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Commit Graph

2913 Commits

Author SHA1 Message Date
Philip Rebohle
4b199ef60d
[dxvk] Remove option to disable transfer queue 2019-11-08 11:29:22 +01:00
Philip Rebohle
a74449c367
[dxvk] Remove ability to query instance from adapter
Adapters don't hold a reference to the instance.
2019-11-08 11:28:08 +01:00
Philip Rebohle
77574d9970
[d3d11] Don't query DXVK instance from adapter 2019-11-08 11:25:58 +01:00
Philip Rebohle
b2317cad4d
[dxvk] Pass DXVK instance to DXVK device directly, not through the adapter 2019-11-08 11:17:02 +01:00
Philip Rebohle
212f5ba1f3
[dxgi] Query DXVK instance from DXGI factory, not the adapter 2019-11-08 11:06:15 +01:00
Philip Rebohle
ed8af3ccc4
[dxvk] Document wonky DxvkAdapter ref count behaviour 2019-11-07 21:08:20 +01:00
Philip Rebohle
a0dba6bbf9
[d3d11] Hold reference to DxvkInstance
Hack to keep the instance alive which owns the adapters. Should
fix #1240 for now, but we should fix this properly later on.
2019-11-07 20:21:27 +01:00
Philip Rebohle
b18c50d5ab
[dxvk] Use static variables for extension provider instances
Also, remove redundant interface documentation.
2019-11-07 01:35:10 +01:00
Joshua Ashton
dbf2407fd3 [dxvk] Implement extension provider system
This change introduces a new system for providing extra instance/device extensions.

This consolidates platform-specific and vr-related to its' own thing for potential future cross-platform/native Linux work.
2019-11-07 01:24:52 +01:00
Joshua Ashton
27898ebbfc [build] Simplify and correct errors in options handling
Fix some typos...

D3D10 is dependent on D3D11 therefore DXGI is always dependent on D3D11
2019-11-07 01:24:52 +01:00
Joshua Ashton
4ad99feb73 [build] Demote no frontends/tests to a warning 2019-11-07 01:24:52 +01:00
Philip Rebohle
1d961b7dc3
[d3d11] 'a' is not a very good name for a variable 2019-11-04 13:46:18 +01:00
Philip Rebohle
77a0cb2b19
[d3d11] Don't synchronize with CS thread on present
Instead, submit from the CS thread in order to prevent out-of-order
submissions. Improves minimum FPS in Final Fantasy XIV by 5-10%.
2019-11-02 17:53:17 +01:00
Philip Rebohle
e6c3f0479d
[dxvk] Let device know that async presentation is enabled 2019-11-02 17:53:17 +01:00
Philip Rebohle
d96c22be05
[d3d11] Do not synchronize with CS thread in GetData
Instead, use a counter to determine whether there are any
pending operation for the query on the CS thread.
2019-11-02 17:53:17 +01:00
Philip Rebohle
0924bb469c
[d3d11] Move query state tracking to immediate context implementation 2019-11-02 17:53:17 +01:00
Philip Rebohle
be5dc234c1
[d3d11] Move common Begin/End implementation to immediate context 2019-11-02 13:48:03 +01:00
Philip Rebohle
63dbca82e7
[d3d11] Track used queries in deferred contexts and command lists 2019-11-02 13:48:03 +01:00
Philip Rebohle
0671007437
[d3d11] Only execute Begin for scoped queries 2019-11-02 13:48:03 +01:00
Philip Rebohle
1459f0e852
[util] Fix != and == operator for private/public COM pointers 2019-11-02 13:48:00 +01:00
Philip Rebohle
1780c549e5
[d3d11] Only add storage buffer usage flag to constant buffers if needed
Otherwise, the backend optimization for dynamic uniform buffers will not
kick in.
2019-10-30 10:58:05 +01:00
Philip Rebohle
e95bc3256f
[d3d11] Move handling of constantBufferRangeCheck option to D3D11Options 2019-10-30 10:57:36 +01:00
Philip Rebohle
9e084e63ca
[d3d11] Remove useless members from D3D11DeferredContextMapEntry 2019-10-30 00:44:17 +01:00
Philip Rebohle
9e69a610cb
[dxgi] Use 64-bit integers for refresh rate matching math
Otherwise, there may be integer overflows for certain parameter values.
2019-10-29 08:42:53 +01:00
Philip Rebohle
c4e5323e0e
[dxbc] Remove old constant buffer range check 2019-10-28 17:52:50 +01:00
Philip Rebohle
fd547b666e
[dxbc] Don't emit a spec constant for uniform buffers 2019-10-28 15:44:02 +01:00
Philip Rebohle
3d213efe53
[dxbc] Use SSBOs for dynamically indexed constant buffers if needed
SSBOs are tightly bound-checked on all Nvidia GPUs, so this allows for
a more accurate workaround for games relying on OOB access behaviour.
2019-10-28 15:42:46 +01:00
Philip Rebohle
68760f5b20
[dxbc] Parse dynamically indexed flag for constant buffers 2019-10-28 14:15:44 +01:00
Philip Rebohle
7db98a1aa4
[meta] Release 1.4.4 2019-10-27 17:56:31 +01:00
Alexandr
dacf1ab4d6 [util] Enable constant buffer range check for Saints Row games
Fixes character flickering on Nvidia.
2019-10-27 11:55:48 +01:00
Philip Rebohle
a2b629415e
Revert "[d3d11] Fix ref counting for D3D11CommandList"
This reverts commit 55bae45915.
2019-10-27 11:10:49 +01:00
Philip Rebohle
fc0ede0657
Revert "[d3d11] Recycle command lists from deferred contexts"
This reverts commit 4e3da45fde.

For some reason this caused crashes.
2019-10-27 11:00:59 +01:00
Philip Rebohle
8c34f4ff8a
[dxvk] Validate image layouts in render pass formats read from cache
This will discard invalid cache entries generated by DXVK 1.4.3.
2019-10-27 00:04:57 +02:00
Philip Rebohle
03dc59ef39
[dxvk] Write correct depth-stencil attachment layout to state cache
Fixes a dumb issue where we'd compress layouts with high enum values
to a single byte and incorrectly interpret the result as PREINITIALIZED.
2019-10-26 23:59:11 +02:00
Philip Rebohle
9361f19da6
[dxvk] Fix uninitialized depth attachment reference
Also don't redundantly null color attachment refs for cosmetic reasons.
2019-10-26 23:37:46 +02:00
Philip Rebohle
6888a98c89
[dxbc] Always set geometry shader invocation count
Fixes validation errors when the DXBC shader does not specify
the invocation count itself.
2019-10-26 23:19:59 +02:00
Philip Rebohle
144f4badef
[dxbc] Always allocate at least one input array element
Turns out that shaders with no inputs can still have an input signature,
in which case we were generating a zero-length array which is illegal.
2019-10-26 23:13:59 +02:00
Philip Rebohle
20f79a754b
[d3d11] Adjust buffer memory flags if apitrace is attached
Using cached memory speeds up apitrace significantly as it
reads back mapped memory regions.
2019-10-26 22:56:47 +02:00
Philip Rebohle
44c0f96fc1
[dxvk] Pause transform feedback on buffer updates
Otherwise, we might override a currently bound transform
feedback buffer or counter buffer. Fixes Unity Engine.
2019-10-26 19:57:39 +02:00
Philip Rebohle
3c4a57acc6
[dxvk] Fix bogus xfb buffer update check 2019-10-26 19:40:32 +02:00
Philip Rebohle
0683f4f2c0
[d3d11] Remove D3D11 counter buffer class 2019-10-26 17:44:29 +02:00
Philip Rebohle
e967c52ff7
[d3d11] Allocate predicate buffer per query
Allows us to get rid of the D3D11 counter buffer class.
2019-10-26 17:44:29 +02:00
Philip Rebohle
09f507c284
[d3d11] Allocate xfb counter buffer per buffer
Same idea as with UAV counters, allows for more efficient updates.
2019-10-26 17:44:29 +02:00
Philip Rebohle
191c9644af
[d3d11] Allocate counter buffer per UAV
Might slightly increase memory overhead, however this allows
the backend to execute UAV counter updates more efficiently.
2019-10-26 17:44:29 +02:00
Philip Rebohle
320e0de4a0
[dxvk] Handle xfb barriers in commitGraphicsBarriers
Avoids spilling the render pass when switching xfb buffers.
2019-10-26 17:44:29 +02:00
Philip Rebohle
5b66f1ec0b
[dxvk] Replace buffer in updateBuffer even outside of render passes
Needed to avoid barriers arount D3D11 UAV counter buffer updates.
2019-10-26 17:44:29 +02:00
Philip Rebohle
d1e9e1392d
[dxvk] Lazily allocate slices of small buffers
Reduces memory overhead in case games create small static
buffers. This is somewhat common for index buffers used
to render fullscreen quads or triangles.
2019-10-26 15:24:55 +02:00
Philip Rebohle
7751541662
[dxvk] Don't lock swap lock if not necessary
The swap lock only protects the 'next' free list, which
is not accessed at all when creating a new buffer.
2019-10-26 15:24:54 +02:00
Philip Rebohle
e868f829b5
[dxvk] Pad buffers more tightly
This will allow for smaller buffers to be laid out more efficiently.
2019-10-26 15:24:54 +02:00
Philip Rebohle
83fc15c594
[dxvk] Force-update draw buffer for graphics pipeline barrier checks 2019-10-26 12:41:40 +02:00