Commit Graph

2445 Commits

Author SHA1 Message Date
Philip Rebohle 797991702d Update issue templates 2019-07-30 16:11:18 +02:00
Philip Rebohle a7666aad82
[dxvk] Refactor the way render passes to pipeline compiler methods 2019-07-30 13:17:56 +02:00
Philip Rebohle 13bc3df92f
[dxvk] Refactor render pass objects to not use reference counting
Like pipeline objects, we keep these around anyway so there's no
reason to add ref count overhead. Also use a hash map to perform
the lookup.
2019-07-30 13:13:02 +02:00
Philip Rebohle d01b6baf38
[dxvk] Introduce compilePipeline method to Dxvk*Pipeline classes
Decouples the act of synchronously retrieving a handle
from asynchronously compiling the pipeline.
2019-07-30 12:14:52 +02:00
Philip Rebohle 3dc33c64a9
[dxvk] Introduce DxvkComputePipelineInstance
Same as the graphics pipeline equivalent.
2019-07-30 11:07:07 +02:00
Philip Rebohle 20b0cbdfb6
[dxvk] Rename compilePipeline -> createPipeline
More in line with Vulkan naming.
2019-07-30 11:06:25 +02:00
Philip Rebohle 6ab074c95b
[dxbc] Only use atomic append/consume optimization in compute shaders
- For fragment shaders, this isn't safe since ballots include helper invocations
- For vertex shaders, if drivers don't support subgroup operations in those
  stages, we don't want it to affect the performance of compute shadres.
2019-07-26 14:07:39 +02:00
Philip Rebohle dfe2922136
[dxvk] Fix partial clears for mismatched framebuffer attachment sizes
Fixes an issue in Borderlands: The Pre-Sequel, which binds a 512x512
color attachment and a full-screen depth buffer at the same time and
then attempts to clear the depth buffer.
2019-07-24 23:46:02 +02:00
Philip Rebohle 9c5102e257
[dxvk] Don't duplicate geometry shader system value outputs
Fixes #1121. The basic idea here is that all built-ins that can be
written by the GS will be consumed as built-ins by the FS anyway,
so we do not need to keep the o# variable around.
2019-07-24 18:18:20 +02:00
Philip Rebohle eaa41eb76c
[dxvk] Don't use reference counting for pipeline objects
Again not necessary since these objects are persistent.
Eliminates refcount overhead of pipeline lookups entirely.
2019-07-23 13:15:06 +02:00
Philip Rebohle 8cd13cc5bd
[dxvk] Use shader key structs directly for pipeline lookups
Removes some overhead and unnecessary ref count changes on shaders.
2019-07-23 13:00:04 +02:00
Philip Rebohle 8d4996bcda
[dxvk] Use shader key structs to store shaders in DxvkPipeline objects
Mostly a code cleanup to make constructing these objects a bit easier.
2019-07-23 12:48:11 +02:00
Philip Rebohle 604e89b97a
[dxvk] Rename Dxvk*PipelineKey -> Dxvk*PipelineShaders 2019-07-23 12:41:09 +02:00
Philip Rebohle 70294aac44
[dxvk] Disable resource tracking for DxvkPipeline objects
This isn't necessary at all since these objects are persistent.
2019-07-23 12:34:48 +02:00
Philip Rebohle 00cf2a20a3
[d3d11] Don't allow the creation of buffers with a size of zero 2019-07-21 20:47:42 +02:00
Philip Rebohle f5cec978c8
[meta] Release 1.3.1 2019-07-20 20:33:19 +02:00
Philip Rebohle c89bec5abd
[dxvk] Don't log submission errors on presentation
Makes no sense and only leads to confusion.
2019-07-20 20:25:18 +02:00
Philip Rebohle d9c0940734
[meta] Update README 2019-07-19 00:42:37 +02:00
Philip Rebohle 3f4c9a3bb5
[hud] Add GPU load monitor 2019-07-18 23:23:36 +02:00
Philip Rebohle 5bb20cceb6
[dxvk] Add GPU idle time to stat counters 2019-07-18 23:23:12 +02:00
Philip Rebohle 3d86ecd94d
[dxvk] Estimate GPU idle time based on cleanup thread activity
We'll assume that GPU idle time == time spent waiting for new
command lists to be added to the queue of the cleanup thread.
This isn't entirely accurate, especially if CPU load is very
high, but should be good enough.
2019-07-18 22:54:11 +02:00
Philip Rebohle 02d917c680
[dxvk] Fix meta copy operation for mipmapped images 2019-07-18 19:52:24 +02:00
Philip Rebohle fb9ea958a1
[dxvk] Fix meta copy operation for 1D images 2019-07-18 19:50:57 +02:00
Philip Rebohle 2905ba82d2
[dxvk] Remove old meta vertex and geometry shaders 2019-07-18 18:59:11 +02:00
Philip Rebohle 8889d6402e
[dxvk] Use new fullscreen shaders for mip gen operations 2019-07-18 18:57:18 +02:00
Philip Rebohle e91efb6dc2
[dxvk] Use new fullscreen shaders for meta resolve operations 2019-07-18 18:57:17 +02:00
Philip Rebohle 792f15680a
[dxvk] Use new fullscreen shaders for meta copy operations 2019-07-18 18:57:17 +02:00
Philip Rebohle 07408bcdcc
[dxvk] Add new vertex and geometry shaders for fullscreen passes
These new shaders are aimed to be used by all meta operations
and will work without geometry shaders on supported hardware.
2019-07-18 18:57:15 +02:00
Philip Rebohle 92d6f26130
[d3d11] Always enable depth-stencil attachment usage for depth-stencil images
Allows us to use framebuffer copies even if the game itself does not
intend to render to the image.

Improves performance in Final Fantasy XIV on RADV.
2019-07-18 17:26:02 +02:00
Philip Rebohle 8a9cee903b
[dxvk] Use render pass copy for depth-stencil images if beneficial 2019-07-18 17:26:02 +02:00
Philip Rebohle a08f9d0897
[dxvk] Implement device- and driver-specific performance hints
These are meant to be read by the DxvkContext in order to choose
a fast path for certasin operations.
2019-07-18 17:25:56 +02:00
Philip Rebohle e611dff45e
[dxvk] Support depth-stencil meta-copy operations 2019-07-18 17:25:56 +02:00
Philip Rebohle 0dd8cba199
[dxvk] Support depth-stencil formats for meta copy objects 2019-07-18 17:25:50 +02:00
Philip Rebohle 89516e2da2
[dxvk] Add meta copy shaders for depth-stencil formats 2019-07-18 17:25:48 +02:00
Philip Rebohle 677e33b9c9
[dxvk] Enable VK_EXT_shader_stencil_export if available 2019-07-18 17:25:48 +02:00
Philip Rebohle f0fb25c082
[dxvk] Log more device info on device creation
This should tell us whether extension features are actually used.
2019-07-18 13:37:14 +02:00
Philip Rebohle f3943934a7
[util] Improve multi-line logging 2019-07-18 13:34:52 +02:00
Philip Rebohle f16ba4794b
[d3d11] Use unlikely() for some query code
This is a somewhat hot path in some games, so why not.
2019-07-17 20:35:00 +02:00
Philip Rebohle c4b56b9d8d
[d3d11] Use private temporary references for queries
Like the previous commit, just with queries.
2019-07-17 20:16:19 +02:00
Philip Rebohle 7225674088
[d3d11] Use private temporary references for state objects
We really shouldn't be altering the application-visible ref
count when sending these objects to the CS thread.
2019-07-17 20:01:57 +02:00
Philip Rebohle 21a2ce045f
[util] Add convenience method to return public/private references 2019-07-17 19:59:50 +02:00
Philip Rebohle af8e1a3d47
[d3d11] Simplify ApplyPrimitiveTopology code 2019-07-17 15:54:59 +02:00
Philip Rebohle 3f30fbd098
[d3d11] Simplify BindIndexBuffer code 2019-07-17 14:41:00 +02:00
Philip Rebohle 63fe899bdc
[dxvk] Don't check if bindings have changed in the backend
The state tracker should perform these checks before sending commands
off to the backend anyway, so checking again in the backend is redundant.
2019-07-17 14:26:55 +02:00
Philip Rebohle b6c395c013
[dxvk] Don't track command count in CS chunks
We weren't using this at all, and it's not necessary
to check whether the chunk is empty either.
2019-07-17 12:52:25 +02:00
Philip Rebohle 11b7fc8914
[d3d11] Catch invalid ClearUnorderedAccessViewFloat calls
This method cannot be called on integer UAVs.
2019-07-17 11:47:42 +02:00
Philip Rebohle b20ceec727
[d3d11] Handle integer formats in ClearRenderTargetView correctly
We're supposed to apply the same color conversion as in ClearView.
2019-07-17 11:47:42 +02:00
Philip Rebohle c6ea115ca3
[dxvk] Add method to retrieve buffer view format info 2019-07-17 11:47:42 +02:00
Philip Rebohle c29314de5a
[dxvk] Change DxvkImageView::formatInfo to return view format info
Makes more sense and won't break any existing code using it.
2019-07-17 11:33:39 +02:00
Philip Rebohle 7895272806
[dxvk] Use correct command buffer for buffer updates
Fixes a regression in SpellForce 3.
2019-07-16 23:47:33 +02:00