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Commit Graph

905 Commits

Author SHA1 Message Date
Philip Rebohle
847bfdd8ae [dxbc] Implemented raw and structured UAV stores 2017-12-28 18:37:02 +01:00
Philip Rebohle
8592bb4b47 [d3d11] Fixed buffer usage flags
Shader resources and UAVs are always created as texel buffer
views rather than storage buffers or uniform buffers.
2017-12-28 16:35:07 +01:00
Philip Rebohle
410d3a86d9 [d3d11] Added support for raw and structured shader resource views 2017-12-28 16:33:42 +01:00
Philip Rebohle
a72727a173 [dxbc] Added support for structured and raw buffers 2017-12-28 16:03:17 +01:00
Philip Rebohle
c3ccc1a5c7 [dxgi] Fixed resource lifetime issue in presenter 2017-12-27 15:55:46 +01:00
Philip Rebohle
533ce13956 [d3d11] Triangle test now tests shader resource buffers 2017-12-27 15:45:35 +01:00
Philip Rebohle
e668c65017 [d3d11] Experimental support for typed shader buffer views 2017-12-27 14:32:07 +01:00
Philip Rebohle
7f5fa18d0b [dxbc] Enabled SPV_KHR_shader_draw_parameters for vertex shaders 2017-12-27 14:31:38 +01:00
Philip Rebohle
5ce975eed9 [dxbc] Fixed SV_VERTEXID and SV_INSTANCEID
Apparently, these two system values ignore the base vertex
and base instance from the draw call. This is not documented,
but in line with what the AMD driver does on Windows.
2017-12-27 12:49:25 +01:00
Philip Rebohle
24b9d9d99a [dxbc] Experimental support for ld,resinfo 2017-12-27 01:37:15 +01:00
Philip Rebohle
788f275315 [d3d11] UAV prep work + cleanups 2017-12-27 01:36:45 +01:00
Philip Rebohle
8d5a2b92f9 [d3d11] Cleaned up primitive topology code 2017-12-26 16:25:51 +01:00
Philip Rebohle
d66593fab5 [tests] Added simple app that compiles HLSL shaders 2017-12-26 01:04:03 +01:00
Philip Rebohle
0d3a1b25a1 [d3d11] Initial support for image updates + mapping 2017-12-25 20:40:48 +01:00
Philip Rebohle
a368d04fa0 [dxvk] Removed leftover line of code 2017-12-25 16:09:00 +01:00
Philip Rebohle
89138e5b40 [dxvk] Fixed lockup issue in thread destructors 2017-12-25 16:05:11 +01:00
Philip Rebohle
24bceb86c2 [dxvk] Fixed 3D image upload 2017-12-24 15:29:10 +01:00
Philip Rebohle
3762df6cb6 [d3d11] Added proper support for 1D and 3D shader resources 2017-12-24 13:33:22 +01:00
Philip Rebohle
a3f9fa7547 [d3d11] Implemented 1D and 3D texture creation 2017-12-23 17:05:07 +01:00
Philip Rebohle
82b2c40405 [dxvk] Simplified resource binding
The backend no longer differentiates between compute pipeline
resources and graphics pipeline resources.
2017-12-23 15:11:23 +01:00
Philip Rebohle
7a7a1faa63 [general] Updated Vulkan libraries 2017-12-23 11:38:43 +01:00
Philip Rebohle
89290e9eab [dxbc] Minor fixes 2017-12-22 20:15:44 +01:00
Philip Rebohle
cd238df2ca [general] Minor compatibility fixes 2017-12-22 10:37:02 +01:00
Philip Rebohle
f301633516 [dxbc] Compute shader prep work 2017-12-21 17:27:40 +01:00
Philip Rebohle
46717529fa [dxbc] Implemented unsigned comparators and sample_l 2017-12-21 17:14:11 +01:00
Philip Rebohle
289da8065d [d3d11] Implemented border color support 2017-12-21 16:54:20 +01:00
Philip Rebohle
3e4e5191a8 [dxbc] Increased number of clip/cull distances
Clip and cull distances can be defined as multi-component
vectors in D3D11. We still need to figure out how to map
them to the actuall cull distance array.
2017-12-21 16:28:42 +01:00
Philip Rebohle
f947fb5d44 [dxbc] Refactored system value mapping
Restores geometry shader support.
2017-12-21 16:00:36 +01:00
Philip Rebohle
2e4275649e [dxbc] Implemented input mapping + sample controls
Input variables are now copied into a temporary array, which allows
dynamic indexing and which also allows us to use system values that
are mapped to input registers in DXBC. This breaks geometry shaders
for now, however.
2017-12-21 12:37:20 +01:00
Philip Rebohle
109ce0a695 [dxbc] Implemented sample_d and vector shift instructions 2017-12-20 23:50:39 +01:00
Philip Rebohle
6ff709513c [dxbc] Added indexable temps 2017-12-20 22:50:05 +01:00
Philip Rebohle
518b469742 [dxvk] Added command stream classes
While these are not being used as of yet, these classes can be
used to implement command stream multithreading in the future.
They are also useful to implement command lists for deferred
contexts, which are a core feature of D3D11.
2017-12-20 22:17:14 +01:00
Philip Rebohle
41d660f220 [spirv] Added image operand structure for more flexible sample ops 2017-12-20 20:21:44 +01:00
Philip Rebohle
84190369ab [d3d11] Optimized resource binding methods 2017-12-20 17:37:46 +01:00
Philip Rebohle
659ec7b59d [d3d11] Added DXGI format properties 2017-12-20 14:54:24 +01:00
Philip Rebohle
b4e10b7f06 [dxbc] Fixed sampler types for depth-compare operations 2017-12-20 13:41:04 +01:00
Philip Rebohle
2ed2d892d6 [dxvk] Optimized resource binding
Fixes a few bottlenecks that were encountered in the Cascading Shadow
Maps demo from the Microsoft SDK. Performance is now slightly better
than wined3d with CSMT, MESA_NO_ERROR and mesa_glthread enabled.
2017-12-20 12:13:08 +01:00
Philip Rebohle
f68655feff [dxvk] Separated buffer renaming from allocation 2017-12-20 02:58:36 +01:00
Philip Rebohle
70e5314cc6 [dxvk] Optimized resource tracking
Putting all resources that are used by a command list
into a vector instead of a hash set is more efficient.
2017-12-20 02:45:57 +01:00
Philip Rebohle
d2b676b551 [dxvk] Fixed descriptor pool leak 2017-12-20 00:16:59 +01:00
Philip Rebohle
9865474bb4 [dxbc] Initial shadow sampler support 2017-12-20 00:16:49 +01:00
Philip Rebohle
d1720c0c52 [dxbc] Implemented derivatives 2017-12-19 20:26:05 +01:00
Philip Rebohle
342e99a11c [dxvk] Optimized descriptor updates 2017-12-19 19:36:44 +01:00
Philip Rebohle
5415b685de [dxbc] Implemented type conversion instructions 2017-12-19 18:12:18 +01:00
Philip Rebohle
95bc4b5826 [dxbc] Added immediate constant buffer support 2017-12-19 17:41:23 +01:00
Philip Rebohle
2c5b1c151f [d3d11] Refactored texture creation 2017-12-19 16:01:50 +01:00
Philip Rebohle
f2587ab1b6 [dxgi] Implemented separate color/depth format tables
This is required because in D3D11, typeless formats can be used
to create both depth and stencil images, and color formats can
be used to view depth images. In Vulkan, images and views that
are used as depth-stencil attachments will have to be created
with a depth-stencil format, so we have to take the image's
bind flags into account when picking a format.
2017-12-19 14:47:35 +01:00
Philip Rebohle
64a74735f8 [dxbc] oDepth no longer treated as standard output register
Fixes a crash in the shader compiler when starting up Tomb Raider.
2017-12-19 12:58:40 +01:00
Philip Rebohle
f97ea7fcea [d3d11] Implemented CheckFormatSupport and CheckFeatureSupport 2017-12-19 11:05:41 +01:00
Philip Rebohle
da2cc5a6a0 [dxvk] Fixed resource binding with invalidated buffers
When invalidating a constant buffer, the descriptor was not
updated, which usually led to the wrong resource being used
and could also cause crashes.

This fix also includes resource tracking for shader resources
on the graphics pipeline. The code needs to be made compatible
with the compute pipeline as well.
2017-12-19 01:08:48 +01:00