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mirror of https://github.com/doitsujin/dxvk.git synced 2025-01-21 11:52:11 +01:00

996 Commits

Author SHA1 Message Date
Guy1524
5c4e290d72
Check if shader in READ_PATH exists before using it
Make sure that the replacement shader in the DXVK_SHADER_READ_PATH exists, if not use the generated shader.
2018-01-20 21:20:45 -05:00
Philip Rebohle
70b639784b
Revert "[d3d11] Temporary fix for Presenter <-> CS thread sync issue"
This reverts commit 3118012ada33d49c1b46201de7a96c7476d401c3.
2018-01-21 02:57:36 +01:00
Philip Rebohle
3118012ada
[d3d11] Temporary fix for Presenter <-> CS thread sync issue 2018-01-21 02:48:36 +01:00
Philip Rebohle
51e89f00be
[d3d11] Fixed flush order 2018-01-21 02:21:38 +01:00
Philip Rebohle
b923a2004f
[d3d11] Fixed image copy operation 2018-01-21 01:57:12 +01:00
Philip Rebohle
b7a00e32ec
[dxvk] Limit size of the CS command queue
Prevents memory leaks and fixes stuttering in Heaven.
2018-01-21 00:49:07 +01:00
Philip Rebohle
6ab7897127
[d3d11] Enabled command stream thread 2018-01-20 23:12:03 +01:00
Philip Rebohle
7d7cc1ceda
[d3d11] Record commands into a CS chunk 2018-01-20 22:52:18 +01:00
Philip Rebohle
aaf7b05625
[d3d11] Use EmitCs for buffer mapping 2018-01-20 22:28:15 +01:00
Philip Rebohle
f25b3c8b32
[d3d11] Use EmitCs for resource updates 2018-01-20 21:42:11 +01:00
Philip Rebohle
496acd71b1
[d3d11] Use EmitCs for some Copy/Clear operations 2018-01-20 19:30:31 +01:00
Philip Rebohle
9441974497
[d3d11] Use EmitCs for state object updates 2018-01-20 19:11:42 +01:00
Philip Rebohle
cbbfefbbb7
[d3d11] Use EmitCs for shader and resource binding methods 2018-01-20 18:54:37 +01:00
Philip Rebohle
7fad731096
[d3d11] Use EmitCs for Input Assembly methods 2018-01-20 18:34:25 +01:00
Philip Rebohle
e951a5ea0c
[d3d11] Use EmitCs for draw and dispatch calls 2018-01-20 18:26:17 +01:00
Philip Rebohle
4d17b1752f
[d3d11] Use EmitCs for general setup and synchronization methods 2018-01-20 18:01:43 +01:00
Philip Rebohle
2dd24a14d2
[dxvk] Refactored blend constants
This will make things a little less painful when capturing
blend constants in a lambda function, as required for CSMT.
2018-01-20 15:41:06 +01:00
Philip Rebohle
62a43cbdbe
[d3d11] Add EmitCs method to D3D11DeviceContext
Subsequently, all calls into the DXVK context will be
replaced by calls to the EmitCs method with a lambda.
2018-01-20 15:29:10 +01:00
Philip Rebohle
0b426a0942
[d3d11] Added new D3D11ImmediateContext class
Initial prep work for both CSMT and Deferred Contexts.
2018-01-20 13:22:44 +01:00
Philip Rebohle
f88adc4e82
[d3d11] Implemented mipmap generation 2018-01-20 09:46:54 +01:00
Philip Rebohle
a644eebfd7
[d3d11] Fixed initialization of compressed images 2018-01-19 18:11:20 +01:00
Philip Rebohle
2a364c557b
[d3d11] Implemented image mapping for reads 2018-01-19 18:09:49 +01:00
Philip Rebohle
1f070ec26c
[d3d11] Downgraded input layout message to debug
Specifying a vertex attribute that is not actually consumed by
the shader is perfectly legal and may improve performance if
the number of state changes can be reduced.
2018-01-19 01:25:19 +01:00
Grazvydas Ignotas
d1ae152f60 Fix build on gcc6
Fixes build with mingw from ubuntu 17.10.
Missing C++17 features I guess.
2018-01-19 00:59:40 +02:00
Philip Rebohle
9334873188
[dxvk] Cleaned up DxvkBufferSlice and added documentation 2018-01-18 18:50:44 +01:00
Philip Rebohle
6e6c290e01
[d3d11] Use DxvkPhysicalBufferSlice for resource copies and buffer views 2018-01-18 18:33:13 +01:00
Philip Rebohle
9acc4a1a82
[d3d11] Map default constant buffers to host memory
Improves performance in applications that use UpdateSubresources
to frequently update constant buffers, such as Unigine Heaven,
Unigine Valley and Homefront.
2018-01-18 11:55:27 +01:00
Philip Rebohle
af6bc1e7e2
[d3d11] Enable dual-source blending feature
Required for Unigine Heaven.
2018-01-18 08:42:57 +01:00
Philip Rebohle
3ac25d5e2a
[d3d11] Updated D3D11CreateDevice
Since D3D11Device and D3D11DeviceContext share the same reference
counter, we can actually create a device if the device pointer is
missing. Fixes Homefront.
2018-01-18 01:18:22 +01:00
Philip Rebohle
ade9cd0587
[d3d11] Removed some uninteresting log messages
Reduces log spamming in Homefront.
2018-01-17 23:49:26 +01:00
Philip Rebohle
6e3cb5dfdc
[d3d11] Enable depth clamp
This is technically incorrect, but Tomb Raider requires this to
render parts of the UI.
2018-01-17 19:39:06 +01:00
Philip Rebohle
7fb89f22c6
[d3d11] Implemented normalization for shader resource view parameters
Fixes image view creation in Tomb Raider 2013 and potentially other games.
2018-01-17 15:19:55 +01:00
Philip Rebohle
4c8c23eea1
[d3d11] Reduced log spamming, improved parameter naming consistency 2018-01-16 20:10:49 +01:00
Philip Rebohle
052f231295
Merge remote-tracking branch 'libcg/stadium2' 2018-01-16 19:27:23 +01:00
Philip Rebohle
0bb991a1fa
[d3d11] Using proper layout for depth textures read by shaders
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL works took, but
this may or may not improve performance.
2018-01-15 13:08:34 +01:00
Clément Guérin
340438954d [d3d11] copy all layers and mipmaps in CopyResource
avoid using potentially undefined mappedSubresource
2018-01-14 12:17:54 -08:00
Clément Guérin
482147d929 [d3d11] support textures in CopyResource
fixes green textures and log spam with TrackMania
2018-01-14 11:09:14 -08:00
Clément Guérin
fc43b83623 [d3d11] move supported query check to d3d11_query
it's better to have everything in one place.
2018-01-14 11:09:14 -08:00
Clément Guérin
2844d4bad7 [d3d11] don't fail when creating unsupported queries
just keep going, and fail when trying to use them. this lets ManiaPlanet boot.
2018-01-14 11:09:14 -08:00
Philip Rebohle
198c9389af [d3d11] Flush resource init commands
Like regular command buffers, the command buffers used for resource
initialization should not be able to grow indefinitely.
2018-01-13 23:40:17 +01:00
Philip Rebohle
c7a9763f6d [d3d11] Re-implemented draw call-based context flush
After doing more testing, it became apparent that this
optimization is beneficial most of the time and may also
improve stability by limiting the number of commands
recorded into a single command buffer.
2018-01-13 23:09:03 +01:00
Philip Rebohle
65d84dabfe [d3d11] Removed draw-call based context flush
Combined with the recent command submission optimization,
this actually had a negative impact on performance.
2018-01-13 05:27:26 +01:00
Philip Rebohle
ac1fe7c2b0 [d3d11] Optimized command submission 2018-01-13 05:00:27 +01:00
Philip Rebohle
672675ba78 [d3d11] Implemented OMSetRenderTargetsAndUnorderedAccessViews
Note that this does *not* properly implement UAV rendering in
the backend yet. For that, we need to add memory barriers.
2018-01-12 15:38:07 +01:00
Philip Rebohle
2dd2d16a09 [d3d11] Return S_OK from GetDeviceRemovedReason 2018-01-12 11:39:59 +01:00
Philip Rebohle
19d81f1aef [d3d11] Made shader name public for debugging 2018-01-12 00:43:19 +01:00
Philip Rebohle
3fc064f434 [d3d11] Added shader module creation log 2018-01-12 00:06:54 +01:00
Philip Rebohle
32078033c6 [d3d11] Fixed UAV counter buffer binding 2018-01-11 17:12:39 +01:00
Philip Rebohle
f5bfaac4b3 [d3d11] Use cube array views for non-array cube maps
This is actually necessary in order to properly render the map mode in
Nier:Automata, which binds non-array cube maps to a cube array slot.
2018-01-11 12:33:38 +01:00
Philip Rebohle
c1d6c20066 [d3d11] Implemented D3D11 parts of append/consume buffers 2018-01-11 12:23:55 +01:00