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mirror of https://github.com/doitsujin/dxvk.git synced 2025-01-22 05:52:11 +01:00

408 Commits

Author SHA1 Message Date
Liam Middlebrook
ff4fa29304 [dxbc] Add string output function for DxbcRegMask 2019-07-11 12:40:44 +02:00
Liam Middlebrook
2164a44887 [dxbc] Add ostream operator for DxbcScalarType 2019-07-11 12:40:44 +02:00
Philip Rebohle
06d4e06d8a
[dxbc] Enable early discard on RADV/ACO
Still can't enable on LLVM due to GPU hangs. The way we detect it
may have to change in the future, but for now, this should do.
2019-07-08 16:30:56 +02:00
Philip Rebohle
58dcf77c08
[dxbc] Disable atomic counter optimization on old RADV versions
Breaks TressFX in Tomb Raider 2013 for some reason, whereas this works
fine on 19.1 with both LLVM 8.0 and 9.0-git.
2019-06-15 12:58:31 +02:00
Philip Rebohle
d5ba36443e
[dxbc] Fix useRawSsbo option
Add some break to fix some breakage.
2019-06-11 20:23:47 +02:00
Philip Rebohle
d755b18ccb
[dxbc] Repurpose useRawSsbo option
Basically, abuse the minSsboAlignment property to convince the
compiler to always/never emit raw SSBOs for raw and structured
buffers, and use the actual device limit by default.
2019-06-11 20:20:40 +02:00
Philip Rebohle
0f7c23c022
[dxbc] Always use raw storage buffers if alignment requirements are met 2019-06-11 20:20:40 +02:00
Philip Rebohle
163e6aaa50
[dxbc] Store alignment for raw and structured buffers 2019-06-11 20:20:40 +02:00
Philip Rebohle
7d9a75c82c
[dxbc] Use subgroup operations for atomic append/consume operations
Reduces the number of atomic operations performed per subgroup to 1.
2019-05-15 19:32:27 +02:00
Philip Rebohle
d94d89c3ef
[dxbc] Add option to use subgroup ops for atomic counter operations
This can greatly reduce the number of atomic operations when using
append/consume buffers.
2019-05-15 18:49:02 +02:00
Philip Rebohle
04e6479690
[dxbc] Remove old spec constant code 2019-05-01 01:57:34 +02:00
Philip Rebohle
dc3cfc9fa0
[dxbc] Use new spec constant API for rasterizer sample count 2019-05-01 01:57:34 +02:00
Philip Rebohle
7111af423d
[dxbc] Add new emitNewSpecConstant method
Convenience method to declare new specialization constants.
2019-05-01 01:57:34 +02:00
Philip Rebohle
dc52212873
[dxbc] Disable Constant Buffer Range Check on AMD
The hardware already behaves as intended, no need to waste GPÜ cycles.
2019-04-30 16:07:24 +02:00
Philip Rebohle
3b1e753bb5
[dxvk] Re-implement early discard with quad granularity
May perform better on some hardware in situations where we cannot
discard a full subgroup. Closes #753.
2019-04-30 14:46:03 +02:00
Danylo Piliaiev
261d31cac6 [dxbc] Fix xfb passthrough for system values
vReg should be always allocated for system values which is
necessary for emitXfbOutputSetup and is already done for
hull shader passthrough.

Signed-off-by: Danylo Piliaiev <danylo.piliaiev@globallogic.com>
2019-04-30 12:19:21 +02:00
Philip Rebohle
06c144f075 [dxbc] Store sample positions as vec2 array
We can append the zeroes in shader code instead. May
improve generated code on drivers that use scratch
memory or temporary uniform buffers for large arrays.
2019-04-29 14:04:42 +02:00
Philip Rebohle
b14ad7b30c [dxbc] Remove some old TODOs
This is already implemented properly.
2019-04-29 11:48:09 +02:00
Philip Rebohle
04152055b7 [dxbc] Correctly report a sample count of 0 for unbound images 2019-04-29 11:48:09 +02:00
Philip Rebohle
a3e0157ab0 [dxbc] Correctly report a size of 0 for unbound images 2019-04-29 11:48:09 +02:00
Philip Rebohle
18cbaefdcb [dxbc] Correctly report a size of 0 for unbound buffers 2019-04-29 11:48:09 +02:00
Philip Rebohle
ad5da34c57 [dxbc] Fix typo in sample positions 2019-04-29 11:48:09 +02:00
Philip Rebohle
b44cad4d32
[dxbc] Replace computeResourceSlotId by light-weight alternatives
Slightly reduces overhead of D3D11 binding methods.
2019-04-18 10:06:15 +02:00
Philip Rebohle
35a2a02714
[dxbc] Do not emit GS system values if rasterization is disabled
Fixes issue in Star Citizen, which declares a max output vertex count
of 128 in a geometry shader which emits eight components per vertex,
which becomes 12 components in DXVK due to the gl_Position builtin.
This should keep us below the magic limit of 1024 output components.
2019-04-15 09:00:46 +02:00
Philip Rebohle
5819a69302
[d3d11] Add option to enable constant buffer range checks 2019-04-05 20:56:32 +02:00
Philip Rebohle
9b99c55a2e
[dxbc] Implement optional constant buffer range check 2019-04-05 20:56:29 +02:00
Philip Rebohle
0326258829 [dxbc] Use SDiv instead of ShiftRightLogical for index calc on Nvidia
Reportedly fixes Resident Evil 2 and Devil May Cry 5 on Nvidia.
2019-03-09 19:59:56 +01:00
Philip Rebohle
6d814b24da
[dxbc] Fix invalid SPIR-V for FirstBitHi / FirstBitShi on vectors
Refs #930.
2019-02-23 21:27:40 +01:00
Philip Rebohle
d12a8e09a8
[dxbc] Decorate integer fragment shader builtins as flat
Fixes yellow tint in Unreal Engine 4 games on RADV and AMDGPU-PRO.
2019-02-23 14:33:59 +01:00
Philip Rebohle
38c6eeed26
[dxbc] Only emit depth clamp in fragment shader if necessary
We don't need this if the depth clip extension is supported
by the driver.
2019-02-19 14:27:21 +01:00
Philip Rebohle
2d81decb91
[dxbc] Fix SPIR-V caps for SRV and UAV resources 2019-02-19 11:31:12 +01:00
Philip Rebohle
915091b76b
[dxbc] OpSDiv by 4 -> OpShiftRightLogical by 2 2019-02-07 19:32:07 +01:00
Philip Rebohle
8b80db7839
[dxbc] Fix storage class for UBO loads
UniformConstant is used for other things, UBOs are Uniform.
2019-02-05 21:28:50 +01:00
Philip Rebohle
c0b325b483
[dxbc] Add option to enable strict sm4-compliat division
SM4 is defined to return the first source operand if the divisor is zero.
Windows drivers don't do this by default, so we shouldn't do it either.
2019-02-05 21:08:13 +01:00
Philip Rebohle
a4378996d9
[dxbc] Reduce length of temporary shader input array to a minimum
Fixes severe performance regression with the AMD proprietary driver.
2019-02-04 13:30:08 +01:00
Philip Rebohle
e5a06d3f4a
[dxbc] Only load requested components from constant buffers
Results in better performance compared to loading the entire vector
on RADV. Suggested by Samuel Pitoiset.
2019-01-30 16:32:25 +01:00
Philip Rebohle
1cc24c223b
[dxbc] Reduce length of tessellation i/o arrays to minimum
This allows us to fix a violation of the Vulkan specification
where using the same location range for per-vertex and per-patch
i/o is illegal.

May also help certain drivers figure out what's actually needed.
2019-01-26 17:12:23 +01:00
Philip Rebohle
b0b7960548
[dxbc] Add method to count required registers for signatures 2019-01-26 17:11:49 +01:00
Philip Rebohle
0b5cffb0bb
[dxbc] Parse patch constant signature 2019-01-26 14:52:29 +01:00
Philip Rebohle
bee21e7539
[dxbc] Support parsing the ISG1 and OSG1 signature chunks
Required to get the Resident Evil 2 demo to work.
2019-01-12 15:17:51 +01:00
Philip Rebohle
4fe5929799
[dxbc] Add options to enable/disble early discard and raw ssbo use 2019-01-08 20:58:18 +01:00
Philip Rebohle
9890b87225
[dxbc] Fix incorrect error message 2019-01-08 00:46:24 +01:00
Philip Rebohle
e5beab2872
[dxbc] Rename struct_c0 -> c0_t etc. 2018-12-14 23:45:38 +01:00
Philip Rebohle
01b8e74457
[dxbc] Use raw SSBOs for raw and structured buffers if appropriate 2018-12-14 23:45:37 +01:00
Philip Rebohle
48548eb894
[dxbc] Add useRawSsbo option
ENabled when we can replace texel buffers for raw and structured
buffers with raw SSBOs.
2018-12-14 23:45:37 +01:00
Philip Rebohle
a0de90861c
[dxvk] Store access flags in resource slots
Makes distinguishing read-only resources from read-write
resources significantly easier.
2018-12-14 23:45:37 +01:00
Philip Rebohle
f276bcd0e7
[dxbc] Check for RADV/Nvidia drivers explicitly using the new function
This way, only RADV gets locked out of using early discard whereas
AMDVLK and -PRO are able to use it.
2018-12-12 16:27:01 +01:00
Philip Rebohle
7096937c11
[dxbc] Use ballot to determine early-discard condition in fragment shaders 2018-11-27 11:50:01 +01:00
Philip Rebohle
2424cf0289
[dxbc] Disable early discard on AMD cards
Causes GPU hangs.
2018-11-24 10:09:33 +01:00
Philip Rebohle
a75c596132
[d3d11] Add config option to enable TGSM initialization 2018-11-23 16:12:02 +01:00