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mirror of https://github.com/doitsujin/dxvk.git synced 2024-12-14 18:23:52 +01:00
Commit Graph

4749 Commits

Author SHA1 Message Date
Philip Rebohle
2bceeff5f2
[d3d11] Replace apitrace mode option with something more granular
And enable it only for vertex and index buffers in Nier Replicant.
2022-02-28 22:44:10 +01:00
Robin Kertels
b42c07253e [d3d9] Fix sysmem readback 2022-02-24 07:49:55 +00:00
Robin Kertels
a81c653b42 [d3d9] Fix synchronization after readback 2022-02-22 21:49:28 +00:00
Philip Rebohle
a37cd46491
[util] Set maxDynamicImageBufferSize for Total War: Warhammer III
Massively increases performance since the game otherwise keeps
uploading a huge 48 MiB texture in every frame.
2022-02-22 05:48:25 +01:00
Philip Rebohle
603828951c
[meta] Update example config file 2022-02-22 05:32:16 +01:00
Philip Rebohle
dbd4dad095
[d3d11] Introduce d3d11.maxDynamicImageBufferSize option 2022-02-22 05:31:27 +01:00
Philip Rebohle
33cf522647
[d3d11] Use appropriate memory types for directly mapped images 2022-02-22 05:31:20 +01:00
Philip Rebohle
177e70949c
[d3d11] Apply apitrace mode to image upload buffers 2022-02-22 01:30:43 +01:00
Robin Kertels
29d8812709 [d3d9] Don't set NeedsReadback for POOL_SYSMEM textures
... or in SetRenderTarget because we always do readback for render targets.
2022-02-21 13:43:04 +00:00
Robin Kertels
b163a99bde [d3d9] Clean up texture locking
We had two code paths that largely did the same.
2022-02-21 00:08:41 +00:00
Robin Kertels
dde83717f1 [d3d9] Rename WrittenByGPU to NeedsReadback 2022-02-21 00:08:41 +00:00
Robin Kertels
40444c1f50 [d3d9] Unify texture uploads 2022-02-21 00:08:41 +00:00
Robin Kertels
8b9db26536 [util] Add computeMipLevelOffset 2022-02-21 00:08:41 +00:00
Philip Rebohle
22b8d7a4d3
[tests] Allow includes when compiling HLSL shaders 2022-02-20 21:37:09 +01:00
Philip Rebohle
49e5357a87
[hud] Greatly simplify frame time graph rendering 2022-02-20 15:58:29 +01:00
Philip Rebohle
0709c5f5c7
[hud] Greatly simplify text rendering in the HUD 2022-02-20 15:58:29 +01:00
Philip Rebohle
8ce83cabca
[dxvk] Only mark transfer buffers as transient
Otherwise we may accidentally catch things like uniform buffers as well.
2022-02-20 15:58:26 +01:00
Joshua Ashton
ccecc664ab [meta] Bump arch-mingw-github-action to v7 2022-02-20 03:39:08 +00:00
Robin Kertels
fd23dcef64 [d3d9] Disable direct buffer mapping for RE games 2022-02-20 03:30:03 +00:00
Robin Kertels
cf4c5c3422 [d3d9] Add option to disable direct buffer mapping 2022-02-20 03:30:03 +00:00
Robin Kertels
6d71eea516 [d3d9] Store buffer map mode in D3D9CommonBuffer 2022-02-20 03:30:03 +00:00
Robin Kertels
97ae14b6a0 [d3d9] Synchronize only to given sequence number in WaitForResources 2022-02-20 03:29:31 +00:00
Robin Kertels
917a8d00a2 [d3d9] Track last staging resource usage with a sequence number 2022-02-20 03:29:31 +00:00
Robin Kertels
c12cd1952c [d3d9] Handle different mip chain lengths in UpdateTexture 2022-02-20 03:29:04 +00:00
Philip Rebohle
80f744549f
[dxvk] Get rid of spinlock when allocating GPU events
This is not performance-critical
2022-02-20 01:16:04 +01:00
Philip Rebohle
0ade12dc83
[dxvk] Use lock-free list for render pass instances
And replace the spin lock with a regular mutex.
2022-02-20 00:04:06 +01:00
Philip Rebohle
477cb617ac
[dxvk] Use lock-free list for compute pipeline lookup 2022-02-19 17:36:42 +01:00
Philip Rebohle
67e2ee1b26
[dxvk] Use lock-free list for graphics pipeline lookup
And use a proper mutex if we do have to synchronize,
so that we can avoid busy-waits.
2022-02-19 17:36:42 +01:00
Philip Rebohle
a4fe43462c
[dxvk] Introduce lock-free list 2022-02-19 17:36:39 +01:00
Philip Rebohle
c9750f6657
[dxvk] Don't use spinlocks for CS chunk pool
No reason to anymore since SRWLocks are fast enough here.
2022-02-19 16:57:09 +01:00
Philip Rebohle
520d62903a
[dxvk] Remove null check when setting vertex stride
Move the responsibility to the front-end instead.
2022-02-19 13:29:59 +01:00
Philip Rebohle
8e11630370
[d3d11] Set zero stride when binding null vertex buffer 2022-02-19 13:20:36 +01:00
Philip Rebohle
146fbd492f
[dxvk] Free existing staging buffer before creating a new one 2022-02-18 18:13:28 +01:00
Philip Rebohle
17a1b0ad44
[d3d11] Consider empty CS chunks when tracking resources
Avoids deadlocks if we track multiple resources and flush in between.
2022-02-18 14:21:53 +01:00
Philip Rebohle
9af3dce304
[dxvk] Track buffer as used in initBuffer
Git ate my commit when I was testing something...
2022-02-17 23:42:31 +01:00
Philip Rebohle
6ae5488157
[d3d9] Use initBuffer method 2022-02-17 20:58:31 +01:00
Philip Rebohle
18a960a1e1
[d3d11] Use initBuffer method 2022-02-17 20:58:31 +01:00
Philip Rebohle
080aa1a989
[dxvk] Add initBuffer method 2022-02-17 20:58:31 +01:00
Philip Rebohle
f7e021f791
[dxvk] Add command buffer parameter to cmdFillBuffer 2022-02-17 20:58:31 +01:00
Philip Rebohle
102bceb30c
[dxvk] Remove unused clear methods 2022-02-17 20:58:31 +01:00
Philip Rebohle
752f98cf00
[d3d9] Use initImage to clear uninitialized image resources 2022-02-17 20:58:31 +01:00
Philip Rebohle
6d0e5dfd21
[d3d11] Use initImage to clear uninitialized image resources 2022-02-17 20:58:31 +01:00
Philip Rebohle
464c6810b3
[dxvk] Repurpose initImage method
This is now supposed to clear images of any type, and only to be
used for resource initialization after creation.
2022-02-17 20:58:31 +01:00
Philip Rebohle
34fd16b8f2
[d3d11] Add implicit flush after tracking sequence numbers
Flushing early when using a tracked resource may reduce stalls.
2022-02-16 20:49:00 +01:00
Philip Rebohle
2dfdc5ac3b
[d3d11] Enable stall tracking for timestamp queries
Because games are dumb and don't understand that the GPU doesn't
work synchronously with the render thread.
2022-02-16 19:59:11 +01:00
Philip Rebohle
d45f5a8d79
[d3d11] Handle subresource field in copy/move operations
Derp.
2022-02-15 13:00:10 +01:00
Philip Rebohle
e70f9f92a6
[util] Enable apitrace mode for Nier Replicant
Game is broken and reads back dynamic vertex/index buffers over PCI-E.
2022-02-14 09:20:41 +01:00
Philip Rebohle
4e464327ef
[util] Bump maxImplicitDiscardSize for Quantum Break
Otherwise we're synchronizing and frame times are garbage.
2022-02-14 04:21:46 +01:00
Philip Rebohle
e1b3bc45ce
[d3d11] Add d3d11.maxImplicitDiscardSize option 2022-02-14 04:17:56 +01:00
Philip Rebohle
63bf928ab5
[hud] Display GPU synchronization in HUD 2022-02-14 03:28:45 +01:00