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Commit Graph

103 Commits

Author SHA1 Message Date
Philip Rebohle
41f04ffb61
[d3d11] Fix incorrect AddRef return value 2019-10-25 21:36:21 +02:00
Philip Rebohle
1282c2b99e
[d3d11] Fix immediate context reference counting
Fixes various wine test failures.
2019-10-14 01:56:34 +02:00
Philip Rebohle
bd58f1a913
[d3d11] Don't sync CS thread if resource to map is already in use
SynchronizeCsThread can only update the in-use state from available
to in-use, so doing this on a resource that is already in-use is not
necessary. May improve performance in combination with DO_NOT_WAIT.
2019-10-14 00:14:00 +02:00
Philip Rebohle
e9fcf64a8c
[dxvk] Only wait for writes when mapping with D3D11_MAP_READ 2019-09-20 01:44:02 +02:00
Philip Rebohle
e764f05a1a
[d3d11] Allow pMappedResource to be null when mapping images
This is required to implement mapping default textures correctly.
2019-09-17 23:39:06 +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
6b2f4f93cc [d3d11] Fix incorrect tracking of mapped image subresources
When returnig DXGI_ERROR_WAS_STILL_DRAWING, we should not mark
the subresource as mapped, and instead ignore subsequent calls
to Unmap.
2019-08-03 19:11:19 +02:00
Philip Rebohle
140a2c1017 Revert "[d3d11] Return error when mapping an already mapped image"
This reverts commit 1cc531eaf8.

Even though an FFXIV apitrace clearly indicates that mapping an
already mapped subresource returns E_OUTOFMEMORY in that game,
this doesn't always seem to be correct behaviour.

Fixes #1148, #1149.
2019-08-03 19:08:22 +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
ad8fdcac07
[dxvk] Don't mark queries as stalling if DONOTFLUSH is set 2019-07-16 01:19:02 +02:00
Philip Rebohle
1cc531eaf8
[d3d11] Return error when mapping an already mapped image
Final Fantasy XIV does this. Should avoid some unnecessary work.
2019-07-05 10:25:06 +02:00
Philip Rebohle
2f64f5b4e7
[dxvk] Check whether CS thread is busy before synchronizing with it
Reduces unnecessary locking overhead, which may be relevant if this
function gets called frequently by GetData or WaitForResource.
2019-07-04 21:37:17 +02:00
Philip Rebohle
684355dfca
[d3d11] Fix GetData parameter validation
We're supposed to return an error if a null pointer is
passed along with a non-zero DataSize. Fixes more wine
test failures.
2019-06-16 19:24:44 +02:00
Philip Rebohle
e4e82007b1 [d3d11] Fix inconsistencies in Map/Unmap on immediate/deferred contexts
Should save a few CPU cycles, and also fixes incorrect behaviour when an
application passes null pointers to Map on a deferred context.
2019-06-03 15:31:13 +02:00
Philip Rebohle
754cf6da30
[d3d11] Validate subresource index in MapImage
Fixes crashes when passing an invalid subresource index.
2019-05-20 19:27:27 +02:00
Philip Rebohle
3168626f4b
[d3d11] Support mapping multiple image subresources at the same time
Fixes #1066.
2019-05-20 19:27:11 +02:00
Philip Rebohle
e1610f81dc
Revert "[d3d11] Use STDMETHODCALLTYPE for private virtual method"
For some reason, this produces broken binaries for some Gentoo
users. Fixes #1067.

This reverts commit e5fa55cbb5.
2019-05-19 13:22:04 +02:00
Philip Rebohle
8e9e7963a2
[d3d11] Update mapped buffers of staging textures immediately
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
e5fa55cbb5
[d3d11] Use STDMETHODCALLTYPE for private virtual method
Improves code generation on some compilers.
2019-05-15 22:01:19 +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
f733d082f4
[d3d11] Implement D3D11DeviceContext::SwapDeviceContextState 2019-05-04 15:57:57 +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
97d77fa508
[d3d11] Implement depth-stencil mapping on the immediate context 2019-03-26 18:04:56 +01:00
Philip Rebohle
8c3900c533
[d3d11] Use new GPU events for D3D11 Event queries 2019-03-14 21:16:41 +01:00
Philip Rebohle
e56710e64f
[d3d11] Add option to disable write-after-write barriers 2019-02-07 19:39:05 +01:00
Philip Rebohle
8d493d9445
[d3d11] Minor map optimization on immediate contexts
We should make the fast path as fast as possible.
2019-02-04 10:24:30 +01:00
Philip Rebohle
8b5db80fbd
[dxvk] Reimplement DxvkBuffer
Avoids the DxvkPhysicalBuffer indirection and keeps all buffer
objects alive until the DxvkBuffer itself gets destroyed.
2019-01-09 18:04:46 +01:00
Robin
1750b14c2a [d3d11] Lock in SynchronizeCsThread
This prevents fixes threading issues with D3D10 games when
Present() gets called.

Fixes #567.
2018-12-30 21:08:52 +01:00
Philip Rebohle
cf21111401
[d3d11] Implement ID3D11Multithread for D3D11 contexts 2018-11-30 11:38:00 +01:00
Philip Rebohle
ad5688764c
[d3d11] Use single-use submission mode for CS chunks where possible 2018-11-20 10:44:04 +01:00
Philip Rebohle
ab3ba776e0
[d3d11] Do not re-upload mapped image if it was mapped for reading 2018-11-08 18:51:53 +01:00
Philip Rebohle
4d103aad5d
[d3d11] Allow mapping depth-stencil images for reading
This may be needed for The Surge and Lords of the Fallen.
2018-11-08 18:51:47 +01:00
Philip Rebohle
d5481ac013
[d3d11] Remove redundant D3D11Buffer::GetSize method 2018-11-02 15:43:46 +01:00
Philip Rebohle
8054e4a772
[dxvk] Add DXVK context method to transparently flush the command list
This is identical to what the D3D11 function did, but having it in this
place will allow us to potentially implement better flush heuristics
based on work done on the CS thread.
2018-11-01 13:24:42 +01:00
Philip Rebohle
5a30110d0f
Revert "[d3d11] Remove some flush points"
This reverts commit 5ab6f691ae.

Apparently this leads to extremely bad frame times on some Nvidia setups.
2018-10-25 20:55:37 +02:00
Philip Rebohle
5124fd87d5
[d3d11] Implicitly flush when queueing an event query
Significantly improves GPU utilization in Quake Champions.
2018-10-17 17:28:47 +02:00
Philip Rebohle
5ecfbd8425
[d3d11] Do not use QueryInterface to get query pointers
We're not going to implement counters anyway, so this is
unnecessary overhead.
2018-10-17 17:28:47 +02:00
Philip Rebohle
5ab6f691ae
[d3d11] Remove some flush points
These aren't as useful as they may look like since they occur
at render pass boundaries anyway.
2018-10-17 17:28:47 +02:00
Philip Rebohle
11b269efd1
[d3d11] Save a few CPU cycles in Map/MapBuffer 2018-10-16 12:29:04 +02:00
Philip Rebohle
6c889c0005
Revert "[d3d11] Avoid unnecessary buffer slice copy when mapping buffer"
This reverts commit 72106a02cb.

Breaks things for some reason. Doesn't have much of an impact anyway.
2018-09-17 23:08:00 +02:00
Philip Rebohle
72106a02cb
[d3d11] Avoid unnecessary buffer slice copy when mapping buffer 2018-09-17 22:04:31 +02:00
Philip Rebohle
19408f0ebe
[d3d11] Fix reported RowPitch/DepthPitch for mapped buffers
Some games rely on this being the exact buffer size.
2018-09-17 07:45:05 +02:00
Philip Rebohle
09948a3495
[d3d11] Synchronize CS thread after flush when waiting for resource
In some rare cases, the flush operation itself may add new references
which we need to see while spinning on the resource's usage counter.
2018-09-01 21:25:39 +02:00
Philip Rebohle
f1b075c0f3 [dxvk] Add CS chunk pool
Reduces the number of dynamic memory allocations for CS chunks by
recycling them once they are no longer needed. Also fixes a potential
issue with chunks that are dispatched multiple times.
2018-08-27 16:07:38 +02:00
Philip Rebohle
dc31be7118
[d3d11] Use global user config for D3D11 options 2018-08-07 14:59:09 +02:00
Philip Rebohle
ace8e42213
[d3d11] Move BufferInfo struct into D3D11Buffer 2018-08-05 18:24:01 +02:00
Philip Rebohle
adadf362a3
[d3d11] Optimize WaitForResource behaviour when resource is already idle
We don't have to flush everything in this case, just flushing the current
CS chunk is enough to determine if the resource is in use by the GPU.
2018-07-23 16:08:01 +02:00