Philip Rebohle
1d2d712dfb
[d3d11] Move d3d11_context_common.* -> d3d11_context.*
2022-08-04 13:43:36 +02:00
Philip Rebohle
30b1cac0ae
[d3d11] Remove old D3D11DeviceContext class
2022-08-04 13:43:36 +02:00
Philip Rebohle
20df9fc899
[d3d11] Move all remaining context code to D3D11CommonContext
2022-08-04 13:43:36 +02:00
Philip Rebohle
a3ed84c0c1
[d3d11] Move remaining D3D11DeviceContext members to D3D11CommonContext
2022-08-04 13:43:36 +02:00
Philip Rebohle
b20bfe763e
[d3d11] Move D3D10Multithread instance to D3D11CommonContext
2022-08-04 13:43:36 +02:00
Philip Rebohle
9a2d8878ef
[d3d11] Move Track*SequenceNumber methods to D3D11CommonContext
2022-08-04 13:43:36 +02:00
Philip Rebohle
532b3a6add
[d3d11] Move EmitCs and related methods to D3D11CommonContext
2022-08-04 13:43:36 +02:00
Philip Rebohle
e0ea272c0d
[d3d11] Move misc methods to D3D11CommonContext
2022-08-04 13:43:36 +02:00
Philip Rebohle
9e916edef9
[d3d11] Move Draw* and Dispatch* methods to D3D11CommonContext
2022-08-04 13:43:36 +02:00
Philip Rebohle
1d87af062c
[d3d11] Move ResolveSubresource to D3D11CommonContext
2022-08-04 13:43:36 +02:00
Philip Rebohle
17c318864e
[d3d11] Move Apply* methods to D3D11CommonContext
2022-08-04 13:43:36 +02:00
Philip Rebohle
7c82ed35b2
[d3d11] Move internal resource update methods to D3D11CommonContext
2022-08-04 13:43:36 +02:00
Philip Rebohle
956bad5e84
[d3d11] Move GenerateMips to D3D11CommonContext
2022-08-04 13:43:36 +02:00
Philip Rebohle
751d7467df
[d3d11] Move Clear* methods to D3D11CommonContext
2022-08-04 13:43:35 +02:00
Philip Rebohle
50942cd2d9
[d3d11] Move Copy* methods to D3D11CommonContext
2022-08-04 13:43:35 +02:00
Philip Rebohle
163af1309d
[d3d11] Move SetPredication to D3D11CommonContext
2022-08-04 13:43:35 +02:00
Philip Rebohle
b8b5662461
[d3d11] Move Discard* methods to D3D11CommonContext
2022-08-04 13:43:35 +02:00
Philip Rebohle
efea51c254
[d3d11] Move SO* methods to D3D11CommonContext
2022-08-04 13:43:35 +02:00
Philip Rebohle
4d498851a8
[d3d11] Move RS* methods to D3D11CommonContext
2022-08-04 13:43:35 +02:00
Philip Rebohle
1ef9d5389b
[d3d11] Move ClearState and RestoreState to D3D11CommonContext
2022-08-04 13:43:35 +02:00
Philip Rebohle
f664e87749
[d3d11] Move CSSetUnorderedAccessViews to D3D11CommonContext
2022-08-04 13:43:35 +02:00
Philip Rebohle
159eed825f
[d3d11] Move *SetSamplers methods to D3D11CommonContext
2022-08-04 13:43:35 +02:00
Philip Rebohle
3af5b3ba7b
[d3d11] Move *SetShaderResources methods to D3D11CommonContext
2022-08-04 13:43:35 +02:00
Philip Rebohle
bfaa21dccc
[d3d11] Move *SetConstantBuffers methods to D3D11CommonContext
2022-08-04 13:43:35 +02:00
Philip Rebohle
26ac57f688
[d3d11] Move *SetShader methods to D3D11CommonContext
2022-08-04 13:43:35 +02:00
Philip Rebohle
e0ee06a279
[d3d11] Move IA* functions to D3D11CommonContext
2022-08-04 13:43:35 +02:00
Philip Rebohle
77c032da5c
[d3d11] Move OM* functions to D3D11CommonContext
...
We can get rid of the immediate context overload as well
since we can just directly call FlushImplicit here.
2022-08-04 13:43:35 +02:00
Philip Rebohle
a7c25a01f2
[d3d11] Move D3D11DeviceContextExt to D3D11CommonContext
...
Will be needed for both EmitCs and TrackSequenceNumber functions.
2022-08-04 13:43:35 +02:00
Philip Rebohle
3f5f731c42
[d3d11] Move D3D11UserDefinedAnnotation member to D3D11CommonContext
...
This needs to be temlpated because we'll be moving EmitCs to the
common implementation as well, and make EmitCsChunk non-virtual.
2022-08-04 13:43:35 +02:00
Philip Rebohle
10345d0063
[d3d11] Move QueryInterface to D3D11CommonContext
2022-08-04 13:43:35 +02:00
Philip Rebohle
3ead348b82
[d3d11] Move UpdateSubresource code to D3D11CommonContext
2022-08-04 13:43:35 +02:00
Philip Rebohle
aef2eb14df
[dxvk] Use BindConstantBufferRange for SetConstantBuffers1 if possible
...
Reduces ref counting overhead in the few games that use this.
2022-07-14 15:14:21 +02:00
Philip Rebohle
a637134c56
[d3d11,dxbc] Use push constant instead of spec constant for rasterizer sample count
2022-07-03 13:41:06 +02:00
Philip Rebohle
a1bbc77c04
[d3d11] Pass shader stage for binding resources in context methods
2022-06-28 14:32:30 +02:00
Joshua Ashton
cf1cee04b8
[d3d11] Register annotation interfaces with D3D9
...
Some apps try use the D3DPERF_ functions for debug markers/annotations.
This utilizes the DXVK_RegisterAnnotation hidden functions to share the interfaces.
Co-authored-by: Oleg Kuznetsov <okouznetsov@nvidia.com>
2022-03-17 11:35:19 +01:00
Philip Rebohle
80c5b61e26
[d3d11] Use DxvkStagingBuffer in D3D11DeviceContext
2022-02-13 02:08:19 +01:00
Philip Rebohle
afe1840c74
[d3d11] Track resources when dispatching Cubin shaders as well
2022-02-11 18:17:35 +01:00
Philip Rebohle
d33dac569c
[d3d11] Track last staging resource usage with a sequence number
2022-02-11 18:17:35 +01:00
Philip Rebohle
6c862b63a2
[d3d11] Optimize UpdateSubresource for small buffer updates
...
Some games use UpdateSubresource to upload constant buffers in
between draws, so this path should be as fast as possible.
Also fixes a potential issue when using D3D11_COPY_NO_OVERWRITE
on deferred contexts, since the Map requirements don't hold here.
2022-02-07 16:14:02 +01:00
Philip Rebohle
b746e1352b
[d3d11] Implement suballocation from staging buffer for small updates
2022-02-07 16:14:01 +01:00
Philip Rebohle
de7fb51e64
[d3d11] Validate indirect draw buffer size
...
Otherwise, if the draw parameter offset is out of bounds, we
may hang the GPU.
Fixes #2286 .
2021-09-12 01:23:04 +02:00
Philip Rebohle
9f80d9f8b2
[d3d11] Remove functions to update mapped buffers
...
No longer relevant since staging images will no longer be backed
by actual Vulkan images and dynamic images are not GPU-writable.
2021-06-24 21:07:48 +02:00
Philip Rebohle
6ba1746d46
[d3d11] Introduce UpdateImage
2021-06-24 21:07:48 +02:00
Philip Rebohle
5e4ed2d929
[d3d11] Introduce CopyImage
2021-06-24 21:07:48 +02:00
Philip Rebohle
cd17301236
[d3d11] Introduce CopyBuffer
...
Generalizes some copy code.
2021-06-24 21:07:48 +02:00
Philip Rebohle
ff9d6e3226
[d3d11] Use staging buffer and copyBufferToImage for UpdateSubresource
...
Reduces number of copies and also fixes problems with multi-plane formats.
2021-05-30 19:42:44 +02:00
Philip Rebohle
cb7adeef08
[d3d11] Add range checking to GetShaderResources
2021-04-22 12:56:11 +02:00
Philip Rebohle
65655ce37c
[d3d11] Add range checking to GetSamplers
2021-04-22 12:56:11 +02:00
Liam Middlebrook
fb0b11903b
[d3d11] Implement D3D11UserDefinedAnnotation
...
Reviewed-by: Oleg Kuznetsov <okouznetsov@nvidia.com>
2021-04-08 14:25:02 +02:00
Philip Rebohle
049fda9218
[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.
2021-03-04 15:47:39 +01:00