Commit Graph

446 Commits

Author SHA1 Message Date
Philip Rebohle 9334873188
[dxvk] Cleaned up DxvkBufferSlice and added documentation 2018-01-18 18:50:44 +01:00
Philip Rebohle 6e6c290e01
[d3d11] Use DxvkPhysicalBufferSlice for resource copies and buffer views 2018-01-18 18:33:13 +01:00
Philip Rebohle 3212fc7444
[dxvk] Use DxvkPhysicalBufferSlice for indirect draws and buffer binding 2018-01-18 18:01:47 +01:00
Philip Rebohle f41a7c7c87
[dxvk] Use DxvkPhysicalBufferSlice for buffer memory barriers 2018-01-18 17:32:34 +01:00
Philip Rebohle a87ae8aba4
[dxvk] Added DxvkPhysicalBuffer to back virtual buffers
This is the first step to optimizing buffer updates for applications
that frequently invalidate buffers. The goal is to reduce the number
of buffer allocations per frame and reduce the cost of invalidation.
2018-01-18 15:52:57 +01:00
Philip Rebohle 9acc4a1a82
[d3d11] Map default constant buffers to host memory
Improves performance in applications that use UpdateSubresources
to frequently update constant buffers, such as Unigine Heaven,
Unigine Valley and Homefront.
2018-01-18 11:55:27 +01:00
Philip Rebohle 601aa54139
[dxvk] End render pass before a staged image upload
Fixes Heaven. Also removes an unnecessary error check
2018-01-18 08:50:14 +01:00
Philip Rebohle af6bc1e7e2
[d3d11] Enable dual-source blending feature
Required for Unigine Heaven.
2018-01-18 08:42:57 +01:00
Philip Rebohle 3ac25d5e2a
[d3d11] Updated D3D11CreateDevice
Since D3D11Device and D3D11DeviceContext share the same reference
counter, we can actually create a device if the device pointer is
missing. Fixes Homefront.
2018-01-18 01:18:22 +01:00
Philip Rebohle ade9cd0587
[d3d11] Removed some uninteresting log messages
Reduces log spamming in Homefront.
2018-01-17 23:49:26 +01:00
Philip Rebohle 8b27dee0e5
[dxbc] Implemented swapc 2018-01-17 21:47:18 +01:00
Philip Rebohle a3883411be
[general] Added release build instructions to readme 2018-01-17 21:18:41 +01:00
Philip Rebohle 6e3cb5dfdc
[d3d11] Enable depth clamp
This is technically incorrect, but Tomb Raider requires this to
render parts of the UI.
2018-01-17 19:39:06 +01:00
Philip Rebohle 7fb89f22c6
[d3d11] Implemented normalization for shader resource view parameters
Fixes image view creation in Tomb Raider 2013 and potentially other games.
2018-01-17 15:19:55 +01:00
Philip Rebohle 0f049edde6
[dxbc] Fixed shift operations 2018-01-17 05:35:41 +01:00
Philip Rebohle 178a8c7c4b
[dxgi] Removed leftover debug message 2018-01-17 05:34:51 +01:00
Philip Rebohle 596541ed02
[dxbc] Implemented gather instructions and pixel shader SVs 2018-01-17 02:12:29 +01:00
Philip Rebohle ce129d4172
[dxgi] Fixed DXGI_FORMAT_A8_UNORM component mapping 2018-01-17 01:13:46 +01:00
Philip Rebohle b3cd126d0f
[dxbc] Implemented ld2dms 2018-01-16 22:39:30 +01:00
Philip Rebohle 4c8c23eea1
[d3d11] Reduced log spamming, improved parameter naming consistency 2018-01-16 20:10:49 +01:00
Philip Rebohle 052f231295
Merge remote-tracking branch 'libcg/stadium2' 2018-01-16 19:27:23 +01:00
Philip Rebohle d3f84688cc
[dxvk] Make use of VK_AMD_rasterization_order
May slightly improve GPU performance in some scenarios.
2018-01-16 15:00:19 +01:00
Philip Rebohle 27573e9b25
[dxvk] Added app and device specific options 2018-01-16 13:58:57 +01:00
Philip Rebohle bc5dfc1cad
[dxvk] Refactored device extension handling
Support for extensions can now be queried from the device
object in an efficient way. This will allow the backend to
use optional extensions for the purpose of optimization.
2018-01-16 13:24:36 +01:00
Philip Rebohle 8805958736
[util] Fixed message logging to file 2018-01-16 12:32:09 +01:00
Philip Rebohle 18835c324e
[util] Added getExeName() function
This will allow DXVK to apply game-specific
features or workarounds in the future.
2018-01-16 11:33:34 +01:00
Philip Rebohle 0bb991a1fa
[d3d11] Using proper layout for depth textures read by shaders
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL works took, but
this may or may not improve performance.
2018-01-15 13:08:34 +01:00
Philip Rebohle 1a40a272bd
[util] Fixed compiler issue with older GCC versions 2018-01-15 13:08:23 +01:00
Clément Guérin 340438954d [d3d11] copy all layers and mipmaps in CopyResource
avoid using potentially undefined mappedSubresource
2018-01-14 12:17:54 -08:00
Clément Guérin 482147d929 [d3d11] support textures in CopyResource
fixes green textures and log spam with TrackMania
2018-01-14 11:09:14 -08:00
Clément Guérin fc43b83623 [d3d11] move supported query check to d3d11_query
it's better to have everything in one place.
2018-01-14 11:09:14 -08:00
Clément Guérin 2844d4bad7 [d3d11] don't fail when creating unsupported queries
just keep going, and fail when trying to use them. this lets ManiaPlanet boot.
2018-01-14 11:09:14 -08:00
Philip Rebohle 86db5aab67
[dxvk] Increased queued command submission limit
Potentially reduces the number of sync points when a game
is primarily GPU limited. Improves performance in Nier by
a few frames per second.
2018-01-14 11:23:14 +01:00
Philip Rebohle e05c961b9e [dxvk] Limit vkCmdUpdateBuffer size to 4kB
This should help prevent issues with command buffers becoming
too big. Larger uploads will use a staging buffer instead.
2018-01-13 23:41:36 +01:00
Philip Rebohle 198c9389af [d3d11] Flush resource init commands
Like regular command buffers, the command buffers used for resource
initialization should not be able to grow indefinitely.
2018-01-13 23:40:17 +01:00
Philip Rebohle c7a9763f6d [d3d11] Re-implemented draw call-based context flush
After doing more testing, it became apparent that this
optimization is beneficial most of the time and may also
improve stability by limiting the number of commands
recorded into a single command buffer.
2018-01-13 23:09:03 +01:00
Philip Rebohle c1f16d36bd [dxvk] Implemented local pipeline cache 2018-01-13 22:18:32 +01:00
Philip Rebohle 9f53521e19
Merge pull request #6 from xDShot/patch-1
Add glslang to dependencies
2018-01-13 18:58:50 +01:00
Philip Rebohle 10269876e3 [dxgi] Initial fullscreen support
The implementation is highly experimental and may cause issues.
Tested with DXUT-based Microsoft SDK samples and Nier:Automata.
2018-01-13 18:56:15 +01:00
xDShot 27014293c3 Add glslang to dependencies
It contains glslangValidator, which is needed for building.
2018-01-13 20:05:23 +03:00
Philip Rebohle 745ded47e0 [dxgi] Removed remaining SDL code 2018-01-13 16:36:04 +01:00
Philip Rebohle 2b5bb16334 [dxgi] Removed SDL dependency from DxgiOutput 2018-01-13 16:32:46 +01:00
Philip Rebohle 65d84dabfe [d3d11] Removed draw-call based context flush
Combined with the recent command submission optimization,
this actually had a negative impact on performance.
2018-01-13 05:27:26 +01:00
Philip Rebohle ac1fe7c2b0 [d3d11] Optimized command submission 2018-01-13 05:00:27 +01:00
Philip Rebohle 96a97aa0c4 [dxvk] Added HUD
Experimental version of a HUD which displays information
about the hardware, driver version, and frames per second.
2018-01-13 03:53:33 +01:00
Philip Rebohle 672675ba78 [d3d11] Implemented OMSetRenderTargetsAndUnorderedAccessViews
Note that this does *not* properly implement UAV rendering in
the backend yet. For that, we need to add memory barriers.
2018-01-12 15:38:07 +01:00
Philip Rebohle 38fa9ce9c9 [dxvk] Removed unused resource warning 2018-01-12 14:49:08 +01:00
Philip Rebohle 5dd9fea011 [dxvk] Implemented input layout validation
Checks whether all input slots consumed by the vertex shader
are provided by the input layout, and disables rendering in
case the state validation fails. This should hopefully fix
GPU lockups in Nier:Automata.
2018-01-12 14:25:26 +01:00
Philip Rebohle 64eb0f909d [tests] Removed dxvk-triangle test 2018-01-12 13:56:25 +01:00
Philip Rebohle 1164ed30c3 [dxvk] Minor fixes 2018-01-12 12:51:39 +01:00