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mirror of https://github.com/doitsujin/dxvk.git synced 2024-12-12 13:08:50 +01:00
Commit Graph

4844 Commits

Author SHA1 Message Date
Joshua Ashton
b885883e06 [util] Rename NtTimerDuration to TimerDuration 2022-08-16 14:32:07 +02:00
Joshua Ashton
a78aab147e [d3d9] Add feedback loop usage for DS 2022-08-16 10:39:06 +00:00
Joshua Ashton
870dd18f92 [d3d9] Set VK_IMAGE_USAGE_ATTACHMENT_FEEDBACK_LOOP_BIT_EXT for render targets
Closes: #2825
2022-08-16 08:43:52 +00:00
Joshua Ashton
6baaa3a5f2 [d3d9] New window proc code on multiple platforms 2022-08-14 17:22:58 +00:00
Joshua Ashton
7506f65801 [d3d9] Move window proc handling code to own file 2022-08-14 17:18:10 +00:00
Robin Kertels
de8d2b37bb [d3d9] FF: Don't change flatShadingMask for outputs 2022-08-13 14:38:57 +01:00
Robin Kertels
46cb05ce45 [d3d9+util] Always ignore D3DLOCK_DONOTWAIT
We only ever stall when locking a texture that was
previously used with GetRenderTargetData or
GetFrontBufferData. Games are known to break
if locking those textures doesn't succeed.
2022-08-12 14:18:13 +01:00
Philip Rebohle
67614917c3
[meta] Update README on shader compiler threads 2022-08-11 20:20:59 +02:00
Philip Rebohle
0d33d063ca
[dxvk] Remove device LUID workaround
winevulkan properly supports this now.
2022-08-11 16:01:53 +02:00
Philip Rebohle
673797c36a
[dxvk] Fix hang on exit with high priority queue
No idea why I'm not seeing hangs on my end, but this is definitely a bug.
2022-08-11 14:00:57 +02:00
Philip Rebohle
715b5119e6
[dxvk] Fix check in DxvkShaderPipelineLibrary::compilePipeline
Since we destroy pipelines on 32-bit we should just make sure this
doesn't get executed unnecessarily.
2022-08-11 13:43:38 +02:00
Philip Rebohle
a4848201f8
[dxvk] Update buffer views in commitGraphicsBarriers
Otherwise we might end up accessing stale buffer slices, since this
happens before descriptor updates. This is not needed for compute.

Also fix weird indentation while we're at it.
2022-08-11 13:13:02 +02:00
Philip Rebohle
9bd0040a90
[d3d9] Request high-priority shader compiles as necessary 2022-08-11 12:39:28 +02:00
Philip Rebohle
d3ab905621
[d3d11] Request high-priority shader compiles as necessary
This can reduce stutter in case shaders are needed immediately while
background threads are still busy compiling a different set of shaders.
2022-08-11 12:39:28 +02:00
Philip Rebohle
c3a53127d7
[dxvk] Add high-priority queue for shader compiles
As well as an API to queue shaders as high priority.
2022-08-11 12:39:28 +02:00
Philip Rebohle
f09f11aad0
[dxvk] Track pipeline library compile for each shader 2022-08-11 12:39:25 +02:00
Robin Kertels
b5b74116fa [d3d9] Fix rare hang when waiting for staging buffer markers 2022-08-11 12:37:28 +02:00
Robin Kertels
5cdee45387 [util] Disable direct buffer mapping for GHWT
The game ends up discarding a 11MB buffer which causes it
to run out of address space and crash. Disabling direct buffer
mapping makes it use staging buffers and the staging buffer
limit saves the day.
2022-08-11 04:36:01 +01:00
Philip Rebohle
85c278f515
[dxvk] Don't try to merge buffer ranges in barrier list
Too slow, doesn't work most of the time anyway.
2022-08-11 00:38:49 +02:00
Philip Rebohle
4c7da80c14
[dxvk] Simplify barrier image and buffer slice implementations
Pre-process the given ranges so that compare and merge
operations become both simpler and faster.
2022-08-11 00:29:31 +02:00
Philip Rebohle
8aae9c85bb
[dxvk] Optimize barrier hash table lookup
Using a prime as the table size is technically better, but that
integer division kind of hurts when we're spamming look-ups.
2022-08-10 23:08:28 +02:00
Philip Rebohle
ad020c23f9
[dxvk] Optimize barrier logic
The is*Dirty methods can exit early if the resource to check
is only used for reading. Only call get*Access to check for
write-after-write scenarios.
2022-08-10 20:47:52 +02:00
Philip Rebohle
11fbcd3131
[dxvk] Rework compute barrier handling to use common functions
Cleans up code a bit and should technically even make things a bit
more efficient.
2022-08-10 19:28:35 +02:00
Philip Rebohle
01014c1a2b
[dxvk] Rework checkGfx*Barrier methods 2022-08-10 19:28:35 +02:00
Philip Rebohle
9a6c378f3d
[dxvk] Only use one descriptor set for compute shaders
Simplifies things a bit and avoids redundant sets in the pipeline layout.
2022-08-10 19:28:32 +02:00
Philip Rebohle
02f653fdd2 [d3d9] Limit amount of staging memory in flight 2022-08-10 17:31:55 +02:00
Robin Kertels
9d981ec1a8 [dxvk] Introduce DxvkMarker
Co-authored-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2022-08-10 17:31:55 +02:00
Robin Kertels
8feabc653e [d3d9] Do implicit flush after uploading textures or buffers 2022-08-10 17:31:55 +02:00
Robin Kertels
f031ce44cf [util] Set lower memory limits for Guitar Hero WT 2022-08-10 17:31:55 +02:00
Philip Rebohle
67f937111d
[dxvk] Remove shrinkNvidiaHVVHeap workaround
No longer needed.
2022-08-10 16:39:58 +02:00
Philip Rebohle
3edb0ef114
[d3d11] Ensure that all required inputs are defined by input layout 2022-08-10 14:12:39 +02:00
Philip Rebohle
5540df955c
[dxbc] Rework semantic name matching 2022-08-10 14:11:47 +02:00
Philip Rebohle
ec0c377cf8
[dxvk] Disable maintenance4 feature
We don't *really* need it (although some of the guarantees are nice to
have). For some reason, this completely destroys GPU-bound performance
on AMDVLK and AMD's Windows driver.
2022-08-10 01:04:38 +02:00
Paul Gofman
59441b1ff5 [dxgi] Also support use after free in IDXGISwapChain::SetFullscreenState() 2022-08-09 23:10:50 +02:00
Joshua Ashton
8580bb32ca [vulkan] Only define VK_USE_PLATFORM_WIN32_KHR on Windows 2022-08-09 14:16:50 +01:00
Joshua Ashton
50018de483 [util] Use topath helper for fstreams 2022-08-09 14:16:50 +01:00
Joshua Ashton
5de058e14a [util] Introduce topath helper
Manages converting strings to the right type for paths per-platform
2022-08-09 14:16:50 +01:00
Joshua Ashton
d9000485ea [util] Add stubs for shared resources on other platforms 2022-08-09 14:16:50 +01:00
Joshua Ashton
8c3a44cac4 [util] Add stubs for GDI functions on other platforms 2022-08-09 14:16:50 +01:00
Philip Rebohle
ab1d629961 [dxvk] Implement lifetime tracking for graphics pipelines 2022-08-09 13:40:58 +02:00
Philip Rebohle
764de6ff82 [dxvk] Add use counter to pipeline libraries
And destroy Vulkan pipeline objects once the counter reaches zero.
2022-08-09 13:40:58 +02:00
Philip Rebohle
1f9db49727 [dxvk] Change member order in pipeline manager
Ensures that pipelines are destroyed before pipeline libraries.
2022-08-09 13:40:58 +02:00
Philip Rebohle
b97dba3712 [dxvk] Use shader module identifier for subsequent pipeline libary compiles
Should further reduce the hit we take from destroying pipeline libraries.
2022-08-09 13:40:58 +02:00
Philip Rebohle
4bc2d713fb [dxvk] Destroy shader pipeline libraries after initial compile on 32-bit
This alone saves ~700 MiB of address space in the Resident Evil 6 main
menu on Nvidia.
2022-08-09 13:40:58 +02:00
Philip Rebohle
915b03ba7b [dxvk] Add option to control pipeline lifetime tracking 2022-08-09 13:40:58 +02:00
Philip Rebohle
eddbe73ba4
[dxbc] Fix off-by-one error for primitive vertex counts
Not sure if it's even possible to use this, but this was clearly a bug.
2022-08-09 03:19:59 +02:00
Philip Rebohle
d6253aeae6
[dxvk] Order descriptors by type and binding
Reduces the number of unique descriptor set layouts further,
which may help with descriptor pool usage, and also makes
branching more predictable for the CPU.
2022-08-09 03:19:59 +02:00
Robin Kertels
1fcd5dc0af [d3d9] Unmap stored shader bytecode 2022-08-08 23:15:21 +01:00
Robin Kertels
49e9ba2ca7 [d3d9] Move d3d9 bytecode into D3D9Shader
This reduces the amount of times we copy the bytecode
and actually frees it when the game frees the associated shader.
2022-08-08 23:15:21 +01:00
Robin Kertels
1628b9e63a [d3d9] Add 64bit implementation for D3D9MemoryAllocator
This just uses malloc & free but allows us to use
the same code for D3D9 shader bytecode on 64 bit builds.
2022-08-08 23:15:21 +01:00