Commit Graph

764 Commits

Author SHA1 Message Date
Philip Rebohle 5eedbc0546
[dxgi] Always use 32-bit depth buffers instead of 24-bit
Support for 24-bit depth buffers seems poor even on GPUs which support
them, and there seem to be no issues with using 32-bit buffers in practice.
2018-03-22 11:09:23 +01:00
Philip Rebohle 53d557c2db
[d3d11] Implement D3D11_MAP_FLAG_DO_NOT_WAIT
Improves framerate in Dishonored 2 by up to 50%.
2018-03-22 11:02:14 +01:00
Philip Rebohle 9215cfdcf2
[dxvk] Minor 2018-03-22 11:01:54 +01:00
Philip Rebohle 5c2144b55d
[dxvk] Move tess state validation to validatePipelineState 2018-03-21 15:22:18 +01:00
Philip Rebohle ec161823e5
[dxvk] Check whether renderpass is null before creating pipeline 2018-03-21 15:09:34 +01:00
Philip Rebohle 6f6e12a329
[util] Fix possible crash with null interfaces in private storage 2018-03-21 15:09:08 +01:00
Philip Rebohle 9ef94e28ac
[dxbc] Support UNorm/SNorm typed resources 2018-03-21 15:08:53 +01:00
Philip Rebohle 08806070ca
[d3d11] Fix CheckFeatureSupport return value 2018-03-21 15:08:34 +01:00
Philip Rebohle efcd5c6b4d
[d3d11] Implement support for D3D11_FEATURE_FORMAT_SUPPORT2 2018-03-21 13:31:22 +01:00
Philip Rebohle 09151f3616
[d3d11] Lift shaderStorageImageReadWithoutFormat requirement 2018-03-21 12:57:29 +01:00
Philip Rebohle 584ee6b6f0
[dxbc] Lift ShaderStorageImageReadWithoutFormat requirement 2018-03-21 12:47:53 +01:00
Philip Rebohle fcff10aae7
[dxbc] Set image format for UAVs when atomic operations are used
Fixes a violation of the Vulkan specification where atomic operations
would be used on storage images with SpvImageFormatUnknown. Should fix
driver crashes on Nvidia.

TODO: Fix data types for atomic operation instructions.
2018-03-21 12:11:18 +01:00
Philip Rebohle c1a1ff3915
[d3d11] Implement remaining D3D11.1 feature queries 2018-03-21 04:58:31 +01:00
Philip Rebohle 17e981f360
[dxvk] Increase UAV slot count to 64 for the graphics pipeline
D3D11 raised this limit from 8 UAVs in the fragment shader to
64 UAVs in all graphics stages combined.
2018-03-21 04:56:33 +01:00
Philip Rebohle bd71f256e5
[d3d11] Fixed constant buffer binding update 2018-03-21 03:26:31 +01:00
Sebastian Wick 4518b1b76e Shader cache (#188)
* [util] Adds getTempDirectory() function

Will be used by on-disk pipeline caching

* [dxvk] Implement on-disk shader caching

Saving the pipeline cache to disk when the application exits
should be sufficient but the DxvkPipelineCache destructor isn't
reliably called on exit (ref-counting issue?).
As a workaround every frame we check and save the cache if the
size increased by some amount or after one minute elapsed.

* [dxvk] Periodically update shader cache file in separate thread
2018-03-21 02:45:11 +01:00
Philip Rebohle 6550e8d623
[d3d11] Expose implemented Feature Level 11.1 features 2018-03-20 23:25:23 +01:00
Philip Rebohle 894444d43d
[dxvk] Remove old debug code 2018-03-20 22:36:02 +01:00
Philip Rebohle 42d49d7603
[dxvk] Respect bufferImageGranularity for non-linear images
May fix aliasing issues on GPUs where the bufferImageGranularity limit
is greater than the alignment requirement of non-linear resources.
2018-03-20 20:24:11 +01:00
Philip Rebohle fd4e55007f
[d3d11] Export support for driver command lists
This indicates that our implementation of UpdateSubresource on
deferred contexts is not affected by the same issue as on Windows.
2018-03-19 17:57:20 +01:00
Philip Rebohle 493ad66d91
[d3d11] Remove obsolete acquire/release pair
This is no longer needed with the universally
thread-safe slice allocator.
2018-03-19 17:56:26 +01:00
Philip Rebohle f762811af0
[dxvk] Use multiple free lists for physical buffer slices
Reduces lock contention and slightly improves performance in games
that rely heavily on the buffer renaming mechanism if the lock
protecting the original free list was contested.
2018-03-19 14:53:59 +01:00
Philip Rebohle c6251d28fc
[d3d11] Remove warnings from CopySubresourceRegion1 / UpdateSubresource1
The flags should have no impact on correctness, so not supporting them
makes no difference. Prevents log spam in Dishonored 2.
2018-03-19 14:52:42 +01:00
pchome 2f8ccfa30e
[build] Add header required for std::find_if() 2018-03-19 12:49:48 +02:00
Philip Rebohle f1c3b59e87
[d3d11] Implemented buffer mapping on deferred contexts
Allows the MultiThreadedRendering demo from the Microsoft SDK to run.
2018-03-19 03:19:13 +01:00
Philip Rebohle 0eaa3fea3b
[dxvk] Implement thread-safe buffer renaming
This is required for resource mapping on deferred contexts.
May also fix a potential synchronization issue where a buffer
could be mapped multiple times before the CS thread would mark
the physical buffer as used, which would result in invalid data.
2018-03-19 02:18:44 +01:00
Philip Rebohle d6d6ed4efd
[d3d11] Expose Feature Level 11_1 if explicitly requested
Not enabled by default since some 11_1 functionality is not yet implemented.
2018-03-18 23:39:40 +01:00
Philip Rebohle 127fad89be
[d3d11] Refactored D3D11SamplerState creation 2018-03-18 23:35:40 +01:00
Philip Rebohle b04e9b5f18
[d3d11] Refactored D3D11DepthStencilState creation 2018-03-18 23:32:01 +01:00
Philip Rebohle 11d8eb3be4
[d3d11] Implemented D3D11BlendState1 2018-03-18 23:27:29 +01:00
Philip Rebohle 2591bbdabd
[d3d11] Implemented ID3D11RasterizerState1 stub 2018-03-18 22:53:20 +01:00
Philip Rebohle 0a473b4f86
[d3d11] Return error if an application creates an RTV for a buffer
Vulkan does not support buffer RTVs, and neither does DXVK, so we
should return an error in that case. Previously, DXVK would crash
upon querying image information.
2018-03-18 21:38:48 +01:00
Philip Rebohle 69dd05b269
[dxgi] Fix back buffer destruction
The back buffer needs to be deleted explicitly because on
the way it is created. Fixes reference counting issues in
applications which resize the back buffer at least once.
2018-03-18 20:39:14 +01:00
Philip Rebohle e009e63aa7
[d3d11] Fix sampler state refcount issue
We cannot use strong references in state objects that
are stored inside a member of the device itself.
2018-03-18 14:57:14 +01:00
Philip Rebohle 2346a2ac03
[d3d11] Remove inconsistent uses of "this" 2018-03-18 12:57:39 +01:00
Philip Rebohle c43702e445
[d3d11] Implement GetConstantBuffers1 methods 2018-03-18 12:45:27 +01:00
Philip Rebohle e54246d000
[d3d11] Implement SetConstantBuffers1 methods 2018-03-18 12:39:11 +01:00
Philip Rebohle 3133e4ba35
[d3d11] Add constant buffer offsets and counts to context state 2018-03-18 12:36:45 +01:00
Philip Rebohle a8eecfbfe5
[d3d11] Enable direct image mapping by default 2018-03-18 00:36:53 +01:00
Philip Rebohle 94aa650f3e
[dxvk] Enable the use of VK_KHR_descriptor_update_template
Reduces the CPU overhead of descriptor set updates, which usually
happen once per draw call. Gains seem to be minor in most games,
some outliers show significantly better performance (i.e. Tomb Raider).
2018-03-17 23:50:03 +01:00
Philip Rebohle 0f800c6c51
[dxvk] Added Vulkan function pointers for VK_KHR_descriptor_update_template 2018-03-17 22:35:50 +01:00
Philip Rebohle ebd46e4109
[d3d11] Re-define D3D11_FEATURE_DATA_ARCHITECTURE_INFO
Fixes previous commit on MinGW.
2018-03-17 21:38:35 +01:00
Mikhail Paulyshka 043982d3be [d3d11] stub implementation of ID3D11Device1 (#175) 2018-03-17 20:11:00 +01:00
Mikhail Paulyshka a3e7139c1e [d3d11] stub implementation of ID3DDeviceContext1 (#174) 2018-03-17 18:54:09 +01:00
Philip Rebohle 52a9a4f406
[dxvk] Reimplemented clearRenderTarget
Closer to the D3D11 API. We cannot use the normal clearColorImage and
clearDepthStencilImage methods in case the game uses a 2D array view
for a 3D image. Fixes some validation issues in Hellblade.
2018-03-17 17:59:43 +01:00
Philip Rebohle 1af52abb67
[d3d11] Move OMSetRenderTargets optimization to D3D11ImmediateContext
We cannot call Flush() on deferred contexts anyway, so the command
submission optimization should only be applied to immediate contexts.
2018-03-17 14:09:16 +01:00
Philip Rebohle ccfe1a346b
[d3d11] Moved GetViewFromDesc and NormalizeDesc out of D3D11Devuce 2018-03-17 13:42:37 +01:00
Philip Rebohle 0ddbb58ce4
[d3d11] Enable IDXGIDevice2 interface query 2018-03-17 13:05:55 +01:00
Philip Rebohle 3b43c1c183
[dxgi] Support more formats in the presenter
Should surpress "Unsupported format" warnings in games
based on Unreal Engine 4 and Frostbite Engine.
2018-03-17 09:20:06 +01:00
Mikhail Paulyshka 608cd33a25 [dxgi] added stub implementation of IDXGIDevice2 (#172) 2018-03-17 01:48:55 +01:00