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337 Commits

Author SHA1 Message Date
Philip Rebohle
e3b92bcfac
[dxvk] Add conservative rasterization mode to rasterizer state 2021-03-13 20:22:32 +01:00
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
9c6d3a2bf6
[d3d11] Fix RSGetViewports and RSGetScissorRects
If the output array is non-null, these functons always return the
number of valid viewports or scissors actually written to the array.

Fixes a wine test failure.
2021-02-26 03:35:57 +01:00
Philip Rebohle
d118d35820
[d3d11] Fix IAGetIndexBuffer with optimized index buffers 2021-02-26 02:39:14 +01:00
Philip Rebohle
5643bf47fe
[d3d11] Use discardImageView in DiscardView1 2021-02-21 02:51:59 +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
34e730fe41
[d3d11] Remove predication-related code 2020-11-30 19:18:26 +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
ab04f45ea0
[d3d11] Handle null pointers in CopySubresourceRegion1.
Because of course Marvel's Avengers tries to do this..
2020-09-17 13:36:09 +02:00
Robin Kertels
b21a673a8d [d3d11] Don't use clamped constant buffer range for bounds checking 2020-09-14 22:43:18 +02:00
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
Joshua Ashton
7cd46e72e9 [dxvk] Add filter type to generateMipmaps 2020-05-27 10:12:43 +02:00
Philip Rebohle
aa0b306d2e
[d3d11] Require multiDrawIndirect feature for Feature Level 11.0
All hardware that DXVK can run on supports this, so let's just enable it.
Saves some feature checks in games using Ubisoft's Anvil Next engine.
2020-05-11 01:15:06 +02:00
Philip Rebohle
9a76645228
[d3d11] Simplify ClearView implementation
Removes some code duplication for the no-clear-rect case.
2020-04-22 22:32:53 +02:00
Philip Rebohle
b3c19ba5e8
[d3d11] Optimize ClearView for render target and depth-only views
We should use clearRenderTarget whenever we clear the entire view.
The Talos Principle uses ClearView to clear its render targets for
some reason, and we were hitting a slow path there.
2020-04-22 21:02:46 +02:00
Philip Rebohle
8c68236f70
[d3d11] Check return value of Map in UpdateSubresource1
And fall back to a GPU-side copy if necessary.
2020-04-18 17:04:16 +02:00
Philip Rebohle
4aa6800e95
[d3d11] Validate subresource index in copy operations
Rocket League tries to copy five subresources of a texture that only
has one single array layer and one single mip map, which causes GPU
hangs on Nvidia drivers.
2020-02-13 00:39:55 +01:00
Joshua Ashton
3cfc16ea34 [d3d11] Move shader stage and buffer slot calc to inside lambda
Take advantage of the fact that template permutations transfer into lambdas inside of them.
Removes some unnecessary captures.
2020-01-08 23:09:53 +01:00
Philip Rebohle
25a1e0d355
[d3d11] Actually fix subresources discarded by DiscardView1 2019-11-24 00:34:15 +01:00
Philip Rebohle
53fca5143f
[d3d11] Ignore D3D11_COPY_DISCARD
Various truck simulations are broken and set this on every
CopySubresourceRegion call, which, if we were to implement
DiscardBuffer for non-mappable resources again, would break
them. This flag seemingly has no effect on native D3D11.
2019-11-24 00:08:06 +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
0671007437
[d3d11] Only execute Begin for scoped queries 2019-11-02 13:48:03 +01:00
Philip Rebohle
68c257fc0d
[d3d11] Fix ref counting for state objects bound to a context
Using raw pointers is safe here since the objects never get destroyed
during the lifetime of the context.
2019-10-14 02:06:33 +02:00
Philip Rebohle
c281e76bac
[d3d11] Don't get private references for state objects
Otherwise we will end up deleting the objects even though they
aren't explicitly heap-allocated. Whoops...
2019-10-14 01:39:54 +02:00
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
8446c28de1
[dxvk] Remove spill parameter from bindRenderTargets
No longer needed.
2019-10-13 01:44:31 +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
53fe3423e2
[d3d11] Fix GetPredication 2019-09-25 20:55:43 +02:00
Philip Rebohle
f498e742ec
[d3d11] Handle D3D_PRIMITIVE_TOPOLOGY_UNDEFINED correctly
Luckily, all known cases where games use UNDEFINED topology fail
validation elsewhere due to missing vertex shaders, but we should
handle this correctly anyway.
2019-09-23 15:20:53 +02:00
Philip Rebohle
48417c7d19
[d3d11] Implement DiscardView1
Basically just behave like DiscardView if no rects are passed to
the function, otherwise ignore the call since we can't discard
individual rectangles in any meaningful way.
2019-09-19 13:56:50 +02:00
Philip Rebohle
b0f6655b92
[d3d11] Implement ID3D11Query1 2019-09-16 16:13:34 +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
f2d461ab5b
[d3d11] Prevent log spam from repeated Get/SetResourceMinLOD calls 2019-09-16 12:41:44 +02:00
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
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