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Commit Graph

2115 Commits

Author SHA1 Message Date
Philip Rebohle
54d3103b04
[util] Fix COM reference count type
On Windows, ref counts are only 32 bits wide.
2019-05-14 14:48:42 +02:00
Philip Rebohle
26602b296f
[meta] Release 1.2 2019-05-13 20:40:11 +02:00
Entryhazard
8c2709a1c6 Changed visibility of the winelib build to behave more like MinGW 2019-05-13 20:37:57 +02:00
Philip Rebohle
7d6f78182b
[dxvk] Don't use ALL_COMMANDS_BIT to notify events 2019-05-09 18:07:49 +02:00
Philip Rebohle
2c45eb79c4
[dxvk] Increase number of queued command buffers to 12
Might help avoid stalls in some edge cases.
2019-05-09 18:07:38 +02:00
Philip Rebohle
a54548dae9
[d3d11] Flush more aggressively when CPU bound
Submitting GPU work early is especially important if there is
a CPU<>GPU synchronization point somewhere.
2019-05-09 18:04:36 +02:00
Philip Rebohle
45be1dfb53
[d3d11] Flush more aggressively on stalling Event queries
Increases GPU utilization in Quake Champions.
2019-05-09 18:04:36 +02:00
Philip Rebohle
af45f810b2
[dxvk] Change flushing behaviour of immediate context methods
Should fix some inappropriate flushing, while flushing more
aggressively on render target changes.

We still keep the flush on UpdateSubresource since some games
use it to update large quantities of data.
2019-05-09 18:04:36 +02:00
Philip Rebohle
dcd75a4f09
[util] Optimize popcnt operation 2019-05-09 18:04:33 +02:00
Philip Rebohle
a1feaa6748
[dxvk] Add aspect mask parameter to clearImageView 2019-05-09 09:10:06 +02:00
Philip Rebohle
1fb8b5ec69
[dxvk] Begin render pass in clearImageViewFb if necessary
Otherwise, we might end up calling vkCmdClearAttachments outside
a render pass instance, which is invalid.
2019-05-09 09:09:11 +02:00
Philip Rebohle
0d40c20aef
[dxvk] Compact vertex buffer bindings
This way, we can always update all vertex buffer bindings with one
single API call, without having to deal with any gaps in binding IDs.

The previous optimization triggers a bug in some drivers when no
vertex buffer is ever bound to a given binding point, and may also
trigger inefficient behaviour if the binding range is assumed to
be contiguous.
2019-05-08 03:37:49 +02:00
Philip Rebohle
644f33a82b
[dxvk] Optimize unbound vertex buffer handling
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
8029712aa4
[dxvk] Fix unbound vertex buffer handling
Bit of a brain fart there; we can't just change the meaning
of bindingMask since it indirectly affetcs binding strides.
2019-05-08 00:27:13 +02:00
Philip Rebohle
fb70de8852
[dxvk] Optimize vertex buffer binding
If there are gaps in the binding numbers, we don't want to
create overhead by iterating over unused bindings.
2019-05-08 00:21:35 +02:00
Sam Fomenko
078bc27b14 [util] Disable NvAPI hack for Mirror's Edge Catalyst
#893
2019-05-07 22:34:56 +02:00
Philip Rebohle
9355580c4f
[hud] Optimize HUD rendering
Saves some bandwidth by using more compact vertex formats, and
by using push constants for text colors instead of a vertex
attribute.
2019-05-07 22:05:35 +02:00
Philip Rebohle
02768182f1
[dxvk] Implement push constant API 2019-05-07 20:51:27 +02:00
Philip Rebohle
8931013234
[dxvk] Add push constant range info to shaders and pipeline layout 2019-05-07 20:51:18 +02:00
Philip Rebohle
d5b2c2fd23
[dxvk] Pass slot mapping to pipeline layout constructor
We're not getting the info from any other source anyway.
2019-05-07 20:36:18 +02:00
Philip Rebohle
0224dbc371
[dxvk] Optimize spinlock implementation 2019-05-07 13:38:02 +02:00
Philip Rebohle
584fd870b2
[dxvk] Bump state cache version to v5 2019-05-06 03:15:45 +02:00
Philip Rebohle
37f1087783
[dxvk] Add API for specialization constants 2019-05-06 03:15:45 +02:00
Philip Rebohle
7687db0303
[dxvk] Remove extra pipeline state
This can be expressed with specialization constants now.
2019-05-06 00:18:59 +02:00
Philip Rebohle
a0c67191a7
[d3d11] Implement depth bounds extension 2019-05-06 00:08:58 +02:00
Philip Rebohle
3867270812
[d3d11] Implement MultiDrawIndirectCount extension 2019-05-06 00:08:58 +02:00
Philip Rebohle
492b7db07b
[d3d11] Support count buffer in Set|BindDrawBuffers 2019-05-06 00:08:58 +02:00
Philip Rebohle
117b7b1ba1
[d3d11] Implement MultiDrawIndirect extension 2019-05-06 00:08:58 +02:00
Philip Rebohle
9e57b03e64
[d3d11] Implement barrier control extension 2019-05-06 00:08:58 +02:00
Philip Rebohle
04bef3c67a
[d3d11] Add stub implementation of D3D11DeviceExt 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
edbbdef787
[d3d11] Add interfaces to support D3D11 extensions 2019-05-06 00:08:57 +02:00
Philip Rebohle
8a3044a342
[dxvk] Implement depth bounds test in backend 2019-05-06 00:08:57 +02:00
Philip Rebohle
5ad212d279
[dxvk] Introduce new pipeline state to enable depth bounds test 2019-05-06 00:08:57 +02:00
Philip Rebohle
bacb1f7c60
[dxvk] Implement indirct draw commands with indirect count 2019-05-06 00:08:57 +02:00
Philip Rebohle
13359d68d7
[dxvk] Enable VK_KHR_draw_indirect_count if available
Useful to implement a corresponding D3D11 extension.
2019-05-06 00:08:57 +02:00
Philip Rebohle
66b6b50af6
[dxvk] Fix stale vertex attribute divisor
Not resetting this may result in unnecessary state cache misses.
2019-05-05 23:18:13 +02:00
Philip Rebohle
b35f3c14df
[dxvk] Off-load command buffer submission to separate thread
Reduces load on the CS thread a bit, which may yield a small
performance improvement.
2019-05-05 16:49:17 +02:00
Robin
4c0c66892a [d3d11] Fix MSVC 2017 compilation 2019-05-04 22:14:28 +02:00
Philip Rebohle
37f9a7ffff
[meta] Release 1.1.1 2019-05-04 15:59:18 +02:00
Philip Rebohle
f733d082f4
[d3d11] Implement D3D11DeviceContext::SwapDeviceContextState 2019-05-04 15:57:57 +02:00
Philip Rebohle
82c6a5eb1a
[d3d11] Implement D3D11Device::CreateDeviceContextState 2019-05-04 15:57:57 +02:00
Philip Rebohle
c1929ccb6f
[d3d11] Add class to implement D3DDeviceContextState 2019-05-04 15:57:55 +02:00
Philip Rebohle
81229d66cc
[d3d10] Explicitly define GUID for ID3D10StateBlock
Fixes linker errors when building against winelib.
2019-05-03 20:32:52 +02:00
Philip Rebohle
53aa27336b
[dxvk] Disable depthWriteEnable if depth attachment has read-only layout
Fixes water rendering in SpellForce 3.
2019-05-03 14:38:21 +02:00
Philip Rebohle
6eeb3b6da9
[dxvk] Add helper function to get info about depth-stencil image layouts 2019-05-03 14:37:59 +02:00
Philip Rebohle
81821414b0
[d3d10] Implement state blocks
Improves compatibility to Wine's Direct2D implementation.
2019-05-03 13:08:57 +02:00
Joshua Ashton
7aecd46f93 [spirv] Implement proj sample variants 2019-05-03 08:34:16 +02:00
Philip Rebohle
f503ba4c8b
[d3d11] Fix counter value offset in DrawAuto
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
343818cf1c
[d3d11] Always enable shaderStorageImageWriteWithoutFormat
We compile some compute shaders that need it in FL10/FL9 games.
2019-05-02 08:08:45 +02:00
Philip Rebohle
e6eef1d1ec
[d3d11] Minor Map/Unmap optimizations
Avoid unnecessary LockContext call when unmapping a buffer.
This may actually improve performance if the context has
multithreaded protection enabled (e.g. D3D10).
2019-05-01 03:01:36 +02:00
Philip Rebohle
f76fd8fa5d
[d3d11] Minor CPU savings 2019-05-01 03:00:23 +02:00
Philip Rebohle
7e1b0ef8e6
[dxvk] Bump state cache format to version 4
Accomodates for the alpha test changes in D3D11.
2019-05-01 01:57:34 +02:00
Philip Rebohle
93bd923c17
[d3d11] Set up extra state for the HUD renderer 2019-05-01 01:57:34 +02:00
Philip Rebohle
9fc09c843d
[d3d11] Set up unused extra state for the backend correctly 2019-05-01 01:57:34 +02:00
Philip Rebohle
fc52c1720d
[dxvk] Remove old spec constant code 2019-05-01 01:57:34 +02:00
Philip Rebohle
5714f18d15
[dxvk] Use new specialization constant code for graphics pipelines 2019-05-01 01:57:34 +02:00
Philip Rebohle
c3f7dfd197
[dxvk] Use new specialization constant code for compute pipelines 2019-05-01 01:57:34 +02:00
Philip Rebohle
433c707888
[dxvk] Add new structure to generate specialization constant info
We should avoid passing redundant and unused data to the driver, as
that may interfere with caching. It also adds a lot of unnecessary
data to traces.
2019-05-01 01:57:34 +02:00
Philip Rebohle
0a77ebbeaf
[dxgi] Change default of s_gamma_bound to true
In the future, we'll assume true and only pass the spec constant
value to the driver if their value is actually different from the
default, but this requires reliable defaults.
2019-05-01 01:57:34 +02:00
Philip Rebohle
04e6479690
[dxbc] Remove old spec constant code 2019-05-01 01:57:34 +02:00
Philip Rebohle
dc3cfc9fa0
[dxbc] Use new spec constant API for rasterizer sample count 2019-05-01 01:57:34 +02:00
Philip Rebohle
7111af423d
[dxbc] Add new emitNewSpecConstant method
Convenience method to declare new specialization constants.
2019-05-01 01:57:34 +02:00
Philip Rebohle
a340b3101c
[d3d11] Add missing interface queries for IDXGIObject and IDXGIDeviceSubObject 2019-05-01 01:54:00 +02:00
Eero Kelly
b92dc14c4d [util] Enable constant buffer range check for NieR:Automata
This fixes a graphical corruption issue where Operator 6O's portrait
displays as a large flashing circle due to uninitialized buffer reads.

Fixes issue: https://github.com/ValveSoftware/Proton/issues/1543

Reviewed-by: Liam Middlebrook <lmiddlebrook@nvidia.com>
2019-04-30 16:08:52 +02:00
Philip Rebohle
dc52212873
[dxbc] Disable Constant Buffer Range Check on AMD
The hardware already behaves as intended, no need to waste GPÜ cycles.
2019-04-30 16:07:24 +02:00
Philip Rebohle
3b1e753bb5
[dxvk] Re-implement early discard with quad granularity
May perform better on some hardware in situations where we cannot
discard a full subgroup. Closes #753.
2019-04-30 14:46:03 +02:00
Danylo Piliaiev
4dd68987d6 [d3d11] Check if uav's counter slice is defined in CopyStructureCount
Signed-off-by: Danylo Piliaiev <danylo.piliaiev@globallogic.com>
2019-04-30 12:34:27 +02:00
Danylo Piliaiev
261d31cac6 [dxbc] Fix xfb passthrough for system values
vReg should be always allocated for system values which is
necessary for emitXfbOutputSetup and is already done for
hull shader passthrough.

Signed-off-by: Danylo Piliaiev <danylo.piliaiev@globallogic.com>
2019-04-30 12:19:21 +02:00
Philip Rebohle
2afe5ec141 [d3d11] Clean up rasterizer state initialization
The error messages are pointless since all of this is already
handled in NormalizeDesc.
2019-04-29 16:22:42 +02:00
Philip Rebohle
06c144f075 [dxbc] Store sample positions as vec2 array
We can append the zeroes in shader code instead. May
improve generated code on drivers that use scratch
memory or temporary uniform buffers for large arrays.
2019-04-29 14:04:42 +02:00
Philip Rebohle
8f5338b1d1 [spirv] Add constvec2f32 helper
We should probably replace this with a proper template at some point.
2019-04-29 13:47:15 +02:00
Philip Rebohle
b14ad7b30c [dxbc] Remove some old TODOs
This is already implemented properly.
2019-04-29 11:48:09 +02:00
Philip Rebohle
04152055b7 [dxbc] Correctly report a sample count of 0 for unbound images 2019-04-29 11:48:09 +02:00
Philip Rebohle
a3e0157ab0 [dxbc] Correctly report a size of 0 for unbound images 2019-04-29 11:48:09 +02:00
Philip Rebohle
18cbaefdcb [dxbc] Correctly report a size of 0 for unbound buffers 2019-04-29 11:48:09 +02:00
Philip Rebohle
ad5da34c57 [dxbc] Fix typo in sample positions 2019-04-29 11:48:09 +02:00
Philip Rebohle
2c61303976 [d3d11] Implement IDXGIResource1 for textures and buffers 2019-04-27 20:21:54 +02:00
Philip Rebohle
54592b7852 [d3d11] Add basic implementation of IDXGIResource1
We don't support resource sharing and subresource surfaces
yet, but the interface should at least be present.
2019-04-27 20:21:47 +02:00
Philip Rebohle
b7a5f11121 [dxgi] Add missing DXGI_CPU_ACCESS_* defines 2019-04-27 19:13:34 +02:00
Philip Rebohle
ac79f69a10 [d3d11] Pass texture as D3D11Resource to DXGI interop objects 2019-04-27 16:25:55 +02:00
Philip Rebohle
d1a019a043 [d3d11] Implement Map / Unmap for IDXGISurface2 2019-04-27 16:17:50 +02:00
Philip Rebohle
af15aa0c32 [d3d11] Implement IDXGISurface2 for compatible 2D textures
Required by SpellForce 3. Fixes #1031.
2019-04-27 15:35:20 +02:00
Philip Rebohle
ed0719432d [dxvk] Add support for per-app configuration
Feature request by Alexandr Oleynikov (@tannisroot).
2019-04-26 19:17:32 +02:00
Philip Rebohle
e2ebfa9012 [dxvk] Add some 'unlikely' statements 2019-04-26 17:52:53 +02:00
Philip Rebohle
9f264ba008 [d3d11] Remove predication workaround for RADV
This no longer has any effect due to changes in the driver, and
we no longer support Predication anyway.
2019-04-25 18:29:13 +02:00
Joshua Ashton
60827c1b22 [d3d11] Improve CreatePredicate logging 2019-04-25 13:14:23 +02:00
Philip Rebohle
4eff83bdee [d3d11] Disable Predication support
Doesn't work at all in the few games that use it.
2019-04-25 11:55:40 +02:00
Philip Rebohle
cd63cebc63 [dxvk] Simplify validateGraphicsState 2019-04-24 23:16:52 +02:00
Philip Rebohle
981ea547f9 [d3d11] Don't use presentation fence 2019-04-23 20:14:34 +02:00
Philip Rebohle
81f6ccb1be [d3d11] Select sync event based on back buffer count
May improve frame pacing in some games.
2019-04-23 20:14:30 +02:00
Philip Rebohle
4cc35da3b2 [d3d11] Allocate one additional swap chain image
DXGI's BufferCount apparently only counts back buffers,
while there's an implicit front buffer.
2019-04-23 20:12:29 +02:00
Philip Rebohle
2245aada03
[dxvk] Use stricter barriers around meta operations
Fixes some rendering issues on AMDVLK in some situations.
2019-04-19 11:41:12 +02:00
Philip Rebohle
95bfac84f1
[dxvk] Support image sub-regions for resolve operations
Required for legacy graphics APIs.
2019-04-19 11:41:12 +02:00
Joshua Ashton
a3966b442b [dxvk] Add adapterCount function to DXVKInstance.
Will be needed in the Direct3D9 interface as you can query the number of adapters.
2019-04-18 23:18:15 +02:00
Joshua Ashton
0c34fae9c7 [spirv] Implement constvec3f32 2019-04-18 23:18:02 +02:00
Joshua Ashton
a770c73dbc [spirv] Implement opVectorTimesScalar 2019-04-18 23:18:02 +02:00
Joshua Ashton
f1a8e02e0f [spirv] Implement opPow 2019-04-18 23:18:02 +02:00
Philip Rebohle
94beec0c13
[dxvk] Fix subresources in barriers for 2D views of 3D images
The array layers passed during framebuffer creation are the selected
3D slices in this case, the image actually only has one array layer.
We should account for that when recording barriers.
2019-04-18 12:08:27 +02:00
Philip Rebohle
b44cad4d32
[dxbc] Replace computeResourceSlotId by light-weight alternatives
Slightly reduces overhead of D3D11 binding methods.
2019-04-18 10:06:15 +02:00