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Commit Graph

1304 Commits

Author SHA1 Message Date
ZeroFault
b62ccfe7a3 [dxvk] Implement dedicated allocation (#448)
Yields significant performance improvements on some Nvidia GPUs.
2018-06-24 10:55:42 +02:00
Philip Rebohle
845c78fd20
[dxbc] Consider stream index in signature entry lookup 2018-06-23 20:13:00 +02:00
Philip Rebohle
a6c2080156
[tests] Fix compiler error with the DxbcModuleInfo struct 2018-06-23 18:28:22 +02:00
Philip Rebohle
dd51437584
[dxbc] Implement EmitThenCut / EmitThenCutStream 2018-06-23 17:34:50 +02:00
Philip Rebohle
07ef25fec5
[dxbc] Parse OSG5 chunk for Shader Model 5 geometry shaders 2018-06-23 17:25:03 +02:00
Philip Rebohle
102591369e
[dxbc] Add DxbcModuleInfo struct
This will be required in the future to pass data from the
application to the shader compiler.
2018-06-23 17:14:35 +02:00
Philip Rebohle
5d1f00be34
[dxvk] Implement shader-based meta-resolve operation
This should work around a variety of potential driver issues
when games resolve typeless images with a different format.
2018-06-23 13:17:01 +02:00
Philip Rebohle
654c947368
[dxvk] Added separate flags for signed and unsigned integer formats 2018-06-23 13:06:42 +02:00
Philip Rebohle
c5f45d9153
[dxvk] Add shaders for new meta-resolve operation 2018-06-23 09:48:03 +02:00
Philip Rebohle
db7a7fa4bc
[dxvk] Use dynamic offsets for both graphics and compute pipelines 2018-06-22 00:33:47 +02:00
Philip Rebohle
4b5ec1be3e
[dxvk] Implement support for dynamic buffer binding offsets 2018-06-22 00:33:06 +02:00
Philip Rebohle
826b1245a1
[dxvk] Add context state flags for descriptor set and offset updates 2018-06-22 00:31:56 +02:00
Philip Rebohle
c3470f6cbf
[dxvk] Allocate descriptor sets with dynamic descriptor support 2018-06-22 00:31:11 +02:00
Philip Rebohle
aa3e718fcd
[dxvk] Add DxvkOptions struct for quick lookup of features/limits 2018-06-22 00:29:44 +02:00
Philip Rebohle
d35ff6ca13
[dxvk] Implement pipeline layout support for dynamic descriptors 2018-06-22 00:29:04 +02:00
Philip Rebohle
32cd85dc11
[dxvk] Discard slices from old physical buffers
Improves effectiveness of an optimization that allows
using dynamic buffer offsets for descriptor sets.
2018-06-22 00:27:52 +02:00
Philip Rebohle
79a1703aea
[util] Set thread names for DXVK's own threads
Makes it easier to identify the command stream thread and the
queue processing thread easier when using a wine build that
supports SetThreadDescription.
2018-06-21 15:12:04 +02:00
Philip Rebohle
432708c15f
[d3d11] Fix image aspect mask for typeless resolve
The DXGI format info only stores the aspect mask for views created
with that format, but we're dealing with a raw resource here so we
have to query the aspect mask from the Vulkan format in question.
Fixes validation errors with typeless resolve if the formats of
the two involved images are identical.
2018-06-21 10:17:59 +02:00
Philip Rebohle
60bf471f06
[d3d11] Fix issue with back buffer creation
In case the window size is 0 in either dimension, we ended up
creating an image with an invalid size. Fixes Vulkan validation
errors in Hearthstone.
2018-06-21 10:12:38 +02:00
Philip Rebohle
255712a1f2
[tests] Added basic Stream Output test 2018-06-19 20:04:49 +02:00
Philip Rebohle
f5d73842b2
[d3d11] Do not flush on every call to GetData
There are several scenarios when flushing can have
a significant negative impact on performance:
1. When the query result is already available
2. When the game scatters GetData calls when rendering

Frostpunk hits both issues at the same time, which led to
over 120 queue submissions per frame. This patch reduces
that to 3 submissions per frame when the game is GPU-bound.
2018-06-19 14:34:15 +02:00
Philip Rebohle
5dfe0d077d
[d3d11] Fix render target layouts for linar tiling
There currently doesn't seem to be a game which actually renders
to images with linear tiling, but we should handle this anyway.
Only the GENERAL layout is allowed if the tiling is not OPTIMAL.
2018-06-19 11:28:54 +02:00
Philip Rebohle
15aabcb878
[dxvk] Optimize barriers around vkCmdCopyImage
We don't need to force layout transitions and emit double pipeline
barriers in case the GENERAL layout is being used for both images.
This is somewhat common for images used by compute shaders, and
this optimization ensures that only required barriers are emitted.
2018-06-18 22:30:00 +02:00
Philip Rebohle
f7587014c7
[dxbc] Fix compiler warning 2018-06-18 15:33:35 +02:00
Philip Rebohle
79dc7d8947
[dxvk] Optimized barrier batching around compute shader execution
Reduces the number of unnecessary pipeline barriers after compute shader
dispatches. Yields a small performance improvement in Final Fantasy XV.
2018-06-18 14:35:11 +02:00
Philip Rebohle
f519a0f2e4
[d3d11] Fake streamout support for Final Fantasy XV
The game uses this feature only for Hairworks. This hides an error
message and allows the game to start.
2018-06-16 18:52:20 +02:00
Philip Rebohle
162c465e95
[dxvk] Optimize buffer memory barrier batching
Instead of inserting a barrier after every single buffer copy, update
or clear operation, we batch them up and execute the barrier when the
first dirty buffer is used by a command. This significantly reduces
the number of pipeline barriers in some games, e.g. Final Fantasy XV.
2018-06-16 11:53:06 +02:00
Philip Rebohle
8f8340c2d1
[dxvk] Rename DxvkResourceAccessType to DxvkAccess
We'll be using this enum a lot more in the future.
2018-06-16 10:40:30 +02:00
Philip Rebohle
a148233b13
[d3d11] Use clearBuffer to initialize UAV counters 2018-06-16 10:22:38 +02:00
Philip Rebohle
7fa26f1c87
[d3d11] Implement render pass spilling for UAV rendering
Spilling the render pass should make shader storage buffer/image writes
visible due to how external subpass dependencies are defined. For UAV
rendering, we need to do this when changing the UAVs, even if the render
targets themselves do not change.
2018-06-15 20:49:24 +02:00
Philip Rebohle
7a22fa22a7
[dxgi] FindClosestMatchingMode: Handle Width/Height = 0 case
When an applicationn calls this method with the width or height
set to 0, we are allowed to pick any resolution, so we'll try to
find one close to the *current* display mode which usually returns
the current display mode itself.
2018-06-14 11:34:17 +02:00
Philip Rebohle
c93f2b980e
[d3d11] Report correct timer frequency for TIMESTAMP_DISJOINT queries 2018-06-13 14:30:44 +02:00
Philip Rebohle
48e0b6d684
Revert "[dxvk] Require VK_EXT_shader_viewport_index_layer"
This reverts commit 8d0af0a8fc.

Breaks Renderdoc, which currently does not support this extension.
2018-06-12 23:18:41 +02:00
Philip Rebohle
fc3ff78083
[dxgi] Map typeless formats to their UNORM variants by default
Works around some annoyances with RenderDoc.
2018-06-12 22:35:02 +02:00
Philip Rebohle
a607fe107f
[dxbc] Remove workarounds for the old Nvidia shader compiler 2018-06-12 22:13:53 +02:00
Philip Rebohle
8d0af0a8fc
[dxvk] Require VK_EXT_shader_viewport_index_layer 2018-06-12 21:55:41 +02:00
Philip Rebohle
e6c786b39f
[dxvk] Sort extension names in alphabetical order
This is purely cosmetic.
2018-06-12 17:01:35 +02:00
Philip Rebohle
f8650c1c9f
[dxvk] Require VK_KHR_maintenance2 and VK_EXT_vertex_attribute_divisor
Wine 3.10 added support for these extensions, so we should use them.
2018-06-11 21:09:52 +02:00
Philip Rebohle
f5d55726b3
[dxbc] Fix index returned by ImmAtomicConsume instruction
Since the atomic operations always return the old value, we have to
subtract one for the consume instruction. The append instruction is
unaffected. Fixes an issue with vegetation in Final Fantasy XV.
2018-06-11 20:17:29 +02:00
Philip Rebohle
dce2f844c0
[d3d11] Add ID3DUserDefinedAnnotation stub
We can implement this properly in the future using VK_EXT_debug_utils.
2018-06-11 14:29:47 +02:00
Philip Rebohle
dcd6c2c0f3
[d3d11] Implement CheckCounterInfo and related stubs
DXVK does not support device-specific counters, which seem to
be useful only for GPU profiling during development, but we
should report this properly to the application.
2018-06-11 14:01:45 +02:00
Philip Rebohle
05f24c3c38
[d3d11] Reduce log spam about UAV rendering 2018-06-10 04:19:30 +02:00
Philip Rebohle
1e7a05c796
[d3d11] Remove GetData do-not-flush workaround for Fallout 4
Not needed anymore due to the implicit flush.
2018-06-08 13:13:42 +02:00
Philip Rebohle
d4cb5115e7
[d3d11] Flush implicitly when GetData returns S_FALSE
Keeps the GPU busy when spinning on a query and ensures that we're
flushing at some point. Replaces the Fallout 4 hang workaround.
2018-06-08 13:11:24 +02:00
Philip Rebohle
a2df1ea4c9
[d3d11] Added warning that UAV rendering might not work as expected
We still haven't implemented synchronization for UAV rendering properly.
2018-06-08 12:42:09 +02:00
Philip Rebohle
c716372941
[d3d11] Move GetData implementation to D3D11ImmediateContext
It is illegal to call this method on a deferred context, so we should
filter out those calls. This allows the implementation to make use of
features specific to the immediate context.
2018-06-08 12:29:24 +02:00
Philip Rebohle
e35cbf833c
[dxbc] Fixed issue with FtoD instruction picking an incorrect type 2018-06-07 16:02:59 +02:00
Philip Rebohle
68a7ad81e1
[d3d11] Enable 64-bit math feature
We still have DMovc to implement, but it doesn't look like this
instruction is required as of now.
2018-06-07 15:35:24 +02:00
Philip Rebohle
10170a89ab
[dxbc] Implemented 64-bit compare instructions 2018-06-07 15:21:30 +02:00
Philip Rebohle
a89eb15546
[dxbc] Implemented 64-bit Vector ALU instructions 2018-06-07 15:05:06 +02:00