Commit Graph

1272 Commits

Author SHA1 Message Date
Philip Rebohle 2bce1491c6
WIP: Typed shader interfaces 2018-07-01 12:44:37 +02:00
N00byKing 26d7059579 [dxvk] Remove unnecessary Parameter (#465) 2018-06-29 21:37:25 +02:00
Philip Rebohle bc1384b7b4
[d3d11] Issue warning when using a command list more than once
The way buffers are invalidated can cause issues when the same command
list is submitted multiple times. Games don't seem to need this right
now.
2018-06-29 12:44:52 +02:00
Philip Rebohle 4520b1ca8f
[d3d11] Fix usage and access flags for multisampled images
Meta-resolve operations will use the image in a fragment shader.
2018-06-28 16:47:54 +02:00
Philip Rebohle db2b6e1219
[dxvk] Optimize image layout transitions
This should reduce unnecessary execution dependencies when
transitioning image layouts before executing image copies.
2018-06-28 13:52:54 +02:00
Philip Rebohle 8c65203ac2
[dxvk] Fix potential layout transition issues with depth-stencil images
Some operations can operate on only one of the two aspects
of a depth-stencil image. This fixes two possible issues:
- Image memory barriers must be applied to all image aspects
- VK_IMAGE_LAYOUT_UNDEFINED is no longer used as a source layout
  if the operation requiring the transition only uses one aspect
2018-06-28 12:44:57 +02:00
Philip Rebohle c370eea948
[dxbc] Decorate untyped write-only UAVs as NonReadable 2018-06-28 03:42:11 +02:00
Philip Rebohle 04bc13929f
[hud] Added some missing documentation 2018-06-28 01:18:16 +02:00
Philip Rebohle 832b3a9dba
[hud] Render HUD directly to swap chain image
Saves a fullscreen render target, render pass, and a queue submission.
2018-06-28 01:00:07 +02:00
Philip Rebohle 42a676bbdb
[d3d11] Tweak implicit flush limits
We're going to flush more often in CPU-limited scenarios, but these
new values are reasonable especially in games which submit large
amounts of GPU work at once, and should help reduce rendering latency.
Improves GPU utilization and frame rates in Hellblade by up to 10%.
2018-06-27 20:25:33 +02:00
Philip Rebohle 9fee253d09
[d3d11] Add more implicit flush points
All these methods will implicitly spill the active render pass and
are typically not called very often, so we can try to keep the GPU
busy.
2018-06-27 18:34:17 +02:00
Philip Rebohle 6cc303c5ef
[dxbc] Implement SV_ViewportID as pixel shader input 2018-06-27 12:02:54 +02:00
Philip Rebohle 0e6e985210
[vr] Maintain global extension sets
Preserves the per-instance and per-adapter extension sets across
multiple Vulkan instances. Works around initialization order issues
with Unity-based VR apps.
2018-06-26 15:56:13 +02:00
Philip Rebohle eb39cf4b11
[dxvk] Lock queue around acquireNextImage 2018-06-26 15:33:43 +02:00
Philip Rebohle 9cae049b53
[dxvk] Move adapter list to the DXVK instance 2018-06-26 12:33:26 +02:00
Philip Rebohle 3572775635
[build] Disable unity builds
Apparently Unity builds are much slower than regular builds
for some reason. Closes #386.
2018-06-26 10:22:38 +02:00
Philip Rebohle 4f28d57352
[dxvk] Remove unused rasterizer discard state flag 2018-06-25 16:56:52 +02:00
Philip Rebohle 060cd1d87c
[d3d11] Do not use MUTABLE_FORMAT_BIT for strictly typed formats
This used to cause issues in the past, but apparently we can safely
enable this optimization now. Improves performance slightly on RADV.
2018-06-24 17:01:05 +02:00
ZeroFault b62ccfe7a3 [dxvk] Implement dedicated allocation (#448)
Yields significant performance improvements on some Nvidia GPUs.
2018-06-24 10:55:42 +02:00
Philip Rebohle 845c78fd20
[dxbc] Consider stream index in signature entry lookup 2018-06-23 20:13:00 +02:00
Philip Rebohle a6c2080156
[tests] Fix compiler error with the DxbcModuleInfo struct 2018-06-23 18:28:22 +02:00
Philip Rebohle dd51437584
[dxbc] Implement EmitThenCut / EmitThenCutStream 2018-06-23 17:34:50 +02:00
Philip Rebohle 07ef25fec5
[dxbc] Parse OSG5 chunk for Shader Model 5 geometry shaders 2018-06-23 17:25:03 +02:00
Philip Rebohle 102591369e
[dxbc] Add DxbcModuleInfo struct
This will be required in the future to pass data from the
application to the shader compiler.
2018-06-23 17:14:35 +02:00
Philip Rebohle 5d1f00be34
[dxvk] Implement shader-based meta-resolve operation
This should work around a variety of potential driver issues
when games resolve typeless images with a different format.
2018-06-23 13:17:01 +02:00
Philip Rebohle 654c947368
[dxvk] Added separate flags for signed and unsigned integer formats 2018-06-23 13:06:42 +02:00
Philip Rebohle c5f45d9153
[dxvk] Add shaders for new meta-resolve operation 2018-06-23 09:48:03 +02:00
Philip Rebohle db7a7fa4bc
[dxvk] Use dynamic offsets for both graphics and compute pipelines 2018-06-22 00:33:47 +02:00
Philip Rebohle 4b5ec1be3e
[dxvk] Implement support for dynamic buffer binding offsets 2018-06-22 00:33:06 +02:00
Philip Rebohle 826b1245a1
[dxvk] Add context state flags for descriptor set and offset updates 2018-06-22 00:31:56 +02:00
Philip Rebohle c3470f6cbf
[dxvk] Allocate descriptor sets with dynamic descriptor support 2018-06-22 00:31:11 +02:00
Philip Rebohle aa3e718fcd
[dxvk] Add DxvkOptions struct for quick lookup of features/limits 2018-06-22 00:29:44 +02:00
Philip Rebohle d35ff6ca13
[dxvk] Implement pipeline layout support for dynamic descriptors 2018-06-22 00:29:04 +02:00
Philip Rebohle 32cd85dc11
[dxvk] Discard slices from old physical buffers
Improves effectiveness of an optimization that allows
using dynamic buffer offsets for descriptor sets.
2018-06-22 00:27:52 +02:00
Philip Rebohle 79a1703aea
[util] Set thread names for DXVK's own threads
Makes it easier to identify the command stream thread and the
queue processing thread easier when using a wine build that
supports SetThreadDescription.
2018-06-21 15:12:04 +02:00
Philip Rebohle 432708c15f
[d3d11] Fix image aspect mask for typeless resolve
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 60bf471f06
[d3d11] Fix issue with back buffer creation
In case the window size is 0 in either dimension, we ended up
creating an image with an invalid size. Fixes Vulkan validation
errors in Hearthstone.
2018-06-21 10:12:38 +02:00
Philip Rebohle 255712a1f2
[tests] Added basic Stream Output test 2018-06-19 20:04:49 +02:00
Philip Rebohle f5d73842b2
[d3d11] Do not flush on every call to GetData
There are several scenarios when flushing can have
a significant negative impact on performance:
1. When the query result is already available
2. When the game scatters GetData calls when rendering

Frostpunk hits both issues at the same time, which led to
over 120 queue submissions per frame. This patch reduces
that to 3 submissions per frame when the game is GPU-bound.
2018-06-19 14:34:15 +02:00
Philip Rebohle 5dfe0d077d
[d3d11] Fix render target layouts for linar tiling
There currently doesn't seem to be a game which actually renders
to images with linear tiling, but we should handle this anyway.
Only the GENERAL layout is allowed if the tiling is not OPTIMAL.
2018-06-19 11:28:54 +02:00
Philip Rebohle 15aabcb878
[dxvk] Optimize barriers around vkCmdCopyImage
We don't need to force layout transitions and emit double pipeline
barriers in case the GENERAL layout is being used for both images.
This is somewhat common for images used by compute shaders, and
this optimization ensures that only required barriers are emitted.
2018-06-18 22:30:00 +02:00
Philip Rebohle f7587014c7
[dxbc] Fix compiler warning 2018-06-18 15:33:35 +02:00
Philip Rebohle 79dc7d8947
[dxvk] Optimized barrier batching around compute shader execution
Reduces the number of unnecessary pipeline barriers after compute shader
dispatches. Yields a small performance improvement in Final Fantasy XV.
2018-06-18 14:35:11 +02:00
Philip Rebohle f519a0f2e4
[d3d11] Fake streamout support for Final Fantasy XV
The game uses this feature only for Hairworks. This hides an error
message and allows the game to start.
2018-06-16 18:52:20 +02:00
Philip Rebohle 162c465e95
[dxvk] Optimize buffer memory barrier batching
Instead of inserting a barrier after every single buffer copy, update
or clear operation, we batch them up and execute the barrier when the
first dirty buffer is used by a command. This significantly reduces
the number of pipeline barriers in some games, e.g. Final Fantasy XV.
2018-06-16 11:53:06 +02:00
Philip Rebohle 8f8340c2d1
[dxvk] Rename DxvkResourceAccessType to DxvkAccess
We'll be using this enum a lot more in the future.
2018-06-16 10:40:30 +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
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 7a22fa22a7
[dxgi] FindClosestMatchingMode: Handle Width/Height = 0 case
When an applicationn calls this method with the width or height
set to 0, we are allowed to pick any resolution, so we'll try to
find one close to the *current* display mode which usually returns
the current display mode itself.
2018-06-14 11:34:17 +02:00
Philip Rebohle c93f2b980e
[d3d11] Report correct timer frequency for TIMESTAMP_DISJOINT queries 2018-06-13 14:30:44 +02:00