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mirror of https://github.com/EduApps-CDG/OpenDX synced 2024-12-30 09:45:37 +01:00

198 Commits

Author SHA1 Message Date
Philip Rebohle
db2b6e1219
[dxvk] Optimize image layout transitions
This should reduce unnecessary execution dependencies when
transitioning image layouts before executing image copies.
2018-06-28 13:52:54 +02:00
Philip Rebohle
8c65203ac2
[dxvk] Fix potential layout transition issues with depth-stencil images
Some operations can operate on only one of the two aspects
of a depth-stencil image. This fixes two possible issues:
- Image memory barriers must be applied to all image aspects
- VK_IMAGE_LAYOUT_UNDEFINED is no longer used as a source layout
  if the operation requiring the transition only uses one aspect
2018-06-28 12:44:57 +02:00
Philip Rebohle
4f28d57352
[dxvk] Remove unused rasterizer discard state flag 2018-06-25 16:56:52 +02:00
Philip Rebohle
5d1f00be34
[dxvk] Implement shader-based meta-resolve operation
This should work around a variety of potential driver issues
when games resolve typeless images with a different format.
2018-06-23 13:17:01 +02:00
Philip Rebohle
4b5ec1be3e
[dxvk] Implement support for dynamic buffer binding offsets 2018-06-22 00:33:06 +02:00
Philip Rebohle
15aabcb878
[dxvk] Optimize barriers around vkCmdCopyImage
We don't need to force layout transitions and emit double pipeline
barriers in case the GENERAL layout is being used for both images.
This is somewhat common for images used by compute shaders, and
this optimization ensures that only required barriers are emitted.
2018-06-18 22:30:00 +02:00
Philip Rebohle
79dc7d8947
[dxvk] Optimized barrier batching around compute shader execution
Reduces the number of unnecessary pipeline barriers after compute shader
dispatches. Yields a small performance improvement in Final Fantasy XV.
2018-06-18 14:35:11 +02:00
Philip Rebohle
162c465e95
[dxvk] Optimize buffer memory barrier batching
Instead of inserting a barrier after every single buffer copy, update
or clear operation, we batch them up and execute the barrier when the
first dirty buffer is used by a command. This significantly reduces
the number of pipeline barriers in some games, e.g. Final Fantasy XV.
2018-06-16 11:53:06 +02:00
Philip Rebohle
7fa26f1c87
[d3d11] Implement render pass spilling for UAV rendering
Spilling the render pass should make shader storage buffer/image writes
visible due to how external subpass dependencies are defined. For UAV
rendering, we need to do this when changing the UAVs, even if the render
targets themselves do not change.
2018-06-15 20:49:24 +02:00
Philip Rebohle
e8ac81fe8a
[dxvk] Removed support for depth bounds test
This feature is not used in D3D11, so we don't need backend support.
2018-06-06 13:11:09 +02:00
Philip Rebohle
8b4852be16
[dxvk] Make depth bias a dynamic state
Works around an issue with some games not setting the D3D11 depth
bias state correctly, which can result in an excessive number of
pipelines being compiled.
2018-06-06 12:45:45 +02:00
Philip Rebohle
f77392a264
[dxvk] Apply dynamic state at draw time
Changes to the viewport, stencil reference and blend constants are often
coupled with a pipeline state update, so it makes sense to update it later.
2018-05-29 05:03:27 +02:00
Philip Rebohle
97e3b89bc7
[dxvk] Emit dynamic state only if a pipeline is bound
Fixes validation errors in Dirt 4.
2018-05-26 20:09:31 +02:00
Philip Rebohle
a0e0ba1cc8
[dxvk] Align length when clearing entire buffer
Buffer slices in DXVK are always aligned to at least
256 bytes, so this is safe. Fixes a regression leading
to GPU hangs on RADV.
2018-05-25 21:02:15 +02:00
Philip Rebohle
b30e53fa0d
[dxvk] Track image (rather than the view) when generating mip maps 2018-05-25 19:15:14 +02:00
Philip Rebohle
4b37590e14
[dxvk] Use new mip map generator 2018-05-25 17:45:41 +02:00
Philip Rebohle
d9772b0ffd
[dxvk] Create image views for all supported view types
Rather than creating just one image view per DxvkImageView, we create
views for all compatible types in an attempt to work around game bugs
in Diablo 3, Far Cry 5, Nier Automata, Dishonored 2, Trackmania etc.,
which bind incompatible resource views to some resource slots.
2018-05-24 11:44:04 +02:00
Philip Rebohle
3fc9466a07
[dxvk] Fix query scopes
Occlusion queries must begin and end in the same render pass.
Fixes a rendering issue in Shadow Warrior 2 on AMD drivers.
2018-05-12 19:46:08 +02:00
Philip Rebohle
c7d2957d8f
[util] Remove duplicate tzcnt function 2018-05-09 20:09:09 +02:00
Philip Rebohle
37456d583e
[dxvk] Move DxvkPipelineCache to DxvkPipeManager
Since the pipeline cache isn't used for anything else but compiling
pipelines, keeping this stuff together is much more useful.
2018-05-09 14:26:45 +02:00
Philip Rebohle
47b9fd8b19
[dxvk] Reimplement vertex buffer bindings
Reduces the number of Vulkan calls for vertex buffer bindings and
works around incorrect validation errors emitted when applications
do not use a consecutive range of vertex bindings. No performance
impact is expected in most games.
2018-05-09 13:01:52 +02:00
Philip Rebohle
3a3b1eda59 [dxvk] Move render pass out of pipeline state vector 2018-05-03 23:48:45 +02:00
Philip Rebohle
5683422208 Merge branch 'clearopt' 2018-05-02 00:45:17 +02:00
Philip Rebohle
e30a8299e6 [dxvk] Refactor DxvkFramebuffer and DxvkRenderpass 2018-05-02 00:45:10 +02:00
Philip Rebohle
badb93334e [dxvk] Fix DxvkContext::transformImage
We have to spill the render pass before transforming the
image. We don't need the barrier if the old and new
layout are the same.
2018-05-01 23:29:58 +02:00
Philip Rebohle
5e02c1bb2f [dxvk] Move DxvkPipelineManager instance back to DxvkDevice 2018-05-01 16:56:33 +02:00
Philip Rebohle
cf1358b2f4 [dxvk] Fixed partial depth-stencil clear operations 2018-04-30 21:42:16 +02:00
Philip Rebohle
ba53cf92ac Revert "[dxvk] Refactor DxvkFramebuffer and DxvkRenderpass"
This reverts commit 1bbfe770139f222d33bc54e471c8516950abd4b7.
Breaks Path of Exile.
2018-04-30 18:47:35 +02:00
Philip Rebohle
5d5be87402 [dxvk] Oprimize render target clear operations
We can save one image layout transition when clearing a render
target by delaying clears until vkCmdBeginRenderPass is called.
2018-04-30 17:04:13 +02:00
Philip Rebohle
1bbfe77013 [dxvk] Refactor DxvkFramebuffer and DxvkRenderpass 2018-04-30 15:47:29 +02:00
Philip Rebohle
1bcae90dd0 [dxvk] Fix image layouts for images using VK_IMAGE_TILING_LINEAR
We have to use VK_IMAGE_LAYOUT_GENERAL for those. On top of that,
we should avoid image transitions when the image is in GENERAL
layout anyway in order to save some time on the GPU.
2018-04-29 15:28:50 +02:00
Philip Rebohle
1784b8c44d [d3d11] Merge interop API 2018-04-26 22:20:09 +02:00
Philip Rebohle
8cb3a266f7 [dxvk] Fix potential state tracking issue when updating render targets 2018-04-26 18:43:19 +02:00
Philip Rebohle
962a7f5766 [dxvk] Ignore redundant render target bindings
Further reduces render pass count if applications bind render targets
without using them, and then bind the old set of render targets again.
2018-04-26 15:30:18 +02:00
Philip Rebohle
1075990dbe [dxvk] Apply render target bindings at draw time
This should help reduce the number of redundant render pass spills,
especially in games which use deferred contexts for rendering. This
optimization mostly helps in GPU-bound scenarios.
2018-04-26 14:47:55 +02:00
Philip Rebohle
d91114d733 [dxvk] Rename renderPassBegin/End methods to start/spillRenderPass 2018-04-23 11:11:40 +02:00
Philip Rebohle
62b0e34a73
[d3d11] Implement IDXGIVkInteropDevice for D3D11Device 2018-04-20 00:19:03 +02:00
Philip Rebohle
9a8263f465
[dxvk] Implement vertex binding divisors
Uses VK_EXT_vertex_attribute_divisor when available.
2018-04-17 17:24:16 +02:00
Philip Rebohle
31ed6e5cd3
[dxvk] Move render target set comparison to DxvkRenderTargets 2018-04-15 03:01:52 +02:00
Philip Rebohle
d523405a5a
[dxvk] Implement bindRenderTargets method
An alternative to manually creating a framebuffer object and binding
it via bindFramebuffer. Future optmizations can use this to bring
down the number of redundant render pass changes.
2018-04-15 01:09:53 +02:00
Philip Rebohle
9d84e1bfaa
[dxvk] Implement clearBufferView and clearImageView 2018-04-11 23:13:34 +02:00
Philip Rebohle
676b0cb476
[dxvk] Added DxvkMetaClearObjects stub 2018-04-11 17:05:12 +02:00
Philip Rebohle
687ef77860
[dxvk] Enable sample rate shading if needed 2018-04-08 21:49:30 +02:00
Philip Rebohle
9ef4168867 [dxvk] Added support for pipeline-related stat counters 2018-04-03 15:52:39 +02:00
Philip Rebohle
8aa8610221 [dxvk] Implement basic stat counters for draw calls, queue ops 2018-04-03 11:56:12 +02:00
Philip Rebohle
6e27f12e22
[dxvk] Move DxvkPipelineManager object to DxvkContext
Since we create only one DxvkContext per D3D11Device, rather than
per D3D11DeviceContext as originally planned, there is no need to
keep the pipeline manager as a global thread-safe object. This may
slightly reduce CPU overhead.
2018-03-29 12:32:20 +02:00
Philip Rebohle
fc47fb8f6c
[dxvk] Do not create descriptor set layout/template if binding count is 0
Fixes a validation error in case an application renders geometry without
any active shader resource slots.
2018-03-26 23:13:33 +02:00
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
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
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