1
0
mirror of https://github.com/doitsujin/dxvk.git synced 2024-12-14 18:23:52 +01:00
Commit Graph

306 Commits

Author SHA1 Message Date
Philip Rebohle
102a18060e
[d3d11] Don't spill render pass when rebinding render targets
The backend handles this now, so it's no longer necessary.
2019-10-13 01:44:31 +02:00
Philip Rebohle
53fe3423e2
[d3d11] Fix GetPredication 2019-09-25 20:55:43 +02:00
Philip Rebohle
f498e742ec
[d3d11] Handle D3D_PRIMITIVE_TOPOLOGY_UNDEFINED correctly
Luckily, all known cases where games use UNDEFINED topology fail
validation elsewhere due to missing vertex shaders, but we should
handle this correctly anyway.
2019-09-23 15:20:53 +02:00
Philip Rebohle
48417c7d19
[d3d11] Implement DiscardView1
Basically just behave like DiscardView if no rects are passed to
the function, otherwise ignore the call since we can't discard
individual rectangles in any meaningful way.
2019-09-19 13:56:50 +02:00
Philip Rebohle
b0f6655b92
[d3d11] Implement ID3D11Query1 2019-09-16 16:13:34 +02:00
Philip Rebohle
f9d9307a28
[d3d11] Implement ID3D11DeviceContext4 2019-09-16 13:41:31 +02:00
Philip Rebohle
0599a82dee
[d3d11] Implement ID3D11DeviceContext3 2019-09-16 13:41:31 +02:00
Philip Rebohle
c1a7243811
[d3d11] Implement ID3D11DeviceContext2
We don't support tiled resources nor markers for now.
Marker support could be added through debug layers.
2019-09-16 12:42:14 +02:00
Philip Rebohle
f2d461ab5b
[d3d11] Prevent log spam from repeated Get/SetResourceMinLOD calls 2019-09-16 12:41:44 +02:00
Philip Rebohle
c852b6de34
[d3d11] Optimize viewport updates if there is only one single viewport 2019-09-13 14:38:51 +02:00
Philip Rebohle
160b684d5a
[d3d11] Add range check for scissors and make failing it unlikely 2019-09-13 11:49:00 +02:00
Philip Rebohle
30d19cd0f2
[d3d11] Rename some hazard tracking methods for clarity 2019-08-29 19:10:53 +02:00
Philip Rebohle
6be124e2cd
[d3d11] Check for conflicts withing RTV and UAV lists upon binding them 2019-08-29 19:10:53 +02:00
Philip Rebohle
e07ef1ec40
[d3d11] Resolve pipeline hazards when binding render targets 2019-08-29 19:10:53 +02:00
Philip Rebohle
a36f056572
[d3d11] Resolve pipeline hazards when binding compute shader UAVs 2019-08-29 19:10:53 +02:00
Philip Rebohle
afc8e4c29d
[d3d11] Filter redundant OMSetRenderTargets calls
Since rebinding render targets is a rather expensive
operation, we should avoid doing so whenever possible.

Affects Resident Evil 2 and Devil May Cry 5.
2019-08-26 23:59:08 +02:00
Philip Rebohle
4789790087
[d3d11] Remove outdated comment
We actually handle this properly now.
2019-08-26 23:43:47 +02:00
Philip Rebohle
5756e5c921
[d3d11] Check for shader resource view hazards
Fixes incorrect behaviour in games that try to use a currently bound
UAV or render target as a shader resource at the same time.

Fixes visual artifacts in Shining Resonance Refrain on AMD hardware.
2019-08-26 23:43:47 +02:00
Philip Rebohle
137589d755
[d3d11] Add state to track potentially hazardous bound SRVs 2019-08-26 23:29:01 +02:00
Philip Rebohle
4064dd3737
[d3d11] Add bound compute shader UAV mask
Will be used for efficient hazard tracking.
2019-08-26 23:29:01 +02:00
Philip Rebohle
5ae5053a2a
[d3d11] Remove templated SetUnorderedAccessViews
Not needed because the CS and OM paths are separate anyway.
2019-08-26 23:29:01 +02:00
Philip Rebohle
08e3500beb
[d3d11] Don't use .at() 2019-08-26 23:29:01 +02:00
Philip Rebohle
f16ba4794b
[d3d11] Use unlikely() for some query code
This is a somewhat hot path in some games, so why not.
2019-07-17 20:35:00 +02:00
Philip Rebohle
c4b56b9d8d
[d3d11] Use private temporary references for queries
Like the previous commit, just with queries.
2019-07-17 20:16:19 +02:00
Philip Rebohle
7225674088
[d3d11] Use private temporary references for state objects
We really shouldn't be altering the application-visible ref
count when sending these objects to the CS thread.
2019-07-17 20:01:57 +02:00
Philip Rebohle
af8e1a3d47
[d3d11] Simplify ApplyPrimitiveTopology code 2019-07-17 15:54:59 +02:00
Philip Rebohle
3f30fbd098
[d3d11] Simplify BindIndexBuffer code 2019-07-17 14:41:00 +02:00
Philip Rebohle
11b7fc8914
[d3d11] Catch invalid ClearUnorderedAccessViewFloat calls
This method cannot be called on integer UAVs.
2019-07-17 11:47:42 +02:00
Philip Rebohle
b20ceec727
[d3d11] Handle integer formats in ClearRenderTargetView correctly
We're supposed to apply the same color conversion as in ClearView.
2019-07-17 11:47:42 +02:00
Robin Kertels
47f7333c18
[d3d11] Fix RSGetViewports and RSGetScissorRects behaviour
Fixes #1116.
2019-07-08 13:14:42 +02:00
Philip Rebohle
42e61020e4
[d3d11] Remove unused SetRenderTargets method 2019-06-27 15:54:42 +02:00
Philip Rebohle
2148619f3c
[d3d11] Spill render pass when restoring context state as needed 2019-06-27 15:54:42 +02:00
Philip Rebohle
a704e6d27e
[d3d11] Fix UAV binding in OMSetRenderTargets{,AndUnorderedAccessViews}
Unlike for compute shaders, we're supposed to replace all UAV bindings
when binding render targets. We also should spill the render pass when
disabling UAV rendering to avoid read-after-write hazards.

Fixes a potential synchronization bug encountered in Devil May Cry 5.
2019-06-27 15:54:42 +02:00
Philip Rebohle
4d4db6c683
[dxvk] Use void pointers for packImageData
Makes this function a bit less annoying to use.
2019-06-25 14:17:03 +02:00
Philip Rebohle
a41bd8c4a0
[d3d11] Further optimize constant buffer binding
Saves a few CPU cycles on the more common SetConstantBuffers method,
compared to SetConstantBuffers1.
2019-06-20 22:49:19 +02:00
Philip Rebohle
3141467c37
[d3d11] Template all functions that take ShaderStage as an argument
Basically what D9VK does. Doesn't seem to affect performance, but why not.
2019-06-20 22:09:02 +02:00
Philip Rebohle
586d0de7bb
[d3d11] Fix default blend factor 2019-06-13 04:15:23 +02:00
Philip Rebohle
4ffddd1e40
[d3d11] Skip GenerateMips if mip gen flag is not set on resource 2019-06-13 03:31:31 +02:00
Philip Rebohle
6a76577f15
[d3d11] Fix behaviour with a viewport count of zero 2019-06-13 02:22:07 +02:00
Philip Rebohle
5ff9c33855
[d3d11] Fix incorrect behaviour when a scissor rect is not specified 2019-06-13 02:16:12 +02:00
Philip Rebohle
78071c750d
[d3d11] Fix crash when setting too many viewports 2019-06-13 01:54:55 +02:00
Philip Rebohle
7e66dc61b9 [d3d11] Avoid buffer ref count changes when only changing offsets
Saves a few CPU cycles in the somewhat common situation where the
currently bound vertex, index or constant buffer is re-bound with
a different offset.
2019-06-04 17:53:54 +02:00
Philip Rebohle
58d838b915 [d3d11] Avoid emitting redundant vertex and index buffer updates 2019-06-03 00:18:54 +02:00
Philip Rebohle
6cbd611190 [d3d11] Don't clear DSV aspects that are marked as read-only
Saint's Row 4 appears to be doing this. Ref #24.
2019-06-02 16:34:50 +02:00
Philip Rebohle
1e0fe36cae
[d3d11] Respect COPY_FLAG_NO_OVERWRITE when updating constant buffers
Heavy Rain uses this to update constan buffers on deferred contexts.
2019-05-25 14:42:32 +02:00
Philip Rebohle
3168626f4b
[d3d11] Support mapping multiple image subresources at the same time
Fixes #1066.
2019-05-20 19:27:11 +02:00
Philip Rebohle
8e9e7963a2
[d3d11] Update mapped buffers of staging textures immediately
Improves performance in Lords of the Fallen and The Surge.
Closes #1049.

Co-authored-by: Robin <robin.kertels@outlook.com>
2019-05-17 12:44:36 +02:00
Philip Rebohle
a1feaa6748
[dxvk] Add aspect mask parameter to clearImageView 2019-05-09 09:10:06 +02:00
Philip Rebohle
644f33a82b
[dxvk] Optimize unbound vertex buffer handling
We can actually just set the stride to 0 when binding a null
buffer, so that we can avoid all the runtime tracking.
2019-05-08 00:52:30 +02:00
Philip Rebohle
7687db0303
[dxvk] Remove extra pipeline state
This can be expressed with specialization constants now.
2019-05-06 00:18:59 +02:00