Robin Kertels
9e1ecec79f
[d3d9] Disable fetch4 when binding an incompatible texture
...
Fixes lighting in Spider-Man: Shattered Dimensions.
2022-08-05 19:33:32 +01:00
Philip Rebohle
d498551a23
[dxso] Add bit selectors to D3D9ShaderSpecConstantManager
...
Avoids doing double bitfield extractions which isn't
optimized right now.
2022-08-05 19:31:02 +01:00
Joshua Ashton
9619377723
[dxso] Convert opIEqual 1 -> opINotEqual 0
...
Better chance of getting optimized
2022-08-05 19:31:02 +01:00
Joshua Ashton
b2cbf198e4
[d3d9, dxso] Refactor spec constants to use a bitfield layout
...
This allows us to use the same information to dump into a push constant for unoptimized pipelines.
2022-08-05 19:31:02 +01:00
Joshua Ashton
438ae5cdfc
[dxso] Fix getting sampler type of vertex textures
...
Fixes: c7afe0dd23
2022-08-05 19:31:02 +01:00
Philip Rebohle
7e237b33b7
[d3d11] Track highest bound unordered access view
2022-08-05 14:13:25 +02:00
Philip Rebohle
934caa3fd7
[d3d11] Track highest bound vertex buffer
2022-08-05 14:13:25 +02:00
Philip Rebohle
3dbd9d8659
[d3d11] Track highest bound sampler
2022-08-05 14:13:25 +02:00
Philip Rebohle
6c372e40f6
[d3d11] Track highest bound shader resource
2022-08-05 14:13:24 +02:00
Philip Rebohle
5dd2b20940
[d3d11] Track highest bound constant buffer
2022-08-05 14:13:24 +02:00
Philip Rebohle
18c4ca8e92
[d3d11] Introduce D3D11MaxUsedBindings
...
And use it in ResetCommandListState, in order to avoid redundant state changes.
2022-08-05 14:13:24 +02:00
Philip Rebohle
ebbb77518a
[d3d11] Clean up after performing video blit
...
Otherwise, with the upcoming clear/restore optimizations,
we'd possibly leave some resources bound.
2022-08-05 14:13:24 +02:00
Philip Rebohle
9f07bc6532
[d3d11] Refactor shader state
2022-08-05 14:13:24 +02:00
Philip Rebohle
95ab1465ab
[d3d11] Add reset method to more context state
2022-08-05 14:13:24 +02:00
Philip Rebohle
4e1f6e5efd
[d3d11] Refactor unordered access view and output merger state
2022-08-05 14:13:24 +02:00
Philip Rebohle
8383423fbe
[d3d11] Refactor sampler state
2022-08-05 14:13:24 +02:00
Philip Rebohle
1b4cb66dc3
[d3d11] Refactor shader resource state
2022-08-05 14:13:24 +02:00
Philip Rebohle
33e169e85f
[d3d11] Refactor constant buffer state
2022-08-05 14:13:24 +02:00
Philip Rebohle
7685a86494
[d3d11] Change state restoring behaviour in SwapDeviceContextState
2022-08-05 14:13:24 +02:00
Philip Rebohle
c7d9201303
[d3d11] Change state clearing behaviour around deferred contexts
...
Resetting command list state at the end of each D3D11 command list,
as well as before ExecuteCommandList, will allow us to track which
state needs to be reset, which may save us a significant amount of
CPU work.
2022-08-05 14:13:24 +02:00
Philip Rebohle
91fc0a8688
[d3d11] Rename and factor out some state clearing methods
2022-08-05 14:13:21 +02:00
Philip Rebohle
211ad0efcc
[dxvk] Always use init barrier set for initial transition in initImage
...
This allows us to batch image initialization barriers better.
2022-08-05 12:46:41 +02:00
Philip Rebohle
0f94971193
[d3d11,d3d9] Lock context/device in EndFrame
...
Fixes #2787 .
2022-08-05 12:10:03 +02:00
Philip Rebohle
37a2b02558
[d3d11] Fix compiler error on GCC 10.3
2022-08-04 18:42:13 +02:00
Philip Rebohle
67c11e63e6
[dxvk] Remove old resource binding methods
2022-08-04 13:43:36 +02:00
Philip Rebohle
37337dd4a6
[dxvk] Use new binding methods for swapchain blitter
2022-08-04 13:43:36 +02:00
Philip Rebohle
77e7c7c6b8
[hud] Use new binding methods for HUD rendering
2022-08-04 13:43:36 +02:00
Philip Rebohle
9d967f2fed
[d3d11] Use new binding methods in video context
2022-08-04 13:43:36 +02:00
Philip Rebohle
e49524fcb0
[d3d11] Move GetType and GetContextFlags to D3D11CommonContext
2022-08-04 13:43:36 +02:00
Philip Rebohle
1d2d712dfb
[d3d11] Move d3d11_context_common.* -> d3d11_context.*
2022-08-04 13:43:36 +02:00
Philip Rebohle
30b1cac0ae
[d3d11] Remove old D3D11DeviceContext class
2022-08-04 13:43:36 +02:00
Philip Rebohle
20df9fc899
[d3d11] Move all remaining context code to D3D11CommonContext
2022-08-04 13:43:36 +02:00
Philip Rebohle
a3ed84c0c1
[d3d11] Move remaining D3D11DeviceContext members to D3D11CommonContext
2022-08-04 13:43:36 +02:00
Philip Rebohle
b20bfe763e
[d3d11] Move D3D10Multithread instance to D3D11CommonContext
2022-08-04 13:43:36 +02:00
Philip Rebohle
9a2d8878ef
[d3d11] Move Track*SequenceNumber methods to D3D11CommonContext
2022-08-04 13:43:36 +02:00
Philip Rebohle
532b3a6add
[d3d11] Move EmitCs and related methods to D3D11CommonContext
2022-08-04 13:43:36 +02:00
Philip Rebohle
e0ea272c0d
[d3d11] Move misc methods to D3D11CommonContext
2022-08-04 13:43:36 +02:00
Philip Rebohle
9e916edef9
[d3d11] Move Draw* and Dispatch* methods to D3D11CommonContext
2022-08-04 13:43:36 +02:00
Philip Rebohle
1d87af062c
[d3d11] Move ResolveSubresource to D3D11CommonContext
2022-08-04 13:43:36 +02:00
Philip Rebohle
17c318864e
[d3d11] Move Apply* methods to D3D11CommonContext
2022-08-04 13:43:36 +02:00
Philip Rebohle
7c82ed35b2
[d3d11] Move internal resource update methods to D3D11CommonContext
2022-08-04 13:43:36 +02:00
Philip Rebohle
956bad5e84
[d3d11] Move GenerateMips to D3D11CommonContext
2022-08-04 13:43:36 +02:00
Philip Rebohle
751d7467df
[d3d11] Move Clear* methods to D3D11CommonContext
2022-08-04 13:43:35 +02:00
Philip Rebohle
50942cd2d9
[d3d11] Move Copy* methods to D3D11CommonContext
2022-08-04 13:43:35 +02:00
Philip Rebohle
163af1309d
[d3d11] Move SetPredication to D3D11CommonContext
2022-08-04 13:43:35 +02:00
Philip Rebohle
b8b5662461
[d3d11] Move Discard* methods to D3D11CommonContext
2022-08-04 13:43:35 +02:00
Philip Rebohle
efea51c254
[d3d11] Move SO* methods to D3D11CommonContext
2022-08-04 13:43:35 +02:00
Philip Rebohle
4d498851a8
[d3d11] Move RS* methods to D3D11CommonContext
2022-08-04 13:43:35 +02:00
Philip Rebohle
1ef9d5389b
[d3d11] Move ClearState and RestoreState to D3D11CommonContext
2022-08-04 13:43:35 +02:00
Philip Rebohle
f664e87749
[d3d11] Move CSSetUnorderedAccessViews to D3D11CommonContext
2022-08-04 13:43:35 +02:00
Philip Rebohle
159eed825f
[d3d11] Move *SetSamplers methods to D3D11CommonContext
2022-08-04 13:43:35 +02:00
Philip Rebohle
3af5b3ba7b
[d3d11] Move *SetShaderResources methods to D3D11CommonContext
2022-08-04 13:43:35 +02:00
Philip Rebohle
bfaa21dccc
[d3d11] Move *SetConstantBuffers methods to D3D11CommonContext
2022-08-04 13:43:35 +02:00
Philip Rebohle
26ac57f688
[d3d11] Move *SetShader methods to D3D11CommonContext
2022-08-04 13:43:35 +02:00
Philip Rebohle
e0ee06a279
[d3d11] Move IA* functions to D3D11CommonContext
2022-08-04 13:43:35 +02:00
Philip Rebohle
77c032da5c
[d3d11] Move OM* functions to D3D11CommonContext
...
We can get rid of the immediate context overload as well
since we can just directly call FlushImplicit here.
2022-08-04 13:43:35 +02:00
Philip Rebohle
5a45677a39
[d3d11] Add hazard tracking methods to D3D11CommonContext
2022-08-04 13:43:35 +02:00
Philip Rebohle
43661abbfc
[d3d11] Add binding methods to D3D11CommonContext
...
Uses mutable lambdas to avoid redundant ref counting on immediate contexts.
2022-08-04 13:43:35 +02:00
Philip Rebohle
a7c25a01f2
[d3d11] Move D3D11DeviceContextExt to D3D11CommonContext
...
Will be needed for both EmitCs and TrackSequenceNumber functions.
2022-08-04 13:43:35 +02:00
Philip Rebohle
3f5f731c42
[d3d11] Move D3D11UserDefinedAnnotation member to D3D11CommonContext
...
This needs to be temlpated because we'll be moving EmitCs to the
common implementation as well, and make EmitCsChunk non-virtual.
2022-08-04 13:43:35 +02:00
Philip Rebohle
10345d0063
[d3d11] Move QueryInterface to D3D11CommonContext
2022-08-04 13:43:35 +02:00
Philip Rebohle
4af974768a
[d3d11] Refactor D3D11UserDefinedAnnotation
2022-08-04 13:43:35 +02:00
Philip Rebohle
3ead348b82
[d3d11] Move UpdateSubresource code to D3D11CommonContext
2022-08-04 13:43:35 +02:00
Philip Rebohle
e4204f76e6
[d3d11] Introduce D3D11CommonContext
2022-08-04 13:43:35 +02:00
Philip Rebohle
0315997fcd
[d3d9] Use mutable lambdas to avoid some redundant ref counting
2022-08-04 13:43:35 +02:00
Philip Rebohle
f10be7bc85
[dxvk] Add binding methods that take rvalue references
...
The goal here is to replace the old methods entirely.
2022-08-04 13:43:32 +02:00
Georg Lehmann
8e37949a71
[util] Use raw tzcnt for BitMask iterator
...
Dereferencing an end iterator is UB, so we don't have to care about the 0
case.
2022-08-03 22:34:21 +02:00
Philip Rebohle
fc7e934854
[util] Always inline Rc::decRef and Rc::incRef
...
GCC feels the need to generate functions with two instructions for some
reason. Doesn't meaningfully change performance, but makes profiling a
lot easier in some instances.
2022-08-03 15:15:11 +02:00
Joshua Ashton
ac2d3e952d
[util] Set m_size in small_vector::resize
...
Turns out this has been broken since it was added, meaning
isViewCompatible has always returned false putting us down slow paths
for UAV clears + copies for the past two years.
2022-08-02 23:54:23 +02:00
Philip Rebohle
c1cb4d9d18
[dxvk] Add feature check for external semaphores
2022-08-02 14:37:31 +02:00
Rosen Penev
08424ccb2e
[d3d9] Add missing vector header
...
Fixes compilation under MSYS2's clang backend.
2022-08-02 13:10:12 +02:00
Joshua Ashton
715493cd75
[d3d10] Mark D3D10ShaderReflection classes as final
...
Fixes warnings about calling delete on non-final inherited objects.
2022-08-02 13:09:34 +02:00
Philip Rebohle
5256d5e2f6
[dxvk] Fix minor edge cases when parsing floats in config file
2022-08-01 20:24:31 +02:00
Philip Rebohle
727fd7ac33
[d3d11] Add option to control sampler LOD bias
2022-08-01 13:15:09 +02:00
Philip Rebohle
9671055538
[util] Support parsing floating point arguments
2022-08-01 12:05:43 +02:00
pchome
8db2eb51fa
[d3d9] fix ordinal values in the DEF file
2022-07-31 14:57:58 +01:00
Philip Rebohle
54f989b2e6
[dxso] Introduce getSpecConstantBufferSlot
2022-07-31 02:10:37 +01:00
Philip Rebohle
a2ef99b95c
[d3d9] Generalize D3D9ConstantBuffer constructor
2022-07-31 02:10:37 +01:00
Philip Rebohle
00eaec1619
[dxvk] Use normalized state to look up optimized graphics pipelines
...
We can't normalize all state at the time it is bound, e.g. disabling
unused blend state before render targets are known. By looking up
pipelines using normalized state we ensure that our VkPipelines are
actually unique.
Based on my testing this only affects a small number of pipelines in
most games (anywhere from 0 to a couple dozen), with some outliers
like The Witcher 1, where a third of the pipelines are redundant due
to stale render state.
2022-07-31 02:53:20 +02:00
Philip Rebohle
db786cda6c
[dxvk] Remove old code to process specialization constants
...
We barely use spec constants anymore, so a much simpler solution will do.
2022-07-31 02:53:20 +02:00
Philip Rebohle
b2969f628f
[dxvk] Introduce DxvkGraphicsPipelineDynamicState
2022-07-31 02:53:20 +02:00
Philip Rebohle
63420c0cd7
[dxvk] Introduce DxvkGraphicsPipelineShaderState
...
And factor out a bunch of related code.
2022-07-31 02:53:20 +02:00
Philip Rebohle
30fa9df868
[dxvk] Introduce DxvkGraphicsPipelineSpecConstantState
2022-07-31 02:53:20 +02:00
Philip Rebohle
32c2d91961
[dxvk] Make DxvkShaderModuleCreateInfo usable with lookup tables
2022-07-31 02:53:20 +02:00
Philip Rebohle
9cb0d6d610
[dxvk] Make fragment shader state usable with lookup tables
2022-07-31 02:53:20 +02:00
Philip Rebohle
97ab6a313b
[dxvk] Make pre-rasterization state usable with lookup tables
2022-07-31 02:53:20 +02:00
Philip Rebohle
0a15146746
[dxvk] Use unordered map to look up base pipelines
...
No reason to use a linear list here. The object is always locked
when we access this list, so we don't need the lock-free one here.
2022-07-31 02:53:20 +02:00
Philip Rebohle
0eaad2eb5b
[dxso] Don't create shader object for redundant PS permutations
2022-07-30 22:15:41 +01:00
Joshua Ashton
297759be4e
[build] Initial reworkings for non-Windows platform support in Meson
2022-07-30 21:28:09 +02:00
Philip Rebohle
8d72b8e820
[dxvk] Reject pipelines that set unused spec constants
2022-07-30 21:24:15 +02:00
Philip Rebohle
54f9eaf13c
[dxvk] Don't spam log messages when pipeline state validation fails
2022-07-30 21:17:21 +02:00
Philip Rebohle
4d8b75c8fb
[d3d9] Fix spec constant derp
2022-07-30 20:38:58 +02:00
Philip Rebohle
10e6d0ef8a
[dxvk] Don't redundantly reset spec constant values
...
No longer needed.
2022-07-30 20:38:04 +02:00
Philip Rebohle
ec7de66419
[util] Use transcodeString in tows and fromws helpers
2022-07-30 20:30:32 +02:00
Philip Rebohle
1c08725acd
[util] Use transcodeString in createDirectory function
2022-07-30 20:30:32 +02:00
Philip Rebohle
65070bd765
[util] Use transcodeString in setThreadName function
2022-07-30 20:30:32 +02:00
Philip Rebohle
bb3c0b9707
[dxgi] Use transcodeString to convert adapter name
2022-07-30 20:30:32 +02:00
Philip Rebohle
200df73ba7
[util] Implement utility functions for string conversion
2022-07-30 20:30:32 +02:00
Robin Kertels
bad7d4690b
[d3d9] Handle very large Up draws
2022-07-30 20:29:31 +02:00
Philip Rebohle
2782afaf8a
[dxvk] Inline pushConstants method
...
No reason not to.
2022-07-30 17:52:55 +02:00