Joshua Ashton
63bd41f785
[d3d11] Add fallthrough comment to PickFormats
...
Silences a warning
2022-03-10 00:47:38 +01:00
Joshua Ashton
dc6c350cf2
[d3d9] Add fallthrough comment to SetRenderState
...
Silences a warning
2022-03-10 00:47:38 +01:00
Joshua Ashton
f4ab14cafa
[dxso] Fix potential fallthrough in RasterizerOut
2022-03-10 00:47:38 +01:00
Joshua Ashton
a5b0f2898a
[dxso] Fix ExpP fallthrough
2022-03-10 00:47:38 +01:00
Joshua Ashton
b2d96ee087
[d3d9] Fix fallthroughs in PickFormats
2022-03-10 00:47:38 +01:00
Joshua Ashton
e9b0d5d716
[build] Enable -Wimplicit-fallthrough
...
I got bit by this in D3D9.
2022-03-10 00:47:38 +01:00
Joshua Ashton
53b9a723ac
[d3d9] Set initial dirty state flags
...
We had a bug where initial state values caused the data to not get sent to the backend.
Let's fix that going forward and dirty everything we possibly can on device creation.
2022-03-09 23:33:12 +00:00
Joshua Ashton
d4d4f0ca18
[d3d9] Fix default initialization of some state values
...
If we end up being the same as what we are, we don't dirty initially.
2022-03-09 23:33:08 +00:00
Philip Rebohle
89b1f025eb
[d3d10] Forward OpenSharedResource to D3D11 implementation
...
Trivial since the requested IID is passed by the application.
2022-03-04 19:13:30 +01:00
Philip Rebohle
23eead9e99
[meta] Release 1.10
2022-03-04 17:15:51 +01:00
Philip Rebohle
b774d4dbea
[meta] Update README
2022-03-04 16:32:33 +01:00
Oschowa
bb178baaf1
[util] Enable cached vertex and index buffers for The Evil Within
...
Large performance win.
2022-03-04 02:19:17 +01:00
Philip Rebohle
f14bccc8c3
[util] Use CPU-cached constant buffers for Anno 1800
...
Sigh.
2022-03-03 17:33:14 +01:00
Philip Rebohle
1b196c24a4
[dxvk] Invalidate buffer in clearBuffer if possible
2022-03-01 21:39:35 +01:00
Philip Rebohle
4c0df63e2d
[meta] Update example configuration file
2022-02-28 23:39:55 +01:00
Philip Rebohle
5822a8de9f
[util] Enable cached vertex and index buffers for FFXIV
...
Fixes some weird performance issues on the Garlemald map. Doesn't seem
to affect performance in other areas.
2022-02-28 23:33:27 +01:00
Philip Rebohle
2bceeff5f2
[d3d11] Replace apitrace mode option with something more granular
...
And enable it only for vertex and index buffers in Nier Replicant.
2022-02-28 22:44:10 +01:00
Robin Kertels
b42c07253e
[d3d9] Fix sysmem readback
2022-02-24 07:49:55 +00:00
Robin Kertels
a81c653b42
[d3d9] Fix synchronization after readback
2022-02-22 21:49:28 +00:00
Philip Rebohle
a37cd46491
[util] Set maxDynamicImageBufferSize for Total War: Warhammer III
...
Massively increases performance since the game otherwise keeps
uploading a huge 48 MiB texture in every frame.
2022-02-22 05:48:25 +01:00
Philip Rebohle
603828951c
[meta] Update example config file
2022-02-22 05:32:16 +01:00
Philip Rebohle
dbd4dad095
[d3d11] Introduce d3d11.maxDynamicImageBufferSize option
2022-02-22 05:31:27 +01:00
Philip Rebohle
33cf522647
[d3d11] Use appropriate memory types for directly mapped images
2022-02-22 05:31:20 +01:00
Philip Rebohle
177e70949c
[d3d11] Apply apitrace mode to image upload buffers
2022-02-22 01:30:43 +01:00
Robin Kertels
29d8812709
[d3d9] Don't set NeedsReadback for POOL_SYSMEM textures
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... or in SetRenderTarget because we always do readback for render targets.
2022-02-21 13:43:04 +00:00
Robin Kertels
b163a99bde
[d3d9] Clean up texture locking
...
We had two code paths that largely did the same.
2022-02-21 00:08:41 +00:00
Robin Kertels
dde83717f1
[d3d9] Rename WrittenByGPU to NeedsReadback
2022-02-21 00:08:41 +00:00
Robin Kertels
40444c1f50
[d3d9] Unify texture uploads
2022-02-21 00:08:41 +00:00
Robin Kertels
8b9db26536
[util] Add computeMipLevelOffset
2022-02-21 00:08:41 +00:00
Philip Rebohle
22b8d7a4d3
[tests] Allow includes when compiling HLSL shaders
2022-02-20 21:37:09 +01:00
Philip Rebohle
49e5357a87
[hud] Greatly simplify frame time graph rendering
2022-02-20 15:58:29 +01:00
Philip Rebohle
0709c5f5c7
[hud] Greatly simplify text rendering in the HUD
2022-02-20 15:58:29 +01:00
Philip Rebohle
8ce83cabca
[dxvk] Only mark transfer buffers as transient
...
Otherwise we may accidentally catch things like uniform buffers as well.
2022-02-20 15:58:26 +01:00
Joshua Ashton
ccecc664ab
[meta] Bump arch-mingw-github-action to v7
2022-02-20 03:39:08 +00:00
Robin Kertels
fd23dcef64
[d3d9] Disable direct buffer mapping for RE games
2022-02-20 03:30:03 +00:00
Robin Kertels
cf4c5c3422
[d3d9] Add option to disable direct buffer mapping
2022-02-20 03:30:03 +00:00
Robin Kertels
6d71eea516
[d3d9] Store buffer map mode in D3D9CommonBuffer
2022-02-20 03:30:03 +00:00
Robin Kertels
97ae14b6a0
[d3d9] Synchronize only to given sequence number in WaitForResources
2022-02-20 03:29:31 +00:00
Robin Kertels
917a8d00a2
[d3d9] Track last staging resource usage with a sequence number
2022-02-20 03:29:31 +00:00
Robin Kertels
c12cd1952c
[d3d9] Handle different mip chain lengths in UpdateTexture
2022-02-20 03:29:04 +00:00
Philip Rebohle
80f744549f
[dxvk] Get rid of spinlock when allocating GPU events
...
This is not performance-critical
2022-02-20 01:16:04 +01:00
Philip Rebohle
0ade12dc83
[dxvk] Use lock-free list for render pass instances
...
And replace the spin lock with a regular mutex.
2022-02-20 00:04:06 +01:00
Philip Rebohle
477cb617ac
[dxvk] Use lock-free list for compute pipeline lookup
2022-02-19 17:36:42 +01:00
Philip Rebohle
67e2ee1b26
[dxvk] Use lock-free list for graphics pipeline lookup
...
And use a proper mutex if we do have to synchronize,
so that we can avoid busy-waits.
2022-02-19 17:36:42 +01:00
Philip Rebohle
a4fe43462c
[dxvk] Introduce lock-free list
2022-02-19 17:36:39 +01:00
Philip Rebohle
c9750f6657
[dxvk] Don't use spinlocks for CS chunk pool
...
No reason to anymore since SRWLocks are fast enough here.
2022-02-19 16:57:09 +01:00
Philip Rebohle
520d62903a
[dxvk] Remove null check when setting vertex stride
...
Move the responsibility to the front-end instead.
2022-02-19 13:29:59 +01:00
Philip Rebohle
8e11630370
[d3d11] Set zero stride when binding null vertex buffer
2022-02-19 13:20:36 +01:00
Philip Rebohle
146fbd492f
[dxvk] Free existing staging buffer before creating a new one
2022-02-18 18:13:28 +01:00
Philip Rebohle
17a1b0ad44
[d3d11] Consider empty CS chunks when tracking resources
...
Avoids deadlocks if we track multiple resources and flush in between.
2022-02-18 14:21:53 +01:00