Philip Rebohle
ae9024492b
[d3d11] Devirtualize context method forwarding
2024-10-23 16:56:22 +02:00
Philip Rebohle
df60a061a4
[d3d11] Throttle resource uploads via UpdateSubresource
...
Otherwise, some games (e.g. Frostpunk, New World) end up allocating over
a gigabyte of staging memory.
2024-10-08 17:46:18 +02:00
Philip Rebohle
ad1f70beea
[dxvk] Support format conversion in copyImageToBuffer
2024-10-08 17:46:18 +02:00
Philip Rebohle
f67c8dd1da
[dxvk] Support format conversion in copyBufferToImage
2024-10-08 17:46:18 +02:00
Philip Rebohle
c614e537a9
[dxvk] Remove alignment parameter from staging buffers
...
Just align all suballocations to 256 bytes as usual.
2024-10-08 17:46:18 +02:00
Philip Rebohle
813524c146
[d3d11] Remove texel buffer path for ClearUAV
...
Instead, recreate the image with the given view format as
necessary. Most of the time we will not actually need this.
2024-10-06 08:47:42 +02:00
Philip Rebohle
b4e69dce76
[dxvk] Remove DxvkImageViewCreateInfo
2024-09-28 01:50:23 +02:00
Philip Rebohle
8195bea63e
[dxvk] Remove DxvkBufferViewCreateInfo
...
Use the new key struct directly to avoid unnecessary struct conversion.
2024-09-28 01:21:07 +02:00
Philip Rebohle
1cefe90ce7
[d3d11] Don't use data buffer for small buffer updates
...
Embed an array instead and lower the size threshold.
2024-09-28 01:05:40 +02:00
Philip Rebohle
01a7457a6f
[dxvk] Remove createImageView function
...
Use the image's method instead, like we already do for buffers.
2024-09-28 00:03:56 +02:00
Philip Rebohle
25076d9220
[dxvk] Rework image view creation
2024-09-26 17:37:50 +02:00
Philip Rebohle
9a51849920
[d3d11] Use allocation cache for dynamic buffers
2024-09-26 17:37:50 +02:00
Philip Rebohle
088ba404a6
[dxvk] Rework buffer view creation
2024-09-26 17:37:50 +02:00
Philip Rebohle
ddb59ae394
[dxvk] Add usage property to buffer views
...
And pass it to the Vulkan driver depending on maintenance5 support.
2024-09-18 15:55:57 +02:00
Philip Rebohle
1c30bc92bb
[d3d11] Validate viewport parameters
...
And skip invalid calls. Fixes Senran Kagura Peach Ball.
2024-08-23 14:39:56 +02:00
Philip Rebohle
5ded7d67f0
[d3d11] Implement UpdateSubresource bug if native command lists are disabled
2024-02-22 16:07:24 +01:00
Dean Beeler
d4c5fc74e7
d3d11: Fix crash when srv is submitted to ClearUnorderedAccessViewUint
...
* The Settlers submits (possibly incorrectly) an SRV to ClearUnorderedAccessViewUint. The static_cast in the function does not translate correctly and crashes.
Native D3D11 behavior is to ignore the bad parameter entirely. It does not clear the SRV nor does it fault or even error with the DEBUG validator.
2024-01-23 16:01:12 +01:00
Philip Rebohle
92dc61f161
[d3d11] Fix up UAV clears for A8_UNORM
2023-08-24 13:12:07 +02:00
Philip Rebohle
5ece97f769
[dxvk] Add line rasterization mode to rasterization state
2023-07-20 23:43:03 +02:00
Joshua Ashton
6f87ccdafc
[d3d11] Use FORCE_UNORM depth bias representation for UNORM formats
2023-06-20 13:31:48 +01:00
Philip Rebohle
cc78276897
[d3d11] Only log QueryInterface errors once
2023-03-01 13:25:56 +01:00
Philip Rebohle
591e2df701
[d3d11] Consider flushing after each CS chunk
...
This way we will never end up with overly long command lists.
2023-01-17 15:01:06 +01:00
Philip Rebohle
2a3d7ee7dc
[d3d11] Use new flush heuristic
2023-01-17 15:01:06 +01:00
Philip Rebohle
d35bf455d9
[dxvk] Rename bindResourceBuffer to bindUniformBuffer
2023-01-15 15:36:05 +01:00
Philip Rebohle
6f194b0e7b
[d3d11] Bind UAV counter buffers as views
2023-01-15 15:36:05 +01:00
Philip Rebohle
92de3f3f5f
[d3d11] Add missing context locks
2023-01-14 18:40:41 +01:00
Philip Rebohle
c55c09368b
[d3d11] Only store low 8 bits of stencil reference
...
Seems to match behaviour of the D3D11 runtime, in that OMGetDepthStencilState
will not retain the high bits.
Found by CME. Should fix #1784 .
2022-12-11 19:51:57 +01:00
Joshua Ashton
699d56e35d
[d3d11] Handle nullptr RasterizerState in ApplyRasterizerSampleCount
...
This broke as of a637134c56aea39ef031d9141224548df384269b is causing a crash in the BGFX d3d11 samples.
2022-09-16 11:40:36 +02:00
Joshua Ashton
3a6f8fa413
[d3d11] Assign ForcedSampleCount to correct value in ApplyRasterizerSampleCount
...
ForcedSampleCount was never being respected as it would always be replaced with 1 as it was being assigned to the wrong variable.
This was also probably causing a bunch of redundant CS work as it was changing state that was dirty checked.
2022-09-16 11:40:36 +02:00
Philip Rebohle
0a222aaaf0
[d3d11] Implement CopyTiles and UpdateTiles
2022-08-26 05:53:03 +02:00
Philip Rebohle
ca41bb4ea4
[d3d11] Implement CopyTileMappings
2022-08-26 05:53:03 +02:00
Philip Rebohle
ff2ff37696
[d3d11] Implement UpdateTileMappings
2022-08-26 05:53:03 +02:00
Philip Rebohle
5130638ebe
[d3d11] Implement ResizeTilePool
2022-08-26 05:53:03 +02:00
Philip Rebohle
f97660e210
[d3d11] Implement TiledResourceBarrier
2022-08-26 05:53:03 +02:00
Philip Rebohle
86bdda70b4
[d3d11] Move D3D10Multithread instance to immediate context
...
Deferred contexts do not support this.
2022-08-24 12:15:35 +02:00
Philip Rebohle
658d824ddd
[d3d11] Silence log spam for invalid image operations
2022-08-18 14:48:29 +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
0adf64f085
[dxvk] Add flat shading parameter to rasterizer state
2022-08-08 13:34:59 +02:00
Philip Rebohle
a74f8da7b7
[d3d11] Use bindVertexBufferRange whenever possible
2022-08-07 19:03:51 +02:00
Philip Rebohle
97f0d1dfb8
[d3d11] Use bindIndexBufferRange whenever possible
2022-08-07 19:03:51 +02:00
Philip Rebohle
35dde3e1b9
[d3d11] Change how resourece binding treats null resources
2022-08-07 19:03:51 +02:00
Philip Rebohle
45a1587b88
[d3d11] Fix some possible constant buffer binding bugs
2022-08-07 18:44:47 +02:00
Philip Rebohle
2e6a2f1be3
[dxvk] Make shader stage parameter in bindShader a template parameter
2022-08-07 18:44:44 +02:00
Philip Rebohle
29a2cb9a5e
[d3d9,d3d11] Make GetShaderStage functions constexpr
2022-08-07 18:44:44 +02:00
Philip Rebohle
28ecf8268d
[d3d11] Use new resource view binding methods
2022-08-07 17:59:20 +02:00
Joshua Ashton
31d17efb48
[dxvk] Add feedback loop aspect flags to bindRenderTargets
2022-08-06 01:33:30 +01:00
Philip Rebohle
7e237b33b7
[d3d11] Track highest bound unordered access view
2022-08-05 14:13:25 +02:00
Philip Rebohle
934caa3fd7
[d3d11] Track highest bound vertex buffer
2022-08-05 14:13:25 +02:00
Philip Rebohle
3dbd9d8659
[d3d11] Track highest bound sampler
2022-08-05 14:13:25 +02:00
Philip Rebohle
6c372e40f6
[d3d11] Track highest bound shader resource
2022-08-05 14:13:24 +02:00