1
0
mirror of https://github.com/doitsujin/dxvk.git synced 2024-12-05 01:24:14 +01:00
Commit Graph

5820 Commits

Author SHA1 Message Date
Philip Rebohle
b4e10b7f06 [dxbc] Fixed sampler types for depth-compare operations 2017-12-20 13:41:04 +01:00
Philip Rebohle
2ed2d892d6 [dxvk] Optimized resource binding
Fixes a few bottlenecks that were encountered in the Cascading Shadow
Maps demo from the Microsoft SDK. Performance is now slightly better
than wined3d with CSMT, MESA_NO_ERROR and mesa_glthread enabled.
2017-12-20 12:13:08 +01:00
Philip Rebohle
f68655feff [dxvk] Separated buffer renaming from allocation 2017-12-20 02:58:36 +01:00
Philip Rebohle
70e5314cc6 [dxvk] Optimized resource tracking
Putting all resources that are used by a command list
into a vector instead of a hash set is more efficient.
2017-12-20 02:45:57 +01:00
Philip Rebohle
d2b676b551 [dxvk] Fixed descriptor pool leak 2017-12-20 00:16:59 +01:00
Philip Rebohle
9865474bb4 [dxbc] Initial shadow sampler support 2017-12-20 00:16:49 +01:00
Philip Rebohle
d1720c0c52 [dxbc] Implemented derivatives 2017-12-19 20:26:05 +01:00
Philip Rebohle
342e99a11c [dxvk] Optimized descriptor updates 2017-12-19 19:36:44 +01:00
Philip Rebohle
5415b685de [dxbc] Implemented type conversion instructions 2017-12-19 18:12:18 +01:00
Philip Rebohle
95bc4b5826 [dxbc] Added immediate constant buffer support 2017-12-19 17:41:23 +01:00
Philip Rebohle
2c5b1c151f [d3d11] Refactored texture creation 2017-12-19 16:01:50 +01:00
Philip Rebohle
f2587ab1b6 [dxgi] Implemented separate color/depth format tables
This is required because in D3D11, typeless formats can be used
to create both depth and stencil images, and color formats can
be used to view depth images. In Vulkan, images and views that
are used as depth-stencil attachments will have to be created
with a depth-stencil format, so we have to take the image's
bind flags into account when picking a format.
2017-12-19 14:47:35 +01:00
Philip Rebohle
64a74735f8 [dxbc] oDepth no longer treated as standard output register
Fixes a crash in the shader compiler when starting up Tomb Raider.
2017-12-19 12:58:40 +01:00
Philip Rebohle
f97ea7fcea [d3d11] Implemented CheckFormatSupport and CheckFeatureSupport 2017-12-19 11:05:41 +01:00
Philip Rebohle
da2cc5a6a0 [dxvk] Fixed resource binding with invalidated buffers
When invalidating a constant buffer, the descriptor was not
updated, which usually led to the wrong resource being used
and could also cause crashes.

This fix also includes resource tracking for shader resources
on the graphics pipeline. The code needs to be made compatible
with the compute pipeline as well.
2017-12-19 01:08:48 +01:00
Philip Rebohle
6df9fc75d2 [dxbc] Implemented some new bit-wise logical instructions 2017-12-19 00:45:31 +01:00
Philip Rebohle
2b6cb25675 [d3d11] Implemented D3D11_APPEND_ALIGNED_ELEMENT 2017-12-18 23:24:10 +01:00
Philip Rebohle
13d4a3d87d [dxbc] Fixed bug with constant vector operands 2017-12-18 18:02:15 +01:00
Philip Rebohle
6cc3ff4ad8 [dxbc] Basic geometry shader (sm4) support 2017-12-18 16:41:05 +01:00
Philip Rebohle
c44b50ae4d [dxvk] Fixed bug where resource bindings would not be updated after rebinding the pipeline 2017-12-18 16:16:21 +01:00
Philip Rebohle
4d01517dd8 [d3d11] Geometry shader prep work 2017-12-18 12:53:53 +01:00
Philip Rebohle
38b989ec91 [dxvk] vkCmdUpdateBuffer can only be used if both offset and size are aligned to four bytes 2017-12-18 12:44:18 +01:00
Philip Rebohle
1e08c0744f [dxbc] Implemented basic control flow instuctions 2017-12-18 11:53:28 +01:00
Philip Rebohle
858913ec0c [dxbc] Shader decoder and compiler overhaul (2/2)
Removed the old decoder and the old shader compiler
and added documentation to the new structures.
2017-12-18 00:46:44 +01:00
Philip Rebohle
47347e38da [dxbc] Shader decoder and compiler overhaul (1/2)
Major rewrite of the entire shader decoder to generate easy
to parse data structures for the compiler, which ultimately
allows new instructions to be implemented more easily.
2017-12-18 00:28:54 +01:00
Philip Rebohle
2f99be9546 [dxbc] Implemented conditional move and comparison instructions 2017-12-17 01:36:41 +01:00
Philip Rebohle
ebabc0e578 [dxvk] Implemented proper swap chain synchronization 2017-12-16 21:30:48 +01:00
Philip Rebohle
1fe5b74762 Optimized command submission
Command submission now does not synchronize with the device every single
time. Instead, the command list and the fence that was created for it are
added to a queue. A separate thread will then wait for the execution to
complete and return the command list to the device.
2017-12-16 18:10:55 +01:00
Philip Rebohle
d5a49698b4 [dxvk] Implemented new memory allocator with sub-allocation 2017-12-16 16:48:42 +01:00
Philip Rebohle
85120d2d01 [d3d11] Reverted some design decisions related to buffer renaming 2017-12-16 13:35:11 +01:00
Philip Rebohle
d3b2174180 [dxvk] Implemented buffer renaming 2017-12-16 13:21:11 +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
6de6421dfd [d3d11] Refactoring resource creation (1/2) - buffers 2017-12-14 15:59:55 +01:00
Philip Rebohle
40241e0b22 [dxvk] DxvkBufferBinding -> DxvkBufferSlice 2017-12-14 15:24:43 +01:00
Philip Rebohle
2ad5f49f3e [dxbc] Shader compiler rewrite (2/2) 2017-12-14 12:53:53 +01:00
Philip Rebohle
bdce9a69fb [d3d11] Map() optimization removed, needs buffer renaming
The naive optimization to use staging buffers rather than actual mapping
turned out to be no more efficient than the previous approach. In order
to achieve good performance, buffer renaming must be implemented instead.
2017-12-14 12:29:41 +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
Philip Rebohle
a4eb807215 [dxbc] Implemented SinCos, Min and Max instructions 2017-12-13 16:35:01 +01:00
Philip Rebohle
464a3e7d4e [dxbc] Shader compiler rewrite (1/2)
Rewrote most parts of the shader compiler and removed the old one. The next
step is to improve documentation and remove the remaining traces of the old
shader compiler.
2017-12-13 15:32:54 +01:00
Philip Rebohle
a0db9198e3 [d3d11] Removed unnecessary Flush() 2017-12-12 15:39:31 +01:00
Philip Rebohle
3d4304096b [dxvk] Data buffer can now be created uninitialized 2017-12-12 15:39:20 +01:00
Philip Rebohle
1f4d7ae747 [general] Defining c++17 in project file directly, rather than as a compiler argument 2017-12-12 13:06:09 +01:00
Philip Rebohle
0f26d1c627 [dxbc] Removed <optional> dependency 2017-12-12 13:00:37 +01:00
Philip Rebohle
0558955388 [general] Updated README 2017-12-12 12:54:49 +01:00
Philip Rebohle
2a266eaad4 [general] Added 32-bit support 2017-12-12 12:50:52 +01:00
Philip Rebohle
23abc82aa0 [dxvk] Added performance counter class 2017-12-12 10:29:17 +01:00
Philip Rebohle
180667ba65 [d3d11] Fixed depth function 2017-12-12 01:07:27 +01:00