK_CALL(vkCmdBindPipeline(vk_command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, context_vk->graphics.vk_pipeline)); if (null_buffer_binding != ~0u) { VkDeviceSize offset = 0; VK_CALL(vkCmdBindVertexBuffers(vk_command_buffer, null_buffer_binding, 1, &device_vk->null_resources_vk.buffer_info.buffer, &offset)); } } if (wined3d_context_is_graphics_state_dirty(&context_vk->c, STATE_STENCIL_REF) && dsv) { VK_CALL(vkCmdSetStencilReference(vk_command_buffer, VK_STENCIL_FACE_FRONT_AND_BACK, state->stencil_ref & wined3d_mask_from_size(dsv->format->stencil_size))); } if (wined3d_context_is_graphics_state_dirty(&context_vk->c, STATE_STREAMSRC)) wined3d_context_vk_bind_vertex_buffers(context_vk, vk_command_buffer, state, vk_info); if (wined3d_context_is_graphics_state_dirty(&context_vk->c, STATE_STREAM_OUTPUT)) { context_vk->update_stream_output = 1; context_vk->c.transform_feedback_paused = 0; } if (context_vk->c.transform_feedback_active && context_vk->update_stream_output) { wined3d_context_vk_bind_stream_output_buffers(context_vk, vk_command_buffer, state, vk_info); context_vk->update_stream_output = 0; } if (wined3d_context_is_graphics_state_dirty(&context_vk->c, STATE_INDEXBUFFER) && state->index_buffer) { const VkDescriptorBufferInfo *buffer_info; VkIndexType idx_type; if (state->index_format == WINED3DFMT_R16_UINT) idx_type = VK_INDEX_TYPE_UINT16; else idx_type = VK_INDEX_TYPE_UINT32; buffer_vk = wined3d_buffer_vk(state->index_buffer); buffer_info = wined3d_buffer_vk_get_buffer_info(buffer_vk); wined3d_context_vk_reference_bo(context_vk, wined3d_bo_vk(buffer_vk->b.buffer_object)); VK_CALL(vkCmdBindIndexBuffer(vk_command_buffer, buffer_info->buffer, buffer_info->offset + state->index_offset, idx_type)); } if (wined3d_context_is_graphics_state_dirty(&context_vk->c, STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL)) || wined3d_context_is_graphics_state_dirty(&context_vk->c, STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX)) || wined3d_context_is_graphics_state_dirty(&context_vk->c, STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY)) || wined3d_context_is_graphics_state_dirty(&context_vk->c, STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_HULL)) || wined3d_context_is_graphics_state_dirty(&context_vk->c, STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_DOMAIN)) || wined3d_context_is_graphics_state_dirty(&context_vk->c, STATE_GRAPHICS_SHADER_RESOURCE_BINDING)) context_vk->c.update_shader_resource_bindings = 1; if (wined3d_context_is_graphics_state_dirty(&context_vk->c, STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING)) context_vk->c.update_unordered_access_view_bindings = 1; if (context_vk->c.update_shader_resource_bindings || context_vk->c.update_unordered_access_view_bindings) { if (!wined3d_context_vk_update_descriptors(context_vk, vk_command_buffer, state, WINED3D_PIPELINE_GRAPHICS)) { ERR("Failed to update shader descriptors.\n"); return VK_NULL_HANDLE; } context_vk->c.update_shader_resource_bindings = 0; context_vk->c.update_unordered_access_view_bindings = 0; } if (wined3d_context_is_graphics_state_dirty(&context_vk->c, STATE_BLEND_FACTOR)) VK_CALL(vkCmdSetBlendConstants(vk_command_buffer, &state->blend_factor.r)); memset(context_vk->c.dirty_graphics_states, 0, sizeof(context_vk->c.dirty_graphics_states)); context_vk->c.shader_update_mask &= 1u << WINED3D_SHADER_TYPE_COMPUTE; return vk_command_buffer; } VkCommandBuffer wined3d_context_vk_apply_compute_state(struct wined3d_context_vk *context_vk, const struct wined3d_state *state, struct wined3d_buffer_vk *indirect_vk) { struct wined3d_device_vk *device_vk = wined3d_device_vk(context_vk->c.device); const struct wined3d_vk_info *vk_info = context_vk->vk_info; VkCommandBuffer vk_command_buffer; wined3d_context_vk_end_current_render_pass(context_vk); if (wined3d_context_is_compute_state_dirty(&context_vk->c, STATE_COMPUTE_SHADER)) context_vk->c.shader_update_mask |= 1u << WINED3D_SHADER_TYPE_COMPUTE; if (context_vk->c.shader_update_mask & (1u << WINED3D_SHADER_TYPE_COMPUTE)) { device_vk->d.shader_backend->shader_select_compute(device_vk->d.shader_priv, &context_vk->c, state); if (!context_vk->compute.vk_pipeline) { ERR("No compute pipeline set.\n"); return VK_NULL_HANDLE; } context_vk->c.update_compute_shader_resource_bindings = 1; context_vk->c.update_compute_unordered_access_view_bindings = 1; context_vk->update_compute_pipeline = 1; } wined3d_context_vk_load_shader_resources(context_vk, state, WINED3D_PIPELINE_COMPUTE); if (indirect_vk) { wined3d_buffer_load_location(&indirect_vk->b, &context_vk->c, WINED3D_LOCATION_BUFFER); wined3d_buffer_vk_barrier(indirect_vk, context_vk, WINED3D_BIND_INDIRECT_BUFFER); } if (!(vk_command_buffer = wined3d_context_vk_get_command_buffer(context_vk))) { ERR("Failed to get command buffer.\n"); return VK_NULL_HANDLE; } if (context_vk->update_compute_pipeline) { VK_CALL(vkCmdBindPipeline(vk_command_buffer, VK_PIPELINE_BIND_POINT_COMPUTE, context_vk->compute.vk_pipeline)); context_vk->update_compute_pipeline = 0; } if (wined3d_context_is_compute_state_dirty(&context_vk->c, STATE_COMPUTE_CONSTANT_BUFFER) || wined3d_context_is_compute_state_dirty(&context_vk->c, STATE_COMPUTE_SHADER_RESOURCE_BINDING)) context_vk->c.update_compute_shader_resource_bindings = 1; if (wined3d_context_is_compute_state_dirty(&context_vk->c, STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING)) context_vk->c.update_compute_unordered_access_view_bindings = 1; if (context_vk->c.update_compute_shader_resource_bindings || context_vk->c.update_compute_unordered_access_view_bindings) { if (!wined3d_context_vk_update_descriptors(context_vk, vk_command_buffer, state, WINED3D_PIPELINE_COMPUTE)) { ERR("Failed to update shader descriptors.\n"); return VK_NULL_HANDLE; } context_vk->c.update_compute_shader_resource_bindings = 0; context_vk->c.update_compute_unordered_access_view_bindings = 0; } memset(context_vk->c.dirty_compute_states, 0, sizeof(context_vk->c.dirty_compute_states)); context_vk->c.shader_update_mask &= ~(1u << WINED3D_SHADER_TYPE_COMPUTE); return vk_command_buffer; } HRESULT wined3d_context_vk_init(struct wined3d_context_vk *context_vk, struct wined3d_swapchain *swapchain) { VkCommandPoolCreateInfo command_pool_info; const struct wined3d_vk_info *vk_info; struct wined3d_adapter_vk *adapter_vk; struct wined3d_device_vk *device_vk; VkResult vr; TRACE("context_vk %p, swapchain %p.\n", context_vk, swapchain); memset(context_vk, 0, sizeof(*context_vk)); wined3d_context_init(&context_vk->c, swapchain); device_vk = wined3d_device_vk(swapchain->device); adapter_vk = wined3d_adapter_vk(device_vk->d.adapter); context_vk->vk_info = vk_info = &adapter_vk->vk_info; command_pool_info.sType = VK_STRUCTURE_TYPE_COMMAND_POOL_CREATE_INFO; command_pool_info.pNext = NULL; command_pool_info.flags = VK_COMMAND_POOL_CREATE_TRANSIENT_BIT; command_pool_info.queueFamilyIndex = device_vk->vk_queue_family_index; if ((vr = VK_CALL(vkCreateCommandPool(device_vk->vk_device, &command_pool_info, NULL, &context_vk->vk_command_pool))) < 0) { ERR("Failed to create Vulkan command pool, vr %s.\n", wined3d_debug_vkresult(vr)); wined3d_context_cleanup(&context_vk->c); return E_FAIL; } context_vk->current_command_buffer.id = 1; wined3d_context_vk_init_graphics_pipeline_key(context_vk); list_init(&context_vk->render_pass_queries); list_init(&context_vk->active_queries); list_init(&context_vk->completed_query_pools); list_init(&context_vk->free_occlusion_query_pools); list_init(&context_vk->free_timestamp_query_pools); list_init(&context_vk->free_pipeline_statistics_query_pools); list_init(&context_vk->free_stream_output_statistics_query_pools); wine_rb_init(&context_vk->render_passes, wined3d_render_pass_vk_compare); wine_rb_init(&context_vk->pipeline_layouts, wined3d_pipeline_layout_vk_compare); wine_rb_init(&context_vk->graphics_pipelines, wined3d_graphics_pipeline_vk_compare); wine_rb_init(&context_vk->bo_slab_available, wined3d_bo_slab_vk_compare); return WINED3D_OK; }