Philip Rebohle
eddbe73ba4
[dxbc] Fix off-by-one error for primitive vertex counts
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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
b44cad4d32
[dxbc] Replace computeResourceSlotId by light-weight alternatives
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Slightly reduces overhead of D3D11 binding methods.
2019-04-18 10:06:15 +02:00
Philip Rebohle
a8eb7d343a
[dxvk] Reconfigure bindings
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In order to map ICBs to uniform buffers, we need one spare constant
buffer slot per shader stage.
2018-07-30 20:29:05 +02:00
Philip Rebohle
fd1c50d8d8
[dxbc] Fixed incorrect shader resource slot computation
2018-04-21 14:01:27 +02:00
Philip Rebohle
17e981f360
[dxvk] Increase UAV slot count to 64 for the graphics pipeline
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D3D11 raised this limit from 8 UAVs in the fragment shader to
64 UAVs in all graphics stages combined.
2018-03-21 04:56:33 +01:00
Philip Rebohle
28880d0fa8
[dxbc] Implemented DclHsMaxTessFactor
2018-03-10 15:02:27 +01:00
Philip Rebohle
c1d6c20066
[d3d11] Implemented D3D11 parts of append/consume buffers
2018-01-11 12:23:55 +01:00
Philip Rebohle
2ed2d892d6
[dxvk] Optimized resource binding
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Fixes a few bottlenecks that were encountered in the Cascading Shadow
Maps demo from the Microsoft SDK. Performance is now slightly better
than wined3d with CSMT, MESA_NO_ERROR and mesa_glthread enabled.
2017-12-20 12:13:08 +01:00
Philip Rebohle
6cc3ff4ad8
[dxbc] Basic geometry shader (sm4) support
2017-12-18 16:41:05 +01:00
Philip Rebohle
c90bc3e946
[dxbc] Implemented proper resource slot mapping
2017-12-08 22:30:41 +01:00