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Commit Graph

659 Commits

Author SHA1 Message Date
Philip Rebohle
dd237d866d
[dxvk] Make query pools more usable as query allocators 2018-02-15 13:25:18 +01:00
Philip Rebohle
563d4582ab
[dxbc] Implemented BfRev instruction 2018-02-15 09:41:48 +01:00
Philip Rebohle
0c2058e8c4
[dxvk] Introduced DxvkComputePipelineStateInfo
Will be used to re-compile compute pipelines against the current
state, just like graphics pipelines. May fix GPU lockups etc.
2018-02-14 17:54:35 +01:00
Philip Rebohle
ba707f95b7
[dxvk] Do not commit compute barriers for unbound resources
Fixes a crash in Neptunia VII.
2018-02-14 16:18:18 +01:00
Philip Rebohle
17cdccd1ce
[dxgi] Use recursive locking and report fullscreen state changes early
Fixes lockups in fullscreen mode in a certain weeb game.
2018-02-14 13:11:59 +01:00
pchome
fb3734ce49
[d3d11] Fix unhandled exception
With this patch The Witcher 3 can successfully load saved game.
2018-02-14 07:35:39 +02:00
Philip Rebohle
fba16e2a04
[d3d11] Added experimental support for RTVs into 3D images 2018-02-14 03:16:53 +01:00
Philip Rebohle
7bbb6ea93b
[dxvk] More query stuff 2018-02-14 03:16:39 +01:00
Philip Rebohle
4965f8c318
[d3d11] Implemented SRV and RTV normalization 2018-02-14 01:29:50 +01:00
Philip Rebohle
54cfdbdc51
[dxvk] Implemented more query and query pool methods 2018-02-13 13:43:27 +01:00
Philip Rebohle
5beae25bdf
[dxvk] Implemented virtual query class and query pool stub 2018-02-12 16:36:42 +01:00
Philip Rebohle
8a4fa0b1b8
[dxvk] Added Query stub 2018-02-08 19:32:53 +01:00
Philip Rebohle
807dd72656
[hud] Use buffer invalidation instead of synchronization
The previously used synchronization may have had a negative impact on
performance, whereas the new approach is similar to what D3D11 apps do.
2018-02-08 12:48:54 +01:00
Philip Rebohle
59be5b72e8
[dxbc] Added support for oDepthGe/oDepthLe 2018-02-08 10:28:27 +01:00
Philip Rebohle
b3ba401503
[dxbc] Added support for early fragment tests 2018-02-08 10:26:46 +01:00
Philip Rebohle
5a42512028
[dxbc] Silence DclIndexRange warnings 2018-02-08 10:17:59 +01:00
Philip Rebohle
f4d679caa2
[d3d11] Enable sampleRateShading feature 2018-02-08 10:06:10 +01:00
Philip Rebohle
7f409f446a
[dxvk] Improve internal framebuffer APIs
Removes an unnecessary dynamic memory allocation in favour
of a stack-allocated array.
2018-02-07 16:46:39 +01:00
Philip Rebohle
ad6c45d6b1
[dxvk] Improve debuggability of shader compiler issues
When using DXVK_LOG_LEVEL=debug, the graphics pipeline manager now
prints the names of the shaders used by the pipeline. This shall
help debug driver crashes in vkCreate*Pipelines.
2018-02-07 16:44:30 +01:00
Philip Rebohle
0f13914ff0
[dxvk] Fixed MSAA issue in render pass info 2018-02-07 13:14:52 +01:00
Philip Rebohle
61ce7022e2
[d3d11] Fix optional write issue in GetData() 2018-02-07 12:35:40 +01:00
Philip Rebohle
b31ebbb690
[d3d11] Add support for DSV read-only flags
Games need this in order to use the depth buffer as both
a framebuffer attachment and a shader resource.
2018-02-06 17:31:23 +01:00
Philip Rebohle
83458c4467
[dxvk] Separated resource view classes
Since we are doing this for UAVs already, we should be
doing this for all view classes in order to account for
the minor differences between all of them.
2018-02-05 22:35:23 +01:00
Philip Rebohle
0437e5652b
[dxvk] Add index buffer and vertex buffer usage flags to dummy buffer 2018-02-05 19:09:04 +01:00
Philip Rebohle
6f6ecb441d
[dxvk] Add hack to allow RenderDoc to function on AMD GPUs 2018-02-05 12:12:50 +01:00
Philip Rebohle
ad81d0bfa5
[general] Remove _vk prefix from DLL names
Fixes #56.
2018-02-05 09:10:42 +01:00
Philip Rebohle
f69d2481a0
[dxvk] Unbind incompatible resources 2018-02-05 08:58:15 +01:00
Philip Rebohle
6f1ed72b78
[dxvk] Reduced resource binding overhead a bit 2018-02-04 23:59:34 +01:00
Philip Rebohle
e25f4b2299
[d3d11] Implemented ClearUnorderedAccessViewUint for images 2018-02-04 23:57:43 +01:00
Philip Rebohle
fc947f5985
[dxbc] Implemented Geometry SV RenderTargetId 2018-02-04 23:36:00 +01:00
Philip Rebohle
b741b3b4d5
[dxbc] Fixed output value store for geometry shaders 2018-02-04 23:09:07 +01:00
Philip Rebohle
8c64a81e27
[dxbc] Implemented stream instructions for single-stream GS 2018-02-04 22:59:15 +01:00
Philip Rebohle
b8a540d4ef
[dxbc] Implemented Lod instruction 2018-02-04 22:41:23 +01:00
Philip Rebohle
54108726d5
[dxbc] Implemented SampleInfo instruction 2018-02-04 19:30:39 +01:00
Philip Rebohle
76d48fcdf5
[dxbc] Fixed image size query for multisampled images 2018-02-04 18:08:18 +01:00
Philip Rebohle
d0201a1bab
[dxbc] Implemented GatherPo and GatherPoC instructions 2018-02-04 17:40:02 +01:00
Philip Rebohle
49f13cfdc4
[dxbc] Implement CountBits/FirstBit instructions 2018-02-04 13:14:23 +01:00
Philip Rebohle
495f58370c
[d3d11] Implemented CopySubresourceRegion for buffers
Also fixed a typo where ResolveSubresource would do the
wrong thing.
2018-02-03 21:14:55 +01:00
Philip Rebohle
201cb88d27
[dxbc] Remove push constant block for now
This needs some more work.
2018-02-03 10:36:17 +01:00
Philip Rebohle
a567f6a5a5
[dxbc] Do not emit depth type for non-sampled resources
Fixes a crash in the Nvidia driver. These type
declarations were never used in the first place.
2018-02-02 21:42:04 +01:00
Philip Rebohle
14d5054893
[dxvk] Initial work on instance data fetch rates
Adds a pipeline flag to indicate that instanced
draw calls need to be emulated.
2018-02-01 20:15:25 +01:00
Philip Rebohle
0154d0856d
[dxbc] Added push constant definition block
This will be used to fake a draw's instance ID when
per-instance data fetch rates other than 1 are used.
2018-02-01 18:07:24 +01:00
Philip Rebohle
b860915aed
[dxvk] Set dummy vertex buffer size to the maximum binding stride 2018-02-01 14:31:10 +01:00
Philip Rebohle
c66492a90f
[dxvk] Initialize dummy resources to zero
Read access to unbound images and buffers usually yields
a result vector that contains zeroes in all components.
2018-02-01 14:26:38 +01:00
Philip Rebohle
d4a0581f8f
[dxvk] Bind dummy resource for unbound vertex and index buffers
Allows GTA V to run, although heavy rendering artifacts remain.
2018-02-01 13:29:57 +01:00
Clément Guérin
4050e8297f [d3d11] mock D3D11_QUERY_EVENT
in addition to fix low framerate with vsync ON on Trackmania, this lets
GTA V show the loading screen.
2018-01-31 22:00:40 -08:00
Philip Rebohle
78c46f444a
[d3d11] Added missing CS thread sync for non-discard Map() 2018-01-31 16:39:47 +01:00
Philip Rebohle
fb4663fcc8
[dxbc] Remove duplicate image type declaration 2018-01-31 11:25:49 +01:00
Philip Rebohle
f3ae248f39
[d3d11] Include <algorithm>
This apparently causes builds to fail on some platforms. Fixes #42.
2018-01-31 01:57:43 +01:00
Philip Rebohle
e47c244ac3
[dxvk] Use logger instead of exception when compiling pipelines
The exception is never caught because it is called from DXVK code,
not D3D code.
2018-01-31 00:48:39 +01:00
Philip Rebohle
4e1f9364e1
[dxvk] Fixed incorrect barriers for depth-stencil images
Certain clear and copy operations would emit invalid barriers
when operating on only one aspect of a depth-stencil image.
2018-01-30 15:44:18 +01:00
Philip Rebohle
c22dc143d1
[d3d119 Implemented DXVK_FEATURE_LEVEL to restrict D3D feature levels 2018-01-30 12:19:53 +01:00
Philip Rebohle
727aa4d97e
[dxgi] Use VK_PRESENT_MODE_FIFO instead of MAILBOX 2018-01-30 08:53:00 +01:00
Philip Rebohle
c0cd51764d
[dxgi] Remove SyncInterval implementation
Poorly tested, may cause trouble
2018-01-30 08:45:50 +01:00
Philip Rebohle
08436ad1e1
[d3d11] Get rid of duplicate code in ResolveSubresource 2018-01-30 02:20:28 +01:00
Philip Rebohle
6c6b108cdd
[d3d11] Handle non-multisampled source images in ResolveSubresource 2018-01-30 01:18:43 +01:00
Philip Rebohle
fb641a3dc8
[dxvk] Create dummy sampler 2018-01-29 20:54:09 +01:00
Philip Rebohle
9fbddf57df
[dxvk] Emit dynamic state after binding a graphics pipeline
Fixes issues with stencil references becoming undefined under
certain circumstances. This issue was encountered in Heroes
of the Storm.
2018-01-29 20:01:49 +01:00
Philip Rebohle
4aaa351225
[d3d11] Fixed query-related logging
Log messages in GetData did not take into account that
writing back data is actually optional.
2018-01-29 17:04:07 +01:00
Philip Rebohle
ca53eaf878
[general] Minor COM pointer improvements 2018-01-29 16:31:25 +01:00
Philip Rebohle
173e46e2bd
[dxbc] Added Hull/Domain shader specific structures 2018-01-29 14:37:06 +01:00
Philip Rebohle
08a916487d
[d3d11] Implemented CreateHullShader and CreateDomainShader 2018-01-29 11:53:57 +01:00
Philip Rebohle
cea86472bf
[dxvk] Fixed incorrect buffer create info 2018-01-29 11:44:02 +01:00
Philip Rebohle
52e8918b57
[d3d11] Added support for tessellation patch primitives 2018-01-29 11:31:00 +01:00
Philip Rebohle
8c4d94b570
[dxbc] Implemented OutputCoverageMask 2018-01-29 10:54:36 +01:00
Philip Rebohle
4ac38af8a7
[dxbc] Declare SV variables on first use 2018-01-29 10:41:41 +01:00
Philip Rebohle
8f554a210b
[d3d11] Silence unnecessary SOSetTargets errors 2018-01-29 01:15:51 +01:00
Philip Rebohle
d74be35e8c
[dxvk] Refactored physical buffer
Class is now much more generic, which should make things
easier for the upcomping deferred context implementation
2018-01-29 00:01:00 +01:00
Philip Rebohle
7e5a511fa0
[dxvk] Minor CS improvement 2018-01-29 00:00:19 +01:00
Philip Rebohle
6d75178870
[d3d11] Remove default sampler
This is handled in the backend now.
2018-01-28 22:05:08 +01:00
Philip Rebohle
b8e49f1eb8
[d3d11] Fixed incorrect aspect mask for depth-stencil clear ops
Application may specify a clear flag that the image format does
not support, in which case it should just be ignored. Fixes
validation errors in Microsoft's MultiThreadedRendering demo.
2018-01-28 21:13:37 +01:00
Philip Rebohle
c6f4cf7330
[general] Make use of C++ zero initialization 2018-01-28 19:37:22 +01:00
Philip Rebohle
b63346b052
[d3d11] Implmented ResolveSubresource for typed resources
Enables MSAA support in Nier:Automata and potentially other games.
2018-01-28 18:06:41 +01:00
Philip Rebohle
3144a57ade
[dxgi] Added typeless format flag 2018-01-28 18:06:08 +01:00
Philip Rebohle
8a3dcf7c99
[dxbc] Added support for SV_SampleIndex 2018-01-28 15:32:35 +01:00
Philip Rebohle
0c62ca027f
[d3d11] Implemented normalization for UAV descriptions 2018-01-28 11:30:15 +01:00
Philip Rebohle
1eb0fc8846
[d3d11] Implemented GetUnorderedAccessViewDescFromResource 2018-01-28 10:57:16 +01:00
Philip Rebohle
6f51c136d2
[dxbc] Remove obsolete error message when resinfo is used with UAVs 2018-01-27 22:15:53 +01:00
Philip Rebohle
2e1e8d56a5
[dxbc] Removed branches around texture sample/gather ops
Not needed anymore thanks to dummy resources serving the same purpose.
2018-01-27 19:31:08 +01:00
Philip Rebohle
d1f76b96af
[dxvk] Added dummy resources for descriptors
This should finally shut up validation layers and also allows
the branches in texture sample operations to be removed.
2018-01-27 19:25:41 +01:00
Philip Rebohle
4e780f4f60
[dxvk] Fixed incorrect framebuffer attachment formats 2018-01-27 12:26:31 +01:00
Philip Rebohle
d3fe3622cc
[dxvk] Do not dispatch compute shaders if no pipeline is bound
Fixes crashes in Tomb Raider 2013.
2018-01-25 12:57:43 +01:00
Philip Rebohle
e4d49aeb66
[dxvk] Fixed reported size of staging buffers
Fixes staging slice allocation in Tomb Raider (2013),
and potentially other games which allocate large staging
buffers.
2018-01-24 15:44:40 +01:00
Philip Rebohle
363a0f8a6b
[d3d11] Implemented IAGetIndexBuffer an IAGetVertexBuffers
TressFX needs this.
2018-01-23 19:10:48 +01:00
Philip Rebohle
14bb4ed9c2
[d3d11] Fixed depth-stencil clear outside renderpasses
Fixes rendering in Tomb Raider (2013).
2018-01-23 19:01:07 +01:00
Philip Rebohle
f53ada57f9
[dxvk] Fixed potentially problematic image barriers 2018-01-23 19:00:48 +01:00
Philip Rebohle
a1a7bb9092
[dxvk] DxvkBindingLayout -> DxvkPipelineLayout 2018-01-23 17:40:36 +01:00
Philip Rebohle
e198bd2d55
[d3d11] Sub-allocate from larger update buffers for UpdateSubresources
Reduces the allocation overhead when applications frequently
call UpdateSubresources to update small buffers and textures.
2018-01-23 16:43:55 +01:00
Philip Rebohle
226afa96c9
Revert "[dxvk] Use VK_IMAGE_LAYOUT_GENERAL for all render targets"
Actually this did not fix Homefront entirely and causes severe
performance degradation if textures are SHADER_READ_ONLY_OPTIMAL.
2018-01-23 14:19:52 +01:00
Raffarti
feae2988d6 Improvements for log files (#22)
* Improvements for log files
 - Added exec name to log files
 - Added DXVK_LOG_PATH environment variable to specify the log folder
* Remove .exe from log name
* log: add log level none
* log: corrected type for string position
2018-01-23 13:36:31 +01:00
Philip Rebohle
21e9173415
[dxvk] Use VK_IMAGE_LAYOUT_GENERAL for all render targets
This is a workaround for rendering issues in some games where render
targets get seemingly randomly cleared for unknown reasons. Fixes
Homefront.
2018-01-23 13:27:41 +01:00
Philip Rebohle
2c20bf4dcb
[d3d11] Use Map() for host-visible buffers in UpdateSubresource 2018-01-23 12:16:28 +01:00
Philip Rebohle
3148155c35
[d3d11] Implemented CS chunk submission for deferred contexts
Changes were necessary due to the fact that chunks in deferred
contexts are not directly submitted to the CS thread.
2018-01-23 12:03:26 +01:00
Philip Rebohle
eff07dcf3f
Merge pull request #30 from libcg/stadium2
[d3d11] mock D3D11_QUERY_TIMESTAMP
2018-01-23 09:24:29 +01:00
Philip Rebohle
5b1311b71e
[d3d11] Added stubs for deferred contexts and command lists 2018-01-23 09:23:31 +01:00
Clément Guérin
781ebc4732 [d3d11] mock D3D11_QUERY_TIMESTAMP
Trackmania was freezing on this query when clicking on "Connect".
2018-01-22 21:39:58 -08:00
Philip Rebohle
0900dfd0e3
[dxvk] Removed explicit image barriers for render passes
Instead, the color format and layout will now be set in
the render pass description. This slows down render pass
lookups but may improve efficiency and work around driver
bugs.
2018-01-22 19:21:46 +01:00
Philip Rebohle
05f0008891
[hud] Changed vertex buffer format
Should fix the HUD on Nvidia cards, which do not
support SRGB conversion for vertex input data.
2018-01-22 01:20:07 +01:00
Philip Rebohle
847d50d812
Merge branch 'csmt' 2018-01-21 18:06:13 +01:00
Philip Rebohle
07f5a7f069
[d3d11] Synchronize with CS thread before present
Fixes flickering by synchronizing with the presenter. This has
to do for now, a more efficient solution can be added later.
2018-01-21 18:04:22 +01:00
Philip Rebohle
7c3a9beb22
[dxvk] Recycle CS chunks 2018-01-21 12:59:43 +01:00
Philip Rebohle
650170b167
[general] Rename libraries
This allows the setup script to work without creating
symbolic links or moving the files around.
2018-01-21 11:38:19 +01:00
Raffarti
16eef61a7a Added script to setup dlls in wine (#19)
* Added script to setup dlls in wine

* Fix no WINEPREFIX confirmation

* move wine_utils outside src
2018-01-21 11:17:15 +01:00
Clément Guérin
f88a1d5dce [dxvk] fix missing renderPassEnd calls
vkCmdBlitImage and vkCmdResolveImage need to be called outside a render
pass. flatten logic.

this fixes mipmap generation with Trackmania.
2018-01-20 19:50:49 -08:00
Guy1524
5c4e290d72
Check if shader in READ_PATH exists before using it
Make sure that the replacement shader in the DXVK_SHADER_READ_PATH exists, if not use the generated shader.
2018-01-20 21:20:45 -05:00
Philip Rebohle
70b639784b
Revert "[d3d11] Temporary fix for Presenter <-> CS thread sync issue"
This reverts commit 3118012ada.
2018-01-21 02:57:36 +01:00
Philip Rebohle
3118012ada
[d3d11] Temporary fix for Presenter <-> CS thread sync issue 2018-01-21 02:48:36 +01:00
Philip Rebohle
51e89f00be
[d3d11] Fixed flush order 2018-01-21 02:21:38 +01:00
Philip Rebohle
b923a2004f
[d3d11] Fixed image copy operation 2018-01-21 01:57:12 +01:00
Philip Rebohle
b7a00e32ec
[dxvk] Limit size of the CS command queue
Prevents memory leaks and fixes stuttering in Heaven.
2018-01-21 00:49:07 +01:00
Philip Rebohle
aaffc8e26f
[dxvk] Fixed incorrect image packing behaviour 2018-01-21 00:04:17 +01:00
Philip Rebohle
6ab7897127
[d3d11] Enabled command stream thread 2018-01-20 23:12:03 +01:00
Philip Rebohle
7d7cc1ceda
[d3d11] Record commands into a CS chunk 2018-01-20 22:52:18 +01:00
Philip Rebohle
aaf7b05625
[d3d11] Use EmitCs for buffer mapping 2018-01-20 22:28:15 +01:00
Philip Rebohle
f25b3c8b32
[d3d11] Use EmitCs for resource updates 2018-01-20 21:42:11 +01:00
Philip Rebohle
a84e45bdd2
[dxvk] Added convenience functions to work with compressed image sizes 2018-01-20 20:31:47 +01:00
Philip Rebohle
496acd71b1
[d3d11] Use EmitCs for some Copy/Clear operations 2018-01-20 19:30:31 +01:00
Philip Rebohle
9441974497
[d3d11] Use EmitCs for state object updates 2018-01-20 19:11:42 +01:00
Philip Rebohle
cbbfefbbb7
[d3d11] Use EmitCs for shader and resource binding methods 2018-01-20 18:54:37 +01:00
Philip Rebohle
7fad731096
[d3d11] Use EmitCs for Input Assembly methods 2018-01-20 18:34:25 +01:00
Philip Rebohle
e951a5ea0c
[d3d11] Use EmitCs for draw and dispatch calls 2018-01-20 18:26:17 +01:00
Philip Rebohle
4d17b1752f
[d3d11] Use EmitCs for general setup and synchronization methods 2018-01-20 18:01:43 +01:00
Philip Rebohle
2dd24a14d2
[dxvk] Refactored blend constants
This will make things a little less painful when capturing
blend constants in a lambda function, as required for CSMT.
2018-01-20 15:41:06 +01:00
Philip Rebohle
62a43cbdbe
[d3d11] Add EmitCs method to D3D11DeviceContext
Subsequently, all calls into the DXVK context will be
replaced by calls to the EmitCs method with a lambda.
2018-01-20 15:29:10 +01:00
Philip Rebohle
0789c5f10d
[dxvk] Remove command dispatch methods from CS thread
This was bad design. The user of this API should record commands
into a chunk manually and decude what to do with it once it's full.
2018-01-20 14:59:50 +01:00
Philip Rebohle
0b426a0942
[d3d11] Added new D3D11ImmediateContext class
Initial prep work for both CSMT and Deferred Contexts.
2018-01-20 13:22:44 +01:00
Philip Rebohle
d522e19bab
[dxbc] Implemented SampleB instruction 2018-01-20 10:21:27 +01:00
Philip Rebohle
f88adc4e82
[d3d11] Implemented mipmap generation 2018-01-20 09:46:54 +01:00
Philip Rebohle
a644eebfd7
[d3d11] Fixed initialization of compressed images 2018-01-19 18:11:20 +01:00
Philip Rebohle
2a364c557b
[d3d11] Implemented image mapping for reads 2018-01-19 18:09:49 +01:00
Philip Rebohle
aa02612b9e
[dxbc] Do not set ImageOperandsLodMask for multisample loads
This should fix invalid SPIR-V being generated in The Witness.
2018-01-19 09:09:38 +01:00
Philip Rebohle
3bb7b45c33
[dxvk] Use strict rasterization order when depth test is disabled 2018-01-19 09:01:28 +01:00
Philip Rebohle
7d721797fe
[dxvk] To not attempt to clear compressed image
The current code violates the rules for vkCmdClearImage if
the destination image is compressed.
2018-01-19 01:36:22 +01:00
Philip Rebohle
1f070ec26c
[d3d11] Downgraded input layout message to debug
Specifying a vertex attribute that is not actually consumed by
the shader is perfectly legal and may improve performance if
the number of state changes can be reduced.
2018-01-19 01:25:19 +01:00
Philip Rebohle
0b867566f1
Merge pull request #9 from notaz/gcc6_build
Fix build on gcc6
2018-01-19 00:28:07 +01:00
Philip Rebohle
a0acbeec72
[dxvk] Optimized buffer renaming
Helps applications which frequently update buffers
through either Map()/Unmap() or UpdateSubresource.
2018-01-19 00:20:05 +01:00
Grazvydas Ignotas
d1ae152f60 Fix build on gcc6
Fixes build with mingw from ubuntu 17.10.
Missing C++17 features I guess.
2018-01-19 00:59:40 +02:00
Philip Rebohle
ec0ff35b96
[dxvk] Fixed offset in buffer to image copy 2018-01-18 19:09:21 +01:00
Philip Rebohle
82ffa88efd
[dxvk] Fixed DxvkPhysicalBufferSlice initialization 2018-01-18 18:53:33 +01:00
Philip Rebohle
9334873188
[dxvk] Cleaned up DxvkBufferSlice and added documentation 2018-01-18 18:50:44 +01:00
Philip Rebohle
6e6c290e01
[d3d11] Use DxvkPhysicalBufferSlice for resource copies and buffer views 2018-01-18 18:33:13 +01:00
Philip Rebohle
3212fc7444
[dxvk] Use DxvkPhysicalBufferSlice for indirect draws and buffer binding 2018-01-18 18:01:47 +01:00
Philip Rebohle
f41a7c7c87
[dxvk] Use DxvkPhysicalBufferSlice for buffer memory barriers 2018-01-18 17:32:34 +01:00
Philip Rebohle
a87ae8aba4
[dxvk] Added DxvkPhysicalBuffer to back virtual buffers
This is the first step to optimizing buffer updates for applications
that frequently invalidate buffers. The goal is to reduce the number
of buffer allocations per frame and reduce the cost of invalidation.
2018-01-18 15:52:57 +01:00
Philip Rebohle
9acc4a1a82
[d3d11] Map default constant buffers to host memory
Improves performance in applications that use UpdateSubresources
to frequently update constant buffers, such as Unigine Heaven,
Unigine Valley and Homefront.
2018-01-18 11:55:27 +01:00
Philip Rebohle
601aa54139
[dxvk] End render pass before a staged image upload
Fixes Heaven. Also removes an unnecessary error check
2018-01-18 08:50:14 +01:00
Philip Rebohle
af6bc1e7e2
[d3d11] Enable dual-source blending feature
Required for Unigine Heaven.
2018-01-18 08:42:57 +01:00
Philip Rebohle
3ac25d5e2a
[d3d11] Updated D3D11CreateDevice
Since D3D11Device and D3D11DeviceContext share the same reference
counter, we can actually create a device if the device pointer is
missing. Fixes Homefront.
2018-01-18 01:18:22 +01:00
Philip Rebohle
ade9cd0587
[d3d11] Removed some uninteresting log messages
Reduces log spamming in Homefront.
2018-01-17 23:49:26 +01:00
Philip Rebohle
8b27dee0e5
[dxbc] Implemented swapc 2018-01-17 21:47:18 +01:00