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Commit Graph

277 Commits

Author SHA1 Message Date
Robin Kertels
47f7333c18
[d3d11] Fix RSGetViewports and RSGetScissorRects behaviour
Fixes #1116.
2019-07-08 13:14:42 +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
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
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
586d0de7bb
[d3d11] Fix default blend factor 2019-06-13 04:15:23 +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
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
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
58d838b915 [d3d11] Avoid emitting redundant vertex and index buffer updates 2019-06-03 00:18:54 +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
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
3168626f4b
[d3d11] Support mapping multiple image subresources at the same time
Fixes #1066.
2019-05-20 19:27:11 +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
a1feaa6748
[dxvk] Add aspect mask parameter to clearImageView 2019-05-09 09:10:06 +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
7687db0303
[dxvk] Remove extra pipeline state
This can be expressed with specialization constants now.
2019-05-06 00:18:59 +02:00
Philip Rebohle
492b7db07b
[d3d11] Support count buffer in Set|BindDrawBuffers 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
bacb1f7c60
[dxvk] Implement indirct draw commands with indirect count 2019-05-06 00:08:57 +02:00
Philip Rebohle
f733d082f4
[d3d11] Implement D3D11DeviceContext::SwapDeviceContextState 2019-05-04 15:57:57 +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
f76fd8fa5d
[d3d11] Minor CPU savings 2019-05-01 03:00:23 +02:00
Philip Rebohle
9fc09c843d
[d3d11] Set up unused extra state for the backend correctly 2019-05-01 01:57:34 +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
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
95bfac84f1
[dxvk] Support image sub-regions for resolve operations
Required for legacy graphics APIs.
2019-04-19 11:41:12 +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
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
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
3a3d7fb378
[d3d11] Properly implement SetPredication 2019-03-28 10:02:11 +01:00
Philip Rebohle
fc3515c16f
[d3d11] Implement depth-stencil uploads in UpdateSubresource1 2019-03-26 18:11:42 +01:00
Philip Rebohle
412d79c8c1
[d3d11] Use new query implementation 2019-03-14 21:16:41 +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
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
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
Michal Srb
cc38412d04 [d3d11] Fix bad check in DrawInstancedIndirect (#863) 2019-01-15 11:12:03 +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
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
cf21111401
[d3d11] Implement ID3D11Multithread for D3D11 contexts 2018-11-30 11:38:00 +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
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
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