Philip Rebohle
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4c0df63e2d
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[meta] Update example configuration file
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2022-02-28 23:39:55 +01:00 |
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Philip Rebohle
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5822a8de9f
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[util] Enable cached vertex and index buffers for FFXIV
Fixes some weird performance issues on the Garlemald map. Doesn't seem
to affect performance in other areas.
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2022-02-28 23:33:27 +01:00 |
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Philip Rebohle
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2bceeff5f2
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[d3d11] Replace apitrace mode option with something more granular
And enable it only for vertex and index buffers in Nier Replicant.
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2022-02-28 22:44:10 +01:00 |
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Robin Kertels
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b42c07253e
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[d3d9] Fix sysmem readback
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2022-02-24 07:49:55 +00:00 |
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Robin Kertels
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a81c653b42
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[d3d9] Fix synchronization after readback
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2022-02-22 21:49:28 +00:00 |
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Philip Rebohle
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a37cd46491
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[util] Set maxDynamicImageBufferSize for Total War: Warhammer III
Massively increases performance since the game otherwise keeps
uploading a huge 48 MiB texture in every frame.
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2022-02-22 05:48:25 +01:00 |
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Philip Rebohle
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603828951c
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[meta] Update example config file
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2022-02-22 05:32:16 +01:00 |
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Philip Rebohle
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dbd4dad095
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[d3d11] Introduce d3d11.maxDynamicImageBufferSize option
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2022-02-22 05:31:27 +01:00 |
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Philip Rebohle
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33cf522647
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[d3d11] Use appropriate memory types for directly mapped images
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2022-02-22 05:31:20 +01:00 |
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Philip Rebohle
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177e70949c
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[d3d11] Apply apitrace mode to image upload buffers
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2022-02-22 01:30:43 +01:00 |
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Robin Kertels
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29d8812709
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[d3d9] Don't set NeedsReadback for POOL_SYSMEM textures
... or in SetRenderTarget because we always do readback for render targets.
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2022-02-21 13:43:04 +00:00 |
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Robin Kertels
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b163a99bde
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[d3d9] Clean up texture locking
We had two code paths that largely did the same.
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2022-02-21 00:08:41 +00:00 |
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Robin Kertels
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dde83717f1
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[d3d9] Rename WrittenByGPU to NeedsReadback
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2022-02-21 00:08:41 +00:00 |
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Robin Kertels
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40444c1f50
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[d3d9] Unify texture uploads
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2022-02-21 00:08:41 +00:00 |
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Robin Kertels
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8b9db26536
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[util] Add computeMipLevelOffset
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2022-02-21 00:08:41 +00:00 |
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Philip Rebohle
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22b8d7a4d3
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[tests] Allow includes when compiling HLSL shaders
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2022-02-20 21:37:09 +01:00 |
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Philip Rebohle
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49e5357a87
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[hud] Greatly simplify frame time graph rendering
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2022-02-20 15:58:29 +01:00 |
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Philip Rebohle
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0709c5f5c7
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[hud] Greatly simplify text rendering in the HUD
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2022-02-20 15:58:29 +01:00 |
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Philip Rebohle
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8ce83cabca
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[dxvk] Only mark transfer buffers as transient
Otherwise we may accidentally catch things like uniform buffers as well.
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2022-02-20 15:58:26 +01:00 |
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Joshua Ashton
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ccecc664ab
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[meta] Bump arch-mingw-github-action to v7
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2022-02-20 03:39:08 +00:00 |
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Robin Kertels
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fd23dcef64
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[d3d9] Disable direct buffer mapping for RE games
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2022-02-20 03:30:03 +00:00 |
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Robin Kertels
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cf4c5c3422
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[d3d9] Add option to disable direct buffer mapping
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2022-02-20 03:30:03 +00:00 |
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Robin Kertels
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6d71eea516
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[d3d9] Store buffer map mode in D3D9CommonBuffer
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2022-02-20 03:30:03 +00:00 |
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Robin Kertels
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97ae14b6a0
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[d3d9] Synchronize only to given sequence number in WaitForResources
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2022-02-20 03:29:31 +00:00 |
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Robin Kertels
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917a8d00a2
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[d3d9] Track last staging resource usage with a sequence number
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2022-02-20 03:29:31 +00:00 |
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Robin Kertels
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c12cd1952c
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[d3d9] Handle different mip chain lengths in UpdateTexture
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2022-02-20 03:29:04 +00:00 |
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Philip Rebohle
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80f744549f
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[dxvk] Get rid of spinlock when allocating GPU events
This is not performance-critical
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2022-02-20 01:16:04 +01:00 |
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Philip Rebohle
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0ade12dc83
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[dxvk] Use lock-free list for render pass instances
And replace the spin lock with a regular mutex.
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2022-02-20 00:04:06 +01:00 |
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Philip Rebohle
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477cb617ac
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[dxvk] Use lock-free list for compute pipeline lookup
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2022-02-19 17:36:42 +01:00 |
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Philip Rebohle
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67e2ee1b26
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[dxvk] Use lock-free list for graphics pipeline lookup
And use a proper mutex if we do have to synchronize,
so that we can avoid busy-waits.
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2022-02-19 17:36:42 +01:00 |
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Philip Rebohle
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a4fe43462c
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[dxvk] Introduce lock-free list
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2022-02-19 17:36:39 +01:00 |
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Philip Rebohle
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c9750f6657
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[dxvk] Don't use spinlocks for CS chunk pool
No reason to anymore since SRWLocks are fast enough here.
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2022-02-19 16:57:09 +01:00 |
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Philip Rebohle
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520d62903a
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[dxvk] Remove null check when setting vertex stride
Move the responsibility to the front-end instead.
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2022-02-19 13:29:59 +01:00 |
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Philip Rebohle
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8e11630370
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[d3d11] Set zero stride when binding null vertex buffer
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2022-02-19 13:20:36 +01:00 |
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Philip Rebohle
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146fbd492f
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[dxvk] Free existing staging buffer before creating a new one
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2022-02-18 18:13:28 +01:00 |
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Philip Rebohle
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17a1b0ad44
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[d3d11] Consider empty CS chunks when tracking resources
Avoids deadlocks if we track multiple resources and flush in between.
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2022-02-18 14:21:53 +01:00 |
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Philip Rebohle
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9af3dce304
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[dxvk] Track buffer as used in initBuffer
Git ate my commit when I was testing something...
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2022-02-17 23:42:31 +01:00 |
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Philip Rebohle
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6ae5488157
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[d3d9] Use initBuffer method
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2022-02-17 20:58:31 +01:00 |
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Philip Rebohle
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18a960a1e1
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[d3d11] Use initBuffer method
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2022-02-17 20:58:31 +01:00 |
|
Philip Rebohle
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080aa1a989
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[dxvk] Add initBuffer method
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2022-02-17 20:58:31 +01:00 |
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Philip Rebohle
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f7e021f791
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[dxvk] Add command buffer parameter to cmdFillBuffer
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2022-02-17 20:58:31 +01:00 |
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Philip Rebohle
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102bceb30c
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[dxvk] Remove unused clear methods
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2022-02-17 20:58:31 +01:00 |
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Philip Rebohle
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752f98cf00
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[d3d9] Use initImage to clear uninitialized image resources
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2022-02-17 20:58:31 +01:00 |
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Philip Rebohle
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6d0e5dfd21
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[d3d11] Use initImage to clear uninitialized image resources
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2022-02-17 20:58:31 +01:00 |
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Philip Rebohle
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464c6810b3
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[dxvk] Repurpose initImage method
This is now supposed to clear images of any type, and only to be
used for resource initialization after creation.
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2022-02-17 20:58:31 +01:00 |
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Philip Rebohle
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34fd16b8f2
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[d3d11] Add implicit flush after tracking sequence numbers
Flushing early when using a tracked resource may reduce stalls.
|
2022-02-16 20:49:00 +01:00 |
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Philip Rebohle
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2dfdc5ac3b
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[d3d11] Enable stall tracking for timestamp queries
Because games are dumb and don't understand that the GPU doesn't
work synchronously with the render thread.
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2022-02-16 19:59:11 +01:00 |
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Philip Rebohle
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d45f5a8d79
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[d3d11] Handle subresource field in copy/move operations
Derp.
|
2022-02-15 13:00:10 +01:00 |
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Philip Rebohle
|
e70f9f92a6
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[util] Enable apitrace mode for Nier Replicant
Game is broken and reads back dynamic vertex/index buffers over PCI-E.
|
2022-02-14 09:20:41 +01:00 |
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Philip Rebohle
|
4e464327ef
|
[util] Bump maxImplicitDiscardSize for Quantum Break
Otherwise we're synchronizing and frame times are garbage.
|
2022-02-14 04:21:46 +01:00 |
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