Joshua Ashton
80808d743b
[spirv] Add generic memberDecorate
2019-06-27 10:49:49 +02:00
Joshua Ashton
1b8c54eb84
[spirv] Expose opMatrixTimesMatrix, opMatrixTimesVector and opVectorTimesMatrix
2019-06-27 10:49:49 +02:00
Philip Rebohle
afe2b487a6
[dxvk] Avoid redundant vertex and index buffer tracking
...
Same optimization as for regular resources. Mostly reduces load
on the cleanup thread.
2019-06-27 01:51:15 +02:00
Philip Rebohle
c3ebf4658c
[dxvk] Reorder command list reset operations by importance
2019-06-27 00:02:43 +02:00
Philip Rebohle
7491c06389
[meta] Release 1.2.3
2019-06-26 17:33:57 +02:00
Philip Rebohle
5728d10587
[d3d11] Copy initial texture data to mapped buffer, if available
...
Otherwise, if an application maps the image right after creating it,
we might end up reading garbage data or overriding the image data.
2019-06-25 14:22:47 +02:00
Philip Rebohle
4d4db6c683
[dxvk] Use void pointers for packImageData
...
Makes this function a bit less annoying to use.
2019-06-25 14:17:03 +02:00
Philip Rebohle
3293bd21d1
[dxvk] Avoid updating binding mask on hot path in updateShaderResources
...
Assuming that everything is bound by default allows us to save a few
CPU cycles per descriptor to update as long as that assumption holds
true, while adding only a small constant cost for the update operation.
2019-06-23 23:43:25 +02:00
Philip Rebohle
b7769759f2
[dxvk] Implement comparison and setting multiple bits for DxvkBindingSet
2019-06-23 23:41:56 +02:00
Philip Rebohle
5e3336d79b
[dxvk] Clean up updateShaderResources a bit
2019-06-23 23:21:47 +02:00
Philip Rebohle
81e7a8d1f6
[dxvk] Avoid redundant resource tracking
...
Only tracks a shader resource if the resource bound to the slot
has actually changed, or if we began recording a new command
buffer. Reduces the number of atomic operations in some games.
2019-06-23 18:55:49 +02:00
Philip Rebohle
924ca9eaec
[dxvk] Add more generic version of DxvkBindingMask
2019-06-23 18:45:34 +02:00
Philip Rebohle
f58242c58d
[dxvk] Fix poor API design around defining resource slots
2019-06-23 15:49:29 +02:00
Andrew Eikum
326eb0bf80
[dxgi] Don't fail leaving fullscreen if window is already destroyed
...
Unreal Engine 4 games destroy the window, then call
SetFullscreenMode(FALSE). If this call fails, they pop up an error
dialog. Wine tests show that this call should succeed.
2019-06-21 17:27:34 +02:00
Philip Rebohle
62372f5d47
[dxvk] Release staging buffer memory for HUD context
...
We really don't want to waste 32MB of system RAM because of
one single texture update all the time.
2019-06-21 16:43:22 +02:00
Philip Rebohle
34cdba1df5
[dxvk] Add method to explicitly release staging buffer memory
2019-06-21 16:43:22 +02:00
Philip Rebohle
1c9bc235d0
[dxvk] Remove old staging buffer code
2019-06-21 16:43:22 +02:00
Philip Rebohle
8c1a56af89
[dxvk] Remove old staging buffer allocator from DxvkCommandList
2019-06-21 16:43:22 +02:00
Philip Rebohle
24c282378e
[dxvk] Use new staging buffer allocator in DxvkContext
2019-06-21 16:43:22 +02:00
Philip Rebohle
970deb452e
[dxvk] Implement new staging buffer allocator
2019-06-21 16:43:19 +02:00
Philip Rebohle
a41bd8c4a0
[d3d11] Further optimize constant buffer binding
...
Saves a few CPU cycles on the more common SetConstantBuffers method,
compared to SetConstantBuffers1.
2019-06-20 22:49:19 +02:00
Philip Rebohle
3141467c37
[d3d11] Template all functions that take ShaderStage as an argument
...
Basically what D9VK does. Doesn't seem to affect performance, but why not.
2019-06-20 22:09:02 +02:00
Philip Rebohle
138dde6c3d
[dxvk] Prefer VRAM allocation over dedicated sysmem allocation
...
May in some cases improve performance when under memory pressure:
If a dedicated allocation is preferred, but the alloaction fails,
try to allocate memory from an already allocated chunk instead
of falling back to system memory right away.
2019-06-20 10:34:54 +02:00
Joshua Ashton
a4a4f5a822
[util] Correct return value of SetThreadDescription
2019-06-19 19:43:36 +02:00
Philip Rebohle
0a35ae6fca
[dxvk] Log memory utilization per heap on memory allocation failures
2019-06-19 14:47:09 +02:00
Philip Rebohle
684355dfca
[d3d11] Fix GetData parameter validation
...
We're supposed to return an error if a null pointer is
passed along with a non-zero DataSize. Fixes more wine
test failures.
2019-06-16 19:24:44 +02:00
Philip Rebohle
43389d8ef4
[d3d11] Implement timestamp disjoint queries
2019-06-16 17:14:39 +02:00
Philip Rebohle
1c718402f8
[d3d11] Use an array for query and event objects
...
We're going to need multiple queries to implement certain query types.
2019-06-16 17:14:24 +02:00
Philip Rebohle
fd1b5c8eb9
[dxvk] Add method to permanently change image layout
2019-06-15 16:45:59 +02:00
Philip Rebohle
dc3e5e5949
[meta] Release 1.2.2
2019-06-15 12:58:31 +02:00
Philip Rebohle
58dcf77c08
[dxbc] Disable atomic counter optimization on old RADV versions
...
Breaks TressFX in Tomb Raider 2013 for some reason, whereas this works
fine on 19.1 with both LLVM 8.0 and 9.0-git.
2019-06-15 12:58:31 +02:00
Philip Rebohle
a715937db1
[dxvk] Always pass through fully enabled color write masks
...
May improve performance when rendering to RGB-only or Alpha-only
images, which seems to be especially common in D3D9.
2019-06-14 14:27:21 +02:00
Philip Rebohle
c8a429b9e1
[d3d11] Fix CheckMultisampleQualityLevels return code
...
We're supposed to return E_FAIL for unsupported sample counts,
and not zero-initialize the returned quality level count if the
format is invalid. Fixes wine test failures.
2019-06-14 13:37:01 +02:00
Philip Rebohle
5a66da8ef8
[dxvk] Fix various issues in GetFormatSupportFlags
...
- Support DXGI_FORMAT_UNKNOWN for buffer resources
- Report D3D11_FORMAT_SUPPORT_CPU_LOCKABLE for all supported formats
- Report support for linear-only image formats properly
- Return E_FAIL in case the format is not supported
Fixes a crash in Planet Coaster (#1091 ).
2019-06-13 16:32:41 +02:00
Joshua Ashton
9d2f31d231
[vulkan] Add operator overloads for VkOffset3D/2D
2019-06-13 04:45:16 +02:00
Philip Rebohle
1bc0b51262
[d3d11] Implement IDXGISurface2 for ID3D11Texture1D
2019-06-13 04:37:35 +02:00
Philip Rebohle
586d0de7bb
[d3d11] Fix default blend factor
2019-06-13 04:15:23 +02:00
Philip Rebohle
089d47e02e
[d3d11] Fix WSize computation for UAV creation
2019-06-13 04:01:15 +02:00
Philip Rebohle
f02a5a7453
[d3d11] Don't create SRVs and UAVs with a size of 0
...
This is illegal and triggers invalid Vulkan usage.
2019-06-13 03:47:10 +02:00
Philip Rebohle
4ffddd1e40
[d3d11] Skip GenerateMips if mip gen flag is not set on resource
2019-06-13 03:31:31 +02:00
Philip Rebohle
ce03384ba9
[d3d11] Validate bind flags for D3D11_RESOURCE_MISC_GENERATE_MIPS
2019-06-13 03:31:31 +02:00
Philip Rebohle
63d8d9c3db
[d3d11] Validate buffer descriptions
2019-06-13 03:31:26 +02:00
Philip Rebohle
6a76577f15
[d3d11] Fix behaviour with a viewport count of zero
2019-06-13 02:22:07 +02:00
Philip Rebohle
5ff9c33855
[d3d11] Fix incorrect behaviour when a scissor rect is not specified
2019-06-13 02:16:12 +02:00
Philip Rebohle
78071c750d
[d3d11] Fix crash when setting too many viewports
2019-06-13 01:54:55 +02:00
Philip Rebohle
3b1e03f988
[util] Report correct GPU vendor to Far Cry 3, 4 and Blood Dragon
...
Now that fast clear behaviour has been fixed in RADV, reporting an
Nvidia GPU breaks rendering again since the game expects the clear
behaviour to match that of the Windows D3D11 drivers exactly. To
recap, clear(0.5) on an R8_UNORM render target results in 127 on
Nvidia GPUs and 128 on AMD GPUs.
2019-06-12 12:32:30 +02:00
Philip Rebohle
d5ba36443e
[dxbc] Fix useRawSsbo option
...
Add some break to fix some breakage.
2019-06-11 20:23:47 +02:00
Philip Rebohle
d755b18ccb
[dxbc] Repurpose useRawSsbo option
...
Basically, abuse the minSsboAlignment property to convince the
compiler to always/never emit raw SSBOs for raw and structured
buffers, and use the actual device limit by default.
2019-06-11 20:20:40 +02:00
Philip Rebohle
0f7c23c022
[dxbc] Always use raw storage buffers if alignment requirements are met
2019-06-11 20:20:40 +02:00
Philip Rebohle
163e6aaa50
[dxbc] Store alignment for raw and structured buffers
2019-06-11 20:20:40 +02:00