Commit Graph

2324 Commits

Author SHA1 Message Date
Philip Rebohle 8b84d002f8
[hud] Pass surface size to HUD renderer 2019-04-14 13:28:57 +02:00
Philip Rebohle bb01318984
[dxvk] Add stat counter for shader compiler activity 2019-04-14 13:28:57 +02:00
Jens Peters 522fa8d777 [meta] Update README with 'api' option for the HUD 2019-04-13 08:57:23 +02:00
Philip Rebohle 2c0ddbd072
[util] Enable D3D11_MAP_FLAG_DO_NOT_WAIT for Anno 1800
Removes a sync point and almost doubles performance as a result.
2019-04-12 10:52:25 +02:00
Robin fd9a938c7e [build] Fix MSVC build with version info 2019-04-08 10:14:57 +02:00
Philip Rebohle adc447cc9f
[dxvk] Increase query pool sizes
Many games create a very large number of occlusion queries, and
we shouldn't create more pools than necessary.
2019-04-08 01:51:38 +02:00
Philip Rebohle 7018db3614
[dxvk] Implement shader-based resolve
Resolve attachments are currently too broken on most drivers,
so we cannot really rely on them.
2019-04-07 21:07:25 +02:00
Philip Rebohle ea5dcd5b14
[dxvk] Re-implement class to create meta-resolve objects
This time with specialization constants so that we don't have
to read the tetxure's sample count from the descriptor.
2019-04-07 21:07:25 +02:00
Philip Rebohle addbae585f
[dxvk] Enable VK_AMD_shader_fragment_mask if available 2019-04-07 21:07:25 +02:00
Philip Rebohle 14593baebd
[dxvk] Add new resolve shaders 2019-04-07 21:07:21 +02:00
Philip Rebohle 56300ff9b7
[d3d11] Allocate mapped buffers for staging images on cached memory
These will most likely be used for reading, so we should put them
on a memory type which allows reading.
2019-04-07 14:47:43 +02:00
Philip Rebohle 51f229530b
Revert "[d3d11] Select memory type based on CPU access flags"
This reverts commit 6c8042033e.

Batman: Arkham City doesn't set the CPU access flags correctly
for some images it maps for reading, and breaks on Nvidia as a
result.
2019-04-07 14:42:01 +02:00
Philip Rebohle 1da7b1e87c
Revert "[meta] Release 1.1"
This reverts commit a696f69ec2.
2019-04-07 10:13:18 +02:00
Philip Rebohle e901d9d149
[dxgi] Fix broken gamma with combined image samplers
Fixes #1003.
2019-04-07 09:55:54 +02:00
Philip Rebohle a696f69ec2
[meta] Release 1.1 2019-04-06 16:26:21 +02:00
Philip Rebohle f6bdb7bb63
[dxvk] Fix circular reference between DxvkDevice and DxvkGpuQueryPool 2019-04-06 12:31:20 +02:00
pchome 3eb9f35fc3 [build] Use `generator` to produce resource files 2019-04-06 11:33:45 +02:00
pchome 67446eda47 [build] Fix winelib `wrc` 2019-04-06 11:33:45 +02:00
Philip Rebohle aa45b3cc31
[dxvk] Fix build failure for some people
Why am I the only one who never has any issues with this?
2019-04-06 10:10:29 +02:00
Sveinar Søpler 4f9dd8d3d0
[build] Add version info to compiled DLLs
Fixes #980.
2019-04-05 21:09:57 +02:00
Philip Rebohle b89646584b
[util] Enable constant buffer range check for Dark Souls Remastered ans Grim Dawn 2019-04-05 20:56:32 +02:00
Philip Rebohle 5819a69302
[d3d11] Add option to enable constant buffer range checks 2019-04-05 20:56:32 +02:00
Philip Rebohle 9b99c55a2e
[dxbc] Implement optional constant buffer range check 2019-04-05 20:56:29 +02:00
Philip Rebohle b9bfbb9ccc
[dxvk] Fix move constructor of DxvkShaderModule 2019-04-04 16:10:44 +02:00
Philip Rebohle da4baefdf0
[spirv] Fix initial allocation size for compressed buffer
The old initial size was still for uint8.
2019-04-04 13:15:59 +02:00
Philip Rebohle ac3cd0b688
[dxvk] Store compressed shader modules in DxvkShader
Reduces the amount of memory used to store shaders to
around ~45%-50% of the original size.
2019-04-04 13:00:31 +02:00
Philip Rebohle f49863f321
[dxvk] Store enabled SPIR-V capabilities explicitly 2019-04-04 13:00:31 +02:00
Philip Rebohle f32200b668
[spirv] Implement in-memory compression for shader modules 2019-04-04 13:00:31 +02:00
Philip Rebohle d2395180af
[util] Add helpers to pack/unpack data to/from larger units 2019-04-04 13:00:31 +02:00
Liam Middlebrook 9d26031dcb [dxvk] Zero-Initialize SpecConstantData
Ensure that specialization constant data passed into the driver is
zero-initialized.

Having the pData field in VkSpecializationInfo be zero-initialized helps
to create more deterministic input to the driver, which is particularly
useful when debugging shader issues.
2019-04-03 23:21:12 +02:00
Philip Rebohle cd93ba570e
[dxvk] Simplify DxvkShaderModule
This is merely a wrapper for a VkShaderModule now, so it really
doesn't need anything fancy and definitely doesn't need to be
heap-allocated.
2019-04-03 20:47:58 +02:00
Philip Rebohle 2bd09e52e7
[dxvk] Don't cache shader modules for graphics pipelines
We're only ever going to need those when actually compiling a new
pipeline, so on average we're just wasting large amounts of memory
by keeping them around.

Trades several hundred MB of memory for a small increase in compile
times. Creating shader modules is typically very cheap.
2019-04-03 20:01:36 +02:00
Philip Rebohle 79e867624a
[dxvk] Don't cache shader modules for compute pipelines 2019-04-03 19:46:28 +02:00
Philip Rebohle 632b254714
[d3d11] Use combined image sampler descriptors for the presenter 2019-04-03 17:40:05 +02:00
Philip Rebohle 257c19ed0a
[hud] Use combined image s1ampler for the font texture 2019-04-03 17:40:05 +02:00
Philip Rebohle ddde5ee6c2
[dxvk] Support combined image sampler descriptors in the backend 2019-04-03 17:40:05 +02:00
marcin mikołajczak 342a483e45 fix typo in README.md 2019-04-03 15:47:08 +02:00
Chip Davis 910e1a1835 Only try once to recreate surfaces on surface loss. 2019-04-02 17:26:48 +02:00
Chip Davis 540900b792 [vulkan] Don't loop endlessly on a lost surface.
If the surface is lost in a way that can't be recovered by recreating
the surface from the window, the previous change would wind up looping
forever. Just retry 5 times before giving up.
2019-04-02 17:26:48 +02:00
Chip Davis e633dbc06f [vulkan] Recreate the surface on surface loss.
According to the Vulkan spec:

> Several WSI functions return `VK_ERROR_SURFACE_LOST_KHR` if the
> surface becomes no longer available. After such an error, the surface
> (and any child swapchain, if one exists) **should** be destroyed, as
> there is no way to restore them to a not-lost state.

So if we get this error, we need to recreate the surface in addition to
the swapchain.
2019-04-02 17:26:48 +02:00
Philip Rebohle b5f859915a
[dxvk] Properly reset global barrier access flags
Fixes: adaf98bb9d
2019-04-02 15:05:44 +02:00
Philip Rebohle 6da02c6f56
[dxvk] Fix write access flag for barriers
Fixes: adaf98bb9d
2019-04-02 15:01:37 +02:00
Philip Rebohle adaf98bb9d
[dxvk] Use global memory barrier instead of resource barriers if possible
Hardware doesn't support this type of fine-grained synchronization
anyway, so we really don't need the driver to iterate over anything
up to hundreds of structs - except for layout transitions.
2019-04-02 14:48:39 +02:00
Philip Rebohle 67b9b6e1e1
[dxvk] Pull buffer updates out of render passes whenever possible
Instead of ending the render pass and inserting two barriers, we
perform the update and barrier in a dedicated command buffer.

Improves performance in Sekiro by 5-10% depending on resolution and scene.
2019-04-02 13:17:05 +02:00
Philip Rebohle e59f53abfa
[dxvk] Allow barriers to be recorded into a specific command buffer 2019-04-02 12:14:15 +02:00
Philip Rebohle 2315d55ecc
[dxvk] Rename DxvkCmdBufferFlag -> DxvkCmdBuffer 2019-04-02 12:10:47 +02:00
Philip Rebohle e395712de7
[dxvk] Add missing feature check for conditional rendering 2019-04-02 04:13:23 +02:00
Philip Rebohle 295d583c1d
[d3d11] Lazily allocate predicate on SetPredication
Many games use CreatePredicate to create occlusion queries without
actually using predication, and we don't want to pay any runtime
cost for this when predicates aren't actually being used.
2019-04-02 04:07:05 +02:00
Philip Rebohle 87dc472a8d
[dxvk] Set empty scissor rect when the app requests empty viewport
Since we cannot set the viewport size to zero, we should set an
empty scissor rect so that rasterization is still effectively
disabled for the given viewport index.

Fixes #813, #957.
2019-04-01 15:45:41 +02:00
Philip Rebohle 8702374bf7
[dxvk] Do not invalidate iterator before disabling queries
Reported-by: Joshua Ashton <joshua@froggi.es>
2019-04-01 02:58:02 +02:00