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Commit Graph

1617 Commits

Author SHA1 Message Date
Richard Yao
6fb09cb9fc [build] Build 32-bit binaries with SSE2 instruction set 2018-09-28 20:33:42 +02:00
Philip Rebohle
de4c88d5aa
[d3d11] Skip CopyResource when src and dst resource are the same 2018-09-28 19:41:27 +02:00
Philip Rebohle
c9d61e16d9
[d3d11] Skip ResolveSubresource when dst and src resource are the same
Fixes black screen issue in Mortal Kombat X (#670).
2018-09-28 19:41:16 +02:00
Philip Rebohle
33408a8a74
[dxvk] Fix stencil state assignment
Not really important since we don't use stencil anyway,
but we should at least populate the struct correctly.
2018-09-27 21:04:49 +02:00
Philip Rebohle
161fb6215a
[d3d11] Optimize UAV binding
- UpdateBuffer is faster than ClearBuffer for small updates.
- We shouldn't dispatch *two* CS commands for each UAV, one is enough.
2018-09-27 16:50:34 +02:00
Philip Rebohle
518ab2ebdd
[dxvk] Refactor resolve ops
Brings this more in line with clear and copy operations, which
both have more than one code path. Also optimizes barriers.
2018-09-27 12:42:20 +02:00
Philip Rebohle
c5f7f9f3b0
[d3d11] Enable usage flags for meta copy formats
This is required in order to make meta copies work between images
that do not have the necessary D3D11 bind flags set, and it may
speed things up because it allows rendering to the destination
image directly rather than requiring a temporary image.
2018-09-27 11:44:09 +02:00
Philip Rebohle
509e6f1abf
[dxvk] Use new meta copy for depth <> color image copies 2018-09-27 11:44:09 +02:00
Philip Rebohle
fad2e13882
[dxvk] Add meta copy code
The current way of copying data between incompatible images is slow
and does not work for multisampled images. This new code implements
a render pass which performs an exact copy of the source data.
2018-09-27 11:44:09 +02:00
Philip Rebohle
c11d492597
[dxvk] Add meta copy shaders
Used to copy between depth and color images.
2018-09-27 11:44:09 +02:00
Philip Rebohle
b73b91a5c9
[dxgi] Implement slightly better QueryResourceResidency stub
This now returns redidency values for all queried resources, but
not the correct ons. May fix issues in Fallout 4?
2018-09-27 07:31:30 +02:00
Philip Rebohle
63d7770870
[dxvk] Flush queued barriers when binding any frame buffer
We need to flush when starting meta render passes as well.
2018-09-25 21:32:21 +02:00
Philip Rebohle
8bcd47d6dc
[dxvk] Simplify pipeline object locking
Any more complex approach is not very useful at the moment
because we have to put a lock around the actual compile
function anyway.
2018-09-25 18:22:58 +02:00
Philip Rebohle
0be291e123
[dxvk] Don't do image-to-buffer copies for multisampled images
Vulkan does not allow this.
2018-09-25 14:37:53 +02:00
Philip Rebohle
305c361c00
[d3d11] Fix incomplete usage mask for buffer UAVs 2018-09-25 10:14:42 +02:00
Philip Rebohle
ddfa7e40b3
[dxvk] Renove redundant vkDestroyPipeline 2018-09-24 22:54:49 +02:00
Philip Rebohle
a950872c7c
[dxvk] Check whether the vertex binding / attribute count is valid 2018-09-24 16:22:12 +02:00
Philip Rebohle
1e40a14a50
[d3d10] Disable D3D10 support for Bioshock 2018-09-24 15:30:13 +02:00
Philip Rebohle
bd4338be42
[d3d10] Add option to enable or disable D3D10 support 2018-09-24 15:26:33 +02:00
Philip Rebohle
04ed4273ba
[dxvk] Avoid buffer slice copy when binding index/vertex buffers
Also redesigns getDescriptor to always return the offset.
2018-09-23 20:09:01 +02:00
Philip Rebohle
1c865328d3
[meta] Release v0.80 2018-09-23 19:01:15 +02:00
Philip Rebohle
b9ff234da5
[meta] Update README 2018-09-23 14:46:29 +02:00
Philip Rebohle
b49876528a
[dxvk] Enable state cache for compute pipelines
Also cleans up some code to get the design more in line
with how graphics pipelines are handled.
2018-09-23 14:42:03 +02:00
Philip Rebohle
6c8ac9e5f4
[dxvk] Add compute shader support to pipeline state cache 2018-09-23 14:42:03 +02:00
Philip Rebohle
689602497f
[d3d11] Use state cache 2018-09-23 14:41:49 +02:00
Philip Rebohle
4a72cae1e6
[dxvk] Enable state cache 2018-09-23 14:41:43 +02:00
Philip Rebohle
57dab630b5
[dxvk] Add pipeline state cache
Stores state vectors for graphics pipelines in a file and allows
games to start compiling them in advance on subsequent launches.

Changes:
(1) Add environment variable to select the cache file path
(2) Add magic number and entry size to cache file header
2018-09-22 22:38:35 +02:00
Philip Rebohle
d6742e38c5
[dxvk] Lock pipeline object while compiling one pipeline
This prevents us from compiling the exact same pipeline twice
at the same time, which for some reason crashes RADV.
2018-09-22 12:04:06 +02:00
Philip Rebohle
0e2d63f6d2
[dxvk] Add method to retrieve shader key from shader module 2018-09-22 12:04:06 +02:00
Philip Rebohle
f3a23ab81f
[util] Add convenience method for SHA1 hash compulation 2018-09-22 12:04:06 +02:00
Philip Rebohle
83447975ac
[dxvk] Refactor pipeline stat counters
The stat counter struct no longer has to be passed to
the pipeline compiler function.

The new implementation uses atomic counters of the pipeline manager
rather than per-command list counters, which removes the need to
pass the counter structure to the compiler function.
2018-09-22 12:02:20 +02:00
Philip Rebohle
5410680401
[dxvk] Refactor pipeline object constructors
This way we don't need to pass everything to the pipeline objects.
2018-09-22 11:59:25 +02:00
Philip Rebohle
9284081180
[dxvk] Remove redundant declaration 2018-09-21 19:43:47 +02:00
Philip Rebohle
0f52ec2796
Revert "[dxvk] Move command submission to separate thread"
This reverts commit f61ff5d345.

Apparently, this causes extremely poor frame times on some
configurations. Reason is currently unknown.
2018-09-20 19:58:00 +02:00
Philip Rebohle
2eda95f61a
[dxvk] Optimize retrieval of dynamic buffer offsets 2018-09-20 15:19:33 +02:00
Philip Rebohle
f61ff5d345
[dxvk] Move command submission to separate thread
- Reduces load on the CS thread and the main rendering thread.
- This takes into account that VR apps access the queue as well.
2018-09-20 14:43:06 +02:00
Philip Rebohle
539cc77b6e
[dxvk] Eliminate buffer slice copy when updating buffer descriptors 2018-09-20 12:10:43 +02:00
Philip Rebohle
03a760bec6
[meta] Remove redundant linker entries for the utils library
Fixes #651.
2018-09-19 21:00:44 +02:00
Philip Rebohle
b11343cf52
[meta] Clarify device filter usage and fix typo 2018-09-19 17:28:33 +02:00
Philip Rebohle
35238ec4d1
[d3d11] Make D3D11 context methods more robust to null pointers
Assetto Corsa tries to do some questionable things when reflections
are disabled in the game options. Refs #648.
2018-09-19 12:33:30 +02:00
Philip Rebohle
c1190e81b2
[d3d11] Handle pResource == nullptr case during view creation 2018-09-19 11:55:11 +02:00
Philip Rebohle
837a3f5787
[d3d11] Don't allow creation of 0x0-sized textures 2018-09-18 21:33:27 +02:00
Philip Rebohle
bf5476900a
[d3d11] Expose Feature Level 11_1
- We don't actually support the ExtendedResourceSharing feature, but
  since we currently don't support resource sharing at all, this makes
  no difference in practice
- Likewise, MultisampleRTVWithForcedSampleCountOne is not really
  supported, as the Vulkan backend will still use the sample count
  of the color attachments, but should have no effect in practice.
- This does not change the fact that Predication and Stream Output
  are still missing.
2018-09-18 16:27:40 +02:00
Philip Rebohle
d9009efd22
[d3d11] Implement and advertize support for CopyWithOverlap feature 2018-09-18 16:22:47 +02:00
Philip Rebohle
e3c2815782
[dxvk] Add copyBufferRegion and copyImageRegion methods
These new methods can support overlapped subresource copies by
creating a temporary resource and effectively using two copy
operations. This is required for D3D11 overlapped copies.
2018-09-18 16:20:57 +02:00
Philip Rebohle
3f47fdab4d
[d3d11] Advertize support for the ForcedSampleCount rasterizer state 2018-09-18 13:23:28 +02:00
Philip Rebohle
482930f04a
[dxvk] Implement backend support for D3D11 forced sample count
We don't support rasterization with a sample count different from
the framebuffer sample count, but if there are no attachments, any
sample count is allowed.
2018-09-18 13:22:28 +02:00
Philip Rebohle
4469ef1ec1
[d3d11] Replace shader debug name with shader key 2018-09-18 10:35:27 +02:00
Philip Rebohle
a078bb947e
[d3d11] Replace D3D11ShaderKey with DxvkShaderKey 2018-09-18 10:35:08 +02:00
Philip Rebohle
0843e2211c
[dxvk] Add new DxvkShaderKey to represent unique shader key 2018-09-18 10:35:08 +02:00