Philip Rebohle
5babb29922
[d3d11] Set host stage and access bits for staging resources
...
We don't need this for resources that we'll never read back from.
2022-09-08 19:26:55 +02:00
Philip Rebohle
9964e4a632
[d3d11] Clean up resource validation around tiled resources
2022-09-05 07:51:08 +02:00
Philip Rebohle
e8f59bfd7c
[d3d11] Implement tile pool creation
2022-08-26 05:53:03 +02:00
Philip Rebohle
0637fdf82e
[d3d11] Implement tiled buffer creation
2022-08-26 05:53:03 +02:00
Philip Rebohle
099c70c2bd
[d3d11] Use new format support queries in resource creation
2022-08-17 15:26:03 +02:00
Philip Rebohle
1d2d712dfb
[d3d11] Move d3d11_context_common.* -> d3d11_context.*
2022-08-04 13:43:36 +02:00
Philip Rebohle
30b1cac0ae
[d3d11] Remove old D3D11DeviceContext class
2022-08-04 13:43:36 +02:00
Philip Rebohle
f99a833f51
[d3d11] Remove d3d11.constantBufferRangeCheck option
2022-07-12 02:11:39 +02:00
Philip Rebohle
2bceeff5f2
[d3d11] Replace apitrace mode option with something more granular
...
And enable it only for vertex and index buffers in Nier Replicant.
2022-02-28 22:44:10 +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
Joshua Ashton
742b52bbb5
[d3d11] Fix device child refs properly
2021-01-15 23:47:48 +01:00
Philip Rebohle
57acbbd7c7
[d3d11] Always enable STORAGE_BUFFER_BIT usage for srv/uav buffers
...
Fixes validation errors in games that use incorrect view types in
some cases, e.g. Cloudpunk.
2020-05-12 00:23:12 +02:00
Philip Rebohle
7b760800b4
[d3d11] Fix buffer view compatibility check
2020-03-08 01:28:51 +01:00
Philip Rebohle
1780c549e5
[d3d11] Only add storage buffer usage flag to constant buffers if needed
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Otherwise, the backend optimization for dynamic uniform buffers will not
kick in.
2019-10-30 10:58:05 +01:00
Philip Rebohle
3d213efe53
[dxbc] Use SSBOs for dynamically indexed constant buffers if needed
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SSBOs are tightly bound-checked on all Nvidia GPUs, so this allows for
a more accurate workaround for games relying on OOB access behaviour.
2019-10-28 15:42:46 +01:00
Philip Rebohle
20f79a754b
[d3d11] Adjust buffer memory flags if apitrace is attached
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Using cached memory speeds up apitrace significantly as it
reads back mapped memory regions.
2019-10-26 22:56:47 +02:00
Philip Rebohle
09f507c284
[d3d11] Allocate xfb counter buffer per buffer
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Same idea as with UAV counters, allows for more efficient updates.
2019-10-26 17:44:29 +02:00
Philip Rebohle
f9c2e43ffc
[d3d11] Don't set HOST pipeline stage and access flags for resources
...
The backend does not and will not use that information at all.
2019-10-24 16:57:06 +02:00
Philip Rebohle
3a39027987
[d3d11] Add more rigid validation for buffer creation
...
Fixes several wine test failures.
2019-10-11 17:32:46 +02:00
Philip Rebohle
762df0bedf
[d3d11] Change ValidateBufferProperties to NormalizeBufferProperties
2019-10-11 17:23:02 +02:00
Joshua Ashton
19fa1c405c
[d3d10] Remove unused copies of device ptr in D3D10 wrappers
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Silences a warning when building with Clang, and removes duplicate unused data.
2019-10-06 00:28:19 +02:00
Philip Rebohle
6ce8450b12
[d3d11] Implement D3D11.2 MapOnDefaultBuffers feature
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Basically just allocates the buffer on a host-visible memory
type, like DYNAMIC or STAGING buffers depending depending on
the CPU access flags.
2019-09-17 17:47:33 +02:00
Philip Rebohle
2cdbe2e6df
[d3d11] Move GetMemoryFlagsForUsage into D3D11Buffer
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D3D11Buffer is the only user of this function and the code sharing
potential is limited. This allows us to implement the memory type
selection for buffers in one single place rather than two.
2019-09-17 17:21:10 +02:00
Philip Rebohle
7ba7178d14
[d3d11] Implement ID3D11Device2
...
Adds some extra validation to resource creation so that
apps cannot accidentally create tiled resources.
2019-09-16 12:42:14 +02:00
Philip Rebohle
00cf2a20a3
[d3d11] Don't allow the creation of buffers with a size of zero
2019-07-21 20:47:42 +02:00
Philip Rebohle
63d8d9c3db
[d3d11] Validate buffer descriptions
2019-06-13 03:31:26 +02:00
Philip Rebohle
a340b3101c
[d3d11] Add missing interface queries for IDXGIObject and IDXGIDeviceSubObject
2019-05-01 01:54:00 +02:00
Philip Rebohle
2c61303976
[d3d11] Implement IDXGIResource1 for textures and buffers
2019-04-27 20:21:54 +02:00
Joshua Ashton
5ea8648cd9
[d3d11, d3d10, dxgi] Handle null ppvObject in QueryInterface. ( #909 )
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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
c804d99db7
[d3d11] Fix log spam in SetEvictionPriority stubs
2019-01-12 15:22:34 +01:00
Philip Rebohle
8b5db80fbd
[dxvk] Reimplement DxvkBuffer
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Avoids the DxvkPhysicalBuffer indirection and keeps all buffer
objects alive until the DxvkBuffer itself gets destroyed.
2019-01-09 18:04:46 +01:00
Philip Rebohle
3fff5d56b3
[d3d11] Mark raw and structured buffers as potential storage buffers
2018-12-14 23:45:37 +01:00
Philip Rebohle
6b5aa0b928
Merge branch 'vk_transform_feedback'
2018-10-13 08:00:51 +02:00
Philip Rebohle
6d18efdfc7
[d3d10] Lock device on context operations
...
May fix thread safety issues in some games. Apparently, the
D3D10Device is supposed to be thread safe by default.
2018-10-12 18:31:55 +02:00
Philip Rebohle
97d776cc00
[d3d11] Allocate counter for stream output buffers
2018-10-10 19:55:41 +02:00
Philip Rebohle
f42ea9f1d1
[d3d11] Set transform feedback usage, stage and access flags
2018-10-10 13:05:38 +02:00
Philip Rebohle
305c361c00
[d3d11] Fix incomplete usage mask for buffer UAVs
2018-09-25 10:14:42 +02:00
Philip Rebohle
553c90307a
[d3d10] Implement D3D10Buffer
2018-08-13 17:22:41 +02:00
Philip Rebohle
82c891b1fb
[d3d11] Fix structured buffer view validation
2018-08-10 02:39:35 +02:00
Philip Rebohle
f9e096e954
[d3d11] Validate buffer view format compatibility
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Prevents the app from creating illegal buffer views.
2018-08-09 23:37:41 +02:00
Philip Rebohle
f586970c59
[d3d11] Validate buffer view bind flags
2018-08-09 22:04:03 +02:00
Philip Rebohle
66e178756e
[d3d11] Introduce GetCommonBuffer helper
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Also update GetCommonTexture documentation.
2018-08-05 18:29:29 +02:00
Philip Rebohle
ace8e42213
[d3d11] Move BufferInfo struct into D3D11Buffer
2018-08-05 18:24:01 +02:00
Philip Rebohle
c600b43d73
[d3d11] Allocate DYNAMIC buffers on device-local host-visible memory
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Improves performance on AMD cards when GPU-bound.
~5% FPS increase in The Witcher 3.
2018-05-29 14:50:08 +02:00
Philip Rebohle
9cec1ecca3
[d3d11] Fix stage and access mask for default constant buffers
2018-05-04 10:23:36 +02:00
Philip Rebohle
2973c18055
[dxgi/d3d11] Remove COM_QUERY_INTERFACE macro, reset pointers
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May fix some crashes in applications that rely on the returned
pointer being set to nullptr before returning.
2018-04-02 12:52:02 +02:00
Mikhail Paulyshka
b17568deba
[dxgi,d3d11] log unknown interfaces GUID ( #154 )
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* [d3d11] log unknown interfaces GUID in QueryInterface()
* [dxgi] log unknown interfaces GUID in QueryInterface()
2018-03-12 12:05:43 +01:00
pchome
fb3734ce49
[d3d11] Fix unhandled exception
...
With this patch The Witcher 3 can successfully load saved game.
2018-02-14 07:35:39 +02:00
Philip Rebohle
aaf7b05625
[d3d11] Use EmitCs for buffer mapping
2018-01-20 22:28:15 +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