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Commit Graph

1935 Commits

Author SHA1 Message Date
Philip Rebohle
0b5cffb0bb
[dxbc] Parse patch constant signature 2019-01-26 14:52:29 +01:00
Philip Rebohle
3960355d47
[d3d11] Avoid redundant viewport updates in RSSetState
Rise of the Tomb Raider changes its rasterizer state very frequently
(once every handful of draws), and the viewport package is very large,
so we should avoid sending it to the CS thread redundantly.

We only need to update when the scissor test state has changed.
2019-01-23 05:36:49 +01:00
Philip Rebohle
df7573f332
[dxvk] Implement separate code path for clear-only render passes
Allows more clears to overlap with non-rendering commands
in case the app calls OMSetRenderTargets prior to the clear.
Also fixes a bug where we might accidentally use the wrong
set of color attachments to set up render pass operations.
2019-01-23 01:12:03 +01:00
Philip Rebohle
8cfb7936ed
[dxvk] Use explicit barriers after framebuffer clears
This may allow clears to overlap with subsequent commands unless a
barrier is actually required.
2019-01-23 01:12:03 +01:00
Philip Rebohle
2aeef063c1
[dxvk] Properly support TOP_OF_PIPE and BOTTOM_OF_PIPE for barriers 2019-01-23 01:12:03 +01:00
Philip Rebohle
1631243c64
[dxvk] Don't flush barriers in renderPassBindFramebuffer
Instead, any pending barriers must be flushed manually if necessary.
2019-01-23 01:11:55 +01:00
Philip Rebohle
5b90b6a7ce
[dxvk] Make external subpass dependencies part of DxvkRenderPassOps
This will allow us to use finer-grained synchronization around certain
meta operations involving render targets, such as clears.
2019-01-22 20:13:43 +01:00
Philip Rebohle
a79409ad02
Revert "[dxvk] Don't put rendering stage/access masks into image info"
This reverts commit ce3642edd0.

We're actually going to need these when optimizing render pass barriers.
2019-01-22 14:52:35 +01:00
Philip Rebohle
3109ab476a
[dxvk] Add support for general memory barriers
Affects all resources with compatible stage and access flags.
2019-01-22 14:31:10 +01:00
Philip Rebohle
b1540a16e8
[dxvk] Fix render pass ops in clearImageViewFb 2019-01-22 13:41:10 +01:00
Andrew Eikum
9ad24a2216 [d3d11] In D3D11CreateDevice, create DXGI factory with IDXGIFactory1 support (#878) 2019-01-22 10:57:05 +01:00
Philip Rebohle
cfc3f686bb
[util] Update per-app config overrides 2019-01-19 17:45:26 +01:00
Philip Rebohle
c3ae180c1a
[d3d11] Remove d3d11.fakeStreamOutput option
Only relevant on old drivers which do not support the extension.
Assumed to be enabled by default if Transform Feedback is not supported.
2019-01-19 17:39:59 +01:00
Philip Rebohle
4d4bd182c1
[d3d11] Allow arbitrary back buffer formats for swap chains
Doesn't match D3D11 behaviour, but shouldn't really break anything
since D3D11 has a fixed set of swap chain-compatible formats.

Might help DXUP in avoiding unnecessary framebuffer blits.
2019-01-19 02:28:25 +01:00
Philip Rebohle
4dac8e7233
[dxvk] Update buffer view in clearBufferView
Otherwise we might accidentally clear the wrong buffer region.
2019-01-18 21:29:05 +01:00
Philip Rebohle
9dbe352c51
[dxvk] Fix incorrect buffer view range for views with non-zero offset 2019-01-18 21:26:48 +01:00
Philip Rebohle
7e975bbdfc
[dxvk] Move blend constants and stencil ref state to DxvkDynamicState
For consistency with how depth bias is being stored.
2019-01-17 22:26:27 +01:00
Philip Rebohle
95815a075b
[dxvk] Move depth bias out of rasterizer state
While the previous model corresponded to D3D11, it does
not reflect that the backend treats it the same way as
e.g. blend constants.
2019-01-17 22:25:21 +01:00
Philip Rebohle
8cc4497f11
[dxvk] Only update index buffer for indexed draws
This is somewhat uncommon, but we sometimes bind an index
buffer in a render pass that doesn't get used at all.
2019-01-17 03:15:21 +01:00
Philip Rebohle
321feed728
[dxvk] Bump state cache version to v3
We're still going to try and fix up v2 entries. This may
cause unnecessary pipelines to be created for games that
actually use depth bias.
2019-01-17 02:32:09 +01:00
Philip Rebohle
0d84ebd4c9
[dxvk] DepthClampEnable -> DepthClipEnable
There are subtle differences between the two that we
should deal with in the backend at some point.
2019-01-17 01:59:10 +01:00
Philip Rebohle
4819287029
[d3d11] Do not enable depth bias if the parameters are zero 2019-01-17 00:53:54 +01:00
Philip Rebohle
422198952a
[dxvk] Use minimal set of dynamic state
We don't need to enable blend constants for pipelines that don't
have blending enabled, etc. This helps reduce the number of API
calls slightly and may help the driver work more efficiently.
2019-01-16 20:55:41 +01:00
Philip Rebohle
190f114449
[dxvk] Add methods to check which dynamic states a pipeline uses 2019-01-16 20:01:20 +01:00
Philip Rebohle
59462f3231
[dxvk] Don't re-emit dynamic state every time we bind a pipeline
This used to be necessary on some drivers that would lose dynamic
state upon pipeline bindings, but that no longer seems to be the
case.
2019-01-16 17:47:31 +01:00
Michal Srb
cc38412d04 [d3d11] Fix bad check in DrawInstancedIndirect (#863) 2019-01-15 11:12:03 +01:00
Philip Rebohle
109300d541
[d3d11] Remove unused syncMode option 2019-01-14 19:21:10 +01:00
Philip Rebohle
2bae3a5c8b
[d3d11] Reintroduce support for dxgi.maxFrameLatency
This option was previously ignored for some reason.
2019-01-14 18:29:25 +01:00
Esdras Tarsis
d50fb7f311 [meta] It's 2019!
Fix year in zlib/libpng license
2019-01-13 22:43:22 +01:00
Entryhazard
7306c3153c [util] Change getEnvVar to use getenv (#859) 2019-01-13 21:27:59 +01:00
Philip Rebohle
ddce33692c
[meta] Release v0.95 2019-01-12 21:42:49 +01:00
Philip Rebohle
79eded9ae2
[d3d11] Only apply viewport and scissor rect if they have changed
Resident Evil 2 calls these functions before every single draw
call, so we should avoid emitting redundant viewport updates.
2019-01-12 20:22:08 +01:00
Philip Rebohle
c804d99db7
[d3d11] Fix log spam in SetEvictionPriority stubs 2019-01-12 15:22:34 +01:00
Philip Rebohle
bee21e7539
[dxbc] Support parsing the ISG1 and OSG1 signature chunks
Required to get the Resident Evil 2 demo to work.
2019-01-12 15:17:51 +01:00
Philip Rebohle
3935d2540e
[util] Get rid of explicit wchar_t parameter
We shouldn't be catering to Windows' weird string encoding mechanisms.
2019-01-11 13:43:15 +01:00
Philip Rebohle
4f0da40afa
[d3d11] Add some documentation to d3d11_cmd.h 2019-01-11 12:05:25 +01:00
Philip Rebohle
e665d896e3
[d3d11] Fix build errors on MSVC 2019-01-10 18:26:52 +01:00
Philip Rebohle
bbc3b3fb2b
[d3d11] Use multiDrawIndirect for subsequent indirect draw calls
Significantly improves performance in AC:Odyssey when CPU bound.
Only has an effect when no state changes between draw calls, and
when the draw parameter buffer is tightly packed.
2019-01-10 17:14:12 +01:00
Philip Rebohle
ad6233f74c
[d3d11] Enable multiDrawIndirect device feature if available 2019-01-10 16:59:53 +01:00
Philip Rebohle
f7dbcbe882
[dxvk] Introduce command type with extra data
The additional data is stored as a struct which can be
modified after submitting the command to the CS chunk.
2019-01-10 16:59:53 +01:00
Philip Rebohle
d12b2c6149
[util] Disable NVAPI hack for NFS2015 and CoD:WW2
Fixes #850.
Fixes #832.
2019-01-10 11:59:35 +01:00
Philip Rebohle
cf9de54a12
[dxgi] Add dxgi.nvapiHack option to disable NVAPI workaround 2019-01-10 11:58:16 +01:00
Philip Rebohle
9faf841f32
[dxvk] Remove DxvkPhysicalBuffer and friends 2019-01-09 18:05:01 +01:00
Philip Rebohle
8b5db80fbd
[dxvk] Reimplement DxvkBuffer
Avoids the DxvkPhysicalBuffer indirection and keeps all buffer
objects alive until the DxvkBuffer itself gets destroyed.
2019-01-09 18:04:46 +01:00
Philip Rebohle
cc61e38b9c
[dxvk] Reimplement DxvkBufferView
Instead of recreating the buffer view every single time the
underlying buffer gets invalidated, this keeps all buffer
views around until the object itself gets destroyed.
2019-01-09 18:02:00 +01:00
Philip Rebohle
61fdf4ef64
[dxvk] Use DxvkBufferSliceHandle for dummy resources 2019-01-09 18:02:00 +01:00
Philip Rebohle
c8e1813b07
[dxvk] Use DxvkBufferSliceHandle for staging buffers 2019-01-09 18:02:00 +01:00
Philip Rebohle
004db3677b
[dxvk] Use DxvkBufferSliceHandle for transform feedback 2019-01-09 15:13:04 +01:00
Philip Rebohle
17398e47bd
[dxvk] Use DxvkBufferSliceHandle for buffer memory barriers 2019-01-09 15:03:17 +01:00
Philip Rebohle
bbb7728b58
[dxvk] Introduce DxvkBufferSliceHandle
This struct is meant to replace DxvkPhysicalBufferSlice in the long
run, in a way that doesn't require extra reference counting.
2019-01-09 14:56:02 +01:00