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 )
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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
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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
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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
d5481ac013
[d3d11] Remove redundant D3D11Buffer::GetSize method
2018-11-02 15:43:46 +01:00
Philip Rebohle
43ed820be9
[d3d11] Remove state tracking for UAV rendering
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This scenario is now properly handled by the DXVK state tracker.
2018-10-29 12:12:34 +01:00
Philip Rebohle
5ecfbd8425
[d3d11] Do not use QueryInterface to get query pointers
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We're not going to implement counters anyway, so this is
unnecessary overhead.
2018-10-17 17:28:47 +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
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
93753a5ce7
[d3d11] Bind transform feedback buffers in SOSetTargets
2018-10-10 19:55:41 +02:00
Philip Rebohle
781ee00f5c
[dxvk] Refactor indirect draw/dispatch commands
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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
0b4f1b6d6f
[d3d11] Implement DiscardView and DiscardResource for images
2018-10-01 16:54:34 +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
161fb6215a
[d3d11] Optimize UAV binding
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- 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
35238ec4d1
[d3d11] Make D3D11 context methods more robust to null pointers
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Assetto Corsa tries to do some questionable things when reflections
are disabled in the game options. Refs #648 .
2018-09-19 12:33:30 +02:00
Philip Rebohle
d9009efd22
[d3d11] Implement and advertize support for CopyWithOverlap feature
2018-09-18 16:22:47 +02:00
Philip Rebohle
f1b075c0f3
[dxvk] Add CS chunk pool
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Reduces the number of dynamic memory allocations for CS chunks by
recycling them once they are no longer needed. Also fixes a potential
issue with chunks that are dispatched multiple times.
2018-08-27 16:07:38 +02:00
Philip Rebohle
f75e3ad13f
[d3d11] Fix silly GenerateMips bug
2018-08-16 00:57:16 +02:00
Philip Rebohle
0b1b898be4
[d3d11] Implement ID3D11DeviceContext1::ClearView
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Required for Feature Level 11_1.
2018-08-15 19:03:26 +02:00
Philip Rebohle
beedd39f7d
[dxvk] Accept VkClearValue in DxvkContext::clearImageView
2018-08-15 19:03:26 +02:00
Philip Rebohle
da21a6db7f
[d3d11] Silence warning about GenerateMips being called on buffers
2018-08-15 19:03:26 +02:00
Philip Rebohle
fe66e668e5
[dxvk] Implement native discardBuffer function in the backend
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This may be more efficient because it avoids renaming the buffer
in case it can be used without inserting additional barriers.
2018-08-03 11:28:00 +02:00
Philip Rebohle
fb88070888
[d3d11] Implement copy flags for CopySubresourceRegion1 / UpdateSubresource1
2018-08-03 11:22:26 +02:00
Philip Rebohle
3fee20dfec
[d3d11] Implement DiscardResource for buffers
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We don't suppor this for images, and we don't support DiscardView yet.
Buffers can be invalidated, which may in some cases be beneficial in
order to avoid synchronization on the GPU.
2018-08-03 11:10:40 +02:00
Philip Rebohle
c31e646921
[dxvk] Introduce concept of shader constants
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Large constant arrays should be moved to a uniform buffer instead
of being baked directly into the shader code.
2018-07-30 20:29:05 +02:00
Philip Rebohle
7f0f7ac048
[d3d11] Refactor shader binding
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This way we can get rid of an unnecessary template and make future
extensions possible.
2018-07-30 19:37:19 +02:00
Philip Rebohle
c8c6f24b63
[d3d11] Fix log spam when an application uses DiscardView
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We don't support this method, but we should only issue the warning
once to prevent poor performance.
2018-07-08 15:53:30 +02:00
Philip Rebohle
974db9712b
[dxvk] Remove clear rect parameter from clearRenderTarget
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With deferred clears and render target-based clears, this was
not properly supported anyway.
2018-07-06 15:01:37 +02:00
Philip Rebohle
432708c15f
[d3d11] Fix image aspect mask for typeless resolve
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The DXGI format info only stores the aspect mask for views created
with that format, but we're dealing with a raw resource here so we
have to query the aspect mask from the Vulkan format in question.
Fixes validation errors with typeless resolve if the formats of
the two involved images are identical.
2018-06-21 10:17:59 +02:00
Philip Rebohle
a148233b13
[d3d11] Use clearBuffer to initialize UAV counters
2018-06-16 10:22:38 +02:00
Philip Rebohle
7fa26f1c87
[d3d11] Implement render pass spilling for UAV rendering
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Spilling the render pass should make shader storage buffer/image writes
visible due to how external subpass dependencies are defined. For UAV
rendering, we need to do this when changing the UAVs, even if the render
targets themselves do not change.
2018-06-15 20:49:24 +02:00
Philip Rebohle
dce2f844c0
[d3d11] Add ID3DUserDefinedAnnotation stub
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We can implement this properly in the future using VK_EXT_debug_utils.
2018-06-11 14:29:47 +02:00
Philip Rebohle
05f24c3c38
[d3d11] Reduce log spam about UAV rendering
2018-06-10 04:19:30 +02:00
Philip Rebohle
a2df1ea4c9
[d3d11] Added warning that UAV rendering might not work as expected
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We still haven't implemented synchronization for UAV rendering properly.
2018-06-08 12:42:09 +02:00
Philip Rebohle
c716372941
[d3d11] Move GetData implementation to D3D11ImmediateContext
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It is illegal to call this method on a deferred context, so we should
filter out those calls. This allows the implementation to make use of
features specific to the immediate context.
2018-06-08 12:29:24 +02:00
Philip Rebohle
4a0c81276f
[d3d11] Implement new auto-flush heuristic
2018-06-04 23:31:49 +02:00
Philip Rebohle
8cd97959f2
[d3d11] Chjeck whether input layouts are identical
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Prevents redundant state changes when a game switches between
identical input layouts. Reduces the the number of Vulkan
calls in Grim Dawn by ~30%.
2018-05-27 01:10:49 +02:00
Philip Rebohle
84a62f795f
Merge branch 'meta-mipgen'
2018-05-25 17:46:41 +02:00
Philip Rebohle
4b37590e14
[dxvk] Use new mip map generator
2018-05-25 17:45:41 +02:00
Philip Rebohle
49bda46a37
[d3d11] Validate and correct scissor rects
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Fixes Vulkan validation errors in Frostpunk and more closely
emulates Windows behaviour.
2018-05-25 00:08:28 +02:00