Philip Rebohle
f4b2c52816
[dxvk] Support render target views in ClearImageView
...
This way, we'll have two separate code paths, one for
storage images and one for render targets. We'll need
this for the implementation of ClearView.
2018-08-15 19:03:26 +02:00
Philip Rebohle
beedd39f7d
[dxvk] Accept VkClearValue in DxvkContext::clearImageView
2018-08-15 19:03:26 +02:00
Philip Rebohle
fe66e668e5
[dxvk] Implement native discardBuffer function in the backend
...
This may be more efficient because it avoids renaming the buffer
in case it can be used without inserting additional barriers.
2018-08-03 11:28:00 +02:00
Philip Rebohle
974db9712b
[dxvk] Remove clear rect parameter from clearRenderTarget
...
With deferred clears and render target-based clears, this was
not properly supported anyway.
2018-07-06 15:01:37 +02:00
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
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
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
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
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
4b37590e14
[dxvk] Use new mip map generator
2018-05-25 17:45:41 +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
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
5e02c1bb2f
[dxvk] Move DxvkPipelineManager instance back to DxvkDevice
2018-05-01 16:56:33 +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
1784b8c44d
[d3d11] Merge interop API
2018-04-26 22:20:09 +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
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
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
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
Philip Rebohle
5ef0f31c66
[dxvk/d3d11] Refactored resource binding
...
Slightly reduces overhead of D3D11 *SetShaderResources methods.
2018-03-10 11:16:52 +01:00
Philip Rebohle
e8c98eac95
[dxvk] Implement proper graphics and compute state validation
...
Fixes crashes in various games, including Fallout 4.
2018-02-24 23:56:12 +01:00
Philip Rebohle
b419b3dfbd
[dxvk] Implemented typeless resolve
...
This should allow a large number of Unity-based games to
render at least a menu.
2018-02-21 01:04:28 +01:00
Philip Rebohle
cb3daaf856
[dxvk] Change resolveImage interface to accept an explicit format
2018-02-20 22:26:23 +01:00
Philip Rebohle
43dbc9f1d6
[dxvk] Support depth-to-color image copies and vice versa
...
Fixes validation errors and depth of field effect in Neptunia VII
and potentially other games which do not use all depth images for
rendering.
2018-02-20 13:08:50 +01:00
Philip Rebohle
5fea615ed7
[dxvk] Implement backend part for event queries
2018-02-18 22:57:45 +01:00
Philip Rebohle
7ddd2500d1
[dxvk] Added query tracker
2018-02-18 20:11:05 +01:00
Philip Rebohle
43200010c1
[dxvk] Implemented query allocation
2018-02-18 17:14:02 +01:00
Philip Rebohle
dd237d866d
[dxvk] Make query pools more usable as query allocators
2018-02-15 13:25:18 +01:00
Philip Rebohle
0c2058e8c4
[dxvk] Introduced DxvkComputePipelineStateInfo
...
Will be used to re-compile compute pipelines against the current
state, just like graphics pipelines. May fix GPU lockups etc.
2018-02-14 17:54:35 +01:00
Philip Rebohle
7bbb6ea93b
[dxvk] More query stuff
2018-02-14 03:16:39 +01:00
Philip Rebohle
54cfdbdc51
[dxvk] Implemented more query and query pool methods
2018-02-13 13:43:27 +01:00
Philip Rebohle
5beae25bdf
[dxvk] Implemented virtual query class and query pool stub
2018-02-12 16:36:42 +01:00
Philip Rebohle
6f1ed72b78
[dxvk] Reduced resource binding overhead a bit
2018-02-04 23:59:34 +01:00
Philip Rebohle
14d5054893
[dxvk] Initial work on instance data fetch rates
...
Adds a pipeline flag to indicate that instanced
draw calls need to be emulated.
2018-02-01 20:15:25 +01:00
Philip Rebohle
c66492a90f
[dxvk] Initialize dummy resources to zero
...
Read access to unbound images and buffers usually yields
a result vector that contains zeroes in all components.
2018-02-01 14:26:38 +01:00
Philip Rebohle
9fbddf57df
[dxvk] Emit dynamic state after binding a graphics pipeline
...
Fixes issues with stencil references becoming undefined under
certain circumstances. This issue was encountered in Heroes
of the Storm.
2018-01-29 20:01:49 +01:00
Philip Rebohle
d3fe3622cc
[dxvk] Do not dispatch compute shaders if no pipeline is bound
...
Fixes crashes in Tomb Raider 2013.
2018-01-25 12:57:43 +01:00
Philip Rebohle
a1a7bb9092
[dxvk] DxvkBindingLayout -> DxvkPipelineLayout
2018-01-23 17:40:36 +01:00
Philip Rebohle
0900dfd0e3
[dxvk] Removed explicit image barriers for render passes
...
Instead, the color format and layout will now be set in
the render pass description. This slows down render pass
lookups but may improve efficiency and work around driver
bugs.
2018-01-22 19:21:46 +01:00
Philip Rebohle
f25b3c8b32
[d3d11] Use EmitCs for resource updates
2018-01-20 21:42:11 +01:00
Philip Rebohle
2dd24a14d2
[dxvk] Refactored blend constants
...
This will make things a little less painful when capturing
blend constants in a lambda function, as required for CSMT.
2018-01-20 15:41:06 +01:00
Philip Rebohle
f88adc4e82
[d3d11] Implemented mipmap generation
2018-01-20 09:46:54 +01:00
Philip Rebohle
2a364c557b
[d3d11] Implemented image mapping for reads
2018-01-19 18:09:49 +01:00