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Commit Graph

921 Commits

Author SHA1 Message Date
Philip Rebohle
d899bd2d76
[d3d11] Remove obsolete DefaultDesc methods from state classes 2019-10-14 05:28:46 +02:00
Philip Rebohle
68c257fc0d
[d3d11] Fix ref counting for state objects bound to a context
Using raw pointers is safe here since the objects never get destroyed
during the lifetime of the context.
2019-10-14 02:06:33 +02:00
Philip Rebohle
1282c2b99e
[d3d11] Fix immediate context reference counting
Fixes various wine test failures.
2019-10-14 01:56:34 +02:00
Philip Rebohle
4d0cc3e24e
[d3d11] Don't subclass state objects from ComObject
These override reference counting, so we shouldn't use ComObject.
2019-10-14 01:44:37 +02:00
Philip Rebohle
c5c43fb2a4
[d3d11] Allow choosing type wrapper for D3D11DeviceChild base class
Allows subclasses to replace ComObject with something else.
2019-10-14 01:44:27 +02:00
Philip Rebohle
dd9a55ecc0
[util] Don't allow multiple inheritance for COM objects
This never made any sense whatsoever in the first place.
2019-10-14 01:42:24 +02:00
Philip Rebohle
c281e76bac
[d3d11] Don't get private references for state objects
Otherwise we will end up deleting the objects even though they
aren't explicitly heap-allocated. Whoops...
2019-10-14 01:39:54 +02:00
Philip Rebohle
9c6209fbf5
[d3d11] Fix reference counting for state objects
Fixes various wine test failures. Also, state objects are now
allocated in the hash map itself rather than a wrapped COM object.
2019-10-14 01:27:59 +02:00
Philip Rebohle
accbc8828c
[d3d11] Return error if no desc is provided for Create*State methods
Fixes wine test failures.
2019-10-14 01:08:31 +02:00
Philip Rebohle
bd58f1a913
[d3d11] Don't sync CS thread if resource to map is already in use
SynchronizeCsThread can only update the in-use state from available
to in-use, so doing this on a resource that is already in-use is not
necessary. May improve performance in combination with DO_NOT_WAIT.
2019-10-14 00:14:00 +02:00
Philip Rebohle
12f0f8b13f
[d3d11] Don't use a state object for default blend state 2019-10-13 23:15:23 +02:00
Philip Rebohle
c30fd8fb97
[d3d11] Don't use a state object for default depth-stencil state 2019-10-13 23:15:23 +02:00
Philip Rebohle
b0231403fe
[d3d11] Don't use a state object for default rasterizer state 2019-10-13 23:15:23 +02:00
Philip Rebohle
a89c662984
[d3d11] Introduce ResetState and use it for ClearState
ClearState gets used a lot in games that use deferred
contexts, so we should make sure it's fast. Since we
apply default state everywhere, there is no need to
perform any expensive RestoreState operations.

Reduces the amount of time spent on ClearState on the
CS thread by ~40%, and by ~90% on the calling thread.
2019-10-13 23:15:23 +02:00
Philip Rebohle
8446c28de1
[dxvk] Remove spill parameter from bindRenderTargets
No longer needed.
2019-10-13 01:44:31 +02:00
Philip Rebohle
102a18060e
[d3d11] Don't spill render pass when rebinding render targets
The backend handles this now, so it's no longer necessary.
2019-10-13 01:44:31 +02:00
Philip Rebohle
3a39027987
[d3d11] Add more rigid validation for buffer creation
Fixes several wine test failures.
2019-10-11 17:32:46 +02:00
Philip Rebohle
762df0bedf
[d3d11] Change ValidateBufferProperties to NormalizeBufferProperties 2019-10-11 17:23:02 +02:00
Philip Rebohle
127e037627
[d3d11] Validate texture array size
Fixes a wine test failure and possibly prevents invalid Vulkan API usage.
2019-10-11 17:11:01 +02:00
Philip Rebohle
554b77b47a
[d3d11] Initialize feature level to zero in D3D11CreateDevice
Fixes a wine test failure.
2019-10-11 17:01:23 +02:00
Joshua Ashton
19fa1c405c [d3d10] Remove unused copies of device ptr in D3D10 wrappers
Silences a warning when building with Clang, and removes duplicate unused data.
2019-10-06 00:28:19 +02:00
Philip Rebohle
50349d1bfe
[d3d11] Add missing break; in CreateSurface
Found by a frog. Initial testing did not check return values.
2019-10-02 12:06:51 +02:00
Philip Rebohle
8f00af556e
[d3d11] Implement CreateSurface for D3D11DXGIDevice
Documentation for this method is really poor so we'll just try to
make pretty much everything work. Fixes various wine tests.
2019-10-02 02:29:06 +02:00
Philip Rebohle
8d8f4b9200
[d3d11] Add support for DXGI_SWAP_CHAIN_FLAG_GDI_COMPATIBLE
Trivial since we treat back buffers as regular D3D textures.
Fixes a wine test failure.
2019-10-01 23:37:54 +02:00
Philip Rebohle
aa35cdbb18
[d3d11] Fix return code on swap chain creation failure
Fixes a wine test failure.
2019-10-01 23:37:54 +02:00
Philip Rebohle
0f15c60192
[d3d11] Use private reference to D3D11 device in D3D11SwapChain
Fixes a wine test failure.
2019-10-01 22:26:07 +02:00
Philip Rebohle
0d1048fa87
[d3d11] Fix error handling in SetMaximumFrameLatency
Fixes a wine test failure.
2019-10-01 22:12:23 +02:00
Philip Rebohle
187748e4d3
[d3d11] Add a comment explaining ID3D11Predicate/ID3D11Query hack 2019-09-25 22:18:08 +02:00
Philip Rebohle
53fe3423e2
[d3d11] Fix GetPredication 2019-09-25 20:55:43 +02:00
Philip Rebohle
f498e742ec
[d3d11] Handle D3D_PRIMITIVE_TOPOLOGY_UNDEFINED correctly
Luckily, all known cases where games use UNDEFINED topology fail
validation elsewhere due to missing vertex shaders, but we should
handle this correctly anyway.
2019-09-23 15:20:53 +02:00
Philip Rebohle
1fa8887c47
[d3d11] Return device lost errors in Present if necessary 2019-09-22 19:20:53 +02:00
Philip Rebohle
11b7b1f1a5
[d3d11] Implement GetDeviceRemovedReason 2019-09-22 19:07:48 +02:00
Philip Rebohle
92d1cf8ae0
[d3d11] Fix CheckFeatureSupport formatting and return code 2019-09-22 15:01:49 +02:00
Philip Rebohle
7514aa1ec8
[d3d11] Implement IDXGIDevice4 2019-09-20 18:06:34 +02:00
Philip Rebohle
7e7609cac0
Revert "[d3d11] Don't create linearly tiled compressed images"
This reverts commit b8888ffe6a.

This is no longer beneficial since initialization of a
linear image does not stall Map anymore.
2019-09-20 05:59:54 +02:00
Philip Rebohle
e82c87dc52
[d3d11] Implement GetDC / ReleaseDC 2019-09-20 01:44:18 +02:00
Philip Rebohle
028633138a
[d3d11] Implement GDI surface 2019-09-20 01:44:18 +02:00
Philip Rebohle
c9a0f06ff4
[d3d11] Enable allowMapFlagNoWait by default
We still keep the option around so that in case of regressions,
users can check if disabling this option fixes their issue.
2019-09-20 01:44:02 +02:00
Philip Rebohle
e9fcf64a8c
[dxvk] Only wait for writes when mapping with D3D11_MAP_READ 2019-09-20 01:44:02 +02:00
Philip Rebohle
136ad3e4c9
[d3d11] Write to image memory directly in InitHostVisibleTexture
Avoids performing a potentially expensive copy or clear operation
on the GPU.
2019-09-20 01:44:01 +02:00
Philip Rebohle
ae4a5232aa
[d3d11] Use VK_IMAGE_LAYOUT_PREINITIALIZED for mapped images
This way we can directly write image data directly to the image
without having to do it on the GPU.
2019-09-20 01:44:01 +02:00
Philip Rebohle
48417c7d19
[d3d11] Implement DiscardView1
Basically just behave like DiscardView if no rects are passed to
the function, otherwise ignore the call since we can't discard
individual rectangles in any meaningful way.
2019-09-19 13:56:50 +02:00
Philip Rebohle
9e02b6b433
[dxgi] Rename IDXGIVkAdapter -> IDXGIDXVKAdapter
This interface exposes DXVK internals and cannot be used for
Vulkan interop. We shouldn't pretend like it could.
2019-09-18 14:07:13 +02:00
Philip Rebohle
bc853d0e48
[d3d11] Only use mapped buffer for images if bind flags are non-zero
We really shouldn't use the intermediate buffer for DYNAMIC images
that can only ever be used for copy commands, since the copies will
be redundant.
2019-09-18 13:15:22 +02:00
Philip Rebohle
abf89356cd
[d3d11] Report unified memory if all heaps are device-local
Together with mapping default resources, this may or may not
help performance in some applications on integrated graphics.
2019-09-17 23:52:02 +02:00
Philip Rebohle
518d06b9c2
[d3d11] Enable D3D11.3 MapOnDefaultTextures feature 2019-09-17 23:39:06 +02:00
Philip Rebohle
c59ab258a5
[d3d11] Implement ReadFromSubresource and WriteToSubresource 2019-09-17 23:39:06 +02:00
Philip Rebohle
e764f05a1a
[d3d11] Allow pMappedResource to be null when mapping images
This is required to implement mapping default textures correctly.
2019-09-17 23:39:06 +02:00
Philip Rebohle
6ce8450b12
[d3d11] Implement D3D11.2 MapOnDefaultBuffers feature
Basically just allocates the buffer on a host-visible memory
type, like DYNAMIC or STAGING buffers depending depending on
the CPU access flags.
2019-09-17 17:47:33 +02:00
Philip Rebohle
2cdbe2e6df
[d3d11] Move GetMemoryFlagsForUsage into D3D11Buffer
D3D11Buffer is the only user of this function and the code sharing
potential is limited. This allows us to implement the memory type
selection for buffers in one single place rather than two.
2019-09-17 17:21:10 +02:00