Philip Rebohle
c852b6de34
[d3d11] Optimize viewport updates if there is only one single viewport
2019-09-13 14:38:51 +02:00
Philip Rebohle
160b684d5a
[d3d11] Add range check for scissors and make failing it unlikely
2019-09-13 11:49:00 +02:00
Philip Rebohle
30d19cd0f2
[d3d11] Rename some hazard tracking methods for clarity
2019-08-29 19:10:53 +02:00
Philip Rebohle
6be124e2cd
[d3d11] Check for conflicts withing RTV and UAV lists upon binding them
2019-08-29 19:10:53 +02:00
Philip Rebohle
e07ef1ec40
[d3d11] Resolve pipeline hazards when binding render targets
2019-08-29 19:10:53 +02:00
Philip Rebohle
a36f056572
[d3d11] Resolve pipeline hazards when binding compute shader UAVs
2019-08-29 19:10:53 +02:00
Philip Rebohle
afc8e4c29d
[d3d11] Filter redundant OMSetRenderTargets calls
...
Since rebinding render targets is a rather expensive
operation, we should avoid doing so whenever possible.
Affects Resident Evil 2 and Devil May Cry 5.
2019-08-26 23:59:08 +02:00
Philip Rebohle
4789790087
[d3d11] Remove outdated comment
...
We actually handle this properly now.
2019-08-26 23:43:47 +02:00
Philip Rebohle
5756e5c921
[d3d11] Check for shader resource view hazards
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Fixes incorrect behaviour in games that try to use a currently bound
UAV or render target as a shader resource at the same time.
Fixes visual artifacts in Shining Resonance Refrain on AMD hardware.
2019-08-26 23:43:47 +02:00
Philip Rebohle
137589d755
[d3d11] Add state to track potentially hazardous bound SRVs
2019-08-26 23:29:01 +02:00
Philip Rebohle
4064dd3737
[d3d11] Add bound compute shader UAV mask
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Will be used for efficient hazard tracking.
2019-08-26 23:29:01 +02:00
Philip Rebohle
5ae5053a2a
[d3d11] Remove templated SetUnorderedAccessViews
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Not needed because the CS and OM paths are separate anyway.
2019-08-26 23:29:01 +02:00
Philip Rebohle
08e3500beb
[d3d11] Don't use .at()
2019-08-26 23:29:01 +02:00
Philip Rebohle
f16ba4794b
[d3d11] Use unlikely() for some query code
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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
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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
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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
Philip Rebohle
af8e1a3d47
[d3d11] Simplify ApplyPrimitiveTopology code
2019-07-17 15:54:59 +02:00
Philip Rebohle
3f30fbd098
[d3d11] Simplify BindIndexBuffer code
2019-07-17 14:41:00 +02:00
Philip Rebohle
11b7fc8914
[d3d11] Catch invalid ClearUnorderedAccessViewFloat calls
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This method cannot be called on integer UAVs.
2019-07-17 11:47:42 +02:00
Philip Rebohle
b20ceec727
[d3d11] Handle integer formats in ClearRenderTargetView correctly
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We're supposed to apply the same color conversion as in ClearView.
2019-07-17 11:47:42 +02:00
Robin Kertels
47f7333c18
[d3d11] Fix RSGetViewports and RSGetScissorRects behaviour
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Fixes #1116 .
2019-07-08 13:14:42 +02:00
Philip Rebohle
42e61020e4
[d3d11] Remove unused SetRenderTargets method
2019-06-27 15:54:42 +02:00
Philip Rebohle
2148619f3c
[d3d11] Spill render pass when restoring context state as needed
2019-06-27 15:54:42 +02:00
Philip Rebohle
a704e6d27e
[d3d11] Fix UAV binding in OMSetRenderTargets{,AndUnorderedAccessViews}
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Unlike for compute shaders, we're supposed to replace all UAV bindings
when binding render targets. We also should spill the render pass when
disabling UAV rendering to avoid read-after-write hazards.
Fixes a potential synchronization bug encountered in Devil May Cry 5.
2019-06-27 15:54:42 +02:00
Philip Rebohle
4d4db6c683
[dxvk] Use void pointers for packImageData
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Makes this function a bit less annoying to use.
2019-06-25 14:17:03 +02:00
Philip Rebohle
a41bd8c4a0
[d3d11] Further optimize constant buffer binding
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Saves a few CPU cycles on the more common SetConstantBuffers method,
compared to SetConstantBuffers1.
2019-06-20 22:49:19 +02:00
Philip Rebohle
3141467c37
[d3d11] Template all functions that take ShaderStage as an argument
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Basically what D9VK does. Doesn't seem to affect performance, but why not.
2019-06-20 22:09:02 +02:00
Philip Rebohle
586d0de7bb
[d3d11] Fix default blend factor
2019-06-13 04:15:23 +02:00
Philip Rebohle
4ffddd1e40
[d3d11] Skip GenerateMips if mip gen flag is not set on resource
2019-06-13 03:31:31 +02:00
Philip Rebohle
6a76577f15
[d3d11] Fix behaviour with a viewport count of zero
2019-06-13 02:22:07 +02:00
Philip Rebohle
5ff9c33855
[d3d11] Fix incorrect behaviour when a scissor rect is not specified
2019-06-13 02:16:12 +02:00
Philip Rebohle
78071c750d
[d3d11] Fix crash when setting too many viewports
2019-06-13 01:54:55 +02:00
Philip Rebohle
7e66dc61b9
[d3d11] Avoid buffer ref count changes when only changing offsets
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Saves a few CPU cycles in the somewhat common situation where the
currently bound vertex, index or constant buffer is re-bound with
a different offset.
2019-06-04 17:53:54 +02:00
Philip Rebohle
58d838b915
[d3d11] Avoid emitting redundant vertex and index buffer updates
2019-06-03 00:18:54 +02:00
Philip Rebohle
6cbd611190
[d3d11] Don't clear DSV aspects that are marked as read-only
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Saint's Row 4 appears to be doing this. Ref #24 .
2019-06-02 16:34:50 +02:00
Philip Rebohle
1e0fe36cae
[d3d11] Respect COPY_FLAG_NO_OVERWRITE when updating constant buffers
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Heavy Rain uses this to update constan buffers on deferred contexts.
2019-05-25 14:42:32 +02:00
Philip Rebohle
3168626f4b
[d3d11] Support mapping multiple image subresources at the same time
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Fixes #1066 .
2019-05-20 19:27:11 +02:00
Philip Rebohle
8e9e7963a2
[d3d11] Update mapped buffers of staging textures immediately
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Improves performance in Lords of the Fallen and The Surge.
Closes #1049 .
Co-authored-by: Robin <robin.kertels@outlook.com>
2019-05-17 12:44:36 +02:00
Philip Rebohle
a1feaa6748
[dxvk] Add aspect mask parameter to clearImageView
2019-05-09 09:10:06 +02:00
Philip Rebohle
644f33a82b
[dxvk] Optimize unbound vertex buffer handling
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We can actually just set the stride to 0 when binding a null
buffer, so that we can avoid all the runtime tracking.
2019-05-08 00:52:30 +02:00
Philip Rebohle
7687db0303
[dxvk] Remove extra pipeline state
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This can be expressed with specialization constants now.
2019-05-06 00:18:59 +02:00
Philip Rebohle
492b7db07b
[d3d11] Support count buffer in Set|BindDrawBuffers
2019-05-06 00:08:58 +02:00
Philip Rebohle
1cd8749234
[d3d11] Add stub implementation of D3D11DeviceContextExt
2019-05-06 00:08:58 +02:00
Philip Rebohle
bacb1f7c60
[dxvk] Implement indirct draw commands with indirect count
2019-05-06 00:08:57 +02:00
Philip Rebohle
f733d082f4
[d3d11] Implement D3D11DeviceContext::SwapDeviceContextState
2019-05-04 15:57:57 +02:00
Philip Rebohle
f503ba4c8b
[d3d11] Fix counter value offset in DrawAuto
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According to the newly released D3D11.3 functional specification,
we're supposed to subtract the offset of the slot 0 vertex buffer
binding from the counter value.
2019-05-02 16:03:52 +02:00
Philip Rebohle
f76fd8fa5d
[d3d11] Minor CPU savings
2019-05-01 03:00:23 +02:00
Philip Rebohle
9fc09c843d
[d3d11] Set up unused extra state for the backend correctly
2019-05-01 01:57:34 +02:00
Danylo Piliaiev
4dd68987d6
[d3d11] Check if uav's counter slice is defined in CopyStructureCount
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Signed-off-by: Danylo Piliaiev <danylo.piliaiev@globallogic.com>
2019-04-30 12:34:27 +02:00
Philip Rebohle
4eff83bdee
[d3d11] Disable Predication support
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Doesn't work at all in the few games that use it.
2019-04-25 11:55:40 +02:00