Commit Graph

2230 Commits

Author SHA1 Message Date
Philip Rebohle 26602b296f
[meta] Release 1.2 2019-05-13 20:40:11 +02:00
Entryhazard 8c2709a1c6 Changed visibility of the winelib build to behave more like MinGW 2019-05-13 20:37:57 +02:00
Philip Rebohle 7d6f78182b
[dxvk] Don't use ALL_COMMANDS_BIT to notify events 2019-05-09 18:07:49 +02:00
Philip Rebohle 2c45eb79c4
[dxvk] Increase number of queued command buffers to 12
Might help avoid stalls in some edge cases.
2019-05-09 18:07:38 +02:00
Philip Rebohle a54548dae9
[d3d11] Flush more aggressively when CPU bound
Submitting GPU work early is especially important if there is
a CPU<>GPU synchronization point somewhere.
2019-05-09 18:04:36 +02:00
Philip Rebohle 45be1dfb53
[d3d11] Flush more aggressively on stalling Event queries
Increases GPU utilization in Quake Champions.
2019-05-09 18:04:36 +02:00
Philip Rebohle af45f810b2
[dxvk] Change flushing behaviour of immediate context methods
Should fix some inappropriate flushing, while flushing more
aggressively on render target changes.

We still keep the flush on UpdateSubresource since some games
use it to update large quantities of data.
2019-05-09 18:04:36 +02:00
Philip Rebohle dcd75a4f09
[util] Optimize popcnt operation 2019-05-09 18:04:33 +02:00
Philip Rebohle a1feaa6748
[dxvk] Add aspect mask parameter to clearImageView 2019-05-09 09:10:06 +02:00
Philip Rebohle 1fb8b5ec69
[dxvk] Begin render pass in clearImageViewFb if necessary
Otherwise, we might end up calling vkCmdClearAttachments outside
a render pass instance, which is invalid.
2019-05-09 09:09:11 +02:00
Philip Rebohle 0d40c20aef
[dxvk] Compact vertex buffer bindings
This way, we can always update all vertex buffer bindings with one
single API call, without having to deal with any gaps in binding IDs.

The previous optimization triggers a bug in some drivers when no
vertex buffer is ever bound to a given binding point, and may also
trigger inefficient behaviour if the binding range is assumed to
be contiguous.
2019-05-08 03:37:49 +02:00
Philip Rebohle 644f33a82b
[dxvk] Optimize unbound vertex buffer handling
We can actually just set the stride to 0 when binding a null
buffer, so that we can avoid all the runtime tracking.
2019-05-08 00:52:30 +02:00
Philip Rebohle 8029712aa4
[dxvk] Fix unbound vertex buffer handling
Bit of a brain fart there; we can't just change the meaning
of bindingMask since it indirectly affetcs binding strides.
2019-05-08 00:27:13 +02:00
Philip Rebohle fb70de8852
[dxvk] Optimize vertex buffer binding
If there are gaps in the binding numbers, we don't want to
create overhead by iterating over unused bindings.
2019-05-08 00:21:35 +02:00
Sam Fomenko 078bc27b14 [util] Disable NvAPI hack for Mirror's Edge Catalyst
#893
2019-05-07 22:34:56 +02:00
Philip Rebohle 9355580c4f
[hud] Optimize HUD rendering
Saves some bandwidth by using more compact vertex formats, and
by using push constants for text colors instead of a vertex
attribute.
2019-05-07 22:05:35 +02:00
Philip Rebohle 02768182f1
[dxvk] Implement push constant API 2019-05-07 20:51:27 +02:00
Philip Rebohle 8931013234
[dxvk] Add push constant range info to shaders and pipeline layout 2019-05-07 20:51:18 +02:00
Philip Rebohle d5b2c2fd23
[dxvk] Pass slot mapping to pipeline layout constructor
We're not getting the info from any other source anyway.
2019-05-07 20:36:18 +02:00
Philip Rebohle 0224dbc371
[dxvk] Optimize spinlock implementation 2019-05-07 13:38:02 +02:00
Philip Rebohle 584fd870b2
[dxvk] Bump state cache version to v5 2019-05-06 03:15:45 +02:00
Philip Rebohle 37f1087783
[dxvk] Add API for specialization constants 2019-05-06 03:15:45 +02:00
Philip Rebohle 7687db0303
[dxvk] Remove extra pipeline state
This can be expressed with specialization constants now.
2019-05-06 00:18:59 +02:00
Philip Rebohle a0c67191a7
[d3d11] Implement depth bounds extension 2019-05-06 00:08:58 +02:00
Philip Rebohle 3867270812
[d3d11] Implement MultiDrawIndirectCount extension 2019-05-06 00:08:58 +02:00
Philip Rebohle 492b7db07b
[d3d11] Support count buffer in Set|BindDrawBuffers 2019-05-06 00:08:58 +02:00
Philip Rebohle 117b7b1ba1
[d3d11] Implement MultiDrawIndirect extension 2019-05-06 00:08:58 +02:00
Philip Rebohle 9e57b03e64
[d3d11] Implement barrier control extension 2019-05-06 00:08:58 +02:00
Philip Rebohle 04bef3c67a
[d3d11] Add stub implementation of D3D11DeviceExt 2019-05-06 00:08:58 +02:00
Philip Rebohle 1cd8749234
[d3d11] Add stub implementation of D3D11DeviceContextExt 2019-05-06 00:08:58 +02:00
Philip Rebohle edbbdef787
[d3d11] Add interfaces to support D3D11 extensions 2019-05-06 00:08:57 +02:00
Philip Rebohle 8a3044a342
[dxvk] Implement depth bounds test in backend 2019-05-06 00:08:57 +02:00
Philip Rebohle 5ad212d279
[dxvk] Introduce new pipeline state to enable depth bounds test 2019-05-06 00:08:57 +02:00
Philip Rebohle bacb1f7c60
[dxvk] Implement indirct draw commands with indirect count 2019-05-06 00:08:57 +02:00
Philip Rebohle 13359d68d7
[dxvk] Enable VK_KHR_draw_indirect_count if available
Useful to implement a corresponding D3D11 extension.
2019-05-06 00:08:57 +02:00
Philip Rebohle 66b6b50af6
[dxvk] Fix stale vertex attribute divisor
Not resetting this may result in unnecessary state cache misses.
2019-05-05 23:18:13 +02:00
Philip Rebohle b35f3c14df
[dxvk] Off-load command buffer submission to separate thread
Reduces load on the CS thread a bit, which may yield a small
performance improvement.
2019-05-05 16:49:17 +02:00
Robin 4c0c66892a [d3d11] Fix MSVC 2017 compilation 2019-05-04 22:14:28 +02:00
Philip Rebohle 37f9a7ffff
[meta] Release 1.1.1 2019-05-04 15:59:18 +02:00
Philip Rebohle f733d082f4
[d3d11] Implement D3D11DeviceContext::SwapDeviceContextState 2019-05-04 15:57:57 +02:00
Philip Rebohle 82c6a5eb1a
[d3d11] Implement D3D11Device::CreateDeviceContextState 2019-05-04 15:57:57 +02:00
Philip Rebohle c1929ccb6f
[d3d11] Add class to implement D3DDeviceContextState 2019-05-04 15:57:55 +02:00
Philip Rebohle 81229d66cc
[d3d10] Explicitly define GUID for ID3D10StateBlock
Fixes linker errors when building against winelib.
2019-05-03 20:32:52 +02:00
Philip Rebohle 53aa27336b
[dxvk] Disable depthWriteEnable if depth attachment has read-only layout
Fixes water rendering in SpellForce 3.
2019-05-03 14:38:21 +02:00
Philip Rebohle 6eeb3b6da9
[dxvk] Add helper function to get info about depth-stencil image layouts 2019-05-03 14:37:59 +02:00
Philip Rebohle 81821414b0
[d3d10] Implement state blocks
Improves compatibility to Wine's Direct2D implementation.
2019-05-03 13:08:57 +02:00
Joshua Ashton 7aecd46f93 [spirv] Implement proj sample variants 2019-05-03 08:34:16 +02:00
Philip Rebohle f503ba4c8b
[d3d11] Fix counter value offset in DrawAuto
According to the newly released D3D11.3 functional specification,
we're supposed to subtract the offset of the slot 0 vertex buffer
binding from the counter value.
2019-05-02 16:03:52 +02:00
Philip Rebohle 343818cf1c
[d3d11] Always enable shaderStorageImageWriteWithoutFormat
We compile some compute shaders that need it in FL10/FL9 games.
2019-05-02 08:08:45 +02:00
Philip Rebohle e6eef1d1ec
[d3d11] Minor Map/Unmap optimizations
Avoid unnecessary LockContext call when unmapping a buffer.
This may actually improve performance if the context has
multithreaded protection enabled (e.g. D3D10).
2019-05-01 03:01:36 +02:00