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https://github.com/doitsujin/dxvk.git
synced 2025-02-20 10:54:16 +01:00
[d3d11] Revert index buffer optimization
This causes some problems when the app uses a combination of index buffer offset and StartIndexLocation that overflows 32-bit integers. In my testing, there haven't been many games benefitting from this optimization anyway, so just reverting it should not have tangible effects on performance.
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@ -1465,7 +1465,6 @@ namespace dxvk {
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UINT StartIndexLocation,
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INT BaseVertexLocation) {
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D3D10DeviceLock lock = LockContext();
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StartIndexLocation += m_state.ia.indexBuffer.firstIndex;
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EmitCs([=] (DxvkContext* ctx) {
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ctx->drawIndexed(
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@ -1500,7 +1499,6 @@ namespace dxvk {
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INT BaseVertexLocation,
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UINT StartInstanceLocation) {
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D3D10DeviceLock lock = LockContext();
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StartIndexLocation += m_state.ia.indexBuffer.firstIndex;
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EmitCs([=] (DxvkContext* ctx) {
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ctx->drawIndexed(
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@ -1675,12 +1673,6 @@ namespace dxvk {
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if (needsUpdate)
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m_state.ia.indexBuffer.buffer = newBuffer;
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if (likely(m_state.ia.indexBuffer.optimized)) {
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uint32_t shift = Format == DXGI_FORMAT_R16_UINT ? 1 : 2;
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m_state.ia.indexBuffer.firstIndex = Offset >> shift;
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Offset = 0;
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}
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needsUpdate |= m_state.ia.indexBuffer.offset != Offset
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|| m_state.ia.indexBuffer.format != Format;
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@ -1740,12 +1732,8 @@ namespace dxvk {
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if (pFormat != nullptr)
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*pFormat = m_state.ia.indexBuffer.format;
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if (pOffset != nullptr) {
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uint32_t shift = m_state.ia.indexBuffer.format == DXGI_FORMAT_R16_UINT ? 1 : 2;
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*pOffset = m_state.ia.indexBuffer.optimized
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? m_state.ia.indexBuffer.firstIndex << shift
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: m_state.ia.indexBuffer.offset;
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}
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if (pOffset != nullptr)
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*pOffset = m_state.ia.indexBuffer.offset;
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}
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@ -3401,13 +3389,7 @@ namespace dxvk {
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void D3D11DeviceContext::BindFramebuffer() {
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DxvkRenderTargets attachments;
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// Re-enable index buffer optimization here. Some games will
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// use indirect draws for actual scene rendering, but then
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// use direct draws for things like the user interface.
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if (!m_state.ia.indexBuffer.optimized)
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SetIndexBufferOptimized(true);
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// D3D11 doesn't have the concept of a framebuffer object,
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// so we'll just create a new one every time the render
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// target bindings are updated. Set up the attachments.
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@ -3602,39 +3584,12 @@ namespace dxvk {
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}
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void D3D11DeviceContext::SetIndexBufferOptimized(
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BOOL Enable) {
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uint32_t shift = m_state.ia.indexBuffer.format == DXGI_FORMAT_R16_UINT ? 1 : 2;
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if (Enable) {
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m_state.ia.indexBuffer.firstIndex = m_state.ia.indexBuffer.offset >> shift;
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m_state.ia.indexBuffer.offset = 0;
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} else {
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m_state.ia.indexBuffer.offset += m_state.ia.indexBuffer.firstIndex << shift;
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m_state.ia.indexBuffer.firstIndex = 0;
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}
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m_state.ia.indexBuffer.optimized = Enable;
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BindIndexBuffer(
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m_state.ia.indexBuffer.buffer.ptr(),
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m_state.ia.indexBuffer.offset,
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m_state.ia.indexBuffer.format);
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}
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void D3D11DeviceContext::SetDrawBuffers(
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ID3D11Buffer* pBufferForArgs,
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ID3D11Buffer* pBufferForCount) {
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auto argBuffer = static_cast<D3D11Buffer*>(pBufferForArgs);
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auto cntBuffer = static_cast<D3D11Buffer*>(pBufferForCount);
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// Bind index buffer with the actual offset since otherwise the
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// first index members of the indirect draw structures would be
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// incorrect.
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if (unlikely(m_state.ia.indexBuffer.optimized))
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SetIndexBufferOptimized(false);
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if (m_state.id.argBuffer != argBuffer
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|| m_state.id.cntBuffer != cntBuffer) {
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m_state.id.argBuffer = argBuffer;
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@ -786,9 +786,6 @@ namespace dxvk {
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ID3D11Resource* pResource,
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UINT Subresource);
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void SetIndexBufferOptimized(
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BOOL Enable);
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void SetDrawBuffers(
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ID3D11Buffer* pBufferForArgs,
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ID3D11Buffer* pBufferForCount);
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@ -103,8 +103,6 @@ namespace dxvk {
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Com<D3D11Buffer> buffer = nullptr;
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UINT offset = 0;
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DXGI_FORMAT format = DXGI_FORMAT_UNKNOWN;
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UINT firstIndex = 0;
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BOOL optimized = true;
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};
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