Commit Graph

4270 Commits

Author SHA1 Message Date
Derek Lesho 02d3e0d31f
[dxvk] Add shared handle access to DxvkImage memory.
Based off preliminary work from Josh.
2022-03-12 16:23:06 +01:00
Derek Lesho b5014401e7
[dxvk] Enable VK_KHR_EXTERNAL_MEMORY_WIN32 if available. 2022-03-12 16:23:03 +01:00
Philip Rebohle 5d4c8a6b51 [dxso] Fix ExpP instruction on Shader Model 2+ 2022-03-11 22:44:18 +00:00
Joshua Ashton 7151fbd598 [dxvk] Use new [[fallthrough]] attribute 2022-03-10 00:47:38 +01:00
Joshua Ashton b96f65be31 [dxbc] Use new [[fallthrough]] attribute 2022-03-10 00:47:38 +01:00
Joshua Ashton 63bd41f785 [d3d11] Add fallthrough comment to PickFormats
Silences a warning
2022-03-10 00:47:38 +01:00
Joshua Ashton dc6c350cf2 [d3d9] Add fallthrough comment to SetRenderState
Silences a warning
2022-03-10 00:47:38 +01:00
Joshua Ashton f4ab14cafa [dxso] Fix potential fallthrough in RasterizerOut 2022-03-10 00:47:38 +01:00
Joshua Ashton a5b0f2898a [dxso] Fix ExpP fallthrough 2022-03-10 00:47:38 +01:00
Joshua Ashton b2d96ee087 [d3d9] Fix fallthroughs in PickFormats 2022-03-10 00:47:38 +01:00
Joshua Ashton e9b0d5d716 [build] Enable -Wimplicit-fallthrough
I got bit by this in D3D9.
2022-03-10 00:47:38 +01:00
Joshua Ashton 53b9a723ac [d3d9] Set initial dirty state flags
We had a bug where initial state values caused the data to not get sent to the backend.

Let's fix that going forward and dirty everything we possibly can on device creation.
2022-03-09 23:33:12 +00:00
Joshua Ashton d4d4f0ca18 [d3d9] Fix default initialization of some state values
If we end up being the same as what we are, we don't dirty initially.
2022-03-09 23:33:08 +00:00
Philip Rebohle 89b1f025eb
[d3d10] Forward OpenSharedResource to D3D11 implementation
Trivial since the requested IID is passed by the application.
2022-03-04 19:13:30 +01:00
Philip Rebohle 23eead9e99
[meta] Release 1.10 2022-03-04 17:15:51 +01:00
Philip Rebohle b774d4dbea
[meta] Update README 2022-03-04 16:32:33 +01:00
Oschowa bb178baaf1 [util] Enable cached vertex and index buffers for The Evil Within
Large performance win.
2022-03-04 02:19:17 +01:00
Philip Rebohle f14bccc8c3
[util] Use CPU-cached constant buffers for Anno 1800
Sigh.
2022-03-03 17:33:14 +01:00
Philip Rebohle 1b196c24a4
[dxvk] Invalidate buffer in clearBuffer if possible 2022-03-01 21:39:35 +01:00
Philip Rebohle 4c0df63e2d
[meta] Update example configuration file 2022-02-28 23:39:55 +01:00
Philip Rebohle 5822a8de9f
[util] Enable cached vertex and index buffers for FFXIV
Fixes some weird performance issues on the Garlemald map. Doesn't seem
to affect performance in other areas.
2022-02-28 23:33:27 +01:00
Philip Rebohle 2bceeff5f2
[d3d11] Replace apitrace mode option with something more granular
And enable it only for vertex and index buffers in Nier Replicant.
2022-02-28 22:44:10 +01:00
Robin Kertels b42c07253e [d3d9] Fix sysmem readback 2022-02-24 07:49:55 +00:00
Robin Kertels a81c653b42 [d3d9] Fix synchronization after readback 2022-02-22 21:49:28 +00:00
Philip Rebohle a37cd46491
[util] Set maxDynamicImageBufferSize for Total War: Warhammer III
Massively increases performance since the game otherwise keeps
uploading a huge 48 MiB texture in every frame.
2022-02-22 05:48:25 +01:00
Philip Rebohle 603828951c
[meta] Update example config file 2022-02-22 05:32:16 +01:00
Philip Rebohle dbd4dad095
[d3d11] Introduce d3d11.maxDynamicImageBufferSize option 2022-02-22 05:31:27 +01:00
Philip Rebohle 33cf522647
[d3d11] Use appropriate memory types for directly mapped images 2022-02-22 05:31:20 +01:00
Philip Rebohle 177e70949c
[d3d11] Apply apitrace mode to image upload buffers 2022-02-22 01:30:43 +01:00
Robin Kertels 29d8812709 [d3d9] Don't set NeedsReadback for POOL_SYSMEM textures
... or in SetRenderTarget because we always do readback for render targets.
2022-02-21 13:43:04 +00:00
Robin Kertels b163a99bde [d3d9] Clean up texture locking
We had two code paths that largely did the same.
2022-02-21 00:08:41 +00:00
Robin Kertels dde83717f1 [d3d9] Rename WrittenByGPU to NeedsReadback 2022-02-21 00:08:41 +00:00
Robin Kertels 40444c1f50 [d3d9] Unify texture uploads 2022-02-21 00:08:41 +00:00
Robin Kertels 8b9db26536 [util] Add computeMipLevelOffset 2022-02-21 00:08:41 +00:00
Philip Rebohle 22b8d7a4d3
[tests] Allow includes when compiling HLSL shaders 2022-02-20 21:37:09 +01:00
Philip Rebohle 49e5357a87
[hud] Greatly simplify frame time graph rendering 2022-02-20 15:58:29 +01:00
Philip Rebohle 0709c5f5c7
[hud] Greatly simplify text rendering in the HUD 2022-02-20 15:58:29 +01:00
Philip Rebohle 8ce83cabca
[dxvk] Only mark transfer buffers as transient
Otherwise we may accidentally catch things like uniform buffers as well.
2022-02-20 15:58:26 +01:00
Joshua Ashton ccecc664ab [meta] Bump arch-mingw-github-action to v7 2022-02-20 03:39:08 +00:00
Robin Kertels fd23dcef64 [d3d9] Disable direct buffer mapping for RE games 2022-02-20 03:30:03 +00:00
Robin Kertels cf4c5c3422 [d3d9] Add option to disable direct buffer mapping 2022-02-20 03:30:03 +00:00
Robin Kertels 6d71eea516 [d3d9] Store buffer map mode in D3D9CommonBuffer 2022-02-20 03:30:03 +00:00
Robin Kertels 97ae14b6a0 [d3d9] Synchronize only to given sequence number in WaitForResources 2022-02-20 03:29:31 +00:00
Robin Kertels 917a8d00a2 [d3d9] Track last staging resource usage with a sequence number 2022-02-20 03:29:31 +00:00
Robin Kertels c12cd1952c [d3d9] Handle different mip chain lengths in UpdateTexture 2022-02-20 03:29:04 +00:00
Philip Rebohle 80f744549f
[dxvk] Get rid of spinlock when allocating GPU events
This is not performance-critical
2022-02-20 01:16:04 +01:00
Philip Rebohle 0ade12dc83
[dxvk] Use lock-free list for render pass instances
And replace the spin lock with a regular mutex.
2022-02-20 00:04:06 +01:00
Philip Rebohle 477cb617ac
[dxvk] Use lock-free list for compute pipeline lookup 2022-02-19 17:36:42 +01:00
Philip Rebohle 67e2ee1b26
[dxvk] Use lock-free list for graphics pipeline lookup
And use a proper mutex if we do have to synchronize,
so that we can avoid busy-waits.
2022-02-19 17:36:42 +01:00
Philip Rebohle a4fe43462c
[dxvk] Introduce lock-free list 2022-02-19 17:36:39 +01:00