Philip Rebohle
1c06431e18
[dxvk] Add method to use a context's command list directly
...
Also provide the descriptor pool for convenience.
2024-10-04 12:58:55 +02:00
Philip Rebohle
09284988ff
[hud] Show memory used percentage relative to budget
2024-10-03 23:47:56 +02:00
Philip Rebohle
0c49e30882
[dxvk] Add memory budget to memory stats
2024-10-03 23:47:56 +02:00
Philip Rebohle
513312885e
[dxvk] Use actual memory budget if provided by the implementation
...
For now, this is only used for the heuristic on when to aggressively
free empty chunks and replaces the 80% heap size heuristic.
Periodically updates the memory budget from the worker thread.
2024-10-03 23:47:56 +02:00
Robin Kertels
7d05a99640
[d3d9] Fix StretchRect fast-path resolve
2024-10-03 00:06:51 +02:00
Robin Kertels
4807af01ad
[d3d9] Resolve whole image in StretchRect
...
Fixes a validation error in Sims 4.
2024-10-02 20:22:37 +02:00
Philip Rebohle
1443e22626
[d3d11] Fix derp with anisotropy option
...
Fixes #4313 .
2024-10-02 11:02:06 +02:00
Philip Rebohle
90b036f550
[dxvk] Fix undefined behaviour move
2024-09-30 17:44:45 +02:00
WinterSnowfall
a5e3f29074
[dxvk] Fix HUD memory chunk colors on UMA
2024-09-30 14:28:44 +02:00
Philip Rebohle
e83446f5c9
[d3d11] Fix remaining synchronization issues with CUDA interop
2024-09-30 10:29:27 +02:00
Philip Rebohle
c26c21edb4
[d3d11] Lock buffers in place when used with CUDA interop
2024-09-30 10:29:27 +02:00
Philip Rebohle
11f8dc0818
[dxvk] Add functions to lock in and query GPU buffer addresses
2024-09-30 10:29:27 +02:00
Philip Rebohle
9f0bd8e17f
[d3d11] Lock textures in place when used with CUDA interop
...
Prevents images from being relocated by the backend.
2024-09-30 10:29:27 +02:00
Philip Rebohle
c59d6bd12c
[dxvk] Add flag to ensure stable image GPU addresses
2024-09-30 10:29:27 +02:00
Philip Rebohle
438a08f87c
[d3d11] Add functions to emit externally generated CS chunks
2024-09-30 10:29:27 +02:00
Philip Rebohle
abd888a0bb
[dxvk] Clean up check whether buffer can be relocated
2024-09-30 10:29:27 +02:00
Philip Rebohle
b164d6e2a7
[d3d9] Do not proactively enable meta copy usage flags
...
Same as the corresponding D3D11 change, let the backend deal with this
when necessary.
2024-09-30 10:29:27 +02:00
Philip Rebohle
5f3fa9e423
[d3d11] Do not proactively enable meta copy usage flags
...
Instead, let the backend deal with this and recreate the image as necessary.
2024-09-30 10:29:27 +02:00
Philip Rebohle
2fa773e791
[dxvk] Bump maximum sampler count to 4000
...
All sampler allocations go through the pool now, so we can do this.
2024-09-30 10:29:27 +02:00
Philip Rebohle
150c40280f
[dxvk] Get rid of internal blit samplers
2024-09-30 10:29:27 +02:00
Philip Rebohle
67d1285b08
[dxvk] Refactor meta blits
2024-09-30 10:29:27 +02:00
Philip Rebohle
58dab7e8c6
[dxvk] Refactor mip generation
2024-09-30 10:29:27 +02:00
Philip Rebohle
8c67af680c
[dxvk] Refactor meta resolves
2024-09-30 10:29:27 +02:00
Philip Rebohle
2c176f4950
[dxvk] Refactor meta image copies
2024-09-30 10:29:27 +02:00
Philip Rebohle
ae90e74a5a
[dxvk] Introduce concept of transfer-only views
2024-09-30 10:29:27 +02:00
Philip Rebohle
fd439c3e54
[dxvk] Ensure image compatibility for packed depth-stencil copies
2024-09-30 10:29:27 +02:00
Philip Rebohle
56a07b5bd0
[dxvk] Add function to recreate image views with guaranteed compatibility
2024-09-30 10:29:27 +02:00
Philip Rebohle
bfbb7987b2
[dxvk] Add functions to recreate images with additional usage info
...
Useful when we don't know in advance which usage flags are required
and don't want to set them preemptively for performance reasons.
2024-09-30 10:29:27 +02:00
Philip Rebohle
53f14e2914
[dxvk] Add functions to move resources to a different allocation
...
Basically a batched copy to use when one or more resources are being
recreated for any reason.
2024-09-30 10:29:27 +02:00
Philip Rebohle
ae3a9f595e
[dxvk] Allow larger chunks on small heaps
...
Effectively doubles the size of HVV chunks to 32 MiB on systems that
do not have ReBAR enabled. 16 MiB is too small for some use cases.
2024-09-29 22:07:30 +02:00
Philip Rebohle
e6f89062f5
[d3d9] Ensure that we stay below the maximum sampler count
2024-09-28 20:21:06 +02:00
Philip Rebohle
07dfeeb319
[d3d9] Move building sampler key to CS thread
...
All this bit twiddling is a bit slow. Introduces another structure
containing a minimal amount of sampler parameters taken from the
raw D3D9 state.
2024-09-28 20:21:06 +02:00
Philip Rebohle
543b5c7af8
[d3d9] Optimize sampler state decoding
...
This code is rather hot now, so make sure it's fast.
2024-09-28 20:21:06 +02:00
Philip Rebohle
c7dab6a442
[d3d9] Remove internal sampler pool
...
We have a sampler pool in the backend now, let's use it.
2024-09-28 20:21:06 +02:00
Philip Rebohle
707ddd63a1
[dxvk] Add stat counter for samplers
2024-09-28 20:21:06 +02:00
Philip Rebohle
4635397bb1
[dxvk] Implement sampler pool
...
Deduplicates redundant sampler objects and makes sampler creation
as well as lifetime tracking a bit more efficient.
2024-09-28 20:21:06 +02:00
Philip Rebohle
5f9f43e658
[util] Add helpers to encode or decode fixed-point numbers
2024-09-28 20:21:06 +02:00
Philip Rebohle
b4e69dce76
[dxvk] Remove DxvkImageViewCreateInfo
2024-09-28 01:50:23 +02:00
Philip Rebohle
8195bea63e
[dxvk] Remove DxvkBufferViewCreateInfo
...
Use the new key struct directly to avoid unnecessary struct conversion.
2024-09-28 01:21:07 +02:00
Philip Rebohle
b0d0959329
[dxvk] Remove DxvkDataBuffer
...
Unused.
2024-09-28 01:06:57 +02:00
Philip Rebohle
1cefe90ce7
[d3d11] Don't use data buffer for small buffer updates
...
Embed an array instead and lower the size threshold.
2024-09-28 01:05:40 +02:00
Philip Rebohle
01a7457a6f
[dxvk] Remove createImageView function
...
Use the image's method instead, like we already do for buffers.
2024-09-28 00:03:56 +02:00
Paul Gofman
a172cab34f
[dxgi] Delay qualifying foreground loss as occlusion
2024-09-27 18:15:24 +02:00
Philip Rebohle
4ed50ec6be
[d3d9] Fix UP buffer allocation
2024-09-27 12:55:59 +02:00
Philip Rebohle
78f5136fde
[dxvk] Fix image view swizzling
2024-09-26 17:42:02 +02:00
Philip Rebohle
5e5c283149
[d3d11] Always use fast MAP_WRITE_DISCARD path on deferred contexts
...
... but keep the SingleUse option as-is anyway because games do not release
their command lists after submission and end up wasting massive amounts of
memory.
2024-09-26 17:37:50 +02:00
Philip Rebohle
39f50999a3
[d3d11] Cache raw mapped pointer rather than allocation object
...
Reduces ref counting overhead again and matches previous behaviour.
We should probably do something about the possible case of deferred context
execution with MAP_WRITE_DISCARD followed by MAP_WRITE_NO_OVERWRITE on the
immediate context, but we haven't seen a game rely on this yet.
2024-09-26 17:37:50 +02:00
Philip Rebohle
50878f2846
[dxvk] Add function to invalidate images
2024-09-26 17:37:50 +02:00
Philip Rebohle
347925c8b7
[dxvk] Remove legacy DxvkMemory class
2024-09-26 17:37:50 +02:00
Philip Rebohle
25076d9220
[dxvk] Rework image view creation
2024-09-26 17:37:50 +02:00