Reduces command submission overhead by reusing fence objects
instead of creating new ones for each submission. Improves
error reporting in case the submission cannot be complete.
Workaround for a regression in The Witcher 3 that was introduced
in commit 53d557c2db. May have a
significant negative impact on performance in some games.
The old initialization code did not take either CSMT or
Deferred Contexts into account and could lead to illegal
calls to beginRecording.
Fixes a hang encountered in Dishonored 2.
Fixes a violation of the Vulkan specification where atomic operations
would be used on storage images with SpvImageFormatUnknown. Should fix
driver crashes on Nvidia.
TODO: Fix data types for atomic operation instructions.
* [util] Adds getTempDirectory() function
Will be used by on-disk pipeline caching
* [dxvk] Implement on-disk shader caching
Saving the pipeline cache to disk when the application exits
should be sufficient but the DxvkPipelineCache destructor isn't
reliably called on exit (ref-counting issue?).
As a workaround every frame we check and save the cache if the
size increased by some amount or after one minute elapsed.
* [dxvk] Periodically update shader cache file in separate thread
Reduces lock contention and slightly improves performance in games
that rely heavily on the buffer renaming mechanism if the lock
protecting the original free list was contested.
This is required for resource mapping on deferred contexts.
May also fix a potential synchronization issue where a buffer
could be mapped multiple times before the CS thread would mark
the physical buffer as used, which would result in invalid data.
Vulkan does not support buffer RTVs, and neither does DXVK, so we
should return an error in that case. Previously, DXVK would crash
upon querying image information.
The back buffer needs to be deleted explicitly because on
the way it is created. Fixes reference counting issues in
applications which resize the back buffer at least once.
Reduces the CPU overhead of descriptor set updates, which usually
happen once per draw call. Gains seem to be minor in most games,
some outliers show significantly better performance (i.e. Tomb Raider).
Closer to the D3D11 API. We cannot use the normal clearColorImage and
clearDepthStencilImage methods in case the game uses a 2D array view
for a 3D image. Fixes some validation issues in Hellblade.