mirror of
https://github.com/doitsujin/dxvk.git
synced 2024-12-02 19:24:12 +01:00
[dxvk] Forward link flags when using shader identifiers
Fixes a long-standing bug that now causes validation errors.
This commit is contained in:
parent
29253da356
commit
65373792d2
@ -49,7 +49,7 @@ namespace dxvk {
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// may wait for an ongoing compile job to finish, or
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// compile the pipeline immediately on the calling thread.
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m_libraryHandle = m_library->acquirePipelineHandle(
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DxvkShaderPipelineLibraryCompileArgs());
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DxvkShaderPipelineLibraryCompileArgs()).handle;
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return m_libraryHandle;
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} else {
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@ -1111,7 +1111,8 @@ namespace dxvk {
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if (doCreateBasePipeline)
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baseHandle = this->getBasePipeline(state);
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else
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if (!baseHandle)
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fastHandle = this->getOptimizedPipeline(state);
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// Log pipeline state if requested, or on failure
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@ -1236,10 +1237,11 @@ namespace dxvk {
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const DxvkGraphicsPipelineBaseInstanceKey& key) const {
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auto vk = m_device->vkd();
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DxvkShaderPipelineLibraryHandle vs = m_vsLibrary->acquirePipelineHandle(key.args);
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DxvkShaderPipelineLibraryHandle fs = m_fsLibrary->acquirePipelineHandle(key.args);
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std::array<VkPipeline, 4> libraries = {{
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key.viLibrary->getHandle(),
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m_vsLibrary->acquirePipelineHandle(key.args),
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m_fsLibrary->acquirePipelineHandle(key.args),
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key.viLibrary->getHandle(), vs.handle, fs.handle,
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key.foLibrary->getHandle(),
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}};
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@ -1248,13 +1250,14 @@ namespace dxvk {
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libInfo.pLibraries = libraries.data();
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VkGraphicsPipelineCreateInfo info = { VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO, &libInfo };
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info.flags = vs.linkFlags | fs.linkFlags;
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info.layout = m_bindings->getPipelineLayout(true);
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info.basePipelineIndex = -1;
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VkPipeline pipeline = VK_NULL_HANDLE;
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VkResult vr = vk->vkCreateGraphicsPipelines(vk->device(), VK_NULL_HANDLE, 1, &info, nullptr, &pipeline);
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if (vr != VK_SUCCESS)
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if (vr && vr != VK_PIPELINE_COMPILE_REQUIRED_EXT)
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Logger::err(str::format("DxvkGraphicsPipeline: Failed to create base pipeline: ", vr));
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return pipeline;
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@ -1042,18 +1042,18 @@ namespace dxvk {
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}
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VkPipeline DxvkShaderPipelineLibrary::acquirePipelineHandle(
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DxvkShaderPipelineLibraryHandle DxvkShaderPipelineLibrary::acquirePipelineHandle(
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const DxvkShaderPipelineLibraryCompileArgs& args) {
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std::lock_guard lock(m_mutex);
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if (m_device->mustTrackPipelineLifetime())
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m_useCount += 1;
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VkPipeline& pipeline = (m_shaders.vs && !args.depthClipEnable)
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DxvkShaderPipelineLibraryHandle& pipeline = (m_shaders.vs && !args.depthClipEnable)
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? m_pipelineNoDepthClip
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: m_pipeline;
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if (pipeline)
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if (pipeline.handle)
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return pipeline;
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pipeline = compileShaderPipelineLocked(args);
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@ -1079,7 +1079,7 @@ namespace dxvk {
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return;
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// Compile the pipeline with default args
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VkPipeline pipeline = compileShaderPipelineLocked(
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DxvkShaderPipelineLibraryHandle pipeline = compileShaderPipelineLocked(
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DxvkShaderPipelineLibraryCompileArgs());
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// On 32-bit, destroy the pipeline immediately in order to
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@ -1087,9 +1087,9 @@ namespace dxvk {
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// we need to recreate the pipeline.
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if (m_device->mustTrackPipelineLifetime()) {
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auto vk = m_device->vkd();
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vk->vkDestroyPipeline(vk->device(), pipeline, nullptr);
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vk->vkDestroyPipeline(vk->device(), pipeline.handle, nullptr);
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pipeline = VK_NULL_HANDLE;
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pipeline.handle = VK_NULL_HANDLE;
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}
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// Write back pipeline handle for future use
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@ -1100,34 +1100,34 @@ namespace dxvk {
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void DxvkShaderPipelineLibrary::destroyShaderPipelinesLocked() {
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auto vk = m_device->vkd();
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vk->vkDestroyPipeline(vk->device(), m_pipeline, nullptr);
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vk->vkDestroyPipeline(vk->device(), m_pipelineNoDepthClip, nullptr);
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vk->vkDestroyPipeline(vk->device(), m_pipeline.handle, nullptr);
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vk->vkDestroyPipeline(vk->device(), m_pipelineNoDepthClip.handle, nullptr);
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m_pipeline = VK_NULL_HANDLE;
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m_pipelineNoDepthClip = VK_NULL_HANDLE;
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m_pipeline.handle = VK_NULL_HANDLE;
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m_pipelineNoDepthClip.handle = VK_NULL_HANDLE;
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}
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VkPipeline DxvkShaderPipelineLibrary::compileShaderPipelineLocked(
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DxvkShaderPipelineLibraryHandle DxvkShaderPipelineLibrary::compileShaderPipelineLocked(
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const DxvkShaderPipelineLibraryCompileArgs& args) {
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this->notifyLibraryCompile();
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// If this is not the first time we're compiling the pipeline,
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// try to get a cache hit using the shader module identifier
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// so that we don't have to decompress our SPIR-V shader again.
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VkPipeline pipeline = VK_NULL_HANDLE;
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DxvkShaderPipelineLibraryHandle pipeline = { VK_NULL_HANDLE, 0 };
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if (m_compiledOnce && canUsePipelineCacheControl()) {
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pipeline = this->compileShaderPipeline(args,
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VK_PIPELINE_CREATE_FAIL_ON_PIPELINE_COMPILE_REQUIRED_BIT);
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}
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if (!pipeline)
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if (!pipeline.handle)
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pipeline = this->compileShaderPipeline(args, 0);
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// Well that didn't work
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if (!pipeline)
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return VK_NULL_HANDLE;
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if (!pipeline.handle)
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return { VK_NULL_HANDLE, 0 };
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// Increment stat counter the first time this
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// shader pipeline gets compiled successfully
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@ -1144,7 +1144,7 @@ namespace dxvk {
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}
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VkPipeline DxvkShaderPipelineLibrary::compileShaderPipeline(
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DxvkShaderPipelineLibraryHandle DxvkShaderPipelineLibrary::compileShaderPipeline(
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const DxvkShaderPipelineLibraryCompileArgs& args,
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VkPipelineCreateFlags flags) {
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DxvkShaderStageInfo stageInfo(m_device);
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@ -1161,7 +1161,7 @@ namespace dxvk {
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// Fail if we have no idenfitier for whatever reason, caller
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// should fall back to the slow path if this happens
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if (!identifier->identifierSize)
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return VK_NULL_HANDLE;
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return { VK_NULL_HANDLE, 0 };
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stageInfo.addStage(stage, *identifier, nullptr);
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} else {
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@ -1178,17 +1178,17 @@ namespace dxvk {
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}
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}
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VkPipeline pipeline = VK_NULL_HANDLE;
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if (stageMask & VK_SHADER_STAGE_VERTEX_BIT)
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return compileVertexShaderPipeline(args, stageInfo, flags);
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if (stageMask & VK_SHADER_STAGE_FRAGMENT_BIT)
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return compileFragmentShaderPipeline(stageInfo, flags);
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if (stageMask & VK_SHADER_STAGE_COMPUTE_BIT)
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return compileComputeShaderPipeline(stageInfo, flags);
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pipeline = compileVertexShaderPipeline(args, stageInfo, flags);
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else if (stageMask & VK_SHADER_STAGE_FRAGMENT_BIT)
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pipeline = compileFragmentShaderPipeline(stageInfo, flags);
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else if (stageMask & VK_SHADER_STAGE_COMPUTE_BIT)
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pipeline = compileComputeShaderPipeline(stageInfo, flags);
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// Should be unreachable
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return VK_NULL_HANDLE;
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return { pipeline, flags };
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}
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@ -1266,7 +1266,7 @@ namespace dxvk {
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VkPipeline pipeline = VK_NULL_HANDLE;
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VkResult vr = vk->vkCreateGraphicsPipelines(vk->device(), VK_NULL_HANDLE, 1, &info, nullptr, &pipeline);
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if (vr && !(flags & VK_PIPELINE_CREATE_FAIL_ON_PIPELINE_COMPILE_REQUIRED_BIT))
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if (vr && vr != VK_PIPELINE_COMPILE_REQUIRED_EXT)
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Logger::err(str::format("DxvkShaderPipelineLibrary: Failed to create vertex shader pipeline: ", vr));
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return vr ? VK_NULL_HANDLE : pipeline;
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@ -1377,7 +1377,7 @@ namespace dxvk {
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VkPipeline pipeline = VK_NULL_HANDLE;
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VkResult vr = vk->vkCreateComputePipelines(vk->device(), VK_NULL_HANDLE, 1, &info, nullptr, &pipeline);
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if (vr && !(flags & VK_PIPELINE_CREATE_FAIL_ON_PIPELINE_COMPILE_REQUIRED_BIT))
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if (vr && vr != VK_PIPELINE_COMPILE_REQUIRED_EXT)
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Logger::err(str::format("DxvkShaderPipelineLibrary: Failed to create compute shader pipeline: ", vr));
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return vr ? VK_NULL_HANDLE : pipeline;
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@ -482,6 +482,17 @@ namespace dxvk {
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};
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/**
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* \brief Pipeline library handle
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*
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* Stores a pipeline library handle and the necessary link flags.
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*/
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struct DxvkShaderPipelineLibraryHandle {
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VkPipeline handle;
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VkPipelineCreateFlags linkFlags;
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};
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/**
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* \brief Shader pipeline library
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*
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@ -524,7 +535,7 @@ namespace dxvk {
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* \param [in] args Compile arguments
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* \returns Vulkan pipeline handle
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*/
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VkPipeline acquirePipelineHandle(
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DxvkShaderPipelineLibraryHandle acquirePipelineHandle(
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const DxvkShaderPipelineLibraryCompileArgs& args);
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/**
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@ -552,21 +563,21 @@ namespace dxvk {
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DxvkShaderSet m_shaders;
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const DxvkBindingLayoutObjects* m_layout;
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dxvk::mutex m_mutex;
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VkPipeline m_pipeline = VK_NULL_HANDLE;
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VkPipeline m_pipelineNoDepthClip = VK_NULL_HANDLE;
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uint32_t m_useCount = 0u;
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bool m_compiledOnce = false;
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dxvk::mutex m_mutex;
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DxvkShaderPipelineLibraryHandle m_pipeline = { VK_NULL_HANDLE, 0 };
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DxvkShaderPipelineLibraryHandle m_pipelineNoDepthClip = { VK_NULL_HANDLE, 0 };
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uint32_t m_useCount = 0u;
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bool m_compiledOnce = false;
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dxvk::mutex m_identifierMutex;
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DxvkShaderIdentifierSet m_identifiers;
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dxvk::mutex m_identifierMutex;
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DxvkShaderIdentifierSet m_identifiers;
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void destroyShaderPipelinesLocked();
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VkPipeline compileShaderPipelineLocked(
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DxvkShaderPipelineLibraryHandle compileShaderPipelineLocked(
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const DxvkShaderPipelineLibraryCompileArgs& args);
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VkPipeline compileShaderPipeline(
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DxvkShaderPipelineLibraryHandle compileShaderPipeline(
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const DxvkShaderPipelineLibraryCompileArgs& args,
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VkPipelineCreateFlags flags);
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