Philip Rebohle
9bd0040a90
[d3d9] Request high-priority shader compiles as necessary
2022-08-11 12:39:28 +02:00
Philip Rebohle
d3ab905621
[d3d11] Request high-priority shader compiles as necessary
...
This can reduce stutter in case shaders are needed immediately while
background threads are still busy compiling a different set of shaders.
2022-08-11 12:39:28 +02:00
Philip Rebohle
c3a53127d7
[dxvk] Add high-priority queue for shader compiles
...
As well as an API to queue shaders as high priority.
2022-08-11 12:39:28 +02:00
Philip Rebohle
f09f11aad0
[dxvk] Track pipeline library compile for each shader
2022-08-11 12:39:25 +02:00
Robin Kertels
b5b74116fa
[d3d9] Fix rare hang when waiting for staging buffer markers
2022-08-11 12:37:28 +02:00
Robin Kertels
5cdee45387
[util] Disable direct buffer mapping for GHWT
...
The game ends up discarding a 11MB buffer which causes it
to run out of address space and crash. Disabling direct buffer
mapping makes it use staging buffers and the staging buffer
limit saves the day.
2022-08-11 04:36:01 +01:00
Philip Rebohle
85c278f515
[dxvk] Don't try to merge buffer ranges in barrier list
...
Too slow, doesn't work most of the time anyway.
2022-08-11 00:38:49 +02:00
Philip Rebohle
4c7da80c14
[dxvk] Simplify barrier image and buffer slice implementations
...
Pre-process the given ranges so that compare and merge
operations become both simpler and faster.
2022-08-11 00:29:31 +02:00
Philip Rebohle
8aae9c85bb
[dxvk] Optimize barrier hash table lookup
...
Using a prime as the table size is technically better, but that
integer division kind of hurts when we're spamming look-ups.
2022-08-10 23:08:28 +02:00
Philip Rebohle
ad020c23f9
[dxvk] Optimize barrier logic
...
The is*Dirty methods can exit early if the resource to check
is only used for reading. Only call get*Access to check for
write-after-write scenarios.
2022-08-10 20:47:52 +02:00
Philip Rebohle
11fbcd3131
[dxvk] Rework compute barrier handling to use common functions
...
Cleans up code a bit and should technically even make things a bit
more efficient.
2022-08-10 19:28:35 +02:00
Philip Rebohle
01014c1a2b
[dxvk] Rework checkGfx*Barrier methods
2022-08-10 19:28:35 +02:00
Philip Rebohle
9a6c378f3d
[dxvk] Only use one descriptor set for compute shaders
...
Simplifies things a bit and avoids redundant sets in the pipeline layout.
2022-08-10 19:28:32 +02:00
Philip Rebohle
02f653fdd2
[d3d9] Limit amount of staging memory in flight
2022-08-10 17:31:55 +02:00
Robin Kertels
9d981ec1a8
[dxvk] Introduce DxvkMarker
...
Co-authored-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2022-08-10 17:31:55 +02:00
Robin Kertels
8feabc653e
[d3d9] Do implicit flush after uploading textures or buffers
2022-08-10 17:31:55 +02:00
Robin Kertels
f031ce44cf
[util] Set lower memory limits for Guitar Hero WT
2022-08-10 17:31:55 +02:00
Philip Rebohle
67f937111d
[dxvk] Remove shrinkNvidiaHVVHeap workaround
...
No longer needed.
2022-08-10 16:39:58 +02:00
Philip Rebohle
3edb0ef114
[d3d11] Ensure that all required inputs are defined by input layout
2022-08-10 14:12:39 +02:00
Philip Rebohle
5540df955c
[dxbc] Rework semantic name matching
2022-08-10 14:11:47 +02:00
Philip Rebohle
ec0c377cf8
[dxvk] Disable maintenance4 feature
...
We don't *really* need it (although some of the guarantees are nice to
have). For some reason, this completely destroys GPU-bound performance
on AMDVLK and AMD's Windows driver.
2022-08-10 01:04:38 +02:00
Paul Gofman
59441b1ff5
[dxgi] Also support use after free in IDXGISwapChain::SetFullscreenState()
2022-08-09 23:10:50 +02:00
Joshua Ashton
8580bb32ca
[vulkan] Only define VK_USE_PLATFORM_WIN32_KHR on Windows
2022-08-09 14:16:50 +01:00
Joshua Ashton
50018de483
[util] Use topath helper for fstreams
2022-08-09 14:16:50 +01:00
Joshua Ashton
5de058e14a
[util] Introduce topath helper
...
Manages converting strings to the right type for paths per-platform
2022-08-09 14:16:50 +01:00
Joshua Ashton
d9000485ea
[util] Add stubs for shared resources on other platforms
2022-08-09 14:16:50 +01:00
Joshua Ashton
8c3a44cac4
[util] Add stubs for GDI functions on other platforms
2022-08-09 14:16:50 +01:00
Philip Rebohle
ab1d629961
[dxvk] Implement lifetime tracking for graphics pipelines
2022-08-09 13:40:58 +02:00
Philip Rebohle
764de6ff82
[dxvk] Add use counter to pipeline libraries
...
And destroy Vulkan pipeline objects once the counter reaches zero.
2022-08-09 13:40:58 +02:00
Philip Rebohle
1f9db49727
[dxvk] Change member order in pipeline manager
...
Ensures that pipelines are destroyed before pipeline libraries.
2022-08-09 13:40:58 +02:00
Philip Rebohle
b97dba3712
[dxvk] Use shader module identifier for subsequent pipeline libary compiles
...
Should further reduce the hit we take from destroying pipeline libraries.
2022-08-09 13:40:58 +02:00
Philip Rebohle
4bc2d713fb
[dxvk] Destroy shader pipeline libraries after initial compile on 32-bit
...
This alone saves ~700 MiB of address space in the Resident Evil 6 main
menu on Nvidia.
2022-08-09 13:40:58 +02:00
Philip Rebohle
915b03ba7b
[dxvk] Add option to control pipeline lifetime tracking
2022-08-09 13:40:58 +02:00
Philip Rebohle
eddbe73ba4
[dxbc] Fix off-by-one error for primitive vertex counts
...
Not sure if it's even possible to use this, but this was clearly a bug.
2022-08-09 03:19:59 +02:00
Philip Rebohle
d6253aeae6
[dxvk] Order descriptors by type and binding
...
Reduces the number of unique descriptor set layouts further,
which may help with descriptor pool usage, and also makes
branching more predictable for the CPU.
2022-08-09 03:19:59 +02:00
Robin Kertels
1fcd5dc0af
[d3d9] Unmap stored shader bytecode
2022-08-08 23:15:21 +01:00
Robin Kertels
49e9ba2ca7
[d3d9] Move d3d9 bytecode into D3D9Shader
...
This reduces the amount of times we copy the bytecode
and actually frees it when the game frees the associated shader.
2022-08-08 23:15:21 +01:00
Robin Kertels
1628b9e63a
[d3d9] Add 64bit implementation for D3D9MemoryAllocator
...
This just uses malloc & free but allows us to use
the same code for D3D9 shader bytecode on 64 bit builds.
2022-08-08 23:15:21 +01:00
Robin Kertels
01fb40423d
[d3d9] Remove some dead debug code
...
Oops.
2022-08-08 23:15:21 +01:00
Robin Kertels
36d8bb77a5
[d3d9] Fix synchronization in UpdateTextureFromBuffer
2022-08-08 23:14:30 +01:00
Robin Kertels
ac1e44f120
[d3d9] Fix typo
2022-08-08 23:14:30 +01:00
Derek Lesho
57dcf73a54
d3d11: Fix shared textures that export both NT and KMT handles.
...
We should always create the DxvkImage with the KMT handle type, so that the call later to openKmtHandle succeeds. Also, don't free sharedHandle when exporting an NT handle.
2022-08-08 23:31:01 +02:00
Philip Rebohle
0ad7a08c49
[dxvk] Get rid of some old debug code for compute pipelines
2022-08-08 18:58:22 +02:00
Philip Rebohle
c392308e6f
[dxvk] Fix spec constant selector test for compute shaders
...
This isn't supported on compute.
2022-08-08 18:54:11 +02:00
Philip Rebohle
7789fd53ff
[d3d9] Use new flat shading state for fixed-function pipelines
2022-08-08 13:34:59 +02:00
Philip Rebohle
8f1024c094
[d3d9] Use new flat shading state for DXSO shaders
2022-08-08 13:34:59 +02:00
Philip Rebohle
dfdb729476
[dxvk] Add SPIR-V pass to decorate variables as flat on demand
2022-08-08 13:34:59 +02:00
Philip Rebohle
a84beae112
[dxvk] Add flat shading field to pipeline state
2022-08-08 13:34:59 +02:00
Philip Rebohle
0adf64f085
[dxvk] Add flat shading parameter to rasterizer state
2022-08-08 13:34:59 +02:00
Joshua Ashton
4f0c217633
[d3d9] Fix recording MultiplyTransform
2022-08-08 03:53:25 +01:00