Philip Rebohle
7e66dc61b9
[d3d11] Avoid buffer ref count changes when only changing offsets
...
Saves a few CPU cycles in the somewhat common situation where the
currently bound vertex, index or constant buffer is re-bound with
a different offset.
2019-06-04 17:53:54 +02:00
Philip Rebohle
58d838b915
[d3d11] Avoid emitting redundant vertex and index buffer updates
2019-06-03 00:18:54 +02:00
Philip Rebohle
6cbd611190
[d3d11] Don't clear DSV aspects that are marked as read-only
...
Saint's Row 4 appears to be doing this. Ref #24 .
2019-06-02 16:34:50 +02:00
Philip Rebohle
1e0fe36cae
[d3d11] Respect COPY_FLAG_NO_OVERWRITE when updating constant buffers
...
Heavy Rain uses this to update constan buffers on deferred contexts.
2019-05-25 14:42:32 +02:00
Philip Rebohle
3168626f4b
[d3d11] Support mapping multiple image subresources at the same time
...
Fixes #1066 .
2019-05-20 19:27:11 +02:00
Philip Rebohle
8e9e7963a2
[d3d11] Update mapped buffers of staging textures immediately
...
Improves performance in Lords of the Fallen and The Surge.
Closes #1049 .
Co-authored-by: Robin <robin.kertels@outlook.com>
2019-05-17 12:44:36 +02:00
Philip Rebohle
a1feaa6748
[dxvk] Add aspect mask parameter to clearImageView
2019-05-09 09:10:06 +02:00
Philip Rebohle
644f33a82b
[dxvk] Optimize unbound vertex buffer handling
...
We can actually just set the stride to 0 when binding a null
buffer, so that we can avoid all the runtime tracking.
2019-05-08 00:52:30 +02:00
Philip Rebohle
7687db0303
[dxvk] Remove extra pipeline state
...
This can be expressed with specialization constants now.
2019-05-06 00:18:59 +02:00
Philip Rebohle
492b7db07b
[d3d11] Support count buffer in Set|BindDrawBuffers
2019-05-06 00:08:58 +02:00
Philip Rebohle
1cd8749234
[d3d11] Add stub implementation of D3D11DeviceContextExt
2019-05-06 00:08:58 +02:00
Philip Rebohle
bacb1f7c60
[dxvk] Implement indirct draw commands with indirect count
2019-05-06 00:08:57 +02:00
Philip Rebohle
f733d082f4
[d3d11] Implement D3D11DeviceContext::SwapDeviceContextState
2019-05-04 15:57:57 +02:00
Philip Rebohle
f503ba4c8b
[d3d11] Fix counter value offset in DrawAuto
...
According to the newly released D3D11.3 functional specification,
we're supposed to subtract the offset of the slot 0 vertex buffer
binding from the counter value.
2019-05-02 16:03:52 +02:00
Philip Rebohle
f76fd8fa5d
[d3d11] Minor CPU savings
2019-05-01 03:00:23 +02:00
Philip Rebohle
9fc09c843d
[d3d11] Set up unused extra state for the backend correctly
2019-05-01 01:57:34 +02:00
Danylo Piliaiev
4dd68987d6
[d3d11] Check if uav's counter slice is defined in CopyStructureCount
...
Signed-off-by: Danylo Piliaiev <danylo.piliaiev@globallogic.com>
2019-04-30 12:34:27 +02:00
Philip Rebohle
4eff83bdee
[d3d11] Disable Predication support
...
Doesn't work at all in the few games that use it.
2019-04-25 11:55:40 +02:00
Philip Rebohle
95bfac84f1
[dxvk] Support image sub-regions for resolve operations
...
Required for legacy graphics APIs.
2019-04-19 11:41:12 +02:00
Philip Rebohle
b44cad4d32
[dxbc] Replace computeResourceSlotId by light-weight alternatives
...
Slightly reduces overhead of D3D11 binding methods.
2019-04-18 10:06:15 +02:00
Philip Rebohle
295d583c1d
[d3d11] Lazily allocate predicate on SetPredication
...
Many games use CreatePredicate to create occlusion queries without
actually using predication, and we don't want to pay any runtime
cost for this when predicates aren't actually being used.
2019-04-02 04:07:05 +02:00
Philip Rebohle
61adaa941d
[d3d11] Implement fast path for binding full constant buffers
...
Saves a few CPU cycles in the most common case where
we don't have to perform any sort of range check.
2019-03-28 14:09:08 +01:00
Philip Rebohle
8f580efa25
[d3d11] Correctly handle out-of-bounds constant buffer ranges
...
Otherwise we pass an invalid offset and length to the backend,
which leads to invalid descriptor set updates in Vulkan.
The D3D11 runtime does not report corrected constant offset
and count parameters to the applicaion in *GetConstantBuffers1.
Reported-by: Danylo Piliaiev <danylo.piliaiev@globallogic.com>
2019-03-28 13:45:41 +01:00
Philip Rebohle
3a3d7fb378
[d3d11] Properly implement SetPredication
2019-03-28 10:02:11 +01:00
Philip Rebohle
fc3515c16f
[d3d11] Implement depth-stencil uploads in UpdateSubresource1
2019-03-26 18:11:42 +01:00
Philip Rebohle
412d79c8c1
[d3d11] Use new query implementation
2019-03-14 21:16:41 +01:00
Philip Rebohle
2d39be4e72
[d3d11] Check image block alignment in UpdateSubresource1
...
Fixes validation errors in World of Warcraft, which for some reason
tries to update individual pixels of block-compressed textures.
See #964 .
2019-03-14 01:11:39 +01:00
Joshua Ashton
5ea8648cd9
[d3d11, d3d10, dxgi] Handle null ppvObject in QueryInterface. ( #909 )
...
When a null ppvObject is passed into a QueryInterface on any IUnknown, a E_POINTER should be returned as the result (and it should not crash.)
This matches native d3d11/d3d10/dxgi behaviour and the documentation found here https://docs.microsoft.com/en-us/windows/desktop/api/unknwn/nf-unknwn-iunknown-queryinterface(q_) for IUnknown.
2019-02-10 08:01:01 +01:00
Philip Rebohle
3960355d47
[d3d11] Avoid redundant viewport updates in RSSetState
...
Rise of the Tomb Raider changes its rasterizer state very frequently
(once every handful of draws), and the viewport package is very large,
so we should avoid sending it to the CS thread redundantly.
We only need to update when the scissor test state has changed.
2019-01-23 05:36:49 +01:00
Michal Srb
cc38412d04
[d3d11] Fix bad check in DrawInstancedIndirect ( #863 )
2019-01-15 11:12:03 +01:00
Philip Rebohle
79eded9ae2
[d3d11] Only apply viewport and scissor rect if they have changed
...
Resident Evil 2 calls these functions before every single draw
call, so we should avoid emitting redundant viewport updates.
2019-01-12 20:22:08 +01:00
Philip Rebohle
e665d896e3
[d3d11] Fix build errors on MSVC
2019-01-10 18:26:52 +01:00
Philip Rebohle
bbc3b3fb2b
[d3d11] Use multiDrawIndirect for subsequent indirect draw calls
...
Significantly improves performance in AC:Odyssey when CPU bound.
Only has an effect when no state changes between draw calls, and
when the draw parameter buffer is tightly packed.
2019-01-10 17:14:12 +01:00
Philip Rebohle
cf21111401
[d3d11] Implement ID3D11Multithread for D3D11 contexts
2018-11-30 11:38:00 +01:00
Philip Rebohle
08b403f655
[d3d11] Fix potential UAV binding issue
...
When rebinding an already active UAV, we still need to
update the counter unless the app passed a value of -1.
Ref #712 .
2018-11-26 17:18:35 +01:00
Philip Rebohle
ad5688764c
[d3d11] Use single-use submission mode for CS chunks where possible
2018-11-20 10:44:04 +01:00
Philip Rebohle
c61200d35f
[dxvk] Introduce single-use mode for CS chunks
...
This allows us to reset the CS chunk immediately while executing it,
which can reduce the overhead of the reset operation and may lead to
resources being released earlier.
2018-11-20 10:35:23 +01:00
Philip Rebohle
0cfa5b16d3
[d3d11] Support R11G11B10 format in ClearUnorderedAccessViewUint
...
Silences an error message in Shadow of the Tomb Raider. Does not have
any consequences for this game because it initializes the view to 0.
2018-11-10 18:48:44 +01:00
Philip Rebohle
d5481ac013
[d3d11] Remove redundant D3D11Buffer::GetSize method
2018-11-02 15:43:46 +01:00
Philip Rebohle
43ed820be9
[d3d11] Remove state tracking for UAV rendering
...
This scenario is now properly handled by the DXVK state tracker.
2018-10-29 12:12:34 +01:00
Philip Rebohle
5ecfbd8425
[d3d11] Do not use QueryInterface to get query pointers
...
We're not going to implement counters anyway, so this is
unnecessary overhead.
2018-10-17 17:28:47 +02:00
Philip Rebohle
e0e945f724
[d3d11] Show SetPredication message only when the predicate is not NULL
...
Helps determine which games actually use the feature.
2018-10-15 19:35:50 +02:00
Philip Rebohle
406816d17c
[d3d10] Support pOffsets parameter in SOGetTargets
2018-10-10 19:55:42 +02:00
Philip Rebohle
93a851a2fc
[d3d11] Implement DrawAuto method
2018-10-10 19:55:42 +02:00
Philip Rebohle
93753a5ce7
[d3d11] Bind transform feedback buffers in SOSetTargets
2018-10-10 19:55:41 +02:00
Philip Rebohle
781ee00f5c
[dxvk] Refactor indirect draw/dispatch commands
...
Introduces an OpenGL-style bind point for the argument buffer, which
means we can avoid a lot of unnecessary reference tracking in games
that do a lot of indirect draw calls.
Reduces CPU overhead in Assassin's Creed Odyssey.
2018-10-08 10:23:18 +02:00
Philip Rebohle
0b4f1b6d6f
[d3d11] Implement DiscardView and DiscardResource for images
2018-10-01 16:54:34 +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
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