Philip Rebohle
e54dfab471
[dxvk] Support depth-stencil resolve using VK_KHR_depth_stencil_resolve
2019-08-13 15:16:09 +02:00
Philip Rebohle
7e95493fba
[dxvk] Support shader-based depth-stencil resolve
...
Requires VK_EXT_shader_stencil_export for stencil resolves.
2019-08-13 15:16:00 +02:00
Philip Rebohle
a516ca5b85
[dxvk] Add meta shaders for depth-stencil resolve
2019-08-13 14:37:50 +02:00
Philip Rebohle
acf0001fd1
[dxvk] Make device properties accessible from the device
2019-08-13 14:37:50 +02:00
Philip Rebohle
2f15cb7602
[dxvk] Enable VK_KHR_depth_stencil_resolve if available
2019-08-13 12:53:31 +02:00
Philip Rebohle
d127c08487
[dxvk] Enable VK_KHR_create_renderpass2 if available
2019-08-13 12:52:54 +02:00
Philip Rebohle
1999ca9dd4
[util] Set d3d11.dcSingleUseMode=False for SteamVR perf test
...
*Actually* fixes #1160 .
2019-08-10 11:21:47 +02:00
Philip Rebohle
4cce07ccd9
[d3d11] Update resources mapped on deferred contexts in Map()
...
Apparently it is legal to use mapped buffers on deferred contexts
in D3D11, so we have to execute our update code immediately.
Fixes #1160 .
2019-08-10 11:11:44 +02:00
Joshua Ashton
d579f07238
[util] Fix compiling with clang/clang-cl
2019-08-07 06:08:54 +02:00
Philip Rebohle
590834660e
Revert "[dxvk] Use vkCmdUpdateBuffer to clear tiny buffers"
...
This reverts commit 311661e404
.
This once fixed Far Cry Primal, but now for some reason it
breaks Far Cry Primal. Fixes #1155 .
2019-08-07 05:41:33 +02:00
Philip Rebohle
bd40b05720
[d3d11] Recreate swap chain immediately after synchronous present fails
...
Fully restores pre-1.3 behaviour in case async present is disabled.
Apparently this is necessary to avoid hangs on Nvidia for some reason.
2019-08-06 09:11:04 +02:00
Philip Rebohle
9fdd7bf789
[meta] Release 1.3.2
2019-08-05 20:38:22 +02:00
Philip Rebohle
bc0537df37
[d3d11] Remove d3d11.asyncPresent option
2019-08-04 21:49:55 +02:00
Philip Rebohle
a558f82b5f
[dxvk] Implement asynchronous presentation option in the backend
2019-08-04 21:49:55 +02:00
Philip Rebohle
77fde83479
[dxvk] Move some code to where it makes more sense
2019-08-04 21:37:26 +02:00
Philip Rebohle
6b2f4f93cc
[d3d11] Fix incorrect tracking of mapped image subresources
...
When returnig DXGI_ERROR_WAS_STILL_DRAWING, we should not mark
the subresource as mapped, and instead ignore subsequent calls
to Unmap.
2019-08-03 19:11:19 +02:00
Philip Rebohle
140a2c1017
Revert "[d3d11] Return error when mapping an already mapped image"
...
This reverts commit 1cc531eaf8
.
Even though an FFXIV apitrace clearly indicates that mapping an
already mapped subresource returns E_OUTOFMEMORY in that game,
this doesn't always seem to be correct behaviour.
Fixes #1148 , #1149 .
2019-08-03 19:08:22 +02:00
Philip Rebohle
02d92210ad
[dxvk] Avoid redundant descriptor set updates when binding buffers (v2)
...
We need to check not just the buffer object but also the length of the
bound buffer range, since this information will be written into the
descriptor and cannot be changed via dynamic offsets.
Fixes: f501ebc
('[dxvk] Avoid redundant descriptor set updates when binding buffers')
2019-08-01 21:30:27 +02:00
Philip Rebohle
af15d85baa
[dxvk] Add config option to enable the HUD
2019-08-01 12:37:55 +02:00
Philip Rebohle
4fd41f8550
[dxvk] Don't allow common objects to be reference-counted
2019-07-30 20:06:59 +02:00
Philip Rebohle
65c1e58bd9
[dxvk] Use DxvkObjects to create and pass around common objects
2019-07-30 20:00:38 +02:00
Philip Rebohle
35679d2ba7
[dxvk] Add class that bundles objects shared between device and context
...
Uses lazy initialization for various meta objects.
2019-07-30 20:00:38 +02:00
Philip Rebohle
cfd7033e40
[dxvk] Pass DxvkDevice to DxvkRenderPassPool constructor
2019-07-30 20:00:38 +02:00
Philip Rebohle
e12103121f
[dxvk] Pass DxvkDevice to DxvkEventPool constructor
2019-07-30 20:00:38 +02:00
Philip Rebohle
40028a5b8c
[dxvk] Pass DxvkDevice to DxvkMetaClearObjects constructor
2019-07-30 20:00:38 +02:00
Philip Rebohle
6a58c432ec
[dxvk] Pass DxvkDevice to DxvkMetaPackObjects constructor
2019-07-30 20:00:38 +02:00
Philip Rebohle
9a2da555c0
[util] Add helper for lazy initialization
...
a
2019-07-30 20:00:35 +02:00
Philip Rebohle
23379b6b9c
[dxvk] Check render pass before pipeline state during pipeline lookup
...
Checking one pointer is a bit cheaper than comparing a 1600 byte struct.
2019-07-30 16:19:16 +02:00
Philip Rebohle
a7666aad82
[dxvk] Refactor the way render passes to pipeline compiler methods
2019-07-30 13:17:56 +02:00
Philip Rebohle
13bc3df92f
[dxvk] Refactor render pass objects to not use reference counting
...
Like pipeline objects, we keep these around anyway so there's no
reason to add ref count overhead. Also use a hash map to perform
the lookup.
2019-07-30 13:13:02 +02:00
Philip Rebohle
d01b6baf38
[dxvk] Introduce compilePipeline method to Dxvk*Pipeline classes
...
Decouples the act of synchronously retrieving a handle
from asynchronously compiling the pipeline.
2019-07-30 12:14:52 +02:00
Philip Rebohle
3dc33c64a9
[dxvk] Introduce DxvkComputePipelineInstance
...
Same as the graphics pipeline equivalent.
2019-07-30 11:07:07 +02:00
Philip Rebohle
20b0cbdfb6
[dxvk] Rename compilePipeline -> createPipeline
...
More in line with Vulkan naming.
2019-07-30 11:06:25 +02:00
Philip Rebohle
6ab074c95b
[dxbc] Only use atomic append/consume optimization in compute shaders
...
- For fragment shaders, this isn't safe since ballots include helper invocations
- For vertex shaders, if drivers don't support subgroup operations in those
stages, we don't want it to affect the performance of compute shadres.
2019-07-26 14:07:39 +02:00
Philip Rebohle
dfe2922136
[dxvk] Fix partial clears for mismatched framebuffer attachment sizes
...
Fixes an issue in Borderlands: The Pre-Sequel, which binds a 512x512
color attachment and a full-screen depth buffer at the same time and
then attempts to clear the depth buffer.
2019-07-24 23:46:02 +02:00
Philip Rebohle
9c5102e257
[dxvk] Don't duplicate geometry shader system value outputs
...
Fixes #1121 . The basic idea here is that all built-ins that can be
written by the GS will be consumed as built-ins by the FS anyway,
so we do not need to keep the o# variable around.
2019-07-24 18:18:20 +02:00
Philip Rebohle
eaa41eb76c
[dxvk] Don't use reference counting for pipeline objects
...
Again not necessary since these objects are persistent.
Eliminates refcount overhead of pipeline lookups entirely.
2019-07-23 13:15:06 +02:00
Philip Rebohle
8cd13cc5bd
[dxvk] Use shader key structs directly for pipeline lookups
...
Removes some overhead and unnecessary ref count changes on shaders.
2019-07-23 13:00:04 +02:00
Philip Rebohle
8d4996bcda
[dxvk] Use shader key structs to store shaders in DxvkPipeline objects
...
Mostly a code cleanup to make constructing these objects a bit easier.
2019-07-23 12:48:11 +02:00
Philip Rebohle
604e89b97a
[dxvk] Rename Dxvk*PipelineKey -> Dxvk*PipelineShaders
2019-07-23 12:41:09 +02:00
Philip Rebohle
70294aac44
[dxvk] Disable resource tracking for DxvkPipeline objects
...
This isn't necessary at all since these objects are persistent.
2019-07-23 12:34:48 +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
f5cec978c8
[meta] Release 1.3.1
2019-07-20 20:33:19 +02:00
Philip Rebohle
c89bec5abd
[dxvk] Don't log submission errors on presentation
...
Makes no sense and only leads to confusion.
2019-07-20 20:25:18 +02:00
Philip Rebohle
3f4c9a3bb5
[hud] Add GPU load monitor
2019-07-18 23:23:36 +02:00
Philip Rebohle
5bb20cceb6
[dxvk] Add GPU idle time to stat counters
2019-07-18 23:23:12 +02:00
Philip Rebohle
3d86ecd94d
[dxvk] Estimate GPU idle time based on cleanup thread activity
...
We'll assume that GPU idle time == time spent waiting for new
command lists to be added to the queue of the cleanup thread.
This isn't entirely accurate, especially if CPU load is very
high, but should be good enough.
2019-07-18 22:54:11 +02:00
Philip Rebohle
02d917c680
[dxvk] Fix meta copy operation for mipmapped images
2019-07-18 19:52:24 +02:00
Philip Rebohle
fb9ea958a1
[dxvk] Fix meta copy operation for 1D images
2019-07-18 19:50:57 +02:00
Philip Rebohle
2905ba82d2
[dxvk] Remove old meta vertex and geometry shaders
2019-07-18 18:59:11 +02:00
Philip Rebohle
8889d6402e
[dxvk] Use new fullscreen shaders for mip gen operations
2019-07-18 18:57:18 +02:00
Philip Rebohle
e91efb6dc2
[dxvk] Use new fullscreen shaders for meta resolve operations
2019-07-18 18:57:17 +02:00
Philip Rebohle
792f15680a
[dxvk] Use new fullscreen shaders for meta copy operations
2019-07-18 18:57:17 +02:00
Philip Rebohle
07408bcdcc
[dxvk] Add new vertex and geometry shaders for fullscreen passes
...
These new shaders are aimed to be used by all meta operations
and will work without geometry shaders on supported hardware.
2019-07-18 18:57:15 +02:00
Philip Rebohle
92d6f26130
[d3d11] Always enable depth-stencil attachment usage for depth-stencil images
...
Allows us to use framebuffer copies even if the game itself does not
intend to render to the image.
Improves performance in Final Fantasy XIV on RADV.
2019-07-18 17:26:02 +02:00
Philip Rebohle
8a9cee903b
[dxvk] Use render pass copy for depth-stencil images if beneficial
2019-07-18 17:26:02 +02:00
Philip Rebohle
a08f9d0897
[dxvk] Implement device- and driver-specific performance hints
...
These are meant to be read by the DxvkContext in order to choose
a fast path for certasin operations.
2019-07-18 17:25:56 +02:00
Philip Rebohle
e611dff45e
[dxvk] Support depth-stencil meta-copy operations
2019-07-18 17:25:56 +02:00
Philip Rebohle
0dd8cba199
[dxvk] Support depth-stencil formats for meta copy objects
2019-07-18 17:25:50 +02:00
Philip Rebohle
89516e2da2
[dxvk] Add meta copy shaders for depth-stencil formats
2019-07-18 17:25:48 +02:00
Philip Rebohle
677e33b9c9
[dxvk] Enable VK_EXT_shader_stencil_export if available
2019-07-18 17:25:48 +02:00
Philip Rebohle
f0fb25c082
[dxvk] Log more device info on device creation
...
This should tell us whether extension features are actually used.
2019-07-18 13:37:14 +02:00
Philip Rebohle
f3943934a7
[util] Improve multi-line logging
2019-07-18 13:34:52 +02:00
Philip Rebohle
f16ba4794b
[d3d11] Use unlikely() for some query code
...
This is a somewhat hot path in some games, so why not.
2019-07-17 20:35:00 +02:00
Philip Rebohle
c4b56b9d8d
[d3d11] Use private temporary references for queries
...
Like the previous commit, just with queries.
2019-07-17 20:16:19 +02:00
Philip Rebohle
7225674088
[d3d11] Use private temporary references for state objects
...
We really shouldn't be altering the application-visible ref
count when sending these objects to the CS thread.
2019-07-17 20:01:57 +02:00
Philip Rebohle
21a2ce045f
[util] Add convenience method to return public/private references
2019-07-17 19:59:50 +02:00
Philip Rebohle
af8e1a3d47
[d3d11] Simplify ApplyPrimitiveTopology code
2019-07-17 15:54:59 +02:00
Philip Rebohle
3f30fbd098
[d3d11] Simplify BindIndexBuffer code
2019-07-17 14:41:00 +02:00
Philip Rebohle
63fe899bdc
[dxvk] Don't check if bindings have changed in the backend
...
The state tracker should perform these checks before sending commands
off to the backend anyway, so checking again in the backend is redundant.
2019-07-17 14:26:55 +02:00
Philip Rebohle
b6c395c013
[dxvk] Don't track command count in CS chunks
...
We weren't using this at all, and it's not necessary
to check whether the chunk is empty either.
2019-07-17 12:52:25 +02:00
Philip Rebohle
11b7fc8914
[d3d11] Catch invalid ClearUnorderedAccessViewFloat calls
...
This method cannot be called on integer UAVs.
2019-07-17 11:47:42 +02:00
Philip Rebohle
b20ceec727
[d3d11] Handle integer formats in ClearRenderTargetView correctly
...
We're supposed to apply the same color conversion as in ClearView.
2019-07-17 11:47:42 +02:00
Philip Rebohle
c6ea115ca3
[dxvk] Add method to retrieve buffer view format info
2019-07-17 11:47:42 +02:00
Philip Rebohle
c29314de5a
[dxvk] Change DxvkImageView::formatInfo to return view format info
...
Makes more sense and won't break any existing code using it.
2019-07-17 11:33:39 +02:00
Philip Rebohle
7895272806
[dxvk] Use correct command buffer for buffer updates
...
Fixes a regression in SpellForce 3.
2019-07-16 23:47:33 +02:00
Philip Rebohle
493b55b073
[dxvk] Compute memory chunk size per memory type rather than per heap
2019-07-16 09:59:44 +02:00
Philip Rebohle
6936da17d9
[dxvk] Try harder to allocate memory from a given memory type
...
Before failing, see if we can't allocate a smaller chunk size.
2019-07-16 09:59:44 +02:00
Philip Rebohle
18aada29ef
[dxvk] Don't put large resources into their own memory allocations
...
This approach currently has two issues:
- We might fail to allocate the resource on the desired memory type
even if there is a chunk available that it would tif in
- With 128MB chunks, this no longer seems to be beneficial anyway
2019-07-16 09:24:55 +02:00
Philip Rebohle
ad8fdcac07
[dxvk] Don't mark queries as stalling if DONOTFLUSH is set
2019-07-16 01:19:02 +02:00
Philip Rebohle
acf6c27e76
[dxvk] Limit maximum size of multi-slice buffers
...
Reduces memory fragmentation caused by frequently renamed buffers.
2019-07-15 04:14:23 +02:00
Philip Rebohle
d8e31f221f
[dxvk] Fix offset in DxvkBuffer::subSlice
2019-07-15 04:06:12 +02:00
Philip Rebohle
f88658d88c
[dxvk] Template BindPoint parameter in some DxvkContext methods
...
Again, there's no reason not to do this since the argument is always
constant, and we can skip some work in the compute case.
2019-07-14 20:09:35 +02:00
Philip Rebohle
def05f007c
[dxvk] Template Index parameter of commitGraphicsState
...
This is always constant anyway, so avoid some unnecessary code.
2019-07-14 19:57:50 +02:00
Philip Rebohle
8dfdda7a39
[dxvk] Get rid of validateCompute/GraphicsState
...
After all this time we haven't found a single situation where
we need more validation, so scrap it. Checking whether there
is an active render pass was redundant anyway.
2019-07-14 19:34:56 +02:00
Philip Rebohle
a93dd74f71
[dxvk] Don't use derivative pipelines
...
No driver appears to be taking advantage of this, so why bother.
2019-07-14 13:58:00 +02:00
Philip Rebohle
03c6df56c1
[d3d11] Initialize subresourceLayers in the inner loop
...
Not doing so causes Dirt Rally to fail uploading some textures
properly for some extremely weird reason.
2019-07-13 23:39:58 +02:00
Philip Rebohle
7cb385facd
[meta] Release 1.3
2019-07-13 19:15:30 +02:00
Philip Rebohle
e116ff49e6
[dxvk] Rename memoryAvailable -> memoryBudget
2019-07-13 19:04:33 +02:00
Joshua Ashton
fac3ae9f83
[spirv] Implement opCross
2019-07-12 23:32:09 +02:00
Joshua Ashton
f280386aec
[spirv] Implement opFMix
2019-07-12 23:32:09 +02:00
Philip Rebohle
8644d75722
[dxbc] Use OpDemoteToHelperInvocationEXT for discards if supported
2019-07-11 19:33:17 +02:00
Philip Rebohle
e901e1269d
[spirv] Add support for OpDemoteToHelperInvocationEXT
2019-07-11 19:33:17 +02:00
Philip Rebohle
7b34b8515b
[d3d11] Enable shaderDemoteToHelperInvocation feature
2019-07-11 19:33:17 +02:00
Philip Rebohle
b2a53a2413
[dxvk] Enable VK_EXT_shader_demote_to_helper_invocation if available
2019-07-11 19:33:17 +02:00
Liam Middlebrook
2e83aae472
[dxbc] Print shader signatures at debug loglevel
2019-07-11 12:40:44 +02:00
Liam Middlebrook
ff4fa29304
[dxbc] Add string output function for DxbcRegMask
2019-07-11 12:40:44 +02:00
Liam Middlebrook
2164a44887
[dxbc] Add ostream operator for DxbcScalarType
2019-07-11 12:40:44 +02:00
Philip Rebohle
06d4e06d8a
[dxbc] Enable early discard on RADV/ACO
...
Still can't enable on LLVM due to GPU hangs. The way we detect it
may have to change in the future, but for now, this should do.
2019-07-08 16:30:56 +02:00
Robin Kertels
47f7333c18
[d3d11] Fix RSGetViewports and RSGetScissorRects behaviour
...
Fixes #1116 .
2019-07-08 13:14:42 +02:00
Philip Rebohle
24e1969dc4
[dxvk] Remove obsolete DxvkEvent class
2019-07-08 00:16:03 +02:00
Philip Rebohle
15072afa1f
[d3d11] Use new signals as frame synchronization events
2019-07-08 00:16:03 +02:00
Philip Rebohle
f0acc40e50
[dxvk] Add support for new signals to the backend
2019-07-08 00:16:03 +02:00
Philip Rebohle
4e8122eda9
[dxvk] Add new signal class
2019-07-08 00:16:00 +02:00
Philip Rebohle
c631953ab6
[d3d11] Don't immediately synchronize after present
...
This will actually enable asynchronous presentation.
Improves performance in Quake Champions.
2019-07-05 21:20:09 +02:00
Philip Rebohle
77db8158c8
[dxvk] Add option to toggle asynchronous presentation
2019-07-05 21:20:09 +02:00
Philip Rebohle
ed5c43a14d
[dxvk] Implement asynchronous presentation
...
Off-loads the vkQueuePresentKHR call to the queue submission thread
to avoid synchronization with that thread on a present call.
2019-07-05 15:11:59 +02:00
Philip Rebohle
0900f5d1bc
[dxvk] Fix typo
2019-07-05 15:09:15 +02:00
Philip Rebohle
1cc531eaf8
[d3d11] Return error when mapping an already mapped image
...
Final Fantasy XIV does this. Should avoid some unnecessary work.
2019-07-05 10:25:06 +02:00
Philip Rebohle
2f64f5b4e7
[dxvk] Check whether CS thread is busy before synchronizing with it
...
Reduces unnecessary locking overhead, which may be relevant if this
function gets called frequently by GetData or WaitForResource.
2019-07-04 21:37:17 +02:00
Philip Rebohle
f6dbf5bbf0
[dxvk] Increase staging buffer size to 32 MiB
...
Since the chunk size was also doubled to 128 MiB and we want
staging buffers to get their own allocations.
2019-07-04 20:39:27 +02:00
Philip Rebohle
3b1376b2fe
[dxvk] Increase memory chunk size to 128 MiB
...
Nvidia drivers apparently don't like smaller chunks very much.
May increase overall memory consumption and fragmentation.
2019-07-04 16:11:13 +02:00
Philip Rebohle
3b128179ab
[dxvk] Print VK_EXT_memory_budget stats on allocation failure
...
Based on PR #1112 , but using a cleaner method to check
support for the VK_EXT_memory_budget extension.
Suggested-by: Liam Middlebrook <lmiddlebrook@nvidia.com>
2019-07-03 11:11:12 +02:00
Philip Rebohle
ac9610f377
[dxvk] Add VK_EXT_memory_budget as a passive extension
2019-07-03 11:02:13 +02:00
Philip Rebohle
f21c02caef
[dxvk] Add support for passive device extensions
...
These extensions only affect physical device functionality and
do not have to be enabled during device creation.
2019-07-03 10:59:48 +02:00
Philip Rebohle
cb806a5d56
[dxvk] Free memory if vkMapMemory fails
...
Otherwise, we leak the allocated memory chunk and make the
problem even worse than it already is.
2019-07-02 01:26:54 +02:00
Joshua Ashton
1dadba3cce
[dxvk] Give null values to empty DxvkGraphicsPipelineInstances
...
Silences an MSVC warning.
2019-07-01 02:46:54 +02:00
Joshua Ashton
c381e8a29e
[util] Add correct type suffixes to Sha1Hash dword function to silence compiler warning
2019-07-01 02:46:54 +02:00
Philip Rebohle
67122d9246
[d3d11] Enable initial image uploads over SDMA
2019-06-29 01:53:43 +02:00
Philip Rebohle
9d902418c0
[d3d11] Enable initial buffer uploads over SDMA
2019-06-29 01:53:43 +02:00
Philip Rebohle
d5c0a8c842
[dxvk] Upload HUD font texture via SDMA
2019-06-29 01:53:43 +02:00
Philip Rebohle
c7c90830c4
[dxvk] Implement image uploads on SDMA
2019-06-29 01:53:32 +02:00
Philip Rebohle
eb71c62b33
[dxvk] Implement buffer uploads on SDMA
2019-06-29 01:53:32 +02:00
Philip Rebohle
0a40e2c868
[dxvk] Support queue ownership transfer barriers
2019-06-29 01:53:32 +02:00
Philip Rebohle
f85b9088d4
[dxvk] Explicitly specify the command buffer for copy commands
2019-06-29 01:53:32 +02:00
Philip Rebohle
be24ca6099
[dxvk] Rename and add SDMA barrier sets
2019-06-29 01:53:32 +02:00
Philip Rebohle
4f3dcf2bc8
[dxvk] Add SDMA command buffer
...
This new command buffer will be submitted to the transfer queue,
if available, otherwise it will be the first buffer submitted
to the graphics queue.
2019-06-29 01:53:32 +02:00
Philip Rebohle
4e0de6bc20
[dxvk] Refactor queue submission
2019-06-29 01:53:32 +02:00
Philip Rebohle
545cd52020
[dxvk] Create transfer queue command pool if available
2019-06-29 01:53:32 +02:00
Philip Rebohle
d8163c4446
[dxvk] Don't pass queue handles to DxvkCommandList
...
Instead, pull them from the device as needed. This coupling would
only make sense if we required one command list per queue family.
2019-06-29 01:53:32 +02:00
Philip Rebohle
d2d11bf995
[dxvk] Add option to enable or disable the transfer queue
2019-06-29 01:53:32 +02:00
Philip Rebohle
191bba660b
[dxvk] Provide way to access queue properties from device
2019-06-29 01:53:32 +02:00
Philip Rebohle
1c39765b86
[dxvk] Rework queue family selection
...
This allows us to support multiple queues more easily.
2019-06-29 01:53:32 +02:00
Philip Rebohle
110fc8f833
[dxvk] Properly clear used command buffer flags
...
Fixes an issue where we would always submit the init buffer, even
if it is empty.
2019-06-29 01:53:29 +02:00
Philip Rebohle
770ec2c4db
[dxvk] Get rid of array in present vertex shader
2019-06-29 01:34:16 +02:00
Philip Rebohle
42e61020e4
[d3d11] Remove unused SetRenderTargets method
2019-06-27 15:54:42 +02:00
Philip Rebohle
2148619f3c
[d3d11] Spill render pass when restoring context state as needed
2019-06-27 15:54:42 +02:00
Philip Rebohle
a704e6d27e
[d3d11] Fix UAV binding in OMSetRenderTargets{,AndUnorderedAccessViews}
...
Unlike for compute shaders, we're supposed to replace all UAV bindings
when binding render targets. We also should spill the render pass when
disabling UAV rendering to avoid read-after-write hazards.
Fixes a potential synchronization bug encountered in Devil May Cry 5.
2019-06-27 15:54:42 +02:00
Joshua Ashton
194db57a4d
[spirv] Expose MatrixStride decoration for members
2019-06-27 10:49:49 +02:00
Joshua Ashton
80808d743b
[spirv] Add generic memberDecorate
2019-06-27 10:49:49 +02:00
Joshua Ashton
1b8c54eb84
[spirv] Expose opMatrixTimesMatrix, opMatrixTimesVector and opVectorTimesMatrix
2019-06-27 10:49:49 +02:00
Philip Rebohle
afe2b487a6
[dxvk] Avoid redundant vertex and index buffer tracking
...
Same optimization as for regular resources. Mostly reduces load
on the cleanup thread.
2019-06-27 01:51:15 +02:00
Philip Rebohle
c3ebf4658c
[dxvk] Reorder command list reset operations by importance
2019-06-27 00:02:43 +02:00
Philip Rebohle
7491c06389
[meta] Release 1.2.3
2019-06-26 17:33:57 +02:00
Philip Rebohle
5728d10587
[d3d11] Copy initial texture data to mapped buffer, if available
...
Otherwise, if an application maps the image right after creating it,
we might end up reading garbage data or overriding the image data.
2019-06-25 14:22:47 +02:00
Philip Rebohle
4d4db6c683
[dxvk] Use void pointers for packImageData
...
Makes this function a bit less annoying to use.
2019-06-25 14:17:03 +02:00
Philip Rebohle
3293bd21d1
[dxvk] Avoid updating binding mask on hot path in updateShaderResources
...
Assuming that everything is bound by default allows us to save a few
CPU cycles per descriptor to update as long as that assumption holds
true, while adding only a small constant cost for the update operation.
2019-06-23 23:43:25 +02:00
Philip Rebohle
b7769759f2
[dxvk] Implement comparison and setting multiple bits for DxvkBindingSet
2019-06-23 23:41:56 +02:00
Philip Rebohle
5e3336d79b
[dxvk] Clean up updateShaderResources a bit
2019-06-23 23:21:47 +02:00
Philip Rebohle
81e7a8d1f6
[dxvk] Avoid redundant resource tracking
...
Only tracks a shader resource if the resource bound to the slot
has actually changed, or if we began recording a new command
buffer. Reduces the number of atomic operations in some games.
2019-06-23 18:55:49 +02:00
Philip Rebohle
924ca9eaec
[dxvk] Add more generic version of DxvkBindingMask
2019-06-23 18:45:34 +02:00
Philip Rebohle
f58242c58d
[dxvk] Fix poor API design around defining resource slots
2019-06-23 15:49:29 +02:00
Andrew Eikum
326eb0bf80
[dxgi] Don't fail leaving fullscreen if window is already destroyed
...
Unreal Engine 4 games destroy the window, then call
SetFullscreenMode(FALSE). If this call fails, they pop up an error
dialog. Wine tests show that this call should succeed.
2019-06-21 17:27:34 +02:00
Philip Rebohle
62372f5d47
[dxvk] Release staging buffer memory for HUD context
...
We really don't want to waste 32MB of system RAM because of
one single texture update all the time.
2019-06-21 16:43:22 +02:00
Philip Rebohle
34cdba1df5
[dxvk] Add method to explicitly release staging buffer memory
2019-06-21 16:43:22 +02:00
Philip Rebohle
1c9bc235d0
[dxvk] Remove old staging buffer code
2019-06-21 16:43:22 +02:00
Philip Rebohle
8c1a56af89
[dxvk] Remove old staging buffer allocator from DxvkCommandList
2019-06-21 16:43:22 +02:00
Philip Rebohle
24c282378e
[dxvk] Use new staging buffer allocator in DxvkContext
2019-06-21 16:43:22 +02:00
Philip Rebohle
970deb452e
[dxvk] Implement new staging buffer allocator
2019-06-21 16:43:19 +02:00
Philip Rebohle
a41bd8c4a0
[d3d11] Further optimize constant buffer binding
...
Saves a few CPU cycles on the more common SetConstantBuffers method,
compared to SetConstantBuffers1.
2019-06-20 22:49:19 +02:00
Philip Rebohle
3141467c37
[d3d11] Template all functions that take ShaderStage as an argument
...
Basically what D9VK does. Doesn't seem to affect performance, but why not.
2019-06-20 22:09:02 +02:00
Philip Rebohle
138dde6c3d
[dxvk] Prefer VRAM allocation over dedicated sysmem allocation
...
May in some cases improve performance when under memory pressure:
If a dedicated allocation is preferred, but the alloaction fails,
try to allocate memory from an already allocated chunk instead
of falling back to system memory right away.
2019-06-20 10:34:54 +02:00
Joshua Ashton
a4a4f5a822
[util] Correct return value of SetThreadDescription
2019-06-19 19:43:36 +02:00
Philip Rebohle
0a35ae6fca
[dxvk] Log memory utilization per heap on memory allocation failures
2019-06-19 14:47:09 +02:00
Philip Rebohle
684355dfca
[d3d11] Fix GetData parameter validation
...
We're supposed to return an error if a null pointer is
passed along with a non-zero DataSize. Fixes more wine
test failures.
2019-06-16 19:24:44 +02:00
Philip Rebohle
43389d8ef4
[d3d11] Implement timestamp disjoint queries
2019-06-16 17:14:39 +02:00
Philip Rebohle
1c718402f8
[d3d11] Use an array for query and event objects
...
We're going to need multiple queries to implement certain query types.
2019-06-16 17:14:24 +02:00
Philip Rebohle
fd1b5c8eb9
[dxvk] Add method to permanently change image layout
2019-06-15 16:45:59 +02:00
Philip Rebohle
dc3e5e5949
[meta] Release 1.2.2
2019-06-15 12:58:31 +02:00
Philip Rebohle
58dcf77c08
[dxbc] Disable atomic counter optimization on old RADV versions
...
Breaks TressFX in Tomb Raider 2013 for some reason, whereas this works
fine on 19.1 with both LLVM 8.0 and 9.0-git.
2019-06-15 12:58:31 +02:00
Philip Rebohle
a715937db1
[dxvk] Always pass through fully enabled color write masks
...
May improve performance when rendering to RGB-only or Alpha-only
images, which seems to be especially common in D3D9.
2019-06-14 14:27:21 +02:00
Philip Rebohle
c8a429b9e1
[d3d11] Fix CheckMultisampleQualityLevels return code
...
We're supposed to return E_FAIL for unsupported sample counts,
and not zero-initialize the returned quality level count if the
format is invalid. Fixes wine test failures.
2019-06-14 13:37:01 +02:00
Philip Rebohle
5a66da8ef8
[dxvk] Fix various issues in GetFormatSupportFlags
...
- Support DXGI_FORMAT_UNKNOWN for buffer resources
- Report D3D11_FORMAT_SUPPORT_CPU_LOCKABLE for all supported formats
- Report support for linear-only image formats properly
- Return E_FAIL in case the format is not supported
Fixes a crash in Planet Coaster (#1091 ).
2019-06-13 16:32:41 +02:00
Joshua Ashton
9d2f31d231
[vulkan] Add operator overloads for VkOffset3D/2D
2019-06-13 04:45:16 +02:00
Philip Rebohle
1bc0b51262
[d3d11] Implement IDXGISurface2 for ID3D11Texture1D
2019-06-13 04:37:35 +02:00
Philip Rebohle
586d0de7bb
[d3d11] Fix default blend factor
2019-06-13 04:15:23 +02:00
Philip Rebohle
089d47e02e
[d3d11] Fix WSize computation for UAV creation
2019-06-13 04:01:15 +02:00
Philip Rebohle
f02a5a7453
[d3d11] Don't create SRVs and UAVs with a size of 0
...
This is illegal and triggers invalid Vulkan usage.
2019-06-13 03:47:10 +02:00
Philip Rebohle
4ffddd1e40
[d3d11] Skip GenerateMips if mip gen flag is not set on resource
2019-06-13 03:31:31 +02:00
Philip Rebohle
ce03384ba9
[d3d11] Validate bind flags for D3D11_RESOURCE_MISC_GENERATE_MIPS
2019-06-13 03:31:31 +02:00
Philip Rebohle
63d8d9c3db
[d3d11] Validate buffer descriptions
2019-06-13 03:31:26 +02:00
Philip Rebohle
6a76577f15
[d3d11] Fix behaviour with a viewport count of zero
2019-06-13 02:22:07 +02:00
Philip Rebohle
5ff9c33855
[d3d11] Fix incorrect behaviour when a scissor rect is not specified
2019-06-13 02:16:12 +02:00
Philip Rebohle
78071c750d
[d3d11] Fix crash when setting too many viewports
2019-06-13 01:54:55 +02:00
Philip Rebohle
3b1e03f988
[util] Report correct GPU vendor to Far Cry 3, 4 and Blood Dragon
...
Now that fast clear behaviour has been fixed in RADV, reporting an
Nvidia GPU breaks rendering again since the game expects the clear
behaviour to match that of the Windows D3D11 drivers exactly. To
recap, clear(0.5) on an R8_UNORM render target results in 127 on
Nvidia GPUs and 128 on AMD GPUs.
2019-06-12 12:32:30 +02:00
Philip Rebohle
d5ba36443e
[dxbc] Fix useRawSsbo option
...
Add some break to fix some breakage.
2019-06-11 20:23:47 +02:00
Philip Rebohle
d755b18ccb
[dxbc] Repurpose useRawSsbo option
...
Basically, abuse the minSsboAlignment property to convince the
compiler to always/never emit raw SSBOs for raw and structured
buffers, and use the actual device limit by default.
2019-06-11 20:20:40 +02:00
Philip Rebohle
0f7c23c022
[dxbc] Always use raw storage buffers if alignment requirements are met
2019-06-11 20:20:40 +02:00
Philip Rebohle
163e6aaa50
[dxbc] Store alignment for raw and structured buffers
2019-06-11 20:20:40 +02:00
Philip Rebohle
acab2bd8ce
[d3d11] Fix crash in GetMaximumFrameLatency with a nullptr argument
2019-06-11 16:36:43 +02:00
Philip Rebohle
96b9058fbf
[util] Fix COM private data bug when passing NULL interface
...
Fixes test failure in wine's DXGI tests.
2019-06-11 16:08:28 +02:00
Philip Rebohle
6d999fad89
[dxgi] Fix some issues introduced with FilterModesByDesc cleanup
2019-06-11 15:45:32 +02:00
Andrew Eikum
cd6e3ffe75
[dxgi] Return non-exact matches from FindClosestMatchingMode1
2019-06-11 02:29:25 +02:00
Philip Rebohle
3dbccb1b61
[dxvk] Revert buffer re-binding optimization
...
While this optimization can significantly reduce CPU overhead, this
breaks World of Warcraft for some reason. Fixes #1086 .
2019-06-06 17:22:17 +02:00
Philip Rebohle
3de87b41a0
[dxvk] Add likely/unlikely around critical CS chunk append code
2019-06-05 22:57:51 +02:00
Philip Rebohle
461a2bec36
[dxvk] Only update buffer object in buffer slices if necessary
...
Saves CPU cycles when rebinding the same vertex, index and
constant buffers with different offsets.
2019-06-05 20:32:12 +02:00
Philip Rebohle
7e66dc61b9
[d3d11] Avoid buffer ref count changes when only changing offsets
...
Saves a few CPU cycles in the somewhat common situation where the
currently bound vertex, index or constant buffer is re-bound with
a different offset.
2019-06-04 17:53:54 +02:00
Philip Rebohle
f501ebce97
[dxvk] Avoid redundant descriptor set updates when binding buffers
...
Reduces unnecessary overhead when binding a different range of the
same buffer, e.g. through D3D11 VSSetConstantBuffers1.
2019-06-03 20:17:15 +02:00
Philip Rebohle
e4e82007b1
[d3d11] Fix inconsistencies in Map/Unmap on immediate/deferred contexts
...
Should save a few CPU cycles, and also fixes incorrect behaviour when an
application passes null pointers to Map on a deferred context.
2019-06-03 15:31:13 +02:00
Philip Rebohle
58d838b915
[d3d11] Avoid emitting redundant vertex and index buffer updates
2019-06-03 00:18:54 +02:00
Philip Rebohle
19adccea8f
[util] Add unlikely() around COM ref counting code
...
Improves code generation for the common case.
2019-06-02 23:34:53 +02:00
Philip Rebohle
818704d413
[d3d11] Add some likely/unlikely around CS flushes
2019-06-02 20:29:22 +02:00
Philip Rebohle
6cbd611190
[d3d11] Don't clear DSV aspects that are marked as read-only
...
Saint's Row 4 appears to be doing this. Ref #24 .
2019-06-02 16:34:50 +02:00
Philip Rebohle
c59a8e6e48
[d3d11] Initialize depth images to zero rather than one
...
Matches Windows behaviour.
2019-06-02 16:33:54 +02:00
Philip Rebohle
40d4922682
[d3d11] Fix initial swap chain image count
...
Reported-by: Joshua Ashton <joshua@froggi.es>
2019-06-02 15:00:15 +02:00
Philip Rebohle
42c9fad017
[dxvk] Fix binding indices for vertex attribute divisor
...
Also, only emit a divisor description if the divisor isn't 1.
2019-06-02 10:59:34 +02:00
Philip Rebohle
7d91ff06a3
[util] Fix return value of AddRef
...
We're supposed to return the new ref count, not the old one.
2019-06-01 22:12:32 +02:00
Philip Rebohle
1e0fe36cae
[d3d11] Respect COPY_FLAG_NO_OVERWRITE when updating constant buffers
...
Heavy Rain uses this to update constan buffers on deferred contexts.
2019-05-25 14:42:32 +02:00
Philip Rebohle
754cf6da30
[d3d11] Validate subresource index in MapImage
...
Fixes crashes when passing an invalid subresource index.
2019-05-20 19:27:27 +02:00
Philip Rebohle
3168626f4b
[d3d11] Support mapping multiple image subresources at the same time
...
Fixes #1066 .
2019-05-20 19:27:11 +02:00
Philip Rebohle
a82dbf6200
[dxvk] Add new helper function to compute mip level extent
...
We're going to need this outside the DxvkImage class as well.
2019-05-20 14:27:00 +02:00
Philip Rebohle
cdc5e93dac
[meta] Release 1.2.1
2019-05-19 14:43:33 +02:00
Philip Rebohle
9004fde78d
[d3d11] Remove useless 'virtual' keyword
2019-05-19 14:38:48 +02:00
Philip Rebohle
e1610f81dc
Revert "[d3d11] Use STDMETHODCALLTYPE for private virtual method"
...
For some reason, this produces broken binaries for some Gentoo
users. Fixes #1067 .
This reverts commit e5fa55cbb5
.
2019-05-19 13:22:04 +02:00
Robin
6a4fafba3d
[util] Enable D3D11_MAP_FLAG_DO_NOT_WAIT for The Surge
2019-05-17 12:56:57 +02:00
Philip Rebohle
8e9e7963a2
[d3d11] Update mapped buffers of staging textures immediately
...
Improves performance in Lords of the Fallen and The Surge.
Closes #1049 .
Co-authored-by: Robin <robin.kertels@outlook.com>
2019-05-17 12:44:36 +02:00
Philip Rebohle
905f3fe520
[util] Spoof Nvidia GPUs for Mirror's Edge Catalyst
...
Closes #1062 .
2019-05-17 11:40:35 +02:00
Philip Rebohle
e5fa55cbb5
[d3d11] Use STDMETHODCALLTYPE for private virtual method
...
Improves code generation on some compilers.
2019-05-15 22:01:19 +02:00
pchome
32e1afc7a1
[build] Add options to disable dxgi/d3d* build
2019-05-15 21:44:39 +02:00
Philip Rebohle
293551dc8d
[d3d10] Fix winelib build
...
There's no IID_PPV_ARGS on wine.
2019-05-15 21:42:42 +02:00
Philip Rebohle
7d9a75c82c
[dxbc] Use subgroup operations for atomic append/consume operations
...
Reduces the number of atomic operations performed per subgroup to 1.
2019-05-15 19:32:27 +02:00
Philip Rebohle
dfa3caa946
[spirv] Add OpUndef and more subgroup instructions
2019-05-15 19:31:43 +02:00
Philip Rebohle
d94d89c3ef
[dxbc] Add option to use subgroup ops for atomic counter operations
...
This can greatly reduce the number of atomic operations when using
append/consume buffers.
2019-05-15 18:49:02 +02:00
Philip Rebohle
78ab26347d
[d3d10] Add static method implementing D3D10CreateDeviceAndSwapChain1
...
Same as the D3D11 change to make ReShade happy.
2019-05-15 17:18:05 +02:00
Philip Rebohle
8cae607db0
[d3d11] Add static method implementing D3D11CreateDeviceAndSwapChain
...
ReShade requires this as it hooks both D3D11CreateDevice and *AndSwapChain,
which means that we can't call D3D11CreateDevice without entering infinite
recursion. Fixes #1057 .
Suggested-by: Riesi <riesi@opentrash.com>
2019-05-15 16:46:48 +02:00
Philip Rebohle
192310d481
[util] Don't use if constexpr
...
Fixes compilation on GCC 6.3.
2019-05-15 03:18:23 +02:00
Philip Rebohle
b3f61936d2
[dxvk] Don't align pushg constant data to 64 bytes
...
Causes binaries compiled with GCC 6.3 to crash on device creation.
2019-05-15 03:07:05 +02:00
Philip Rebohle
9c93ca451d
[dxvk] Apply view swizzles to image clears
...
Fixes tone mapping in Yakuza Kiwami 2, which uses an A8_UNORM
render target and clears the alpha component to 1.
2019-05-14 21:21:29 +02:00
Philip Rebohle
0b61901424
[dxvk] Add method to swizzle clear color values
2019-05-14 21:21:14 +02:00
Philip Rebohle
3efec8960c
[dxvk] Pass clear value to clearRenderTarget by value
2019-05-14 21:19:56 +02:00
Philip Rebohle
8784ed673b
[d3d11] Use private references for render targets
...
Matches Windows behaviour and fixes a crash in Yakuza Kiwami 2,
which calls Release() on RTVs and DSVs until the public reference
count reaches zero. Close #1053 .
2019-05-14 15:22:24 +02:00
Philip Rebohle
61b97e5dd1
[util] Add support for private references in Com<...> wrapper
2019-05-14 15:20:27 +02:00
Philip Rebohle
54d3103b04
[util] Fix COM reference count type
...
On Windows, ref counts are only 32 bits wide.
2019-05-14 14:48:42 +02:00
Philip Rebohle
26602b296f
[meta] Release 1.2
2019-05-13 20:40:11 +02:00
Entryhazard
8c2709a1c6
Changed visibility of the winelib build to behave more like MinGW
2019-05-13 20:37:57 +02:00
Philip Rebohle
7d6f78182b
[dxvk] Don't use ALL_COMMANDS_BIT to notify events
2019-05-09 18:07:49 +02:00
Philip Rebohle
2c45eb79c4
[dxvk] Increase number of queued command buffers to 12
...
Might help avoid stalls in some edge cases.
2019-05-09 18:07:38 +02:00
Philip Rebohle
a54548dae9
[d3d11] Flush more aggressively when CPU bound
...
Submitting GPU work early is especially important if there is
a CPU<>GPU synchronization point somewhere.
2019-05-09 18:04:36 +02:00
Philip Rebohle
45be1dfb53
[d3d11] Flush more aggressively on stalling Event queries
...
Increases GPU utilization in Quake Champions.
2019-05-09 18:04:36 +02:00
Philip Rebohle
af45f810b2
[dxvk] Change flushing behaviour of immediate context methods
...
Should fix some inappropriate flushing, while flushing more
aggressively on render target changes.
We still keep the flush on UpdateSubresource since some games
use it to update large quantities of data.
2019-05-09 18:04:36 +02:00
Philip Rebohle
dcd75a4f09
[util] Optimize popcnt operation
2019-05-09 18:04:33 +02:00
Philip Rebohle
a1feaa6748
[dxvk] Add aspect mask parameter to clearImageView
2019-05-09 09:10:06 +02:00
Philip Rebohle
1fb8b5ec69
[dxvk] Begin render pass in clearImageViewFb if necessary
...
Otherwise, we might end up calling vkCmdClearAttachments outside
a render pass instance, which is invalid.
2019-05-09 09:09:11 +02:00
Philip Rebohle
0d40c20aef
[dxvk] Compact vertex buffer bindings
...
This way, we can always update all vertex buffer bindings with one
single API call, without having to deal with any gaps in binding IDs.
The previous optimization triggers a bug in some drivers when no
vertex buffer is ever bound to a given binding point, and may also
trigger inefficient behaviour if the binding range is assumed to
be contiguous.
2019-05-08 03:37:49 +02:00
Philip Rebohle
644f33a82b
[dxvk] Optimize unbound vertex buffer handling
...
We can actually just set the stride to 0 when binding a null
buffer, so that we can avoid all the runtime tracking.
2019-05-08 00:52:30 +02:00
Philip Rebohle
8029712aa4
[dxvk] Fix unbound vertex buffer handling
...
Bit of a brain fart there; we can't just change the meaning
of bindingMask since it indirectly affetcs binding strides.
2019-05-08 00:27:13 +02:00
Philip Rebohle
fb70de8852
[dxvk] Optimize vertex buffer binding
...
If there are gaps in the binding numbers, we don't want to
create overhead by iterating over unused bindings.
2019-05-08 00:21:35 +02:00
Sam Fomenko
078bc27b14
[util] Disable NvAPI hack for Mirror's Edge Catalyst
...
#893
2019-05-07 22:34:56 +02:00
Philip Rebohle
9355580c4f
[hud] Optimize HUD rendering
...
Saves some bandwidth by using more compact vertex formats, and
by using push constants for text colors instead of a vertex
attribute.
2019-05-07 22:05:35 +02:00
Philip Rebohle
02768182f1
[dxvk] Implement push constant API
2019-05-07 20:51:27 +02:00
Philip Rebohle
8931013234
[dxvk] Add push constant range info to shaders and pipeline layout
2019-05-07 20:51:18 +02:00
Philip Rebohle
d5b2c2fd23
[dxvk] Pass slot mapping to pipeline layout constructor
...
We're not getting the info from any other source anyway.
2019-05-07 20:36:18 +02:00
Philip Rebohle
0224dbc371
[dxvk] Optimize spinlock implementation
2019-05-07 13:38:02 +02:00
Philip Rebohle
584fd870b2
[dxvk] Bump state cache version to v5
2019-05-06 03:15:45 +02:00
Philip Rebohle
37f1087783
[dxvk] Add API for specialization constants
2019-05-06 03:15:45 +02:00
Philip Rebohle
7687db0303
[dxvk] Remove extra pipeline state
...
This can be expressed with specialization constants now.
2019-05-06 00:18:59 +02:00
Philip Rebohle
a0c67191a7
[d3d11] Implement depth bounds extension
2019-05-06 00:08:58 +02:00
Philip Rebohle
3867270812
[d3d11] Implement MultiDrawIndirectCount extension
2019-05-06 00:08:58 +02:00
Philip Rebohle
492b7db07b
[d3d11] Support count buffer in Set|BindDrawBuffers
2019-05-06 00:08:58 +02:00
Philip Rebohle
117b7b1ba1
[d3d11] Implement MultiDrawIndirect extension
2019-05-06 00:08:58 +02:00
Philip Rebohle
9e57b03e64
[d3d11] Implement barrier control extension
2019-05-06 00:08:58 +02:00
Philip Rebohle
04bef3c67a
[d3d11] Add stub implementation of D3D11DeviceExt
2019-05-06 00:08:58 +02:00
Philip Rebohle
1cd8749234
[d3d11] Add stub implementation of D3D11DeviceContextExt
2019-05-06 00:08:58 +02:00
Philip Rebohle
edbbdef787
[d3d11] Add interfaces to support D3D11 extensions
2019-05-06 00:08:57 +02:00
Philip Rebohle
8a3044a342
[dxvk] Implement depth bounds test in backend
2019-05-06 00:08:57 +02:00
Philip Rebohle
5ad212d279
[dxvk] Introduce new pipeline state to enable depth bounds test
2019-05-06 00:08:57 +02:00
Philip Rebohle
bacb1f7c60
[dxvk] Implement indirct draw commands with indirect count
2019-05-06 00:08:57 +02:00
Philip Rebohle
13359d68d7
[dxvk] Enable VK_KHR_draw_indirect_count if available
...
Useful to implement a corresponding D3D11 extension.
2019-05-06 00:08:57 +02:00
Philip Rebohle
66b6b50af6
[dxvk] Fix stale vertex attribute divisor
...
Not resetting this may result in unnecessary state cache misses.
2019-05-05 23:18:13 +02:00
Philip Rebohle
b35f3c14df
[dxvk] Off-load command buffer submission to separate thread
...
Reduces load on the CS thread a bit, which may yield a small
performance improvement.
2019-05-05 16:49:17 +02:00
Robin
4c0c66892a
[d3d11] Fix MSVC 2017 compilation
2019-05-04 22:14:28 +02:00
Philip Rebohle
37f9a7ffff
[meta] Release 1.1.1
2019-05-04 15:59:18 +02:00
Philip Rebohle
f733d082f4
[d3d11] Implement D3D11DeviceContext::SwapDeviceContextState
2019-05-04 15:57:57 +02:00
Philip Rebohle
82c6a5eb1a
[d3d11] Implement D3D11Device::CreateDeviceContextState
2019-05-04 15:57:57 +02:00
Philip Rebohle
c1929ccb6f
[d3d11] Add class to implement D3DDeviceContextState
2019-05-04 15:57:55 +02:00
Philip Rebohle
81229d66cc
[d3d10] Explicitly define GUID for ID3D10StateBlock
...
Fixes linker errors when building against winelib.
2019-05-03 20:32:52 +02:00
Philip Rebohle
53aa27336b
[dxvk] Disable depthWriteEnable if depth attachment has read-only layout
...
Fixes water rendering in SpellForce 3.
2019-05-03 14:38:21 +02:00
Philip Rebohle
6eeb3b6da9
[dxvk] Add helper function to get info about depth-stencil image layouts
2019-05-03 14:37:59 +02:00
Philip Rebohle
81821414b0
[d3d10] Implement state blocks
...
Improves compatibility to Wine's Direct2D implementation.
2019-05-03 13:08:57 +02:00
Joshua Ashton
7aecd46f93
[spirv] Implement proj sample variants
2019-05-03 08:34:16 +02:00
Philip Rebohle
f503ba4c8b
[d3d11] Fix counter value offset in DrawAuto
...
According to the newly released D3D11.3 functional specification,
we're supposed to subtract the offset of the slot 0 vertex buffer
binding from the counter value.
2019-05-02 16:03:52 +02:00
Philip Rebohle
343818cf1c
[d3d11] Always enable shaderStorageImageWriteWithoutFormat
...
We compile some compute shaders that need it in FL10/FL9 games.
2019-05-02 08:08:45 +02:00
Philip Rebohle
e6eef1d1ec
[d3d11] Minor Map/Unmap optimizations
...
Avoid unnecessary LockContext call when unmapping a buffer.
This may actually improve performance if the context has
multithreaded protection enabled (e.g. D3D10).
2019-05-01 03:01:36 +02:00
Philip Rebohle
f76fd8fa5d
[d3d11] Minor CPU savings
2019-05-01 03:00:23 +02:00
Philip Rebohle
7e1b0ef8e6
[dxvk] Bump state cache format to version 4
...
Accomodates for the alpha test changes in D3D11.
2019-05-01 01:57:34 +02:00
Philip Rebohle
93bd923c17
[d3d11] Set up extra state for the HUD renderer
2019-05-01 01:57:34 +02:00
Philip Rebohle
9fc09c843d
[d3d11] Set up unused extra state for the backend correctly
2019-05-01 01:57:34 +02:00
Philip Rebohle
fc52c1720d
[dxvk] Remove old spec constant code
2019-05-01 01:57:34 +02:00
Philip Rebohle
5714f18d15
[dxvk] Use new specialization constant code for graphics pipelines
2019-05-01 01:57:34 +02:00
Philip Rebohle
c3f7dfd197
[dxvk] Use new specialization constant code for compute pipelines
2019-05-01 01:57:34 +02:00
Philip Rebohle
433c707888
[dxvk] Add new structure to generate specialization constant info
...
We should avoid passing redundant and unused data to the driver, as
that may interfere with caching. It also adds a lot of unnecessary
data to traces.
2019-05-01 01:57:34 +02:00
Philip Rebohle
0a77ebbeaf
[dxgi] Change default of s_gamma_bound to true
...
In the future, we'll assume true and only pass the spec constant
value to the driver if their value is actually different from the
default, but this requires reliable defaults.
2019-05-01 01:57:34 +02:00
Philip Rebohle
04e6479690
[dxbc] Remove old spec constant code
2019-05-01 01:57:34 +02:00
Philip Rebohle
dc3cfc9fa0
[dxbc] Use new spec constant API for rasterizer sample count
2019-05-01 01:57:34 +02:00
Philip Rebohle
7111af423d
[dxbc] Add new emitNewSpecConstant method
...
Convenience method to declare new specialization constants.
2019-05-01 01:57:34 +02:00
Philip Rebohle
a340b3101c
[d3d11] Add missing interface queries for IDXGIObject and IDXGIDeviceSubObject
2019-05-01 01:54:00 +02:00
Eero Kelly
b92dc14c4d
[util] Enable constant buffer range check for NieR:Automata
...
This fixes a graphical corruption issue where Operator 6O's portrait
displays as a large flashing circle due to uninitialized buffer reads.
Fixes issue: https://github.com/ValveSoftware/Proton/issues/1543
Reviewed-by: Liam Middlebrook <lmiddlebrook@nvidia.com>
2019-04-30 16:08:52 +02:00
Philip Rebohle
dc52212873
[dxbc] Disable Constant Buffer Range Check on AMD
...
The hardware already behaves as intended, no need to waste GPÜ cycles.
2019-04-30 16:07:24 +02:00
Philip Rebohle
3b1e753bb5
[dxvk] Re-implement early discard with quad granularity
...
May perform better on some hardware in situations where we cannot
discard a full subgroup. Closes #753 .
2019-04-30 14:46:03 +02:00
Danylo Piliaiev
4dd68987d6
[d3d11] Check if uav's counter slice is defined in CopyStructureCount
...
Signed-off-by: Danylo Piliaiev <danylo.piliaiev@globallogic.com>
2019-04-30 12:34:27 +02:00
Danylo Piliaiev
261d31cac6
[dxbc] Fix xfb passthrough for system values
...
vReg should be always allocated for system values which is
necessary for emitXfbOutputSetup and is already done for
hull shader passthrough.
Signed-off-by: Danylo Piliaiev <danylo.piliaiev@globallogic.com>
2019-04-30 12:19:21 +02:00
Philip Rebohle
2afe5ec141
[d3d11] Clean up rasterizer state initialization
...
The error messages are pointless since all of this is already
handled in NormalizeDesc.
2019-04-29 16:22:42 +02:00
Philip Rebohle
06c144f075
[dxbc] Store sample positions as vec2 array
...
We can append the zeroes in shader code instead. May
improve generated code on drivers that use scratch
memory or temporary uniform buffers for large arrays.
2019-04-29 14:04:42 +02:00
Philip Rebohle
8f5338b1d1
[spirv] Add constvec2f32 helper
...
We should probably replace this with a proper template at some point.
2019-04-29 13:47:15 +02:00
Philip Rebohle
b14ad7b30c
[dxbc] Remove some old TODOs
...
This is already implemented properly.
2019-04-29 11:48:09 +02:00
Philip Rebohle
04152055b7
[dxbc] Correctly report a sample count of 0 for unbound images
2019-04-29 11:48:09 +02:00
Philip Rebohle
a3e0157ab0
[dxbc] Correctly report a size of 0 for unbound images
2019-04-29 11:48:09 +02:00
Philip Rebohle
18cbaefdcb
[dxbc] Correctly report a size of 0 for unbound buffers
2019-04-29 11:48:09 +02:00
Philip Rebohle
ad5da34c57
[dxbc] Fix typo in sample positions
2019-04-29 11:48:09 +02:00
Philip Rebohle
2c61303976
[d3d11] Implement IDXGIResource1 for textures and buffers
2019-04-27 20:21:54 +02:00
Philip Rebohle
54592b7852
[d3d11] Add basic implementation of IDXGIResource1
...
We don't support resource sharing and subresource surfaces
yet, but the interface should at least be present.
2019-04-27 20:21:47 +02:00
Philip Rebohle
b7a5f11121
[dxgi] Add missing DXGI_CPU_ACCESS_* defines
2019-04-27 19:13:34 +02:00
Philip Rebohle
ac79f69a10
[d3d11] Pass texture as D3D11Resource to DXGI interop objects
2019-04-27 16:25:55 +02:00
Philip Rebohle
d1a019a043
[d3d11] Implement Map / Unmap for IDXGISurface2
2019-04-27 16:17:50 +02:00
Philip Rebohle
af15aa0c32
[d3d11] Implement IDXGISurface2 for compatible 2D textures
...
Required by SpellForce 3. Fixes #1031 .
2019-04-27 15:35:20 +02:00
Philip Rebohle
ed0719432d
[dxvk] Add support for per-app configuration
...
Feature request by Alexandr Oleynikov (@tannisroot).
2019-04-26 19:17:32 +02:00
Philip Rebohle
e2ebfa9012
[dxvk] Add some 'unlikely' statements
2019-04-26 17:52:53 +02:00
Philip Rebohle
9f264ba008
[d3d11] Remove predication workaround for RADV
...
This no longer has any effect due to changes in the driver, and
we no longer support Predication anyway.
2019-04-25 18:29:13 +02:00
Joshua Ashton
60827c1b22
[d3d11] Improve CreatePredicate logging
2019-04-25 13:14:23 +02:00
Philip Rebohle
4eff83bdee
[d3d11] Disable Predication support
...
Doesn't work at all in the few games that use it.
2019-04-25 11:55:40 +02:00
Philip Rebohle
cd63cebc63
[dxvk] Simplify validateGraphicsState
2019-04-24 23:16:52 +02:00
Philip Rebohle
981ea547f9
[d3d11] Don't use presentation fence
2019-04-23 20:14:34 +02:00
Philip Rebohle
81f6ccb1be
[d3d11] Select sync event based on back buffer count
...
May improve frame pacing in some games.
2019-04-23 20:14:30 +02:00
Philip Rebohle
4cc35da3b2
[d3d11] Allocate one additional swap chain image
...
DXGI's BufferCount apparently only counts back buffers,
while there's an implicit front buffer.
2019-04-23 20:12:29 +02:00
Philip Rebohle
2245aada03
[dxvk] Use stricter barriers around meta operations
...
Fixes some rendering issues on AMDVLK in some situations.
2019-04-19 11:41:12 +02:00
Philip Rebohle
95bfac84f1
[dxvk] Support image sub-regions for resolve operations
...
Required for legacy graphics APIs.
2019-04-19 11:41:12 +02:00
Joshua Ashton
a3966b442b
[dxvk] Add adapterCount function to DXVKInstance.
...
Will be needed in the Direct3D9 interface as you can query the number of adapters.
2019-04-18 23:18:15 +02:00
Joshua Ashton
0c34fae9c7
[spirv] Implement constvec3f32
2019-04-18 23:18:02 +02:00
Joshua Ashton
a770c73dbc
[spirv] Implement opVectorTimesScalar
2019-04-18 23:18:02 +02:00
Joshua Ashton
f1a8e02e0f
[spirv] Implement opPow
2019-04-18 23:18:02 +02:00
Philip Rebohle
94beec0c13
[dxvk] Fix subresources in barriers for 2D views of 3D images
...
The array layers passed during framebuffer creation are the selected
3D slices in this case, the image actually only has one array layer.
We should account for that when recording barriers.
2019-04-18 12:08:27 +02:00
Philip Rebohle
b44cad4d32
[dxbc] Replace computeResourceSlotId by light-weight alternatives
...
Slightly reduces overhead of D3D11 binding methods.
2019-04-18 10:06:15 +02:00
Philip Rebohle
044e3967e7
[hud] Show compiler activity indicator for at least one second
...
Otherwise this would flicker when shaders are already cached.
2019-04-15 12:42:07 +02:00
Philip Rebohle
35a2a02714
[dxbc] Do not emit GS system values if rasterization is disabled
...
Fixes issue in Star Citizen, which declares a max output vertex count
of 128 in a geometry shader which emits eight components per vertex,
which becomes 12 components in DXVK due to the gl_Position builtin.
This should keep us below the magic limit of 1024 output components.
2019-04-15 09:00:46 +02:00
Philip Rebohle
f9e56c97cf
[d3d11] Fix hasing of geometry shaders with stream output
...
The xfb struct contains pointers, but we should hash the
strings instead, otherwise the hash changes between runs.
2019-04-15 03:48:31 +02:00
Philip Rebohle
ca717eeb62
[d3d11] Track query state correctly
...
Not sure if any game actually needs this, but we should avoid
sending bogus commands to the backend when the app sends bogus
commands to us.
2019-04-14 16:27:15 +02:00
Philip Rebohle
364ae7270d
[d3d11] Don't allocate predicate for unsupported predicates
2019-04-14 14:26:56 +02:00
Philip Rebohle
7dc449ac55
[hud] Add new HUD entry to show shader compiler activity
2019-04-14 13:28:57 +02:00
Philip Rebohle
8b84d002f8
[hud] Pass surface size to HUD renderer
2019-04-14 13:28:57 +02:00
Philip Rebohle
bb01318984
[dxvk] Add stat counter for shader compiler activity
2019-04-14 13:28:57 +02:00
Philip Rebohle
2c0ddbd072
[util] Enable D3D11_MAP_FLAG_DO_NOT_WAIT for Anno 1800
...
Removes a sync point and almost doubles performance as a result.
2019-04-12 10:52:25 +02:00
Philip Rebohle
adc447cc9f
[dxvk] Increase query pool sizes
...
Many games create a very large number of occlusion queries, and
we shouldn't create more pools than necessary.
2019-04-08 01:51:38 +02:00
Philip Rebohle
7018db3614
[dxvk] Implement shader-based resolve
...
Resolve attachments are currently too broken on most drivers,
so we cannot really rely on them.
2019-04-07 21:07:25 +02:00
Philip Rebohle
ea5dcd5b14
[dxvk] Re-implement class to create meta-resolve objects
...
This time with specialization constants so that we don't have
to read the tetxure's sample count from the descriptor.
2019-04-07 21:07:25 +02:00
Philip Rebohle
addbae585f
[dxvk] Enable VK_AMD_shader_fragment_mask if available
2019-04-07 21:07:25 +02:00
Philip Rebohle
14593baebd
[dxvk] Add new resolve shaders
2019-04-07 21:07:21 +02:00
Philip Rebohle
56300ff9b7
[d3d11] Allocate mapped buffers for staging images on cached memory
...
These will most likely be used for reading, so we should put them
on a memory type which allows reading.
2019-04-07 14:47:43 +02:00
Philip Rebohle
51f229530b
Revert "[d3d11] Select memory type based on CPU access flags"
...
This reverts commit 6c8042033e
.
Batman: Arkham City doesn't set the CPU access flags correctly
for some images it maps for reading, and breaks on Nvidia as a
result.
2019-04-07 14:42:01 +02:00
Philip Rebohle
1da7b1e87c
Revert "[meta] Release 1.1"
...
This reverts commit a696f69ec2
.
2019-04-07 10:13:18 +02:00
Philip Rebohle
e901d9d149
[dxgi] Fix broken gamma with combined image samplers
...
Fixes #1003 .
2019-04-07 09:55:54 +02:00
Philip Rebohle
a696f69ec2
[meta] Release 1.1
2019-04-06 16:26:21 +02:00
Philip Rebohle
f6bdb7bb63
[dxvk] Fix circular reference between DxvkDevice and DxvkGpuQueryPool
2019-04-06 12:31:20 +02:00
pchome
3eb9f35fc3
[build] Use generator
to produce resource files
2019-04-06 11:33:45 +02:00
Philip Rebohle
aa45b3cc31
[dxvk] Fix build failure for some people
...
Why am I the only one who never has any issues with this?
2019-04-06 10:10:29 +02:00
Sveinar Søpler
4f9dd8d3d0
[build] Add version info to compiled DLLs
...
Fixes #980 .
2019-04-05 21:09:57 +02:00
Philip Rebohle
b89646584b
[util] Enable constant buffer range check for Dark Souls Remastered ans Grim Dawn
2019-04-05 20:56:32 +02:00
Philip Rebohle
5819a69302
[d3d11] Add option to enable constant buffer range checks
2019-04-05 20:56:32 +02:00
Philip Rebohle
9b99c55a2e
[dxbc] Implement optional constant buffer range check
2019-04-05 20:56:29 +02:00
Philip Rebohle
b9bfbb9ccc
[dxvk] Fix move constructor of DxvkShaderModule
2019-04-04 16:10:44 +02:00
Philip Rebohle
da4baefdf0
[spirv] Fix initial allocation size for compressed buffer
...
The old initial size was still for uint8.
2019-04-04 13:15:59 +02:00
Philip Rebohle
ac3cd0b688
[dxvk] Store compressed shader modules in DxvkShader
...
Reduces the amount of memory used to store shaders to
around ~45%-50% of the original size.
2019-04-04 13:00:31 +02:00
Philip Rebohle
f49863f321
[dxvk] Store enabled SPIR-V capabilities explicitly
2019-04-04 13:00:31 +02:00
Philip Rebohle
f32200b668
[spirv] Implement in-memory compression for shader modules
2019-04-04 13:00:31 +02:00
Philip Rebohle
d2395180af
[util] Add helpers to pack/unpack data to/from larger units
2019-04-04 13:00:31 +02:00
Liam Middlebrook
9d26031dcb
[dxvk] Zero-Initialize SpecConstantData
...
Ensure that specialization constant data passed into the driver is
zero-initialized.
Having the pData field in VkSpecializationInfo be zero-initialized helps
to create more deterministic input to the driver, which is particularly
useful when debugging shader issues.
2019-04-03 23:21:12 +02:00
Philip Rebohle
cd93ba570e
[dxvk] Simplify DxvkShaderModule
...
This is merely a wrapper for a VkShaderModule now, so it really
doesn't need anything fancy and definitely doesn't need to be
heap-allocated.
2019-04-03 20:47:58 +02:00
Philip Rebohle
2bd09e52e7
[dxvk] Don't cache shader modules for graphics pipelines
...
We're only ever going to need those when actually compiling a new
pipeline, so on average we're just wasting large amounts of memory
by keeping them around.
Trades several hundred MB of memory for a small increase in compile
times. Creating shader modules is typically very cheap.
2019-04-03 20:01:36 +02:00
Philip Rebohle
79e867624a
[dxvk] Don't cache shader modules for compute pipelines
2019-04-03 19:46:28 +02:00
Philip Rebohle
632b254714
[d3d11] Use combined image sampler descriptors for the presenter
2019-04-03 17:40:05 +02:00
Philip Rebohle
257c19ed0a
[hud] Use combined image s1ampler for the font texture
2019-04-03 17:40:05 +02:00
Philip Rebohle
ddde5ee6c2
[dxvk] Support combined image sampler descriptors in the backend
2019-04-03 17:40:05 +02:00
Chip Davis
910e1a1835
Only try once to recreate surfaces on surface loss.
2019-04-02 17:26:48 +02:00
Chip Davis
540900b792
[vulkan] Don't loop endlessly on a lost surface.
...
If the surface is lost in a way that can't be recovered by recreating
the surface from the window, the previous change would wind up looping
forever. Just retry 5 times before giving up.
2019-04-02 17:26:48 +02:00
Chip Davis
e633dbc06f
[vulkan] Recreate the surface on surface loss.
...
According to the Vulkan spec:
> Several WSI functions return `VK_ERROR_SURFACE_LOST_KHR` if the
> surface becomes no longer available. After such an error, the surface
> (and any child swapchain, if one exists) **should** be destroyed, as
> there is no way to restore them to a not-lost state.
So if we get this error, we need to recreate the surface in addition to
the swapchain.
2019-04-02 17:26:48 +02:00
Philip Rebohle
b5f859915a
[dxvk] Properly reset global barrier access flags
...
Fixes: adaf98bb9d
2019-04-02 15:05:44 +02:00
Philip Rebohle
6da02c6f56
[dxvk] Fix write access flag for barriers
...
Fixes: adaf98bb9d
2019-04-02 15:01:37 +02:00
Philip Rebohle
adaf98bb9d
[dxvk] Use global memory barrier instead of resource barriers if possible
...
Hardware doesn't support this type of fine-grained synchronization
anyway, so we really don't need the driver to iterate over anything
up to hundreds of structs - except for layout transitions.
2019-04-02 14:48:39 +02:00
Philip Rebohle
67b9b6e1e1
[dxvk] Pull buffer updates out of render passes whenever possible
...
Instead of ending the render pass and inserting two barriers, we
perform the update and barrier in a dedicated command buffer.
Improves performance in Sekiro by 5-10% depending on resolution and scene.
2019-04-02 13:17:05 +02:00
Philip Rebohle
e59f53abfa
[dxvk] Allow barriers to be recorded into a specific command buffer
2019-04-02 12:14:15 +02:00
Philip Rebohle
2315d55ecc
[dxvk] Rename DxvkCmdBufferFlag -> DxvkCmdBuffer
2019-04-02 12:10:47 +02:00
Philip Rebohle
e395712de7
[dxvk] Add missing feature check for conditional rendering
2019-04-02 04:13:23 +02:00
Philip Rebohle
295d583c1d
[d3d11] Lazily allocate predicate on SetPredication
...
Many games use CreatePredicate to create occlusion queries without
actually using predication, and we don't want to pay any runtime
cost for this when predicates aren't actually being used.
2019-04-02 04:07:05 +02:00
Philip Rebohle
87dc472a8d
[dxvk] Set empty scissor rect when the app requests empty viewport
...
Since we cannot set the viewport size to zero, we should set an
empty scissor rect so that rasterization is still effectively
disabled for the given viewport index.
Fixes #813 , #957 .
2019-04-01 15:45:41 +02:00
Philip Rebohle
8702374bf7
[dxvk] Do not invalidate iterator before disabling queries
...
Reported-by: Joshua Ashton <joshua@froggi.es>
2019-04-01 02:58:02 +02:00
Philip Rebohle
70510bab9a
[dxvk] Introduce extra pipeline state
...
Provides extra state that will be passed in via spec constants.
Whether or not this state is used is determined by the shaders.
2019-04-01 02:31:32 +02:00
Philip Rebohle
18d2905bf7
[dxvk] Remove unused alphaToOne state
...
Nothing supports this anyway, so no reason to carry it around.
2019-04-01 02:31:22 +02:00
Marin Baron
1c434d86cb
[util] Enable deferred surface creation for "Dissidia Final Fantasy NT Free Edition".
...
Avoid white screen, "D3D11Device: No such vertex shader semantic: COLOR0"...
https://www.reddit.com/r/archlinux/comments/b7e38x/protondxvk_dissidia_nt/
2019-03-31 03:27:05 +02:00
Philip Rebohle
a646f8cf2c
[util] Enable deferred surface creation for Nioh
...
See discussion in #284 .
2019-03-29 08:49:37 +01:00
Chip Davis
d741bc47ef
[dxgi] Use a recursive mutex.
...
Some games, like Final Fantasy XIV, call `SetFullscreenState()` again
after the window is resized. When the resize itself was triggered by a
`SetFullscreenState()` call, this will cause us to re-enter the mutex.
2019-03-29 08:26:19 +01:00
Philip Rebohle
61adaa941d
[d3d11] Implement fast path for binding full constant buffers
...
Saves a few CPU cycles in the most common case where
we don't have to perform any sort of range check.
2019-03-28 14:09:08 +01:00
Philip Rebohle
8f580efa25
[d3d11] Correctly handle out-of-bounds constant buffer ranges
...
Otherwise we pass an invalid offset and length to the backend,
which leads to invalid descriptor set updates in Vulkan.
The D3D11 runtime does not report corrected constant offset
and count parameters to the applicaion in *GetConstantBuffers1.
Reported-by: Danylo Piliaiev <danylo.piliaiev@globallogic.com>
2019-03-28 13:45:41 +01:00
Philip Rebohle
09d60f42bc
[d3d11] Work around predicate buffer sync issue on RADV
...
If the predicate buffer is device-local memory, conditional
rendering commands don't seem to see any updates values even
though there is a barrier. When allocating on host-visible
device memory or system memory, it works as expected.
2019-03-28 10:02:11 +01:00
Philip Rebohle
3a3d7fb378
[d3d11] Properly implement SetPredication
2019-03-28 10:02:11 +01:00
Philip Rebohle
d81146e3d2
[d3d11] Allocate predicate buffer for predicates
2019-03-28 10:02:11 +01:00
Philip Rebohle
7e16c4cda1
[d3d11] Remove unused revision field from D3D11Query
2019-03-28 10:02:11 +01:00
Philip Rebohle
acdb989cfa
[dxvk] Implement conditional rendering
2019-03-28 10:02:11 +01:00
Philip Rebohle
03f00453ef
[dxvk] Add command list functions for conditional rendering
2019-03-28 10:02:11 +01:00
Philip Rebohle
70520e30aa
[dxvk] Enable conditionalRendering feature if present
2019-03-28 10:02:11 +01:00
Philip Rebohle
8f7e606583
[dxvk] Enable VK_EXT_conditional_rendering if available
2019-03-28 10:02:11 +01:00
Philip Rebohle
7f211545ee
[vulkan] Load functions for VK_EXT_conditional_rendering
2019-03-28 10:02:11 +01:00
Chip Davis
13a6ecadcd
[dxvk] Remove needless lambda capture of 'this'.
2019-03-27 21:59:15 +01:00
Chip Davis
7a37d88067
[dxvk] Log vertex attributes and buffers when logging pipeline state.
...
This was invaluable in diagnosing a missing feature from MoltenVK.
2019-03-27 21:59:03 +01:00
Philip Rebohle
edd63d3972
[dxvk] Fix buffer offset in copyDepthStencilImageToPackedBuffer
2019-03-27 14:23:58 +01:00
Philip Rebohle
03881dde72
[dxvk] Implement blitImage function
2019-03-27 02:31:04 +01:00
Philip Rebohle
6c8042033e
[d3d11] Select memory type based on CPU access flags
2019-03-26 21:17:52 +01:00
Philip Rebohle
302c6b5e6c
[d3d11] Implement depth-stencil uploads in resource initializer
2019-03-26 18:11:42 +01:00
Philip Rebohle
fc3515c16f
[d3d11] Implement depth-stencil uploads in UpdateSubresource1
2019-03-26 18:11:42 +01:00
Philip Rebohle
eec1cde1b3
[d3d11] Implement depth-stencil mapping on deferred contexts
2019-03-26 18:05:02 +01:00
Philip Rebohle
97d77fa508
[d3d11] Implement depth-stencil mapping on the immediate context
2019-03-26 18:04:56 +01:00
Philip Rebohle
c38b1802a2
[d3d11] Enable shaderStorageImageExtendedFormats device feature
2019-03-26 17:56:57 +01:00
Philip Rebohle
8194bec1bf
[d3d11] Fix image format mapping when creating mapped buffer
2019-03-26 17:54:43 +01:00
Philip Rebohle
7cd3e9a0d4
[d3d11] Add method to look up packed format
2019-03-26 17:54:14 +01:00
Philip Rebohle
6c2f16fce8
[dxgi] Add methods to retrieve original format mappings
2019-03-26 17:54:14 +01:00
Philip Rebohle
b3ea1b02eb
[dxvk] Implement depth-stencil upload via temporary buffer
2019-03-26 17:54:14 +01:00
Philip Rebohle
0d889e0dcd
[dxvk] Implement depth-stencil unpacking
2019-03-26 17:54:10 +01:00
Philip Rebohle
de45ffd749
[dxvk] Create depth-stencil unpacking pipelines
2019-03-26 16:05:27 +01:00
Philip Rebohle
7124c3f449
[dxvk] Add depth-stencil unpacking shaders
2019-03-26 16:05:27 +01:00
Philip Rebohle
90c7878a53
[dxvk] Rename dxvk_resolve_{vert|geom} -> dxvk_copy_{vert|geom}
2019-03-25 18:22:56 +01:00
Philip Rebohle
7627f6e3ed
[dxvk] Optimize meta copy barriers
2019-03-25 17:58:31 +01:00
Philip Rebohle
fd0daa5ec7
[dxvk] Optimize meta geometry shaders
2019-03-25 17:58:25 +01:00
Philip Rebohle
be1832a348
[d3d11] Don't sample gamma texture if the gamma curve is identity
...
Saves some GPU time in games that don't use DXGI gamma control at all.
2019-03-24 18:07:21 +01:00
Philip Rebohle
73bb0d8ae2
[dxvk] Remove shader-based resolve
...
No longer necessary since we're using render pass resolve now.
2019-03-24 16:36:35 +01:00
Philip Rebohle
75ee1f42c2
[dxvk] Use resolve attachment for meta-resolve ops
...
Faster than the naive fragment shader-based solution.
2019-03-19 11:45:56 +01:00
Philip Rebohle
209248e26d
[dxvk] Use vkResetQueryPoolEXT to reset individual queries
...
This is much faster than the fallback path which uses GPU functions.
2019-03-17 16:25:00 +01:00
Philip Rebohle
3d53f318fd
[dxvk] Enable hostQueryReset device feature if available
2019-03-17 16:24:59 +01:00
Philip Rebohle
9dd9f0ab22
[dxvk] Enable VK_EXT_host_query_reset if available
2019-03-17 16:24:59 +01:00
Philip Rebohle
412d79c8c1
[d3d11] Use new query implementation
2019-03-14 21:16:41 +01:00
Philip Rebohle
e5441e841f
[dxvk] Support new query implementation
2019-03-14 21:16:41 +01:00
Philip Rebohle
a8144370c8
[dxvk] Create new query pool and forward it to the context
2019-03-14 21:16:41 +01:00
Philip Rebohle
772fa3074f
[dxvk] Add new query implementation
2019-03-14 21:16:41 +01:00
Philip Rebohle
8c3900c533
[d3d11] Use new GPU events for D3D11 Event queries
2019-03-14 21:16:41 +01:00
Philip Rebohle
3dbd755075
[dxvk] Implement method to signal GPU events
2019-03-14 21:16:41 +01:00
Philip Rebohle
6b9653d261
[dxvk] Create GPU event pool and forward it to the context
2019-03-14 21:16:41 +01:00
Philip Rebohle
4da89ccc48
[dxvk] Add GPU event class
...
GPU events allow for finer-grained CPU<>GPU synchronization than
the current approach, so we should change our implementation.
2019-03-14 21:16:38 +01:00
Philip Rebohle
7fa2fb5188
[meta] Release 1.0.1
2019-03-14 19:07:18 +01:00
Philip Rebohle
19f82826bb
[d3d11] Don't use presentation fence on ANV
...
Should hopefully fix stuttering issues introduced with 1.0.
2019-03-14 18:50:33 +01:00
Philip Rebohle
1656860486
[dxgi] Remove obsolete global monitor helper functions
2019-03-14 18:26:39 +01:00
Philip Rebohle
5b72e84726
[dxgi] Use IDXGIVkMonitorInfo in DxgiSwapChain
2019-03-14 18:26:39 +01:00
Philip Rebohle
50347e1256
[dxgi] Use IDXGIVkMonitorInfo in DxgiOutput
2019-03-14 18:26:39 +01:00
Philip Rebohle
7d5b5f288c
[dxgi] Implement IDXGIVkMonitorInfo for DxgiFactory
2019-03-14 18:26:39 +01:00
Philip Rebohle
cfdac13ea5
[dxgi] Add new COM interface for per-monitor data
2019-03-14 18:26:37 +01:00
Philip Rebohle
f272071d8d
[dxvk] Don't enforce HOST_CACHED flag when allocating memory
...
The better fix would be to support non-coherent memory properly,
but this will have to do for now. Fixes #947 .
2019-03-14 16:47:17 +01:00
Philip Rebohle
c35af973bb
[util] Disable NvAPI hack for Star Wars Battlefront 2015
...
Fixes #968 .
2019-03-14 16:33:35 +01:00
Philip Rebohle
2d39be4e72
[d3d11] Check image block alignment in UpdateSubresource1
...
Fixes validation errors in World of Warcraft, which for some reason
tries to update individual pixels of block-compressed textures.
See #964 .
2019-03-14 01:11:39 +01:00
Philip Rebohle
833c433556
[util] Enable relaxed barriers for Devil May Cry 5
...
Same engine as RE2, same ~10% performance improvement.
2019-03-11 18:36:09 +01:00
Philip Rebohle
0326258829
[dxbc] Use SDiv instead of ShiftRightLogical for index calc on Nvidia
...
Reportedly fixes Resident Evil 2 and Devil May Cry 5 on Nvidia.
2019-03-09 19:59:56 +01:00
Philip Rebohle
a40d8d49ea
[dxvk] Only enable xfb subpass barrier if feature is enabled
...
Silences validation errors when running FL9_x applications, or
a driver which does not support VK_EXT_transform_feedback.
2019-03-02 19:56:01 +01:00
Philip Rebohle
4fc96e60c5
[d3d11] Reimplment GetEnabledShaderStages using getShaderPipelineStages
...
They do the same thing anyway.
2019-03-02 19:56:01 +01:00
Philip Rebohle
d9edb16b75
[dxvk] Use getShaderPipelineStages for dummy resource creation
...
Fixes some validation errors for FL10_x and FL9_x applications.
2019-03-02 19:56:01 +01:00
Philip Rebohle
2a6d4fa2ba
[dxvk] Implement DxvkDevice::getShaderPipelineStages
2019-03-02 19:56:00 +01:00
Joshua Ashton
d01110259c
[d3d11, d3d10] Init returnptrs for CreateDevice funcs.
2019-02-27 23:17:08 +01:00
Joshua Ashton
995949a9f9
[d3d10] Fix and cleanup S_FALSE handling
2019-02-27 22:01:04 +01:00
Joshua Ashton
62a833b528
[dxgi] Correct return values for CreateDXGIFactory[1/2]
2019-02-27 22:01:04 +01:00
Joshua Ashton
ccf24db428
[d3d10] Fix null pBlendStateDesc being dereferenced on def. desc
2019-02-27 22:01:04 +01:00
Joshua Ashton
2454041903
[d3d10] nullptr checks for resource creation
2019-02-27 22:01:04 +01:00
Joshua Ashton
28df1e0825
[d3d11] nullptr check descs & fix return values
2019-02-27 22:01:04 +01:00
Philip Rebohle
10140f40ca
[dxvk] Release 1.0
2019-02-25 20:26:50 +01:00
Philip Rebohle
e03b574cc1
[d3d11] Block on image acquisition fence before presenting
...
May potentially improve frame timing on drivers where image
acquisition does not block.
2019-02-25 13:34:49 +01:00
Philip Rebohle
b6804a95b7
[vulkan] Create per-swap image fences for presenter
2019-02-25 13:34:49 +01:00
Philip Rebohle
a6d1fe07f2
[vulkan] Add helper method to wait for presenter fence
2019-02-25 13:34:49 +01:00
Philip Rebohle
2231caaa9e
[vulkan] Add optional fence paratemer to acquireNextImage
...
We'll reset the fence prior to acquisition, so that the user of
this API won't have to do it.
2019-02-25 13:34:46 +01:00
Philip Rebohle
6d814b24da
[dxbc] Fix invalid SPIR-V for FirstBitHi / FirstBitShi on vectors
...
Refs #930 .
2019-02-23 21:27:40 +01:00
Philip Rebohle
d12a8e09a8
[dxbc] Decorate integer fragment shader builtins as flat
...
Fixes yellow tint in Unreal Engine 4 games on RADV and AMDGPU-PRO.
2019-02-23 14:33:59 +01:00
Philip Rebohle
b65520d627
[dxvk] Fix feature query for vertex attribute divisor
2019-02-20 11:47:15 +01:00
Philip Rebohle
38c6eeed26
[dxbc] Only emit depth clamp in fragment shader if necessary
...
We don't need this if the depth clip extension is supported
by the driver.
2019-02-19 14:27:21 +01:00
Philip Rebohle
9159401b14
[dxvk] Use depthClipEnable during graphics pipeline creation
...
Fall back to previous behaviour if the feature is not available.
2019-02-19 14:22:36 +01:00
Philip Rebohle
49965fd79e
[dxvk] Enable depthClipEnable feature if available
2019-02-19 13:57:34 +01:00
Philip Rebohle
cc5ac885f5
[dxvk] Enable VK_EXT_depth_clip_enable if available
2019-02-19 13:53:56 +01:00
Philip Rebohle
20ea74fa99
[d3d11] Do not enable shaderStorageImageMultisample device feature
...
See https://github.com/KhronosGroup/MoltenVK/issues/502
2019-02-19 11:32:32 +01:00
Philip Rebohle
2d81decb91
[dxbc] Fix SPIR-V caps for SRV and UAV resources
2019-02-19 11:31:12 +01:00
Philip Rebohle
d9931e3621
[utils] Report Nvidia GPUs for Far Cry 3 and Far Cry 4
...
Both games make assumptions about the exact clear value for UNORM
render targets, which is incorrect on most Vulkan drivers.
2019-02-18 18:04:36 +01:00
Andrew Sheldon
be22756d2a
Update DXVK_FILTER_DEVICE_NAME to support matching substrings
...
Why? RADV device names include the LLVM version, which means that on every LLVM
upgrade, the device name needs to be changed to match. This change allows setting
something like "AMD RADV VEGA10" which should remain persistent over time.
2019-02-17 08:32:03 +01:00
Philip Rebohle
fe781df591
[util] Enable relaxed barriers for Resident Evil 7
...
Same engine as Resident Evil 2, although the impact will be lower.
2019-02-15 20:59:33 +01:00
Philip Rebohle
11d2082fd2
[hud] Add 'api' option to show the client API
2019-02-15 18:05:44 +01:00
Philip Rebohle
10123ce9ab
[dxvk] Pass description of the client API to the DXVK device
2019-02-15 17:38:52 +01:00
Philip Rebohle
cbaeca8f43
[d3d11] Move sType/pNext initialization for dev.features to backend
...
There's no good reason to have this code in the D3D11 module.
2019-02-15 10:20:03 +01:00
Philip Rebohle
f7ed7b7118
[d3d11] Fix device feature enablement in some situations
...
- Geometry shaders are required by the backend
- FL9 already supports BC texture formats
2019-02-15 10:05:17 +01:00
Philip Rebohle
7056425bbd
[dxvk] Create state cache directory if it does not yet exist
...
We only create it if the parent directory already exists. Resolves #907 .
2019-02-11 22:24:19 +01:00
Philip Rebohle
9bfa470581
[util] Implement createDirectory function
2019-02-11 21:59:46 +01:00
Philip Rebohle
629238ac36
[util] Implement tows method to convert strings to wide strings
2019-02-11 21:35:32 +01:00
Philip Rebohle
746562de5a
[dxgi,d3d11] Remove IDXGIVkPresentDevice
2019-02-11 20:06:12 +01:00
Philip Rebohle
fd445f7b4d
[d3d11] Move D3D11 presenter creation to WineDXGISwapChainFactory
2019-02-11 20:06:12 +01:00
Philip Rebohle
9f8c1d08a6
[dxgi,d3d11] Move swap chain creation to D3D11 module
2019-02-11 20:06:12 +01:00
Philip Rebohle
7ed91872b6
[dxgi] Use IWineDXGISwapChainFactory to create DXGI swap chains
2019-02-11 20:06:11 +01:00
Joshua Ashton
5ea8648cd9
[d3d11, d3d10, dxgi] Handle null ppvObject in QueryInterface. ( #909 )
...
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
311661e404
[dxvk] Use vkCmdUpdateBuffer to clear tiny buffers
...
While this might consume a few more CPU cycles, UpdateBuffer may
be cheaper on the GPU for very small buffers, so we should use
it instead.
Also seems to fix rendering issues in Far Cry Primal for unknown reasons.
2019-02-09 22:21:57 +01:00
Philip Rebohle
8543f96413
[dxvk] Don't create flat 2D views for cube maps
...
Fixes a rendering issue in Heroes of the Storm, where the game
binds a cube map array to a resource slot which expects a 2D
view.
Refs #777 .
2019-02-09 01:01:43 +01:00
Philip Rebohle
f6380fa152
[util] Enable relaxed barriers for Resident Evil 2
...
Improves performance by up to 10% when GPU-bound.
2019-02-08 01:38:03 +01:00
Philip Rebohle
e56710e64f
[d3d11] Add option to disable write-after-write barriers
2019-02-07 19:39:05 +01:00
Philip Rebohle
023cf01c3c
[dxvk] Implemet IgnoreWriteAfterWrite for compute shaders
...
When enabled, potential write-after-write hazards will be ignored and
no barrier will be inserted. Can improve performance in some cases.
2019-02-07 19:39:05 +01:00
Philip Rebohle
24dca37fce
[dxvk] Add methods to query source access type for an accessed resource
2019-02-07 19:39:05 +01:00
Philip Rebohle
9165f8c072
[dxvk] Add type and context method to set barrier control flags
2019-02-07 19:39:05 +01:00
Philip Rebohle
915091b76b
[dxbc] OpSDiv by 4 -> OpShiftRightLogical by 2
2019-02-07 19:32:07 +01:00
Philip Rebohle
8b80db7839
[dxbc] Fix storage class for UBO loads
...
UniformConstant is used for other things, UBOs are Uniform.
2019-02-05 21:28:50 +01:00
Philip Rebohle
9c4a6ee950
[utils] Enable strict division for Final Fantasy XIV
...
Fixes #904 .
2019-02-05 21:28:27 +01:00
Philip Rebohle
c0b325b483
[dxbc] Add option to enable strict sm4-compliat division
...
SM4 is defined to return the first source operand if the divisor is zero.
Windows drivers don't do this by default, so we shouldn't do it either.
2019-02-05 21:08:13 +01:00
Philip Rebohle
a4378996d9
[dxbc] Reduce length of temporary shader input array to a minimum
...
Fixes severe performance regression with the AMD proprietary driver.
2019-02-04 13:30:08 +01:00
Philip Rebohle
6c17fa075b
[d3d11] Minor map optimization on deferred contexts
2019-02-04 10:26:04 +01:00
Philip Rebohle
8d493d9445
[d3d11] Minor map optimization on immediate contexts
...
We should make the fast path as fast as possible.
2019-02-04 10:24:30 +01:00
Philip Rebohle
01a7e06ad7
[dxvk] Inline DxvkBuffer::allocSlice and DxvkBuffer::freeSlice
...
Seems to take some load off both the main rendering thread and the
cleanup thread in SotTR.
2019-02-04 10:01:29 +01:00
Philip Rebohle
c451c9a95e
[dxvk] Only merge clears when framebuffer size matches view size
...
Otherwise, we'll only clear a smaller portion of the view, which is
incorrect. Fixes a rendering issue in Fallout New Vegas with DXUP.
2019-02-04 07:31:17 +01:00
Philip Rebohle
405bd737e0
[util] Disable nvapi hack for Far Cry 4 / Primal
...
Dunia engine games don't seem to like this either.
2019-02-04 07:09:37 +01:00
Philip Rebohle
e5a06d3f4a
[dxbc] Only load requested components from constant buffers
...
Results in better performance compared to loading the entire vector
on RADV. Suggested by Samuel Pitoiset.
2019-01-30 16:32:25 +01:00
Philip Rebohle
c360a196fb
[dxvk] Restore dedicated allocation behaviour
...
Whoops.
2019-01-30 15:49:06 +01:00
Philip Rebohle
412fb9ac57
[dxvk] Use VK_EXT_memory_budget to report memory usage
2019-01-30 15:45:57 +01:00
Philip Rebohle
b76f470c5f
[dxvk] Remove dxvk.allowMemoryOvercommit option
...
The default behaviour is now to allow overallocation by default,
which makes sense especially when VK_EXT_memory_priority is used.
Does not seem to affect Nvidia drivers.
2019-01-30 13:52:43 +01:00
Philip Rebohle
dfa8524e73
[dxvk] Wire up memory priority to device memory allocations
2019-01-30 13:52:43 +01:00
Philip Rebohle
03b488772d
[dxvk] Store device instead of adapter in memory allocator
2019-01-30 13:52:43 +01:00
Philip Rebohle
b884c56631
[dxvk] Enable VK_EXT_memory_priority and features if available
2019-01-30 13:52:43 +01:00
Philip Rebohle
e7bf1647dd
[dxvk] Use high memory priority for GPU-writable resources
2019-01-30 13:52:43 +01:00
Philip Rebohle
134613375d
[dxvk] Introduce concept of priorities to device-local memory allocations
...
The priority defines the importance of any given allocation being
resident in device-local memory rather than system memory, with
values between 0 (low) and 1 (high).
Suballocations will only work on chunks with the requested priority.
This ensures that high-priority allocations are reserved solely for
high-priority resources, and that high-priority resources will be
allocated from a high-priority memory chunk.
2019-01-30 13:52:43 +01:00
Philip Rebohle
35c7d687ff
[meta] Release 0.96
2019-01-26 18:41:48 +01:00
Philip Rebohle
af92bc9d9b
[utils] Disable nvapi hack for Mass Effect Andromeda
...
Fixes #886 .
2019-01-26 18:38:58 +01:00
Philip Rebohle
1cc24c223b
[dxbc] Reduce length of tessellation i/o arrays to minimum
...
This allows us to fix a violation of the Vulkan specification
where using the same location range for per-vertex and per-patch
i/o is illegal.
May also help certain drivers figure out what's actually needed.
2019-01-26 17:12:23 +01:00
Philip Rebohle
b0b7960548
[dxbc] Add method to count required registers for signatures
2019-01-26 17:11:49 +01:00
Philip Rebohle
0b5cffb0bb
[dxbc] Parse patch constant signature
2019-01-26 14:52:29 +01:00
Philip Rebohle
3960355d47
[d3d11] Avoid redundant viewport updates in RSSetState
...
Rise of the Tomb Raider changes its rasterizer state very frequently
(once every handful of draws), and the viewport package is very large,
so we should avoid sending it to the CS thread redundantly.
We only need to update when the scissor test state has changed.
2019-01-23 05:36:49 +01:00
Philip Rebohle
df7573f332
[dxvk] Implement separate code path for clear-only render passes
...
Allows more clears to overlap with non-rendering commands
in case the app calls OMSetRenderTargets prior to the clear.
Also fixes a bug where we might accidentally use the wrong
set of color attachments to set up render pass operations.
2019-01-23 01:12:03 +01:00
Philip Rebohle
8cfb7936ed
[dxvk] Use explicit barriers after framebuffer clears
...
This may allow clears to overlap with subsequent commands unless a
barrier is actually required.
2019-01-23 01:12:03 +01:00
Philip Rebohle
2aeef063c1
[dxvk] Properly support TOP_OF_PIPE and BOTTOM_OF_PIPE for barriers
2019-01-23 01:12:03 +01:00
Philip Rebohle
1631243c64
[dxvk] Don't flush barriers in renderPassBindFramebuffer
...
Instead, any pending barriers must be flushed manually if necessary.
2019-01-23 01:11:55 +01:00
Philip Rebohle
5b90b6a7ce
[dxvk] Make external subpass dependencies part of DxvkRenderPassOps
...
This will allow us to use finer-grained synchronization around certain
meta operations involving render targets, such as clears.
2019-01-22 20:13:43 +01:00
Philip Rebohle
a79409ad02
Revert "[dxvk] Don't put rendering stage/access masks into image info"
...
This reverts commit ce3642edd0
.
We're actually going to need these when optimizing render pass barriers.
2019-01-22 14:52:35 +01:00
Philip Rebohle
3109ab476a
[dxvk] Add support for general memory barriers
...
Affects all resources with compatible stage and access flags.
2019-01-22 14:31:10 +01:00
Philip Rebohle
b1540a16e8
[dxvk] Fix render pass ops in clearImageViewFb
2019-01-22 13:41:10 +01:00
Andrew Eikum
9ad24a2216
[d3d11] In D3D11CreateDevice, create DXGI factory with IDXGIFactory1 support ( #878 )
2019-01-22 10:57:05 +01:00
Philip Rebohle
cfc3f686bb
[util] Update per-app config overrides
2019-01-19 17:45:26 +01:00
Philip Rebohle
c3ae180c1a
[d3d11] Remove d3d11.fakeStreamOutput option
...
Only relevant on old drivers which do not support the extension.
Assumed to be enabled by default if Transform Feedback is not supported.
2019-01-19 17:39:59 +01:00
Philip Rebohle
4d4bd182c1
[d3d11] Allow arbitrary back buffer formats for swap chains
...
Doesn't match D3D11 behaviour, but shouldn't really break anything
since D3D11 has a fixed set of swap chain-compatible formats.
Might help DXUP in avoiding unnecessary framebuffer blits.
2019-01-19 02:28:25 +01:00
Philip Rebohle
4dac8e7233
[dxvk] Update buffer view in clearBufferView
...
Otherwise we might accidentally clear the wrong buffer region.
2019-01-18 21:29:05 +01:00
Philip Rebohle
9dbe352c51
[dxvk] Fix incorrect buffer view range for views with non-zero offset
2019-01-18 21:26:48 +01:00
Philip Rebohle
7e975bbdfc
[dxvk] Move blend constants and stencil ref state to DxvkDynamicState
...
For consistency with how depth bias is being stored.
2019-01-17 22:26:27 +01:00
Philip Rebohle
95815a075b
[dxvk] Move depth bias out of rasterizer state
...
While the previous model corresponded to D3D11, it does
not reflect that the backend treats it the same way as
e.g. blend constants.
2019-01-17 22:25:21 +01:00
Philip Rebohle
8cc4497f11
[dxvk] Only update index buffer for indexed draws
...
This is somewhat uncommon, but we sometimes bind an index
buffer in a render pass that doesn't get used at all.
2019-01-17 03:15:21 +01:00
Philip Rebohle
321feed728
[dxvk] Bump state cache version to v3
...
We're still going to try and fix up v2 entries. This may
cause unnecessary pipelines to be created for games that
actually use depth bias.
2019-01-17 02:32:09 +01:00
Philip Rebohle
0d84ebd4c9
[dxvk] DepthClampEnable -> DepthClipEnable
...
There are subtle differences between the two that we
should deal with in the backend at some point.
2019-01-17 01:59:10 +01:00
Philip Rebohle
4819287029
[d3d11] Do not enable depth bias if the parameters are zero
2019-01-17 00:53:54 +01:00
Philip Rebohle
422198952a
[dxvk] Use minimal set of dynamic state
...
We don't need to enable blend constants for pipelines that don't
have blending enabled, etc. This helps reduce the number of API
calls slightly and may help the driver work more efficiently.
2019-01-16 20:55:41 +01:00
Philip Rebohle
190f114449
[dxvk] Add methods to check which dynamic states a pipeline uses
2019-01-16 20:01:20 +01:00
Philip Rebohle
59462f3231
[dxvk] Don't re-emit dynamic state every time we bind a pipeline
...
This used to be necessary on some drivers that would lose dynamic
state upon pipeline bindings, but that no longer seems to be the
case.
2019-01-16 17:47:31 +01:00
Michal Srb
cc38412d04
[d3d11] Fix bad check in DrawInstancedIndirect ( #863 )
2019-01-15 11:12:03 +01:00
Philip Rebohle
109300d541
[d3d11] Remove unused syncMode option
2019-01-14 19:21:10 +01:00
Philip Rebohle
2bae3a5c8b
[d3d11] Reintroduce support for dxgi.maxFrameLatency
...
This option was previously ignored for some reason.
2019-01-14 18:29:25 +01:00
Entryhazard
7306c3153c
[util] Change getEnvVar to use getenv ( #859 )
2019-01-13 21:27:59 +01:00
Philip Rebohle
ddce33692c
[meta] Release v0.95
2019-01-12 21:42:49 +01:00
Philip Rebohle
79eded9ae2
[d3d11] Only apply viewport and scissor rect if they have changed
...
Resident Evil 2 calls these functions before every single draw
call, so we should avoid emitting redundant viewport updates.
2019-01-12 20:22:08 +01:00
Philip Rebohle
c804d99db7
[d3d11] Fix log spam in SetEvictionPriority stubs
2019-01-12 15:22:34 +01:00
Philip Rebohle
bee21e7539
[dxbc] Support parsing the ISG1 and OSG1 signature chunks
...
Required to get the Resident Evil 2 demo to work.
2019-01-12 15:17:51 +01:00
Philip Rebohle
3935d2540e
[util] Get rid of explicit wchar_t parameter
...
We shouldn't be catering to Windows' weird string encoding mechanisms.
2019-01-11 13:43:15 +01:00
Philip Rebohle
4f0da40afa
[d3d11] Add some documentation to d3d11_cmd.h
2019-01-11 12:05:25 +01:00
Philip Rebohle
e665d896e3
[d3d11] Fix build errors on MSVC
2019-01-10 18:26:52 +01:00
Philip Rebohle
bbc3b3fb2b
[d3d11] Use multiDrawIndirect for subsequent indirect draw calls
...
Significantly improves performance in AC:Odyssey when CPU bound.
Only has an effect when no state changes between draw calls, and
when the draw parameter buffer is tightly packed.
2019-01-10 17:14:12 +01:00
Philip Rebohle
ad6233f74c
[d3d11] Enable multiDrawIndirect device feature if available
2019-01-10 16:59:53 +01:00
Philip Rebohle
f7dbcbe882
[dxvk] Introduce command type with extra data
...
The additional data is stored as a struct which can be
modified after submitting the command to the CS chunk.
2019-01-10 16:59:53 +01:00
Philip Rebohle
d12b2c6149
[util] Disable NVAPI hack for NFS2015 and CoD:WW2
...
Fixes #850 .
Fixes #832 .
2019-01-10 11:59:35 +01:00
Philip Rebohle
cf9de54a12
[dxgi] Add dxgi.nvapiHack option to disable NVAPI workaround
2019-01-10 11:58:16 +01:00
Philip Rebohle
9faf841f32
[dxvk] Remove DxvkPhysicalBuffer and friends
2019-01-09 18:05:01 +01:00
Philip Rebohle
8b5db80fbd
[dxvk] Reimplement DxvkBuffer
...
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
cc61e38b9c
[dxvk] Reimplement DxvkBufferView
...
Instead of recreating the buffer view every single time the
underlying buffer gets invalidated, this keeps all buffer
views around until the object itself gets destroyed.
2019-01-09 18:02:00 +01:00
Philip Rebohle
61fdf4ef64
[dxvk] Use DxvkBufferSliceHandle for dummy resources
2019-01-09 18:02:00 +01:00
Philip Rebohle
c8e1813b07
[dxvk] Use DxvkBufferSliceHandle for staging buffers
2019-01-09 18:02:00 +01:00
Philip Rebohle
004db3677b
[dxvk] Use DxvkBufferSliceHandle for transform feedback
2019-01-09 15:13:04 +01:00
Philip Rebohle
17398e47bd
[dxvk] Use DxvkBufferSliceHandle for buffer memory barriers
2019-01-09 15:03:17 +01:00
Philip Rebohle
bbb7728b58
[dxvk] Introduce DxvkBufferSliceHandle
...
This struct is meant to replace DxvkPhysicalBufferSlice in the long
run, in a way that doesn't require extra reference counting.
2019-01-09 14:56:02 +01:00
Philip Rebohle
2f1f8ba0a4
[d3d11] Fix CheckMultisampleQualityLevels behaviour
...
- Querying DXGI_FORMAT_UNKNOWN should not return an error,
and should advertize support for a sample count of 1
- Querying non-power of two sample counts should not fail
- Invalid arguments should be handled properly
2019-01-09 00:28:25 +01:00
Philip Rebohle
6282280f8d
[util] Enable raw SSBOs for FIFA 19
...
This game incorrectly binds a typed buffer view when the shader
expects a structured buffer. Using raw SSBOs matches Windows
behaviour in this case. Fixes #642 .
2019-01-08 23:18:46 +01:00
Philip Rebohle
4fe5929799
[dxbc] Add options to enable/disble early discard and raw ssbo use
2019-01-08 20:58:18 +01:00
Philip Rebohle
524227d21c
[util] Add tristate config option type
2019-01-08 20:57:38 +01:00
Philip Rebohle
214891ffc6
[d3d11] Improve error logging when texture creation fails
2019-01-08 10:34:48 +01:00
Philip Rebohle
9890b87225
[dxbc] Fix incorrect error message
2019-01-08 00:46:24 +01:00
Philip Rebohle
d0ee7f54bf
[hud] Add DXVK_HUD=full option
...
Enables all HUD elements at once. Close #842 .
2019-01-07 19:23:00 +01:00
Chip Davis
6feeb4bbba
Only set 2D_ARRAY_COMPATIBLE on 3D textures that will be rendered to.
...
It is impossible to create a 2D or 2D array SRV or UAV from a 3D
texture. Nor is it possible to create a DSV from a 3D texture.
Therefore, the only time we ever need to create a 2D array view from a
3D texture is when we're going to render to it.
2019-01-02 19:15:23 +01:00
Robin
7a69135ba1
[d3d10] Check if d3d11 pointers are null
2019-01-02 19:13:42 +01:00
Robin
1750b14c2a
[d3d11] Lock in SynchronizeCsThread
...
This prevents fixes threading issues with D3D10 games when
Present() gets called.
Fixes #567 .
2018-12-30 21:08:52 +01:00
Robin
4c9af44356
[d3d10] Use context lock instead of separate device lock
2018-12-30 21:08:52 +01:00
Philip Rebohle
4e22e4bc3a
[dxgi] Refactor swap chain creation
...
Cleans up constructor and moves a bunch of common code
to the new CreateDxvkSwapChainForHwnd function, which
can be called from both d3d11 and dxgi.
Also fixes potential issues with the current implementation
of the IWineDXGISwapChainFactory interface.
2018-12-21 15:53:29 +01:00
Philip Rebohle
15078357dc
[dxgi] Implement and use GetWindowClientSize fuction
...
This new function provides a cleaner way to retrieve a
window's client size and can be used outside the swap
chain functions.
2018-12-21 15:14:07 +01:00
Philip Rebohle
1e393bf24d
[d3d11] Implement IWineDXGISwapChainFactory
...
See #822 .
2018-12-21 14:03:28 +01:00
Andrew Eikum
dc2cde3395
[vr] Cosmetic code cleanup, again
...
This reverts commit 20353f6f62f802bab9618b19940748af19cc1812, but fixes
openvr_api module refcounting.
2018-12-20 01:35:27 +01:00
Philip Rebohle
652525119f
[vr] Query required device extensions during instance creation
...
After the DXGI device refactor in c5deedef2d
,
device extensions required for OpenVR interop would not be enabled correctly
because the VR-related code is now being called from both the D3D11 and DXGI
DLLs rather than just the DXGI DLL, and the D3D11 one is not in the expected
state when querying required device extensions. Querying them during instance
creation fixes that problem as it moves the relevant code back to the same
DLL which creates the Vulkan instance.
2018-12-20 01:32:56 +01:00
Philip Rebohle
f638689b2a
[d3d11] Remove some unnecessary type casts in interop code
2018-12-19 22:34:47 +01:00
Philip Rebohle
92f3648efa
[meta] Release 0.94
2018-12-15 13:54:57 +01:00
Philip Rebohle
e5beab2872
[dxbc] Rename struct_c0 -> c0_t etc.
2018-12-14 23:45:38 +01:00
Philip Rebohle
01b8e74457
[dxbc] Use raw SSBOs for raw and structured buffers if appropriate
2018-12-14 23:45:37 +01:00
Philip Rebohle
48548eb894
[dxbc] Add useRawSsbo option
...
ENabled when we can replace texel buffers for raw and structured
buffers with raw SSBOs.
2018-12-14 23:45:37 +01:00
Philip Rebohle
fd201c4c53
[dxvk] Bind buffer slice when binding buffer view
...
This is going to be necessary when we can bind raw buffer views as SSBOs.
2018-12-14 23:45:37 +01:00
Philip Rebohle
0bc2498570
[dxvk] Relax compute shader barriers for read-only storage buffers
2018-12-14 23:45:37 +01:00
Philip Rebohle
a0de90861c
[dxvk] Store access flags in resource slots
...
Makes distinguishing read-only resources from read-write
resources significantly easier.
2018-12-14 23:45:37 +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
0d230eb447
[spirv] Add OpArrayLength instruction
2018-12-14 23:45:34 +01:00
Philip Rebohle
328871de7e
[d3d11] Re-introduce support for dxgi.numBackBuffers option
2018-12-14 14:58:36 +01:00
Philip Rebohle
64aefcc2a1
[dxgi] Catch exception when instance creation fails
...
Fixes #810 .
2018-12-12 18:36:37 +01:00
Philip Rebohle
f276bcd0e7
[dxbc] Check for RADV/Nvidia drivers explicitly using the new function
...
This way, only RADV gets locked out of using early discard whereas
AMDVLK and -PRO are able to use it.
2018-12-12 16:27:01 +01:00
Philip Rebohle
598280dc3f
[dxvk] Add function to check for a specific driver / driver version
2018-12-12 15:43:39 +01:00
Philip Rebohle
6c992c7b02
[dxvk] Enable VK_KHR_driver_properties
2018-12-12 15:16:25 +01:00
Philip Rebohle
d16323f56b
[dxgi] Clean up DxgiAdapter
2018-12-11 16:03:37 +01:00
Philip Rebohle
a29b9f6779
[dxgi] Use new mode switch API for DxgiOutput
...
Also removes the old functions which are no longer needed.
2018-12-11 16:02:46 +01:00
Philip Rebohle
d9cf8fdc58
[dxgi] Use new mode switch API for DxgiSwapChain
2018-12-11 16:02:46 +01:00
Philip Rebohle
1594a20b94
[dxgi] Add new functions to change the display mode of a monitor
2018-12-11 16:02:35 +01:00
Philip Rebohle
1db3c6d883
[dxgi] Remove SetOutputData and GetOutputData methods
2018-12-11 15:33:54 +01:00
Philip Rebohle
aa2ec3f998
[dxgi] Port DxgiOutput and DxgiSwapChain to new monitor data API
...
This allows us to remove the dependency between DxgiSwapChain
and DxgiVkAdapter without losing gamma control emulation.
2018-12-11 15:32:54 +01:00
Philip Rebohle
e30bb498b6
[dxgi] Add functions to share per-monitor data between DXGI objects
2018-12-11 15:32:00 +01:00
Philip Rebohle
57e814717e
[dxgi] Move GetOutputFromMonitor to swap chain class
...
Not a great solution, but we only need it for the swap chain anyway.
2018-12-10 12:38:33 +01:00
Philip Rebohle
9e9e17348f
[dxgi] DxgiSwapchain: Remove SetGammaControl methods
...
These were only used internally to forward stuff to the presenter
anyway, so we might as well call that method directly.
2018-12-10 12:34:57 +01:00
Philip Rebohle
7eb60daf63
[dxgi] DxgiSwapchain: Take factory as IDXGIFactory
...
No need to be specific about the exact type of factory.
2018-12-10 12:10:15 +01:00
Philip Rebohle
9572425912
[dxvk] Clear color write mask if fragment shader output is undefined
...
Fallout 76 writes undefined data to one specific render target
otherwise. Refs #779 .
2018-12-07 13:43:27 +01:00
Philip Rebohle
ef63328eb8
[d3d10] Initialize DSV pointer in OMGetRenderTargets
...
Completely redundant, but apparently MSVC refuses to compile the
code otherwise. Refs #801 .
2018-12-07 13:43:14 +01:00
Philip Rebohle
86d4d31b7c
[dxgi] Ignore scaling and scanline order during fullscreen transitions
...
Games usually don't use these correctly anyway, so we might as well
ignore them, since DXVK's DXGI does not report scanline modes other
than UNSPECIFIED. Fixes #291 .
2018-12-06 16:38:45 +01:00
Philip Rebohle
171cf53bc0
[dxvk] Don't re-initialize 3D images when clearing render targets
...
Layout transitions apply to the full subresource, even if we only
render to one slice. Fixes #775 on Nvidia Kepler and Maxwell cards.
2018-12-04 23:25:50 +01:00
Philip Rebohle
df667b7b0e
[dxgi] Report Adapter LUID if available
2018-12-04 19:39:09 +01:00
Philip Rebohle
033ea0c31b
[d3d11] Find Vulkan device if DXGI adapter was not created by DXVK
...
Tests the LUID, then the PCI device IDs, and finally falls back
to the first Vulkan device available on the system. This allows
DXVK's d3d11.dll to be used without its own dxgi.dll, as long
as presentation support is implemented in some way.
With the previous changes, based on zzhiyi/dxvk@0fc3a24d96
Co-authored-by: Zhiyi Zhang <zzhang@codeweavers.com>
2018-12-04 19:38:52 +01:00
Philip Rebohle
f7b3b9ca5c
[dxvk] Add new methods to find adapters by LUID or device ID
...
Co-authored-by: Zhiyi Zhang <zzhang@codeweavers.com>
2018-12-04 19:38:52 +01:00
Philip Rebohle
bb1f431e44
[dxvk] Query device ID information if available
...
Co-authored-by: Zhiyi Zhang <zzhang@codeweavers.com>
2018-12-04 19:38:52 +01:00
Philip Rebohle
1cc0455c8a
[dxgi] Remove old DXGIDevice implementation and IDXGIVkDevice
...
Both have been moved to the D3D11 module and are no longer needed.
2018-12-04 19:38:52 +01:00
Philip Rebohle
c5deedef2d
[d3d11] Move IDXGIDevice implementation to D3D11 module
...
Helps decouple the D3D11 module from the DXGI implementation. This
also allows us to clean up D3D11 device creation, which is much needed.
Based on zzhiyi/dxvk@fa441937f1
Co-authored-by: Zhiyi Zhang <zzhang@codeweavers.com>
2018-12-04 19:38:38 +01:00
Philip Rebohle
de29174d42
Revert "[vr] Cosmetic code cleanup"
...
This reverts commit a3bf90f5a3
.
Crashes SuperHot VR for some reason.
2018-12-04 18:50:11 +01:00
Philip Rebohle
556e0d1dba
Revert "[util] Report Nvidia GPU for Battlefield 1"
...
This reverts commit 500d67e002
.
This game has some built-in driver detection on Nvidia which makes it
fail to start on non-Nvidia hardware or when nvapi is not present.
Fixes #795 .
2018-12-02 20:27:39 +01:00
Philip Rebohle
835d92b802
[d3d10] D3D10CreateDeviceAndSwapChain: Ignore swap chain if null
...
Like e4b91057ac
, this might fix some
issues with ReShade in D3D10 games.
2018-12-02 15:52:17 +01:00
Philip Rebohle
e4b91057ac
[d3d11] D3D11CreateDeviceAndSwapChain: Ignore swap chain if null
...
Fixes some issue with ReShade.
2018-12-02 13:43:55 +01:00
Philip Rebohle
cf21111401
[d3d11] Implement ID3D11Multithread for D3D11 contexts
2018-11-30 11:38:00 +01:00
Philip Rebohle
28216909bd
[d3d10] Implement D3D10Multithread
2018-11-30 11:37:57 +01:00
Philip Rebohle
d1f179c5af
[util] Add likely/unlikely macros
2018-11-29 22:53:04 +01:00
Philip Rebohle
af2f5cc77f
[dxgi] Remove format lookup methods from IDXGIVkAdapter interface
2018-11-28 19:06:34 +01:00
Philip Rebohle
cc7f5c4bb1
[d3d11] Duplicate format table into D3D11 device
...
Removes the direct D3D11Device->DXGIAdapter dependency.
2018-11-28 18:34:05 +01:00
Philip Rebohle
193d24a3e2
[dxgi] Remove IDXGIVkBackBuffer
2018-11-28 18:15:27 +01:00
Philip Rebohle
092cad0e76
[dxvk] Remove DxvkSemaphore
2018-11-28 12:44:18 +01:00
Philip Rebohle
80b9f1d03b
[dxvk] Remove DxvkSurface
2018-11-28 12:44:18 +01:00
Philip Rebohle
9b923bb386
[dxvk] Remove DxvkSwapChain
2018-11-28 12:44:17 +01:00
Philip Rebohle
9139fbf95d
[d3d11] Use new Vulkan presenter
2018-11-28 12:44:17 +01:00
Philip Rebohle
81306cdc11
[dxvk] Support new Vulkan presenter in DxvkDevice
2018-11-28 12:44:17 +01:00
Philip Rebohle
746529b71b
[dxvk] Pass raw semaphore handles to submitCommandList
2018-11-28 12:44:17 +01:00
Philip Rebohle
a5c17f2753
[d3d11] Use flushCommandList method to flush initializer context
2018-11-28 12:44:17 +01:00
Philip Rebohle
979ccf23e3
[vulkan] Implement new Vulkan presenter / swap chain
2018-11-28 12:44:11 +01:00
Philip Rebohle
7096937c11
[dxbc] Use ballot to determine early-discard condition in fragment shaders
2018-11-27 11:50:01 +01:00
Philip Rebohle
0113e8f360
[spirv] Add subgroup ballot instructions
2018-11-27 11:50:01 +01:00
Philip Rebohle
4057937d2d
[dxvk] Refactor descriptor set allocation
...
With this new approach, descriptor pools are decoupled from the
command list they are used with. Instead, the DXVK context takes
ownership of a single descriptor pool until it runs out of memory.
This reduces the amount of memory wasted for under-utilized pools
and should this reduce an application's memory footprint.
2018-11-27 11:42:13 +01:00
Philip Rebohle
eb7a5da975
[dxvk] Rebalance descriptor set allocation
...
This should more closely reflect what applications actually use.
The basic idea here is that it is better for apps to run out of
descriptors before running out of sets and thus reduce the
overall memory footprint of the application.
2018-11-27 10:04:16 +01:00
Philip Rebohle
08b403f655
[d3d11] Fix potential UAV binding issue
...
When rebinding an already active UAV, we still need to
update the counter unless the app passed a value of -1.
Ref #712 .
2018-11-26 17:18:35 +01:00
Philip Rebohle
500d67e002
[util] Report Nvidia GPU for Battlefield 1
...
Reportedly improves performance for some weird reason.
2018-11-26 08:04:30 +01:00
Philip Rebohle
2d55852777
[dxvk] Disable state cache for Anno 2205
...
Fixes #686 .
2018-11-24 20:04:21 +01:00
Philip Rebohle
10b272b4c9
[meta] Release 0.93
2018-11-24 10:41:41 +01:00
Philip Rebohle
2424cf0289
[dxbc] Disable early discard on AMD cards
...
Causes GPU hangs.
2018-11-24 10:09:33 +01:00
Philip Rebohle
ce3642edd0
[dxvk] Don't put rendering stage/access masks into image info
...
Not needed since these stages and access flags are handled by render
pass transitions.
2018-11-24 00:40:59 +01:00
Philip Rebohle
8081dc1591
[util] Enable TGSM initialization for Quantum Break
...
Fixes artifacting on Mesa 18.3.
2018-11-23 16:12:09 +01:00
Philip Rebohle
a75c596132
[d3d11] Add config option to enable TGSM initialization
2018-11-23 16:12:02 +01:00
Philip Rebohle
ea5f11d091
[dxbc] Implement function to clear thread-group shared memory
...
Can be enabled in case a game reads undefined data from TGSM.
2018-11-23 15:57:54 +01:00
Philip Rebohle
79a6dd111e
[dxbc] Store workgroup size for compute shaders
2018-11-23 14:39:33 +01:00
Philip Rebohle
3e686098cc
[dxbc] Disable subgroup early discard on Nvidia GPUs
...
People report performance regressions up to 5% with it enabled.
2018-11-23 12:28:48 +01:00
Philip Rebohle
6dd82dfe03
[dxbc] Clamp written depth value to (0.0, 1.0)
...
Fixes shadow issue in Overwatch (#738 ).
2018-11-23 12:00:23 +01:00
Philip Rebohle
0418c02ac3
[dxbc] Use clustered subgroup operations on supported hardware
2018-11-21 11:17:09 +01:00
Philip Rebohle
ab17c49c4e
[dxbc] Fix compiler warning about uninitialized values
2018-11-21 11:17:09 +01:00
Philip Rebohle
4f76b89941
[dxbc] Use subgroup operations for early discard
...
Can improve performance in some complex fragment shaders.
2018-11-21 11:17:09 +01:00
Philip Rebohle
a574829bb6
[dxbc] Remove DeferKill flag
...
This behaviour is correct, and needs to be enabled by default.
2018-11-21 11:17:09 +01:00
Philip Rebohle
968a085f1e
[dxvk] Query device subgroup properties
...
Also query the device properites for this extension as well
as support for subgroup operations on this device.
2018-11-21 11:17:09 +01:00
Philip Rebohle
67e10246cb
[dxvk] Request Vulkan 1.1 instance
...
Falls back to a regular 1.0 instance on old drivers.
We need to do this in order to legally use SPIR-V 1.3.
2018-11-21 11:17:09 +01:00
Philip Rebohle
59d0ad4413
[spirv] Add non-uniform group instructions
2018-11-21 11:17:09 +01:00
Philip Rebohle
dbd7db3328
[dxvk] Fix typo around dual-src blending
...
Fixes e744117042
2018-11-20 19:55:08 +01:00
Philip Rebohle
bcd5a9235c
[dxvk] Make use of VK_AMD_memory_overallocation_behavior
...
Currently only supported on AMDVLK. Enforces memory limits on a driver
level unless the corresponding dxvk.allowMemoryOvercommit option is enabled.
2018-11-20 15:50:41 +01:00
Philip Rebohle
99f6953e89
[dxvk] Store DXVK options directly with the instance object
2018-11-20 15:50:01 +01:00
Philip Rebohle
81765de35b
[util] Remove default options that spoof AMD GPUs
...
This is no longer necessary due to the nvapi workaround.
2018-11-20 13:17:36 +01:00
Philip Rebohle
5d49644cdc
[dxgi] Hack: Report Nvidia cards as AMD cards by default
...
Prevents UE4 games from repeatedly trying to load nvapi.dll
on a performance-critical code path.
2018-11-20 13:15:39 +01:00
Philip Rebohle
bfb7e54218
[d3d11] Rename dcMapSpeedHack to dcSingleUseMode
2018-11-20 11:37:48 +01:00
Philip Rebohle
ad5688764c
[d3d11] Use single-use submission mode for CS chunks where possible
2018-11-20 10:44:04 +01:00
Philip Rebohle
c61200d35f
[dxvk] Introduce single-use mode for CS chunks
...
This allows us to reset the CS chunk immediately while executing it,
which can reduce the overhead of the reset operation and may lead to
resources being released earlier.
2018-11-20 10:35:23 +01:00
Philip Rebohle
e744117042
[dxvk] Patch fragment shader for dual-source blending
2018-11-19 17:07:05 +01:00
Philip Rebohle
f69c5e4c4e
[dxbc] Emit Index decoration for pixel shader outputs
...
Simplifies shader patching when dual-source blending is used.
2018-11-19 16:57:11 +01:00
Philip Rebohle
3e3c31f365
[spirv] Add support for Index decoration
...
Needed for dual-source blending
2018-11-19 16:57:08 +01:00
Philip Rebohle
5aad615aef
[dxvk] Unbind graphics pipeline when spilling render pass
...
Otherwise we may in some very rare cases continue using an incorrect
pipeline in subsequent render passes if the same shaders are used for
drawing.
2018-11-19 01:35:41 +01:00
Philip Rebohle
85f0fe729c
[dxvk] Move DxvkEventTracker to dxvk_event.{h,cpp}
...
The upcoming new event and query classes will follow this design.
Reduces the number of files around these small classes.
2018-11-17 01:17:03 +01:00
Andrew Eikum
aea4162198
[dxgi] MultiByteToWideChar counts length in characters
2018-11-16 19:53:37 +01:00
Philip Rebohle
e4d3357e55
[dxgi] Query window size before creating presenter
...
Otherwise we may pass a size of zero to the presenter.
2018-11-16 15:03:09 +01:00
Derek Lesho
66bcc4b3d8
Use std::string for util::getEnvVar input
...
This allows cleaner code when implementing DXVK as a native library
2018-11-16 06:43:45 +01:00
Philip Rebohle
c25483e856
[dxgi] Implement IDXGISwapChain3
...
- Stub IDXGISwapChain3::ResizeBuffers1
2018-11-15 18:02:27 +01:00
Philip Rebohle
81bb561c75
[dxgi] Implement IDXGIAdapter3
2018-11-15 18:02:21 +01:00
Philip Rebohle
171251bc83
[dxgi] Implement IDXGIFactory4
...
Do not support WARP adapters for the moment.
2018-11-15 17:08:36 +01:00
Philip Rebohle
0b7e114cb0
[dxgi] Implement IDXGIDevice3
2018-11-15 17:08:36 +01:00
Philip Rebohle
23ac9b5277
[dxgi] Implement IDXGISwapChain2 stubs
...
Most of the additions are stubs for now, but we should be
able to implement most of the functionality at a later time.
None of the backends implement this yet, but this should be
relatively easy to do.
2018-11-15 17:08:35 +01:00
Philip Rebohle
a849ffc56c
[dxgi] Implement IDXGIOutput3
2018-11-15 17:08:35 +01:00
Philip Rebohle
9af842801c
[dxgi] Implement IDXGIFactory3
2018-11-15 17:08:35 +01:00
Philip Rebohle
f03d87b918
[dxgi] Implement IDXGIOutput1
...
Required for DXGI 1.2.
2018-11-15 17:08:35 +01:00
Philip Rebohle
f7b2194e0b
[dxgi] Include DXGI 1.4 headers
2018-11-15 17:08:27 +01:00
Philip Rebohle
1af96347e1
[dxvk] Forward memory allocation statistics to the adapter
2018-11-15 17:08:05 +01:00
Philip Rebohle
d49de734b7
[dxvk] Set low thread priority for pipeline compiler threads
...
This currently does not have any effect when using regular wine, but
if it ever gets supported then these background jobs should have less
of an influence on the game's performance when they kick in.
2018-11-15 12:19:24 +01:00
Philip Rebohle
305168d2bb
[util] Add method to set thread priority
2018-11-15 12:17:18 +01:00
Philip Rebohle
6adf534589
[dxvk] Add option to set number of pipeline compiler threads
2018-11-15 09:24:11 +01:00
Philip Rebohle
4db5c21ec5
[dxvk] Use ticket lock to synchronize access to query objects
...
Lowers overhead in the uncontested case compared to std::mutex, and
prevents the main rendering thread from blocking updates for too long.
2018-11-13 17:05:37 +01:00
Philip Rebohle
63d42073b8
[util] Add ticket lock implementation
2018-11-13 17:05:06 +01:00
Philip Rebohle
1724d51079
[dxgi] Refactor presenter creation
...
This change is needed to support non-D3D11 presenters in our DXGI code.
2018-11-12 11:39:34 +01:00
Philip Rebohle
8d2f8fca64
[meta] Release v0.92
2018-11-11 16:16:01 +01:00
Philip Rebohle
6f28ce5809
[dxvk] Do not require GL_EXT_samplerless_texture_functions
...
Ubuntu ships a version of the GLSL compiler that does not support
this extension yet, so building DXVK fails on those systems.
Closes #760 .
2018-11-11 15:48:07 +01:00
Philip Rebohle
a971370524
[dxbc] Implement Dmovc instruction
...
Fixes some mandelbrot demo mentioned in #216 .
2018-11-10 23:27:56 +01:00
Philip Rebohle
0cfa5b16d3
[d3d11] Support R11G11B10 format in ClearUnorderedAccessViewUint
...
Silences an error message in Shadow of the Tomb Raider. Does not have
any consequences for this game because it initializes the view to 0.
2018-11-10 18:48:44 +01:00
Philip Rebohle
05856e836b
[d3d11] Don't enable StorageImageReadWithoutFormat feature for FL11_0
...
We don't really need this, although it might be useful in the future.
2018-11-10 11:34:23 +01:00
Philip Rebohle
504de3994b
[dxvk] Inline DxvkBufferView::updateView method
...
Most of the time the condition is false, so we should help
the compiler where we can to optimize for the common case.
2018-11-09 11:40:44 +01:00
Philip Rebohle
bd03225c14
[dxbc] Refactor DxbcOptions
...
A bit mask isn't good enough going forward, and we also don't
need application-specific options for now.
2018-11-09 08:41:02 +01:00
Philip Rebohle
ab3ba776e0
[d3d11] Do not re-upload mapped image if it was mapped for reading
2018-11-08 18:51:53 +01:00
Philip Rebohle
4d103aad5d
[d3d11] Allow mapping depth-stencil images for reading
...
This may be needed for The Surge and Lords of the Fallen.
2018-11-08 18:51:47 +01:00
Philip Rebohle
f483bc9633
[d3d11] Add usage flag for meta-pack operations if necessary
...
- Fix depth-stencil format list
2018-11-08 18:51:43 +01:00
Philip Rebohle
81a5e2fa0c
[d3d11] Add helper to find exact mapping for depth-stencil formats
...
This is necessary in situations when we need to get the Vulkan format
that corresponds to the DXGI format rather than the remapped one.
2018-11-08 18:51:43 +01:00
Philip Rebohle
2b02e692c3
[dxvk] Implement DxvkContext::copyDepthStencilImageToPackedBuffer
2018-11-08 18:10:56 +01:00
Philip Rebohle
d7d1db1b8b
[dxvk] Add convenience method to retrieve image descriptor
2018-11-08 18:10:56 +01:00
Philip Rebohle
fc8f49899a
[dxvk] Create instance of depth-stencil packing objects
2018-11-08 18:10:56 +01:00
Philip Rebohle
119c06e453
[dxvk] Add pipelines needed for depth-stencil packing
...
- Add method to retrieve meta pack pipeline for a given format
- Add descriptor update template
2018-11-08 18:10:49 +01:00
Philip Rebohle
863f2d07fd
[dxvk] Add compute shaders for depth-stencil packing
2018-11-08 18:10:49 +01:00
Philip Rebohle
0dbac29729
[dxvk] Add packed size to depth-stencil formats
2018-11-08 18:10:49 +01:00
Philip Rebohle
70b14f9dbf
[dxvk] Report app name to the Vulkan implementation
...
Because why not?
2018-11-07 21:54:00 +01:00
Philip Rebohle
f32aff29fa
[d3d11] Clear compressed images if they do not get initialized
...
This probably makes Quantum Break run even worse, but I don't really
care at this point. Fixes #744 .
2018-11-07 18:41:07 +01:00
Philip Rebohle
7ed9f36769
[dxvk] Add clearCompressedColorImage method
...
Since we can't use regular clears for compressed
formats, we need a new method to zero image memory.
2018-11-07 18:31:01 +01:00
Philip Rebohle
2d8c9c6a26
[vulkan] Add makeSubresourceLayers helper
2018-11-07 18:30:44 +01:00
Philip Rebohle
3d2e5a7cde
[util] Spoof Nvidia card for Elite Dangerous
2018-11-06 17:03:01 +01:00
Philip Rebohle
780780f8d1
[dxbc] Don't enable sample shading for interpolation functions
...
Actually doesn't resolve #456 , and doesn't make any sense either because
interpolation at a given sample index is apparently supposed to work even
without using sample shading.
2018-11-05 18:30:32 +01:00
Philip Rebohle
2ee7ef7689
[dxbc] Enable sample shading when using interpolation functions
...
Fixes artifacts on RADV when enabling MSAA in World of Warcraft (#456 ).
2018-11-05 17:07:11 +01:00
Philip Rebohle
5a1b37b770
[build] Don't use empty dependencies
...
Fixes build error with Meson 0.44.
2018-11-05 07:55:36 +01:00
Philip Rebohle
e0f1510901
[meta] Release 0.91
2018-11-04 17:23:27 +01:00
dhewg
a05c93dd17
cross build cleanup ( #746 )
...
- Don't turn off warnings for winelib builds, fix them. Using __declspec on winelib builds just doesn't make sense.
- Drop the custom cross property 'winelib'. Detect it instead.
- Move the libdl dependency to the build system
- Don't run wine during mingw build process. Same as for wine builds, see 715d2571
2018-11-04 16:18:32 +01:00
Philip Rebohle
b6ded02a5d
[dxvk] Pull 'if's into commit{Graphics,Compute}State methods
...
Improves performance because GCC generates silly code around those
if blocks, most of which have a false condition anyway. Improves
performance of 100k empty draw calls with no state changes by as
much as 25%.
2018-11-03 00:51:02 +01:00
Philip Rebohle
963bd66fb3
[dxvk] Use new vulkan helpers to create VkImageSubresourceRange structs
2018-11-02 19:42:53 +01:00
Philip Rebohle
a97073adb9
[dxvk] Move vulkan helpers to vulkan module
2018-11-02 19:42:29 +01:00
Philip Rebohle
d5481ac013
[d3d11] Remove redundant D3D11Buffer::GetSize method
2018-11-02 15:43:46 +01:00
Philip Rebohle
851d9fb726
[general] Remove unnecessary include directories from build files
...
These are no longer needed because dxvk includes consistently
use relative file paths now, instead of global includes.
2018-11-02 14:54:39 +01:00
Philip Rebohle
93d88afab9
[general] Fix some old includes
2018-11-02 14:37:59 +01:00
Philip Rebohle
1cd912556e
[dxvk] Move Vulkan loader to separate directory
2018-11-02 14:23:45 +01:00
Philip Rebohle
45a234607a
[dxvk] Track device / instance ownership
...
This allows us to use the Vulkan function loader for a vkd3d device.
2018-11-02 14:13:07 +01:00
Philip Rebohle
175385481e
[dxvk] Insert barrier before CS image view clear only if needed
...
Removes one unnecessary sync point in Claybook.
2018-11-01 21:48:22 +01:00
Philip Rebohle
f5b21d42fc
[dxvk] Open state cache file only when necessary
...
Fixes an issue with Shadow of the Tomb Raider randomly nuking its cache
when it creates not one but *two* D3D11 devices.
2018-11-01 16:35:49 +01:00
Philip Rebohle
8054e4a772
[dxvk] Add DXVK context method to transparently flush the command list
...
This is identical to what the D3D11 function did, but having it in this
place will allow us to potentially implement better flush heuristics
based on work done on the CS thread.
2018-11-01 13:24:42 +01:00
Philip Rebohle
36ccd46ae7
[dxvk] Move sampler border color handling to the backend
2018-10-31 21:51:23 +01:00
Philip Rebohle
e15e693dc4
[dxvk] Spill render pass for pipelines that use vertex stage UAVs
...
We cannot use simple pipeline barriers in this case because of the
extremely strict restrictions surrounding self-dependencies.
2018-10-30 14:43:52 +01:00
Philip Rebohle
76b63efedb
[dxvk] Use self-dependency to synchronize SSBO writes
...
While this doesn't support vertex stages yet, it should be faster
when the pipeline writes to storage resources from the fragment
shader.
We should analyze the vertex stage shaders for SSBO writes in
order to determine whether to spill the render pass.
2018-10-30 14:11:27 +01:00
Philip Rebohle
43ed820be9
[d3d11] Remove state tracking for UAV rendering
...
This scenario is now properly handled by the DXVK state tracker.
2018-10-29 12:12:34 +01:00
Philip Rebohle
fd52022fff
[dxvk] Spill render pass after draws with storage resources
2018-10-29 12:12:34 +01:00
Philip Rebohle
9decfb34b7
[dxvk] Determine whether a graphics pipeline writes to resources
...
- Fix missing test for storage texel buffers
2018-10-29 12:12:34 +01:00
Philip Rebohle
ec8559f40a
[dxvk] Remove unneeded atomic that holds base pipeline handles
...
No longer needed because the full pipeline object gets locked anyway.
2018-10-29 12:11:33 +01:00
Philip Rebohle
a53e053391
[dxbc] Fix incorrect data type for explicit interpolation instructions
2018-10-25 22:25:13 +02:00
Philip Rebohle
5a30110d0f
Revert "[d3d11] Remove some flush points"
...
This reverts commit 5ab6f691ae
.
Apparently this leads to extremely bad frame times on some Nvidia setups.
2018-10-25 20:55:37 +02:00
Philip Rebohle
422cf71c55
[util] Spoof Nvidia GPU for The Vanishing of Ethan Carter Redux
...
For some reason it crashes with AMD cards, but apparently not in D3D code.
Closes #732 .
2018-10-25 18:31:55 +02:00
Philip Rebohle
941db96f79
[dxvk] Remove obsolete DxvkShaderKey constructor
2018-10-25 11:30:02 +02:00
Philip Rebohle
c9ce09e098
[d3d11] Respect xfb metadata when computing shader hash
...
Closes #733 .
2018-10-25 11:28:02 +02:00
Philip Rebohle
7eeeeaa625
[util] Provide method to compute SHA-1 hash from multiple data chunks
...
The underlying implementation supports this trivially, so we should
provide a way to use this feature.
2018-10-25 10:34:38 +02:00
Philip Rebohle
589229f4ca
[dxgi] Query device interface from the presenter
...
Removes the coupling between IDXGISwapChain and IDXGIDevice.
This is necessary because D3D12 devices don't support IDXGIDevice.
2018-10-24 15:54:56 +02:00
Philip Rebohle
7b9726fd93
[d3d11] D3D11Presenter -> D3D11PresentDevice
2018-10-23 15:10:01 +02:00
Philip Rebohle
83b51a66ac
[dxgi] Don't build shaders for presentation
...
These are now embedded in the D3D11 module.
2018-10-23 14:58:57 +02:00
Philip Rebohle
86e6477e80
[dxgi] Remove unused presenter options
2018-10-23 14:58:57 +02:00
Philip Rebohle
3b5b20ca3f
[dxgi] Remove old DXGI presenter
2018-10-23 14:58:57 +02:00
Philip Rebohle
b53f6661f8
[dxgi] Use new presenter for D3D11
2018-10-23 14:58:57 +02:00
Philip Rebohle
967b276acb
[d3d11] Add COM interface for API-agnostic presenter
2018-10-23 14:58:57 +02:00
Philip Rebohle
64185d9be4
[d3d11] Move some DXGI presenter options to D3D11
2018-10-23 14:58:57 +02:00
Philip Rebohle
8cb4852a61
[d3d11] Add new D3D11 swap chain code
...
- Fix deferred surface creation
2018-10-23 14:58:39 +02:00
Philip Rebohle
db2880acfd
[dxvk] Update blend constants only when they have actually changed
...
Reduces number of redundant state changes in Resonance of Fate.
2018-10-22 15:35:56 +02:00
Andreas Heider
ac0f8d6a64
Spoof AMD GPU for Assetto Corsa Competizione
2018-10-22 10:57:54 +02:00
Błażej Szczygieł
57718dcf84
[util] Spoof AMD GPU for SAO FB
...
Improves performance by not trying to load nvapi.
2018-10-22 10:51:48 +02:00
Philip Rebohle
5124fd87d5
[d3d11] Implicitly flush when queueing an event query
...
Significantly improves GPU utilization in Quake Champions.
2018-10-17 17:28:47 +02:00
Philip Rebohle
5ecfbd8425
[d3d11] Do not use QueryInterface to get query pointers
...
We're not going to implement counters anyway, so this is
unnecessary overhead.
2018-10-17 17:28:47 +02:00
Philip Rebohle
5ab6f691ae
[d3d11] Remove some flush points
...
These aren't as useful as they may look like since they occur
at render pass boundaries anyway.
2018-10-17 17:28:47 +02:00
Philip Rebohle
f14d17b743
[d3d11] Don't mark context methods as 'final'
2018-10-17 17:28:47 +02:00
Philip Rebohle
11b269efd1
[d3d11] Save a few CPU cycles in Map/MapBuffer
2018-10-16 12:29:04 +02:00
Philip Rebohle
e0e945f724
[d3d11] Show SetPredication message only when the predicate is not NULL
...
Helps determine which games actually use the feature.
2018-10-15 19:35:50 +02:00
Philip Rebohle
56e9bba279
[dxgi] Fix scaling when swap image extent mismatches window size
...
In Proton 3.16, the window size is not necessarily equal to the size
of the WSI swap chain and DXVK is responsible for doing the scaling,
so we should compare to the actual swap image size instead.
2018-10-15 18:35:00 +02:00
Philip Rebohle
254cd8bd06
[dxvk] Optimize image descriptor updates
...
Avoids unnecessary atomic operations when rendering to a framebuffer
with a depth attachment.
2018-10-15 16:35:40 +02:00
Philip Rebohle
890e5f8c9c
[meta] Release v0.90
2018-10-13 16:31:32 +02:00
Philip Rebohle
6b5aa0b928
Merge branch 'vk_transform_feedback'
2018-10-13 08:00:51 +02:00
Philip Rebohle
8172d347be
Revert "[d3d10] Implement ID3D10Multithread"
...
This reverts commit 55d6eae210
.
We probably don't need it, and the current implementation is broken.
2018-10-12 19:29:52 +02:00
Philip Rebohle
8630ee235a
[util] Re-enable D3D10 for Bioshock
2018-10-12 19:06:53 +02:00
Philip Rebohle
55d6eae210
[d3d10] Implement ID3D10Multithread
2018-10-12 19:06:05 +02:00
Philip Rebohle
e549c9303b
[d3d10] Respect D3D10_CREATE_DEVICE_SINGLETHREADED flag
...
May improve performance in games which do not need the locking behaviour.
2018-10-12 18:36:02 +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
Tk-Glitch
502af0f866
[util] Spoof AMD GPU for Dauntless and Redout.
...
It silences some nvapi related warnings and improves performance on both titles by up to 10%.
Also fixes a random crash on Redout.
2018-10-12 12:43:58 +02:00
Fredrick Lockert
27026f48a2
[util] Spoof AMD card for Star Citizen
2018-10-12 07:10:13 +02:00
Philip Rebohle
406816d17c
[d3d10] Support pOffsets parameter in SOGetTargets
2018-10-10 19:55:42 +02:00
Philip Rebohle
93a851a2fc
[d3d11] Implement DrawAuto method
2018-10-10 19:55:42 +02:00
Philip Rebohle
44024e7a7a
[d3d11] Implement Stream Output queries
2018-10-10 19:55:42 +02:00
Philip Rebohle
93753a5ce7
[d3d11] Bind transform feedback buffers in SOSetTargets
2018-10-10 19:55:41 +02:00
Philip Rebohle
97d776cc00
[d3d11] Allocate counter for stream output buffers
2018-10-10 19:55:41 +02:00
Philip Rebohle
0d89dfae95
[d3d11] Report format support for stream output buffers
2018-10-10 19:55:41 +02:00
Philip Rebohle
7369dee9d6
[d3d11] Create passthrough geometry shader if necessary
...
Fixes stream output in Unity Engine titles.
- Fix compilation with new DxbcProgramInfo struct.
2018-10-10 19:55:41 +02:00
Philip Rebohle
5463dc7e6c
[d3d11] Implement CreateGeometryShaderWithStreamOutput
...
- Emit error instead of warning when enabling rasterization
2018-10-10 19:55:26 +02:00
Philip Rebohle
f42ea9f1d1
[d3d11] Set transform feedback usage, stage and access flags
2018-10-10 13:05:38 +02:00
Philip Rebohle
3a48092630
[dxvk] Implement transform feedback draw call
2018-10-10 13:05:37 +02:00
Philip Rebohle
929b75a038
[dxvk] Add support for transform feedback queries
2018-10-10 13:05:37 +02:00
Philip Rebohle
4bdf6daa39
[dxvk] Add structure for transform feedback stream queries
2018-10-10 13:05:37 +02:00
Philip Rebohle
3435702719
[dxvk] Add basic support for indexed queries
2018-10-10 13:05:37 +02:00
Philip Rebohle
76d917df20
[dxvk] Add xfb counter write -> xfb counter read barrier
...
- Update xfb counter barrier
2018-10-10 13:05:37 +02:00
Philip Rebohle
93b1b9bc00
[dxvk] Implement transform feedback
...
Begins transform feedback when rendering with an xfb-enabled
pipeline bound, and ends transform feedback as needed, while
writing back the counters supplied by the app. This does not
yet support transform feedback queries or the draw command.
2018-10-10 13:05:37 +02:00
Philip Rebohle
a27e440272
[dxvk] Detect Xfb and set rasterized stream index
2018-10-10 13:05:37 +02:00
Philip Rebohle
1f135f59ed
[dxvk] Add Xfb API stubs
2018-10-10 13:05:37 +02:00
Philip Rebohle
52e1671167
[dxvk] Add Xfb context state
2018-10-10 13:05:37 +02:00
Philip Rebohle
989a10ab88
[dxvk] Enable transform feedback device feature if available
...
- Enable geometryStreams feature
2018-10-10 13:05:37 +02:00
Philip Rebohle
e27083a04f
[dxvk] Query transform feedback device properties if available
2018-10-10 13:05:37 +02:00
Philip Rebohle
13ecbcaaf5
[dxvk] Enable VK_EXT_transform_feedback
2018-10-10 13:05:37 +02:00
Philip Rebohle
61d56a1732
[dxvk] Add definitions for transform feedback entry points
2018-10-10 13:05:37 +02:00
Philip Rebohle
bf906aa226
[dxvk] Add support for transform feedback access flags
2018-10-10 13:05:37 +02:00
Philip Rebohle
d2c62a8645
[dxbc] Implement passthrough geometry shader
...
This is needed when vertex or domain shader code is
passed to CreateGeometryShaderWithStreamOutput.
- Fix compilation with new DxbcProgramInfo.
2018-10-10 10:28:15 +02:00
Philip Rebohle
017699df15
[dxbc] Implement Xfb output declarations and setup
2018-10-10 10:28:15 +02:00
Philip Rebohle
bb780bbe10
[dxbc] Add Xfb decorations
2018-10-10 10:28:15 +02:00
Philip Rebohle
6a5fe2247a
[dxbc] Add support for multiple streams in geometry shaders
2018-10-10 10:28:15 +02:00
Philip Rebohle
a42f03e32d
[dxbc] Add Xfb structures to DxbcModuleInfo
2018-10-10 10:28:15 +02:00
Philip Rebohle
eff81c7edf
[dxvk] Implement getShader method for graphics pipelines
2018-10-10 10:28:12 +02:00
Philip Rebohle
e5f3019524
[dxgi] *Actually* silence WaitForVBlank warning
...
Guess who needs more coffee.
2018-10-09 19:17:20 +02:00
Philip Rebohle
08b241b3ea
[d3d11] Add option to disable deferred context mapping speed hack
...
Fixes a regression in The Evil Within.
We should probably find a proper solution, but for now this is the best
thing we can do for games which reuse command lists.
2018-10-09 17:07:50 +02:00
Philip Rebohle
6dd5cdbc3e
[dxgi] Silence WaitForVblank warning
2018-10-09 14:48:49 +02:00
Andre Heider
8fcdf78b51
[dxbc] rename DxbcProgramVersion to DxbcProgramInfo
...
The version in not part of this class anymore.
2018-10-08 12:32:01 +02:00
Andre Heider
8492f0501e
[dxbc] Drop unused major/minor from DxbcProgramVersion
2018-10-08 12:32:01 +02:00
Philip Rebohle
781ee00f5c
[dxvk] Refactor indirect draw/dispatch commands
...
Introduces an OpenGL-style bind point for the argument buffer, which
means we can avoid a lot of unnecessary reference tracking in games
that do a lot of indirect draw calls.
Reduces CPU overhead in Assassin's Creed Odyssey.
2018-10-08 10:23:18 +02:00
Philip Rebohle
eb55325640
[dxvk] Fix missing buffer tracking for indirect draw calls
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This is optimized to allow a large number of indirect draws to be
submitted if they all access the same argument buffer, as is the
case in Assassin's Creed Syndicate and Odyssey.
2018-10-07 17:51:44 +02:00
Philip Rebohle
af16461858
[dxvk] Fix missing indirect dispatch barriers and tracking
2018-10-07 17:33:03 +02:00
Philip Rebohle
417b6cb6dc
[dxvk] Reduce CPU overhead of indirect draw calls
2018-10-07 17:09:46 +02:00
Philip Rebohle
87f1cd2385
[dxgi] Fix undefined display mode format for display mode transitions
...
Fixes resolution change option in Dark Souls 3.
2018-10-06 08:01:48 +02:00
Philip Rebohle
09bbb68d98
[meta] Release v0.81
2018-10-05 21:14:11 +02:00
Philip Rebohle
a3bf90f5a3
[vr] Cosmetic code cleanup
2018-10-04 12:30:26 +02:00
Andrew Eikum
bc367fd817
[vr] Load native openvr library on winelib builds
2018-10-04 12:08:12 +02:00
Philip Rebohle
0b4f1b6d6f
[d3d11] Implement DiscardView and DiscardResource for images
2018-10-01 16:54:34 +02:00
Philip Rebohle
0d9e714d3e
[dxvk] Add discardImage method
2018-10-01 16:54:34 +02:00
Philip Rebohle
da76d74a2d
[dxvk] Minor internal buffer API cleanup
2018-09-30 11:05:20 +02:00
Philip Rebohle
aaaf2c53e0
[dxvk] Don't reset unused bind points
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Saves a few CPU cycles when binding resources.
2018-09-29 20:23:00 +02:00
Philip Rebohle
387f41ede5
[dxvk] Make DxvkBuffer destructor explicit
...
Prevents compiler from inlining massive amounts of code where it's
not needed. This is more consistent with the other classes as well.
2018-09-29 20:19:07 +02:00
Philip Rebohle
da8274daaf
[d3d11] Don't set meta-resolve usage flags for depth buffers
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Depth buffers cannot be resolved in D3D11.
May improve performance on some hardware when MSAA is used.
2018-09-29 14:59:36 +02:00
Philip Rebohle
894d9606d5
[dxgi] Add option to force-enable MAILBOX present mode
...
Provides Enhanced Sync-like functionality (#678 ).
2018-09-29 08:13:52 +02:00
Philip Rebohle
de4c88d5aa
[d3d11] Skip CopyResource when src and dst resource are the same
2018-09-28 19:41:27 +02:00
Philip Rebohle
c9d61e16d9
[d3d11] Skip ResolveSubresource when dst and src resource are the same
...
Fixes black screen issue in Mortal Kombat X (#670 ).
2018-09-28 19:41:16 +02:00
Philip Rebohle
33408a8a74
[dxvk] Fix stencil state assignment
...
Not really important since we don't use stencil anyway,
but we should at least populate the struct correctly.
2018-09-27 21:04:49 +02:00
Philip Rebohle
161fb6215a
[d3d11] Optimize UAV binding
...
- UpdateBuffer is faster than ClearBuffer for small updates.
- We shouldn't dispatch *two* CS commands for each UAV, one is enough.
2018-09-27 16:50:34 +02:00
Philip Rebohle
518ab2ebdd
[dxvk] Refactor resolve ops
...
Brings this more in line with clear and copy operations, which
both have more than one code path. Also optimizes barriers.
2018-09-27 12:42:20 +02:00
Philip Rebohle
c5f7f9f3b0
[d3d11] Enable usage flags for meta copy formats
...
This is required in order to make meta copies work between images
that do not have the necessary D3D11 bind flags set, and it may
speed things up because it allows rendering to the destination
image directly rather than requiring a temporary image.
2018-09-27 11:44:09 +02:00
Philip Rebohle
509e6f1abf
[dxvk] Use new meta copy for depth <> color image copies
2018-09-27 11:44:09 +02:00
Philip Rebohle
fad2e13882
[dxvk] Add meta copy code
...
The current way of copying data between incompatible images is slow
and does not work for multisampled images. This new code implements
a render pass which performs an exact copy of the source data.
2018-09-27 11:44:09 +02:00
Philip Rebohle
c11d492597
[dxvk] Add meta copy shaders
...
Used to copy between depth and color images.
2018-09-27 11:44:09 +02:00
Philip Rebohle
b73b91a5c9
[dxgi] Implement slightly better QueryResourceResidency stub
...
This now returns redidency values for all queried resources, but
not the correct ons. May fix issues in Fallout 4?
2018-09-27 07:31:30 +02:00
Philip Rebohle
63d7770870
[dxvk] Flush queued barriers when binding any frame buffer
...
We need to flush when starting meta render passes as well.
2018-09-25 21:32:21 +02:00
Philip Rebohle
8bcd47d6dc
[dxvk] Simplify pipeline object locking
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Any more complex approach is not very useful at the moment
because we have to put a lock around the actual compile
function anyway.
2018-09-25 18:22:58 +02:00
Philip Rebohle
0be291e123
[dxvk] Don't do image-to-buffer copies for multisampled images
...
Vulkan does not allow this.
2018-09-25 14:37:53 +02:00
Philip Rebohle
305c361c00
[d3d11] Fix incomplete usage mask for buffer UAVs
2018-09-25 10:14:42 +02:00
Philip Rebohle
ddfa7e40b3
[dxvk] Renove redundant vkDestroyPipeline
2018-09-24 22:54:49 +02:00
Philip Rebohle
a950872c7c
[dxvk] Check whether the vertex binding / attribute count is valid
2018-09-24 16:22:12 +02:00
Philip Rebohle
1e40a14a50
[d3d10] Disable D3D10 support for Bioshock
2018-09-24 15:30:13 +02:00
Philip Rebohle
bd4338be42
[d3d10] Add option to enable or disable D3D10 support
2018-09-24 15:26:33 +02:00
Philip Rebohle
04ed4273ba
[dxvk] Avoid buffer slice copy when binding index/vertex buffers
...
Also redesigns getDescriptor to always return the offset.
2018-09-23 20:09:01 +02:00
Philip Rebohle
1c865328d3
[meta] Release v0.80
2018-09-23 19:01:15 +02:00
Philip Rebohle
b49876528a
[dxvk] Enable state cache for compute pipelines
...
Also cleans up some code to get the design more in line
with how graphics pipelines are handled.
2018-09-23 14:42:03 +02:00
Philip Rebohle
6c8ac9e5f4
[dxvk] Add compute shader support to pipeline state cache
2018-09-23 14:42:03 +02:00
Philip Rebohle
689602497f
[d3d11] Use state cache
2018-09-23 14:41:49 +02:00
Philip Rebohle
4a72cae1e6
[dxvk] Enable state cache
2018-09-23 14:41:43 +02:00
Philip Rebohle
57dab630b5
[dxvk] Add pipeline state cache
...
Stores state vectors for graphics pipelines in a file and allows
games to start compiling them in advance on subsequent launches.
Changes:
(1) Add environment variable to select the cache file path
(2) Add magic number and entry size to cache file header
2018-09-22 22:38:35 +02:00
Philip Rebohle
d6742e38c5
[dxvk] Lock pipeline object while compiling one pipeline
...
This prevents us from compiling the exact same pipeline twice
at the same time, which for some reason crashes RADV.
2018-09-22 12:04:06 +02:00
Philip Rebohle
0e2d63f6d2
[dxvk] Add method to retrieve shader key from shader module
2018-09-22 12:04:06 +02:00
Philip Rebohle
f3a23ab81f
[util] Add convenience method for SHA1 hash compulation
2018-09-22 12:04:06 +02:00
Philip Rebohle
83447975ac
[dxvk] Refactor pipeline stat counters
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The stat counter struct no longer has to be passed to
the pipeline compiler function.
The new implementation uses atomic counters of the pipeline manager
rather than per-command list counters, which removes the need to
pass the counter structure to the compiler function.
2018-09-22 12:02:20 +02:00
Philip Rebohle
5410680401
[dxvk] Refactor pipeline object constructors
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This way we don't need to pass everything to the pipeline objects.
2018-09-22 11:59:25 +02:00
Philip Rebohle
9284081180
[dxvk] Remove redundant declaration
2018-09-21 19:43:47 +02:00
Philip Rebohle
0f52ec2796
Revert "[dxvk] Move command submission to separate thread"
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This reverts commit f61ff5d345
.
Apparently, this causes extremely poor frame times on some
configurations. Reason is currently unknown.
2018-09-20 19:58:00 +02:00
Philip Rebohle
2eda95f61a
[dxvk] Optimize retrieval of dynamic buffer offsets
2018-09-20 15:19:33 +02:00