Commit Graph

14 Commits

Author SHA1 Message Date
Philip Rebohle 6f194b0e7b [d3d11] Bind UAV counter buffers as views 2023-01-15 15:36:05 +01:00
Philip Rebohle 01051bac99
[d3d11] Allow creation of unordered access views for planar images 2021-05-30 19:42:44 +02:00
Joshua Ashton 742b52bbb5 [d3d11] Fix device child refs properly 2021-01-15 23:47:48 +01:00
Philip Rebohle 191c9644af
[d3d11] Allocate counter buffer per UAV
Might slightly increase memory overhead, however this allows
the backend to execute UAV counter updates more efficiently.
2019-10-26 17:44:29 +02:00
Philip Rebohle 84c80a4aaf
[d3d11] Implement ID3D11UnorderedAccessView1 2019-09-16 16:13:34 +02:00
Philip Rebohle c8c781c88b
[d3d11] Add check whether a viewed resource has a given bind flag 2019-08-29 19:10:50 +02:00
Philip Rebohle 8208cedfa9
[d3d11] Add common view info struct to all view types
Will be used for hazard detection.
2019-08-26 23:29:01 +02:00
Philip Rebohle 161fb6215a
[d3d11] Optimize UAV binding
- 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 66d1bed083
[d3d11] Remove old UAV counter buffer implementation 2018-08-30 15:32:46 +02:00
Philip Rebohle 3359b89166
[d3d11] Do not hold strong references to the ID3D11Resource in views
Emulates Windows behaviour more closely. Fixes refcount-related
error messages in Unreal Engine 4 (see #302), as well as a crash
in Yakuza 0 (see #533).
2018-08-05 21:31:13 +02:00
Philip Rebohle 871c96b130
[d3d11] Refactor Unordered Access View Creation
Part 4 / 4 of the refactor.
2018-08-05 19:28:39 +02:00
Philip Rebohle 8044ce6c7e
[d3d11] Refactor UAV counter buffer allocator
- Fixes violation of the minStorageBufferOffsetAlignment limit
- Allows allocation of multiple counter buffers if necessary
2018-08-03 10:17:02 +02:00
Philip Rebohle ccfe1a346b
[d3d11] Moved GetViewFromDesc and NormalizeDesc out of D3D11Devuce 2018-03-17 13:42:37 +01:00
Philip Rebohle 83458c4467
[dxvk] Separated resource view classes
Since we are doing this for UAVs already, we should be
doing this for all view classes in order to account for
the minor differences between all of them.
2018-02-05 22:35:23 +01:00
Renamed from src/d3d11/d3d11_uav.h (Browse further)