Sweden-Number/dlls/wined3d/context_vk.c

3568 lines
139 KiB
C

/*
* 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 "wine/port.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 && (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));
return NULL;
}
++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);
}
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->buffer_offset = idx * object_size;
bo->b.memory_offset = slab->bo.b.memory_offset + bo->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->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.map_ptr = NULL;
bo->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;
}
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->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));
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;
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_pool_vk *pool_vk, *pool_vk_next;
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;
}
if (vk_command_buffer)
{
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_query_pool_vk_reset(pool_vk, context_vk, vk_command_buffer);
}
}
}
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 list *free_pools;
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);
}
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;
}
if (vk_info->supported[WINED3D_VK_EXT_HOST_QUERY_RESET])
{
VK_CALL(vkResetQueryPoolEXT(wined3d_device_vk(context_vk->c.device)->vk_device,
pool_vk->vk_query_pool, 0, WINED3D_QUERY_POOL_SIZE));
}
else
{
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));
}
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_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(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;
if (a->binding_count != b->binding_count)
return a->binding_count - b->binding_count;
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 (a->pipeline_desc.stageCount != b->pipeline_desc.stageCount)
return a->pipeline_desc.stageCount - b->pipeline_desc.stageCount;
for (i = 0; i < a->pipeline_desc.stageCount; ++i)
{
if (a->stages[i].module != b->stages[i].module)
return a->stages[i].module - b->stages[i].module;
}
if (a->divisor_desc.vertexBindingDivisorCount != b->divisor_desc.vertexBindingDivisorCount)
return a->divisor_desc.vertexBindingDivisorCount - b->divisor_desc.vertexBindingDivisorCount;
if ((ret = memcmp(a->divisors, b->divisors,
a->divisor_desc.vertexBindingDivisorCount * sizeof(*a->divisors))))
return ret;
if (a->input_desc.vertexAttributeDescriptionCount != b->input_desc.vertexAttributeDescriptionCount)
return a->input_desc.vertexAttributeDescriptionCount - b->input_desc.vertexAttributeDescriptionCount;
if ((ret = memcmp(a->attributes, b->attributes,
a->input_desc.vertexAttributeDescriptionCount * sizeof(*a->attributes))))
return ret;
if (a->input_desc.vertexBindingDescriptionCount != b->input_desc.vertexBindingDescriptionCount)
return a->input_desc.vertexBindingDescriptionCount - b->input_desc.vertexBindingDescriptionCount;
if ((ret = memcmp(a->bindings, b->bindings,
a->input_desc.vertexBindingDescriptionCount * sizeof(*a->bindings))))
return ret;
if (a->ia_desc.topology != b->ia_desc.topology)
return a->ia_desc.topology - b->ia_desc.topology;
if (a->ia_desc.primitiveRestartEnable != b->ia_desc.primitiveRestartEnable)
return a->ia_desc.primitiveRestartEnable - b->ia_desc.primitiveRestartEnable;
if (a->ts_desc.patchControlPoints != b->ts_desc.patchControlPoints)
return a->ts_desc.patchControlPoints - b->ts_desc.patchControlPoints;
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 (a->ms_desc.rasterizationSamples != b->ms_desc.rasterizationSamples)
return a->ms_desc.rasterizationSamples - b->ms_desc.rasterizationSamples;
if (a->ms_desc.alphaToCoverageEnable != b->ms_desc.alphaToCoverageEnable)
return a->ms_desc.alphaToCoverageEnable - b->ms_desc.alphaToCoverageEnable;
if (a->sample_mask != b->sample_mask)
return a->sample_mask - b->sample_mask;
if ((ret = memcmp(&a->ds_desc, &b->ds_desc, sizeof(a->ds_desc))))
return ret;
if (a->blend_desc.attachmentCount != b->blend_desc.attachmentCount)
return a->blend_desc.attachmentCount - b->blend_desc.attachmentCount;
if ((ret = memcmp(a->blend_attachments, b->blend_attachments,
a->blend_desc.attachmentCount * sizeof(*a->blend_attachments))))
return ret;
if (a->pipeline_desc.layout != b->pipeline_desc.layout)
return a->pipeline_desc.layout - b->pipeline_desc.layout;
if (a->pipeline_desc.renderPass != b->pipeline_desc.renderPass)
return a->pipeline_desc.renderPass - b->pipeline_desc.renderPass;
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;
if (k->memory_type != slab->requested_memory_type)
return k->memory_type - slab->requested_memory_type;
if (k->usage != slab->bo.usage)
return k->usage - slab->bo.usage;
return 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;
}