Philip Rebohle
e5f3019524
[dxgi] *Actually* silence WaitForVBlank warning
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Guess who needs more coffee.
2018-10-09 19:17:20 +02:00
Philip Rebohle
08b241b3ea
[d3d11] Add option to disable deferred context mapping speed hack
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Fixes a regression in The Evil Within.
We should probably find a proper solution, but for now this is the best
thing we can do for games which reuse command lists.
2018-10-09 17:07:50 +02:00
Philip Rebohle
6dd5cdbc3e
[dxgi] Silence WaitForVblank warning
2018-10-09 14:48:49 +02:00
Andre Heider
8fcdf78b51
[dxbc] rename DxbcProgramVersion to DxbcProgramInfo
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The version in not part of this class anymore.
2018-10-08 12:32:01 +02:00
Andre Heider
8492f0501e
[dxbc] Drop unused major/minor from DxbcProgramVersion
2018-10-08 12:32:01 +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
eb55325640
[dxvk] Fix missing buffer tracking for indirect draw calls
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This is optimized to allow a large number of indirect draws to be
submitted if they all access the same argument buffer, as is the
case in Assassin's Creed Syndicate and Odyssey.
2018-10-07 17:51:44 +02:00
Philip Rebohle
af16461858
[dxvk] Fix missing indirect dispatch barriers and tracking
2018-10-07 17:33:03 +02:00
Philip Rebohle
417b6cb6dc
[dxvk] Reduce CPU overhead of indirect draw calls
2018-10-07 17:09:46 +02:00
Philip Rebohle
87f1cd2385
[dxgi] Fix undefined display mode format for display mode transitions
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Fixes resolution change option in Dark Souls 3.
2018-10-06 08:01:48 +02:00
Philip Rebohle
09bbb68d98
[meta] Release v0.81
2018-10-05 21:14:11 +02:00
Philip Rebohle
a3bf90f5a3
[vr] Cosmetic code cleanup
2018-10-04 12:30:26 +02:00
Andrew Eikum
bc367fd817
[vr] Load native openvr library on winelib builds
2018-10-04 12:08:12 +02:00
Philip Rebohle
0b4f1b6d6f
[d3d11] Implement DiscardView and DiscardResource for images
2018-10-01 16:54:34 +02:00
Philip Rebohle
0d9e714d3e
[dxvk] Add discardImage method
2018-10-01 16:54:34 +02:00
Jens Peters
a29f698305
[build] Indicate the working tree status in the version string. ( #679 )
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This adds '+' to the version string when the working copy is dirty.
See https://git-scm.com/docs/git-describe
2018-09-30 22:19:05 +02:00
Philip Rebohle
da76d74a2d
[dxvk] Minor internal buffer API cleanup
2018-09-30 11:05:20 +02:00
Philip Rebohle
aaaf2c53e0
[dxvk] Don't reset unused bind points
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Saves a few CPU cycles when binding resources.
2018-09-29 20:23:00 +02:00
Philip Rebohle
387f41ede5
[dxvk] Make DxvkBuffer destructor explicit
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Prevents compiler from inlining massive amounts of code where it's
not needed. This is more consistent with the other classes as well.
2018-09-29 20:19:07 +02:00
Philip Rebohle
da8274daaf
[d3d11] Don't set meta-resolve usage flags for depth buffers
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Depth buffers cannot be resolved in D3D11.
May improve performance on some hardware when MSAA is used.
2018-09-29 14:59:36 +02:00
Philip Rebohle
894d9606d5
[dxgi] Add option to force-enable MAILBOX present mode
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Provides Enhanced Sync-like functionality (#678 ).
2018-09-29 08:13:52 +02:00
Richard Yao
6fb09cb9fc
[build] Build 32-bit binaries with SSE2 instruction set
2018-09-28 20:33:42 +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
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Fixes black screen issue in Mortal Kombat X (#670 ).
2018-09-28 19:41:16 +02:00
Philip Rebohle
33408a8a74
[dxvk] Fix stencil state assignment
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Not really important since we don't use stencil anyway,
but we should at least populate the struct correctly.
2018-09-27 21:04:49 +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
518ab2ebdd
[dxvk] Refactor resolve ops
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Brings this more in line with clear and copy operations, which
both have more than one code path. Also optimizes barriers.
2018-09-27 12:42:20 +02:00
Philip Rebohle
c5f7f9f3b0
[d3d11] Enable usage flags for meta copy formats
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This is required in order to make meta copies work between images
that do not have the necessary D3D11 bind flags set, and it may
speed things up because it allows rendering to the destination
image directly rather than requiring a temporary image.
2018-09-27 11:44:09 +02:00
Philip Rebohle
509e6f1abf
[dxvk] Use new meta copy for depth <> color image copies
2018-09-27 11:44:09 +02:00
Philip Rebohle
fad2e13882
[dxvk] Add meta copy code
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The current way of copying data between incompatible images is slow
and does not work for multisampled images. This new code implements
a render pass which performs an exact copy of the source data.
2018-09-27 11:44:09 +02:00
Philip Rebohle
c11d492597
[dxvk] Add meta copy shaders
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Used to copy between depth and color images.
2018-09-27 11:44:09 +02:00
Philip Rebohle
b73b91a5c9
[dxgi] Implement slightly better QueryResourceResidency stub
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This now returns redidency values for all queried resources, but
not the correct ons. May fix issues in Fallout 4?
2018-09-27 07:31:30 +02:00
Philip Rebohle
63d7770870
[dxvk] Flush queued barriers when binding any frame buffer
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We need to flush when starting meta render passes as well.
2018-09-25 21:32:21 +02:00
Philip Rebohle
8bcd47d6dc
[dxvk] Simplify pipeline object locking
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Any more complex approach is not very useful at the moment
because we have to put a lock around the actual compile
function anyway.
2018-09-25 18:22:58 +02:00
Philip Rebohle
0be291e123
[dxvk] Don't do image-to-buffer copies for multisampled images
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Vulkan does not allow this.
2018-09-25 14:37:53 +02:00
Philip Rebohle
305c361c00
[d3d11] Fix incomplete usage mask for buffer UAVs
2018-09-25 10:14:42 +02:00
Philip Rebohle
ddfa7e40b3
[dxvk] Renove redundant vkDestroyPipeline
2018-09-24 22:54:49 +02:00
Philip Rebohle
a950872c7c
[dxvk] Check whether the vertex binding / attribute count is valid
2018-09-24 16:22:12 +02:00
Philip Rebohle
1e40a14a50
[d3d10] Disable D3D10 support for Bioshock
2018-09-24 15:30:13 +02:00
Philip Rebohle
bd4338be42
[d3d10] Add option to enable or disable D3D10 support
2018-09-24 15:26:33 +02:00
Philip Rebohle
04ed4273ba
[dxvk] Avoid buffer slice copy when binding index/vertex buffers
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Also redesigns getDescriptor to always return the offset.
2018-09-23 20:09:01 +02:00
Philip Rebohle
1c865328d3
[meta] Release v0.80
2018-09-23 19:01:15 +02:00
Philip Rebohle
b9ff234da5
[meta] Update README
2018-09-23 14:46:29 +02:00
Philip Rebohle
b49876528a
[dxvk] Enable state cache for compute pipelines
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Also cleans up some code to get the design more in line
with how graphics pipelines are handled.
2018-09-23 14:42:03 +02:00
Philip Rebohle
6c8ac9e5f4
[dxvk] Add compute shader support to pipeline state cache
2018-09-23 14:42:03 +02:00
Philip Rebohle
689602497f
[d3d11] Use state cache
2018-09-23 14:41:49 +02:00
Philip Rebohle
4a72cae1e6
[dxvk] Enable state cache
2018-09-23 14:41:43 +02:00
Philip Rebohle
57dab630b5
[dxvk] Add pipeline state cache
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Stores state vectors for graphics pipelines in a file and allows
games to start compiling them in advance on subsequent launches.
Changes:
(1) Add environment variable to select the cache file path
(2) Add magic number and entry size to cache file header
2018-09-22 22:38:35 +02:00
Philip Rebohle
d6742e38c5
[dxvk] Lock pipeline object while compiling one pipeline
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This prevents us from compiling the exact same pipeline twice
at the same time, which for some reason crashes RADV.
2018-09-22 12:04:06 +02:00
Philip Rebohle
0e2d63f6d2
[dxvk] Add method to retrieve shader key from shader module
2018-09-22 12:04:06 +02:00