Philip Rebohle
f1b075c0f3
[dxvk] Add CS chunk pool
...
Reduces the number of dynamic memory allocations for CS chunks by
recycling them once they are no longer needed. Also fixes a potential
issue with chunks that are dispatched multiple times.
2018-08-27 16:07:38 +02:00
Philip Rebohle
bc1384b7b4
[d3d11] Issue warning when using a command list more than once
...
The way buffers are invalidated can cause issues when the same command
list is submitted multiple times. Games don't seem to need this right
now.
2018-06-29 12:44:52 +02:00
Philip Rebohle
4a0c81276f
[d3d11] Implement new auto-flush heuristic
2018-06-04 23:31:49 +02:00
Philip Rebohle
7de27d4fd8
[d3d11] Flush immediate context on command list execution
...
This optimization may help keep the GPU busy in case there's
a large number of draw calls pending at the time a command
list from a deferred context is submitted for execution.
2018-04-03 19:53:37 +02:00
Philip Rebohle
b469cfac0b
[d3d11] Implemented FinishCommandList/ExecuteCommandList
2018-03-03 20:59:17 +01:00
Philip Rebohle
2c20bf4dcb
[d3d11] Use Map() for host-visible buffers in UpdateSubresource
2018-01-23 12:16:28 +01:00
Philip Rebohle
3148155c35
[d3d11] Implemented CS chunk submission for deferred contexts
...
Changes were necessary due to the fact that chunks in deferred
contexts are not directly submitted to the CS thread.
2018-01-23 12:03:26 +01:00
Philip Rebohle
5b1311b71e
[d3d11] Added stubs for deferred contexts and command lists
2018-01-23 09:23:31 +01:00