Philip Rebohle
4d17b1752f
[d3d11] Use EmitCs for general setup and synchronization methods
2018-01-20 18:01:43 +01:00
Philip Rebohle
2dd24a14d2
[dxvk] Refactored blend constants
...
This will make things a little less painful when capturing
blend constants in a lambda function, as required for CSMT.
2018-01-20 15:41:06 +01:00
Philip Rebohle
0b426a0942
[d3d11] Added new D3D11ImmediateContext class
...
Initial prep work for both CSMT and Deferred Contexts.
2018-01-20 13:22:44 +01:00
Philip Rebohle
f88adc4e82
[d3d11] Implemented mipmap generation
2018-01-20 09:46:54 +01:00
Philip Rebohle
2a364c557b
[d3d11] Implemented image mapping for reads
2018-01-19 18:09:49 +01:00
Philip Rebohle
9334873188
[dxvk] Cleaned up DxvkBufferSlice and added documentation
2018-01-18 18:50:44 +01:00
Philip Rebohle
6e6c290e01
[d3d11] Use DxvkPhysicalBufferSlice for resource copies and buffer views
2018-01-18 18:33:13 +01:00
Philip Rebohle
9acc4a1a82
[d3d11] Map default constant buffers to host memory
...
Improves performance in applications that use UpdateSubresources
to frequently update constant buffers, such as Unigine Heaven,
Unigine Valley and Homefront.
2018-01-18 11:55:27 +01:00
Philip Rebohle
ade9cd0587
[d3d11] Removed some uninteresting log messages
...
Reduces log spamming in Homefront.
2018-01-17 23:49:26 +01:00
Clément Guérin
340438954d
[d3d11] copy all layers and mipmaps in CopyResource
...
avoid using potentially undefined mappedSubresource
2018-01-14 12:17:54 -08:00
Clément Guérin
482147d929
[d3d11] support textures in CopyResource
...
fixes green textures and log spam with TrackMania
2018-01-14 11:09:14 -08:00
Philip Rebohle
198c9389af
[d3d11] Flush resource init commands
...
Like regular command buffers, the command buffers used for resource
initialization should not be able to grow indefinitely.
2018-01-13 23:40:17 +01:00
Philip Rebohle
c7a9763f6d
[d3d11] Re-implemented draw call-based context flush
...
After doing more testing, it became apparent that this
optimization is beneficial most of the time and may also
improve stability by limiting the number of commands
recorded into a single command buffer.
2018-01-13 23:09:03 +01:00
Philip Rebohle
65d84dabfe
[d3d11] Removed draw-call based context flush
...
Combined with the recent command submission optimization,
this actually had a negative impact on performance.
2018-01-13 05:27:26 +01:00
Philip Rebohle
ac1fe7c2b0
[d3d11] Optimized command submission
2018-01-13 05:00:27 +01:00
Philip Rebohle
672675ba78
[d3d11] Implemented OMSetRenderTargetsAndUnorderedAccessViews
...
Note that this does *not* properly implement UAV rendering in
the backend yet. For that, we need to add memory barriers.
2018-01-12 15:38:07 +01:00
Philip Rebohle
32078033c6
[d3d11] Fixed UAV counter buffer binding
2018-01-11 17:12:39 +01:00
Philip Rebohle
c1d6c20066
[d3d11] Implemented D3D11 parts of append/consume buffers
2018-01-11 12:23:55 +01:00
Philip Rebohle
1b67ffaed2
[d3d11] Added default sampler state
2018-01-10 19:07:55 +01:00
Philip Rebohle
3925675b89
[d3d11] Optimized command submission
...
The context will now be flushed after a render pass that consisted of
several hundreds of draw calls. This way the GPU should be kept busy.
2018-01-08 17:45:21 +01:00
Philip Rebohle
ad10ab07f8
Revert "[d3d11] Added dummy resoruce binding for buffers"
...
This approach will not work if the d3d11 context binds an
incompatible resouce in case the pipeline itself changes.
2018-01-08 13:01:31 +01:00
Philip Rebohle
24ad9e730c
[d3d11] Added dummy resoruce binding for buffers
...
Fixes crashes when a D3D11 application uses unbound resources
in shaders. Allows Nier:Automata to play back cutscenes.
2018-01-08 10:17:52 +01:00
Philip Rebohle
4e06f498dd
[d3d11] Fixed several mip level-related bugs
...
- When a D3D11 texture was created with a mip level count of zero,
DXVK would compute the correct number of mip levels, but not write
them back to the description field.
- Framebuffers would always use the size of the top level, not the
mip levels that were actually attached to the framebuffer.
- Several image copy operations did not handle mip levels other
than the top mip level correctly.
2018-01-06 02:09:07 +01:00
Philip Rebohle
356591cc99
[d3d11] Fixed viewport offset
2018-01-05 16:53:12 +01:00
Philip Rebohle
e7bf76f5ef
[d3d11] Re-implemented image mapping
...
Image mapping now returns the map pointer of a separate
buffer, rather than the the image itself. This fixes
issues with applications that ignore the RowPitch
and/or DepthPitch fields of the MappedSubresource struct.
2018-01-05 03:01:19 +01:00
Philip Rebohle
93a5cf093c
[d3d11] Refactored texture interfaces
...
All texture classes now use the common info structure
internally as well so that it can be queried efficiently.
2018-01-05 01:15:56 +01:00
Philip Rebohle
55bc01d523
[d3d11] Minor bug fixes
2018-01-02 12:07:30 +01:00
Philip Rebohle
4dc2c9e92c
[d3d11] Implemented GetData stub for queries
2018-01-01 20:59:54 +01:00
Philip Rebohle
fd2bb610eb
[d3d11] Implemented indirect draws and dispatch
2017-12-31 01:31:08 +01:00
Philip Rebohle
91a5eb963b
[d3d11] Minor formatting + doc improvements
2017-12-31 00:25:19 +01:00
Philip Rebohle
b7ce9660c3
[d3d11] Implemented CopySubresourceRegion for images
2017-12-30 19:10:45 +01:00
Philip Rebohle
2e215e24e5
[d3d11] Hiding message that initial UAV counts are not supported
...
They are not supported, but some applications pass invalid pointers
to the fuction even if the feature itself is not used.
2017-12-29 19:26:18 +01:00
Philip Rebohle
a3fe40051f
[d3d11] Initial support for unordered access views
...
Currently restricted to buffers on the API side. Typed UAVs
are not yet supported by the shader compiler. This is enough
to run very simple compute shaders.
2017-12-28 19:05:53 +01:00
Philip Rebohle
e668c65017
[d3d11] Experimental support for typed shader buffer views
2017-12-27 14:32:07 +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
0d3a1b25a1
[d3d11] Initial support for image updates + mapping
2017-12-25 20:40:48 +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
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
84190369ab
[d3d11] Optimized resource binding methods
2017-12-20 17:37:46 +01:00
Philip Rebohle
5415b685de
[dxbc] Implemented type conversion instructions
2017-12-19 18:12:18 +01:00
Philip Rebohle
4d01517dd8
[d3d11] Geometry shader prep work
2017-12-18 12:53:53 +01:00
Philip Rebohle
85120d2d01
[d3d11] Reverted some design decisions related to buffer renaming
2017-12-16 13:35:11 +01:00
Philip Rebohle
d9f38a7f42
[d3d11] Minor restructuring
2017-12-15 19:11:10 +01:00
Philip Rebohle
c0a963ae5b
[dxvk] Renamed DxvkBufferSlice methods for convenience
2017-12-14 19:11:13 +01:00
Philip Rebohle
4502816bb6
[dxvk] Renamed DxvkBufferSlice methods for convenience
2017-12-14 19:09:53 +01:00
Philip Rebohle
9827ace3b0
[d3d11] Fixed buffer bindings with non-zero offsets
2017-12-14 19:07:08 +01:00
Philip Rebohle
40241e0b22
[dxvk] DxvkBufferBinding -> DxvkBufferSlice
2017-12-14 15:24:43 +01:00
Philip Rebohle
4172b99952
[d3d11] Implemented naive Map() optimization when used with D3D11_MAP_WRITE_DISCARD
2017-12-13 17:49:08 +01:00