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

360 Commits

Author SHA1 Message Date
Philip Rebohle
e253183bc2
[dxvk] Apply spec constants to compute shaders as well 2019-09-21 14:11:51 +02:00
Philip Rebohle
6ecb74d2c0
[dxvk] Check if xfb buffers have actually changed on binding
We should avoid redundant render pass spilling at all costs.
This affects all games using deferred contexts for rendering
due to their implicit use of ClearState and RestoreState.
2019-09-21 05:13:05 +02:00
Philip Rebohle
5b5927dd41
[dxvk] Implement read-write tracking for resources 2019-09-20 01:44:01 +02:00
Philip Rebohle
eb0a492f51
[dxvk] Add initial layout to initImage
Allows us to initialize an image from the PREINITIALIZED layout.
2019-09-20 01:44:01 +02:00
Philip Rebohle
d38607c9be
[dxvk] Implement depth-stencil resolve 2019-08-13 15:16:09 +02:00
Philip Rebohle
7e95493fba
[dxvk] Support shader-based depth-stencil resolve
Requires VK_EXT_shader_stencil_export for stencil resolves.
2019-08-13 15:16:00 +02:00
Philip Rebohle
590834660e
Revert "[dxvk] Use vkCmdUpdateBuffer to clear tiny buffers"
This reverts commit 311661e4041e182e9bd6d8a6bd3d168901bb5c87.

This once fixed Far Cry Primal, but now for some reason it
breaks Far Cry Primal. Fixes #1155.
2019-08-07 05:41:33 +02:00
Philip Rebohle
77fde83479 [dxvk] Move some code to where it makes more sense 2019-08-04 21:37:26 +02:00
Philip Rebohle
02d92210ad
[dxvk] Avoid redundant descriptor set updates when binding buffers (v2)
We need to check not just the buffer object but also the length of the
bound buffer range, since this information will be written into the
descriptor and cannot be changed via dynamic offsets.

Fixes: f501ebc ('[dxvk] Avoid redundant descriptor set updates when binding buffers')
2019-08-01 21:30:27 +02:00
Philip Rebohle
65c1e58bd9
[dxvk] Use DxvkObjects to create and pass around common objects 2019-07-30 20:00:38 +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
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
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
02d917c680
[dxvk] Fix meta copy operation for mipmapped images 2019-07-18 19:52:24 +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
8a9cee903b
[dxvk] Use render pass copy for depth-stencil images if beneficial 2019-07-18 17:26:02 +02:00
Philip Rebohle
e611dff45e
[dxvk] Support depth-stencil meta-copy operations 2019-07-18 17:25:56 +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
7895272806
[dxvk] Use correct command buffer for buffer updates
Fixes a regression in SpellForce 3.
2019-07-16 23:47:33 +02:00
Philip Rebohle
f88658d88c
[dxvk] Template BindPoint parameter in some DxvkContext methods
Again, there's no reason not to do this since the argument is always
constant, and we can skip some work in the compute case.
2019-07-14 20:09:35 +02:00
Philip Rebohle
def05f007c
[dxvk] Template Index parameter of commitGraphicsState
This is always constant anyway, so avoid some unnecessary code.
2019-07-14 19:57:50 +02:00
Philip Rebohle
8dfdda7a39
[dxvk] Get rid of validateCompute/GraphicsState
After all this time we haven't found a single situation where
we need more validation, so scrap it. Checking whether there
is an active render pass was redundant anyway.
2019-07-14 19:34:56 +02:00
Philip Rebohle
24e1969dc4
[dxvk] Remove obsolete DxvkEvent class 2019-07-08 00:16:03 +02:00
Philip Rebohle
f0acc40e50
[dxvk] Add support for new signals to the backend 2019-07-08 00:16:03 +02:00
Philip Rebohle
c7c90830c4
[dxvk] Implement image uploads on SDMA 2019-06-29 01:53:32 +02:00
Philip Rebohle
eb71c62b33
[dxvk] Implement buffer uploads on SDMA 2019-06-29 01:53:32 +02:00
Philip Rebohle
f85b9088d4
[dxvk] Explicitly specify the command buffer for copy commands 2019-06-29 01:53:32 +02:00
Philip Rebohle
be24ca6099
[dxvk] Rename and add SDMA barrier sets 2019-06-29 01:53:32 +02:00
Philip Rebohle
afe2b487a6
[dxvk] Avoid redundant vertex and index buffer tracking
Same optimization as for regular resources. Mostly reduces load
on the cleanup thread.
2019-06-27 01:51:15 +02:00
Philip Rebohle
4d4db6c683
[dxvk] Use void pointers for packImageData
Makes this function a bit less annoying to use.
2019-06-25 14:17:03 +02:00
Philip Rebohle
3293bd21d1
[dxvk] Avoid updating binding mask on hot path in updateShaderResources
Assuming that everything is bound by default allows us to save a few
CPU cycles per descriptor to update as long as that assumption holds
true, while adding only a small constant cost for the update operation.
2019-06-23 23:43:25 +02:00
Philip Rebohle
5e3336d79b
[dxvk] Clean up updateShaderResources a bit 2019-06-23 23:21:47 +02:00
Philip Rebohle
81e7a8d1f6
[dxvk] Avoid redundant resource tracking
Only tracks a shader resource if the resource bound to the slot
has actually changed, or if we began recording a new command
buffer. Reduces the number of atomic operations in some games.
2019-06-23 18:55:49 +02:00
Philip Rebohle
924ca9eaec
[dxvk] Add more generic version of DxvkBindingMask 2019-06-23 18:45:34 +02:00
Philip Rebohle
34cdba1df5
[dxvk] Add method to explicitly release staging buffer memory 2019-06-21 16:43:22 +02:00
Philip Rebohle
24c282378e
[dxvk] Use new staging buffer allocator in DxvkContext 2019-06-21 16:43:22 +02:00
Philip Rebohle
fd1b5c8eb9
[dxvk] Add method to permanently change image layout 2019-06-15 16:45:59 +02:00
Philip Rebohle
3dbccb1b61 [dxvk] Revert buffer re-binding optimization
While this optimization can significantly reduce CPU overhead, this
breaks World of Warcraft for some reason. Fixes #1086.
2019-06-06 17:22:17 +02:00
Philip Rebohle
461a2bec36 [dxvk] Only update buffer object in buffer slices if necessary
Saves CPU cycles when rebinding the same vertex, index and
constant buffers with different offsets.
2019-06-05 20:32:12 +02:00
Philip Rebohle
f501ebce97 [dxvk] Avoid redundant descriptor set updates when binding buffers
Reduces unnecessary overhead when binding a different range of the
same buffer, e.g. through D3D11 VSSetConstantBuffers1.
2019-06-03 20:17:15 +02:00
Philip Rebohle
9c93ca451d
[dxvk] Apply view swizzles to image clears
Fixes tone mapping in Yakuza Kiwami 2, which uses an A8_UNORM
render target and clears the alpha component to 1.
2019-05-14 21:21:29 +02:00
Philip Rebohle
3efec8960c
[dxvk] Pass clear value to clearRenderTarget by value 2019-05-14 21:19:56 +02:00
Philip Rebohle
7d6f78182b
[dxvk] Don't use ALL_COMMANDS_BIT to notify events 2019-05-09 18:07:49 +02:00
Philip Rebohle
a1feaa6748
[dxvk] Add aspect mask parameter to clearImageView 2019-05-09 09:10:06 +02:00
Philip Rebohle
1fb8b5ec69
[dxvk] Begin render pass in clearImageViewFb if necessary
Otherwise, we might end up calling vkCmdClearAttachments outside
a render pass instance, which is invalid.
2019-05-09 09:09:11 +02:00
Philip Rebohle
0d40c20aef
[dxvk] Compact vertex buffer bindings
This way, we can always update all vertex buffer bindings with one
single API call, without having to deal with any gaps in binding IDs.

The previous optimization triggers a bug in some drivers when no
vertex buffer is ever bound to a given binding point, and may also
trigger inefficient behaviour if the binding range is assumed to
be contiguous.
2019-05-08 03:37:49 +02:00
Philip Rebohle
644f33a82b
[dxvk] Optimize unbound vertex buffer handling
We can actually just set the stride to 0 when binding a null
buffer, so that we can avoid all the runtime tracking.
2019-05-08 00:52:30 +02:00
Philip Rebohle
8029712aa4
[dxvk] Fix unbound vertex buffer handling
Bit of a brain fart there; we can't just change the meaning
of bindingMask since it indirectly affetcs binding strides.
2019-05-08 00:27:13 +02:00