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Commit Graph

2605 Commits

Author SHA1 Message Date
Philip Rebohle
4fd41f8550
[dxvk] Don't allow common objects to be reference-counted 2019-07-30 20:06:59 +02:00
Philip Rebohle
65c1e58bd9
[dxvk] Use DxvkObjects to create and pass around common objects 2019-07-30 20:00:38 +02:00
Philip Rebohle
35679d2ba7
[dxvk] Add class that bundles objects shared between device and context
Uses lazy initialization for various meta objects.
2019-07-30 20:00:38 +02:00
Philip Rebohle
cfd7033e40
[dxvk] Pass DxvkDevice to DxvkRenderPassPool constructor 2019-07-30 20:00:38 +02:00
Philip Rebohle
e12103121f
[dxvk] Pass DxvkDevice to DxvkEventPool constructor 2019-07-30 20:00:38 +02:00
Philip Rebohle
40028a5b8c
[dxvk] Pass DxvkDevice to DxvkMetaClearObjects constructor 2019-07-30 20:00:38 +02:00
Philip Rebohle
6a58c432ec
[dxvk] Pass DxvkDevice to DxvkMetaPackObjects constructor 2019-07-30 20:00:38 +02:00
Philip Rebohle
9a2da555c0
[util] Add helper for lazy initialization
a
2019-07-30 20:00:35 +02:00
Philip Rebohle
23379b6b9c
[dxvk] Check render pass before pipeline state during pipeline lookup
Checking one pointer is a bit cheaper than comparing a 1600 byte struct.
2019-07-30 16:19:16 +02:00
Philip Rebohle
c020ffc31e
[meta] Remove old issue template 2019-07-30 16:11:37 +02:00
Philip Rebohle
797991702d Update issue templates 2019-07-30 16:11:18 +02:00
Philip Rebohle
a7666aad82
[dxvk] Refactor the way render passes to pipeline compiler methods 2019-07-30 13:17:56 +02:00
Philip Rebohle
13bc3df92f
[dxvk] Refactor render pass objects to not use reference counting
Like pipeline objects, we keep these around anyway so there's no
reason to add ref count overhead. Also use a hash map to perform
the lookup.
2019-07-30 13:13:02 +02:00
Philip Rebohle
d01b6baf38
[dxvk] Introduce compilePipeline method to Dxvk*Pipeline classes
Decouples the act of synchronously retrieving a handle
from asynchronously compiling the pipeline.
2019-07-30 12:14:52 +02:00
Philip Rebohle
3dc33c64a9
[dxvk] Introduce DxvkComputePipelineInstance
Same as the graphics pipeline equivalent.
2019-07-30 11:07:07 +02:00
Philip Rebohle
20b0cbdfb6
[dxvk] Rename compilePipeline -> createPipeline
More in line with Vulkan naming.
2019-07-30 11:06:25 +02:00
Philip Rebohle
6ab074c95b
[dxbc] Only use atomic append/consume optimization in compute shaders
- For fragment shaders, this isn't safe since ballots include helper invocations
- For vertex shaders, if drivers don't support subgroup operations in those
  stages, we don't want it to affect the performance of compute shadres.
2019-07-26 14:07:39 +02:00
Philip Rebohle
dfe2922136
[dxvk] Fix partial clears for mismatched framebuffer attachment sizes
Fixes an issue in Borderlands: The Pre-Sequel, which binds a 512x512
color attachment and a full-screen depth buffer at the same time and
then attempts to clear the depth buffer.
2019-07-24 23:46:02 +02:00
Philip Rebohle
9c5102e257
[dxvk] Don't duplicate geometry shader system value outputs
Fixes #1121. The basic idea here is that all built-ins that can be
written by the GS will be consumed as built-ins by the FS anyway,
so we do not need to keep the o# variable around.
2019-07-24 18:18:20 +02:00
Philip Rebohle
eaa41eb76c
[dxvk] Don't use reference counting for pipeline objects
Again not necessary since these objects are persistent.
Eliminates refcount overhead of pipeline lookups entirely.
2019-07-23 13:15:06 +02:00
Philip Rebohle
8cd13cc5bd
[dxvk] Use shader key structs directly for pipeline lookups
Removes some overhead and unnecessary ref count changes on shaders.
2019-07-23 13:00:04 +02:00
Philip Rebohle
8d4996bcda
[dxvk] Use shader key structs to store shaders in DxvkPipeline objects
Mostly a code cleanup to make constructing these objects a bit easier.
2019-07-23 12:48:11 +02:00
Philip Rebohle
604e89b97a
[dxvk] Rename Dxvk*PipelineKey -> Dxvk*PipelineShaders 2019-07-23 12:41:09 +02:00
Philip Rebohle
70294aac44
[dxvk] Disable resource tracking for DxvkPipeline objects
This isn't necessary at all since these objects are persistent.
2019-07-23 12:34:48 +02:00
Philip Rebohle
00cf2a20a3
[d3d11] Don't allow the creation of buffers with a size of zero 2019-07-21 20:47:42 +02:00
Philip Rebohle
f5cec978c8
[meta] Release 1.3.1 2019-07-20 20:33:19 +02:00
Philip Rebohle
c89bec5abd
[dxvk] Don't log submission errors on presentation
Makes no sense and only leads to confusion.
2019-07-20 20:25:18 +02:00
Philip Rebohle
d9c0940734
[meta] Update README 2019-07-19 00:42:37 +02:00
Philip Rebohle
3f4c9a3bb5
[hud] Add GPU load monitor 2019-07-18 23:23:36 +02:00
Philip Rebohle
5bb20cceb6
[dxvk] Add GPU idle time to stat counters 2019-07-18 23:23:12 +02:00
Philip Rebohle
3d86ecd94d
[dxvk] Estimate GPU idle time based on cleanup thread activity
We'll assume that GPU idle time == time spent waiting for new
command lists to be added to the queue of the cleanup thread.
This isn't entirely accurate, especially if CPU load is very
high, but should be good enough.
2019-07-18 22:54:11 +02:00
Philip Rebohle
02d917c680
[dxvk] Fix meta copy operation for mipmapped images 2019-07-18 19:52:24 +02:00
Philip Rebohle
fb9ea958a1
[dxvk] Fix meta copy operation for 1D images 2019-07-18 19:50:57 +02:00
Philip Rebohle
2905ba82d2
[dxvk] Remove old meta vertex and geometry shaders 2019-07-18 18:59:11 +02:00
Philip Rebohle
8889d6402e
[dxvk] Use new fullscreen shaders for mip gen operations 2019-07-18 18:57:18 +02:00
Philip Rebohle
e91efb6dc2
[dxvk] Use new fullscreen shaders for meta resolve operations 2019-07-18 18:57:17 +02:00
Philip Rebohle
792f15680a
[dxvk] Use new fullscreen shaders for meta copy operations 2019-07-18 18:57:17 +02:00
Philip Rebohle
07408bcdcc
[dxvk] Add new vertex and geometry shaders for fullscreen passes
These new shaders are aimed to be used by all meta operations
and will work without geometry shaders on supported hardware.
2019-07-18 18:57:15 +02:00
Philip Rebohle
92d6f26130
[d3d11] Always enable depth-stencil attachment usage for depth-stencil images
Allows us to use framebuffer copies even if the game itself does not
intend to render to the image.

Improves performance in Final Fantasy XIV on RADV.
2019-07-18 17:26:02 +02:00
Philip Rebohle
8a9cee903b
[dxvk] Use render pass copy for depth-stencil images if beneficial 2019-07-18 17:26:02 +02:00
Philip Rebohle
a08f9d0897
[dxvk] Implement device- and driver-specific performance hints
These are meant to be read by the DxvkContext in order to choose
a fast path for certasin operations.
2019-07-18 17:25:56 +02:00
Philip Rebohle
e611dff45e
[dxvk] Support depth-stencil meta-copy operations 2019-07-18 17:25:56 +02:00
Philip Rebohle
0dd8cba199
[dxvk] Support depth-stencil formats for meta copy objects 2019-07-18 17:25:50 +02:00
Philip Rebohle
89516e2da2
[dxvk] Add meta copy shaders for depth-stencil formats 2019-07-18 17:25:48 +02:00
Philip Rebohle
677e33b9c9
[dxvk] Enable VK_EXT_shader_stencil_export if available 2019-07-18 17:25:48 +02:00
Philip Rebohle
f0fb25c082
[dxvk] Log more device info on device creation
This should tell us whether extension features are actually used.
2019-07-18 13:37:14 +02:00
Philip Rebohle
f3943934a7
[util] Improve multi-line logging 2019-07-18 13:34:52 +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