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Commit Graph

144 Commits

Author SHA1 Message Date
Philip Rebohle
a7c25a01f2
[d3d11] Move D3D11DeviceContextExt to D3D11CommonContext
Will be needed for both EmitCs and TrackSequenceNumber functions.
2022-08-04 13:43:35 +02:00
Philip Rebohle
3f5f731c42
[d3d11] Move D3D11UserDefinedAnnotation member to D3D11CommonContext
This needs to be temlpated because we'll be moving EmitCs to the
common implementation as well, and make EmitCsChunk non-virtual.
2022-08-04 13:43:35 +02:00
Philip Rebohle
10345d0063
[d3d11] Move QueryInterface to D3D11CommonContext 2022-08-04 13:43:35 +02:00
Philip Rebohle
3ead348b82
[d3d11] Move UpdateSubresource code to D3D11CommonContext 2022-08-04 13:43:35 +02:00
Philip Rebohle
aef2eb14df
[dxvk] Use BindConstantBufferRange for SetConstantBuffers1 if possible
Reduces ref counting overhead in the few games that use this.
2022-07-14 15:14:21 +02:00
Philip Rebohle
a637134c56
[d3d11,dxbc] Use push constant instead of spec constant for rasterizer sample count 2022-07-03 13:41:06 +02:00
Philip Rebohle
a1bbc77c04
[d3d11] Pass shader stage for binding resources in context methods 2022-06-28 14:32:30 +02:00
Joshua Ashton
cf1cee04b8 [d3d11] Register annotation interfaces with D3D9
Some apps try use the D3DPERF_ functions for debug markers/annotations.

This utilizes the DXVK_RegisterAnnotation hidden functions to share the interfaces.

Co-authored-by: Oleg Kuznetsov <okouznetsov@nvidia.com>
2022-03-17 11:35:19 +01:00
Philip Rebohle
80c5b61e26
[d3d11] Use DxvkStagingBuffer in D3D11DeviceContext 2022-02-13 02:08:19 +01:00
Philip Rebohle
afe1840c74
[d3d11] Track resources when dispatching Cubin shaders as well 2022-02-11 18:17:35 +01:00
Philip Rebohle
d33dac569c
[d3d11] Track last staging resource usage with a sequence number 2022-02-11 18:17:35 +01:00
Philip Rebohle
6c862b63a2
[d3d11] Optimize UpdateSubresource for small buffer updates
Some games use UpdateSubresource to upload constant buffers in
between draws, so this path should be as fast as possible.

Also fixes a potential issue when using D3D11_COPY_NO_OVERWRITE
on deferred contexts, since the Map requirements don't hold here.
2022-02-07 16:14:02 +01:00
Philip Rebohle
b746e1352b
[d3d11] Implement suballocation from staging buffer for small updates 2022-02-07 16:14:01 +01:00
Philip Rebohle
de7fb51e64
[d3d11] Validate indirect draw buffer size
Otherwise, if the draw parameter offset is out of bounds, we
may hang the GPU.

Fixes #2286.
2021-09-12 01:23:04 +02:00
Philip Rebohle
9f80d9f8b2
[d3d11] Remove functions to update mapped buffers
No longer relevant since staging images will no longer be backed
by actual Vulkan images and dynamic images are not GPU-writable.
2021-06-24 21:07:48 +02:00
Philip Rebohle
6ba1746d46
[d3d11] Introduce UpdateImage 2021-06-24 21:07:48 +02:00
Philip Rebohle
5e4ed2d929
[d3d11] Introduce CopyImage 2021-06-24 21:07:48 +02:00
Philip Rebohle
cd17301236
[d3d11] Introduce CopyBuffer
Generalizes some copy code.
2021-06-24 21:07:48 +02:00
Philip Rebohle
ff9d6e3226
[d3d11] Use staging buffer and copyBufferToImage for UpdateSubresource
Reduces number of copies and also fixes problems with multi-plane formats.
2021-05-30 19:42:44 +02:00
Philip Rebohle
cb7adeef08
[d3d11] Add range checking to GetShaderResources 2021-04-22 12:56:11 +02:00
Philip Rebohle
65655ce37c
[d3d11] Add range checking to GetSamplers 2021-04-22 12:56:11 +02:00
Liam Middlebrook
fb0b11903b [d3d11] Implement D3D11UserDefinedAnnotation
Reviewed-by: Oleg Kuznetsov <okouznetsov@nvidia.com>
2021-04-08 14:25:02 +02:00
Philip Rebohle
049fda9218
[d3d11] Revert index buffer optimization
This causes some problems when the app uses a combination of index
buffer offset and StartIndexLocation that overflows 32-bit integers.

In my testing, there haven't been many games benefitting from this
optimization anyway, so just reverting it should not have tangible
effects on performance.
2021-03-04 15:47:39 +01:00
Philip Rebohle
b8bc36559d
[d3d11] Optimize index buffer binding with offset
Do not rebind the buffer if only the offset changes. Instead,
adjust StartIndexLocation in indexed draw calls. For indirect
draws, this will be disabled on the fly.

This may save a whole bunch of work in the backend, and reduces
the number of commands being sent to the CS thread in the first
place, which is why this optimization is not being done in the
backend itself but rather on the client API side.
2021-01-24 15:18:38 +01:00
Joshua Ashton
742b52bbb5 [d3d11] Fix device child refs properly 2021-01-15 23:47:48 +01:00
Philip Rebohle
f74071ac0a
[d3d11] Support different strides for merged indirect draws
Trine 4 uses a stride of 32 bytes. Detecting the stride dynamically
allows us to merge a couple of draws in this game, and others which
do not tightly pack their draw parameter buffers.
2020-11-21 05:39:05 +01:00
Philip Rebohle
4801fbe098
[d3d11] Clamp and validate bound constant buffer range
SetConstantBuffers will only bind the first 65536 bytes of any
buffer passed to it if it is larger. This can be seen even when
querying the bound range via GetConstantBuffers1.

SetConstantBuffers1 does not have any effect if the bound range
is invalid.
2020-09-14 16:50:16 +02:00
Philip Rebohle
18450f4643
[d3d11] Lock immediate context when submitting presentation commands
Otherwise, a race condition occurs if a game submits rendering commands
at the same time as presenting the swap chain image. Only works if
multithreaded protection is enabled, but according to MSDN, it is
illegal to use DXGI commands and the immediate context in parallel.

Fixes stability issues in Tales of Vesperia.
2020-01-15 23:48:58 +01:00
Philip Rebohle
a7c21a617c
[d3d11] Overhaul DiscardResource and DiscardView implementations
For host-visible resources, these behave like MAP_DISCARD.
Euro Truck Simulator 2 and friends relies on this (see #1250).
2019-11-23 23:57:07 +01:00
Philip Rebohle
be5dc234c1
[d3d11] Move common Begin/End implementation to immediate context 2019-11-02 13:48:03 +01:00
Philip Rebohle
12f0f8b13f
[d3d11] Don't use a state object for default blend state 2019-10-13 23:15:23 +02:00
Philip Rebohle
c30fd8fb97
[d3d11] Don't use a state object for default depth-stencil state 2019-10-13 23:15:23 +02:00
Philip Rebohle
b0231403fe
[d3d11] Don't use a state object for default rasterizer state 2019-10-13 23:15:23 +02:00
Philip Rebohle
a89c662984
[d3d11] Introduce ResetState and use it for ClearState
ClearState gets used a lot in games that use deferred
contexts, so we should make sure it's fast. Since we
apply default state everywhere, there is no need to
perform any expensive RestoreState operations.

Reduces the amount of time spent on ClearState on the
CS thread by ~40%, and by ~90% on the calling thread.
2019-10-13 23:15:23 +02:00
Philip Rebohle
102a18060e
[d3d11] Don't spill render pass when rebinding render targets
The backend handles this now, so it's no longer necessary.
2019-10-13 01:44:31 +02:00
Philip Rebohle
f9d9307a28
[d3d11] Implement ID3D11DeviceContext4 2019-09-16 13:41:31 +02:00
Philip Rebohle
0599a82dee
[d3d11] Implement ID3D11DeviceContext3 2019-09-16 13:41:31 +02:00
Philip Rebohle
c1a7243811
[d3d11] Implement ID3D11DeviceContext2
We don't support tiled resources nor markers for now.
Marker support could be added through debug layers.
2019-09-16 12:42:14 +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
5756e5c921
[d3d11] Check for shader resource view hazards
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
5ae5053a2a
[d3d11] Remove templated SetUnorderedAccessViews
Not needed because the CS and OM paths are separate anyway.
2019-08-26 23:29:01 +02:00
Philip Rebohle
b6c395c013
[dxvk] Don't track command count in CS chunks
We weren't using this at all, and it's not necessary
to check whether the chunk is empty either.
2019-07-17 12:52:25 +02:00
Philip Rebohle
b20ceec727
[d3d11] Handle integer formats in ClearRenderTargetView correctly
We're supposed to apply the same color conversion as in ClearView.
2019-07-17 11:47:42 +02:00
Philip Rebohle
42e61020e4
[d3d11] Remove unused SetRenderTargets method 2019-06-27 15:54:42 +02:00
Philip Rebohle
a41bd8c4a0
[d3d11] Further optimize constant buffer binding
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
Basically what D9VK does. Doesn't seem to affect performance, but why not.
2019-06-20 22:09:02 +02:00
Philip Rebohle
818704d413 [d3d11] Add some likely/unlikely around CS flushes 2019-06-02 20:29:22 +02:00
Philip Rebohle
9004fde78d
[d3d11] Remove useless 'virtual' keyword 2019-05-19 14:38:48 +02:00