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Commit Graph

4131 Commits

Author SHA1 Message Date
Philip Rebohle
5e763853e5
[dxvk] Introduce tryInvalidateDeviceLocalBuffer 2022-02-13 02:08:19 +01:00
Philip Rebohle
6a3de28f94
[dxvk] Repurpose updateBuffer
Only allow it for very small updates where scheduling a copy command would
likely be slower. Some drivers have special paths for tiny updates.
2022-02-13 02:08:19 +01:00
Philip Rebohle
a03c038f03
[d3d9] Exit early in ProcessVertices if the vertex count is 0
We don't want to pass a zero-sized copy to the backend.
2022-02-13 02:08:19 +01:00
Philip Rebohle
26381fd5df
[d3d11] Only use updateBuffer for very small buffer updates
Otherwise we may end up with significant copy overhead on the CS thread.
2022-02-13 02:08:19 +01:00
Philip Rebohle
ac9ed96457
[hud] Add HUD item to show CS thread stats 2022-02-13 02:07:48 +01:00
Philip Rebohle
b02496a8f4
[dxvk] Add CS thread stat counters 2022-02-13 02:07:48 +01:00
Philip Rebohle
d96c5a1076
[dxvk] Store DXVK device inside DxvkCsThread object 2022-02-13 02:07:48 +01:00
Philip Rebohle
52666a33c6
[dxvk] Expose a way to increment stat counters
In case the counters come from external sources.
2022-02-13 02:07:45 +01:00
Philip Rebohle
b6121c84aa
[d3d11] Avoid GPU synchronization on mapping images when possible 2022-02-11 18:17:35 +01:00
Philip Rebohle
3f16de157b
[d3d11] Avoid GPU synchronization on mapping buffers when possible 2022-02-11 18:17:35 +01:00
Philip Rebohle
c82b504e52
[d3d11] Further simplify D3D11DeferredContextMapEntry
And no longer create a strong reference to the given resource.
2022-02-11 18:17:35 +01:00
Philip Rebohle
2dcdd20517
[d3d11] Change D3D11ResourceRef constructor to be more useful 2022-02-11 18:17:35 +01:00
Philip Rebohle
0364a79eb0
[d3d11] Optimize Unmap on immediate contexts 2022-02-11 18:17:35 +01:00
Philip Rebohle
5a6711ed1d
[d3d11] Synchronize only to given sequence number in WaitForResources
Avoids costly thread synchronization when mapping staging resources
for reading, as well as some other scenarios.
2022-02-11 18:17:35 +01:00
Philip Rebohle
afe1840c74
[d3d11] Track resources when dispatching Cubin shaders as well 2022-02-11 18:17:35 +01:00
Philip Rebohle
bb16734a43
[d3d11] Implement sequence number tracking on deferred contexts 2022-02-11 18:17:35 +01:00
Philip Rebohle
2eeb7295c8
[d3d11] Increment sequence number when submitting command lists
This does not do any tracking on deferred contexts just yet.
2022-02-11 18:17:35 +01:00
Philip Rebohle
d33dac569c
[d3d11] Track last staging resource usage with a sequence number 2022-02-11 18:17:35 +01:00
Philip Rebohle
55a6b80919
[d3d11] Add method to query D3D11 resource dimension from texture 2022-02-11 18:17:35 +01:00
Philip Rebohle
d870b6ff38
[d3d11] Store ID3D11Resource interface in D3D11CommonTexture
Going full circle here, but it's actually useful now.
2022-02-11 18:17:35 +01:00
Philip Rebohle
9c32beccdc
[d3d11] Store buffer map mode in D3D11Buffer
Matches what we do for textures, and makes it so that we don't
have to dereference the resource pointer to figure this out.
2022-02-11 18:17:35 +01:00
Philip Rebohle
2db56fa160
[d3d11] Add D3D11ResourceRef
Implements private ref counting for arbitrary resource types.
2022-02-11 18:17:35 +01:00
Philip Rebohle
391c9e13ca
[d3d11] Add ResourceAddRef/ReleasePrivate with known resource type 2022-02-11 18:17:35 +01:00
Philip Rebohle
6b91b87dba
[dxvk] Reorganize DxvkBuffer data structure
Should hopefully reduce CPU cache conflicts.
2022-02-11 18:17:34 +01:00
Philip Rebohle
37f3d9208b
[dxvk] Introduce sequence numbers for CS submissions 2022-02-11 18:17:34 +01:00
Philip Rebohle
bc137fdf37
[util] Enable apitrace mode for AoE2 Definitive Edition
Fixes #2491.
2022-02-11 18:15:46 +01:00
Georg Lehmann
939040b178 [build] Avoid meson warning.
WARNING: You should add the boolean check kwarg to the run_command call.
         It currently defaults to false,
         but it will default to true in future releases of meson.

Stupid change, stupid warning, stupid fix.
2022-02-10 15:18:25 +01:00
Krzysztof Bogacki
4f3bb3df12 [build] Use MSBuild backend on Windows CI
Also merge Prepare and Build steps to prevent environment variable leaks and apply some minor formatting changes.
2022-02-09 13:29:24 +01:00
Philip Rebohle
6c862b63a2
[d3d11] Optimize UpdateSubresource for small buffer updates
Some games use UpdateSubresource to upload constant buffers in
between draws, so this path should be as fast as possible.

Also fixes a potential issue when using D3D11_COPY_NO_OVERWRITE
on deferred contexts, since the Map requirements don't hold here.
2022-02-07 16:14:02 +01:00
Philip Rebohle
b746e1352b
[d3d11] Implement suballocation from staging buffer for small updates 2022-02-07 16:14:01 +01:00
Philip Rebohle
7cf78a2c75
[d3d11] Fix confusing code in deferred context Map
This did work, but we shouldn't use an object that was already moved.
2022-02-07 16:14:01 +01:00
Philip Rebohle
e4dbd1e337
[d3d11] Remove unused parameters from deferred context Map functions 2022-02-07 16:13:58 +01:00
Krzysztof Bogacki
b5d7b42e65 [d3d11] Add D3D11On12CreateDevice stub 2022-02-07 03:21:43 +01:00
Philip Rebohle
2673d74270
[dxvk] Add version fixup for proprietary Intel drivers 2022-02-02 14:56:59 +01:00
Philip Rebohle
badc53b1bb
[dxvk] Rework driver version fixup to use driver ID instead of vendor ID 2022-02-02 14:56:55 +01:00
Georg Lehmann
58909e4582 [dxvk] Fix MSVC build. 2022-02-01 18:50:00 +00:00
Krzysztof Bogacki
c50a650b13 [build] MSVC CI 2022-02-01 18:50:00 +00:00
Robin Kertels
b220c8989b [d3d9] Only enable FETCH4 for single channel formats 2022-01-28 21:34:18 +00:00
Robin Kertels
5b39f0307e [d3d11] Add FL12+ enum names 2022-01-27 19:42:14 +01:00
Philip Rebohle
1216466be7
[meta] Release 1.9.4 2022-01-24 15:08:49 +01:00
Philip Rebohle
b4e4eca99f
[dxvk] Remove options to disable OpenVR/XR support
No longer needed since we no longer load vrclient.so into the game's
process just to query extensions.
2022-01-24 14:50:04 +01:00
Georg Lehmann
4e6db51230 [d3d9] Fix float emulation detection.
ffs
2022-01-21 16:08:00 +01:00
Georg Lehmann
14df2f7251 [d3d9] Enable strict float emulation by default for new radv. 2022-01-20 23:47:41 +00:00
Philip Rebohle
a268de51e3
[dxvk] Don't shrink HVV heap if it's the main video memory heap
May fix issues on RBAR-enabled Nvidia systems.
2022-01-16 02:47:51 +01:00
Philip Rebohle
703cc78cc0
[util] Disable NVAPI hack for God of War
Needed for DLSS support.
2022-01-14 15:21:49 +01:00
Philip Rebohle
42c06ceb51
[util] Enable performance options for God of War 2022-01-14 13:16:06 +01:00
Philip Rebohle
08c7bab431
[dxvk] Reduce maximum size of multi-slice buffers 2022-01-13 18:40:27 +01:00
Philip Rebohle
71e7faef69
[dxvk] Reduce size up to which device-local buffers can be invalidated 2022-01-13 18:39:31 +01:00
Philip Rebohle
db2e32ede6
[dxvk] Be smarter about which chunks to free
Freeing all empty chunks immediately may cause issues if an app constantly
allocates and frees a small number of resources that don't fit into any
existing chunk, so try to keep one around. Aggressively free everything
under memory pressure if necessary.
2022-01-13 18:39:31 +01:00
Philip Rebohle
15ab07ab94
[dxvk] Replace allocation priority with allocation flags 2022-01-13 18:39:31 +01:00