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

228 Commits

Author SHA1 Message Date
Philip Rebohle
0789c5f10d
[dxvk] Remove command dispatch methods from CS thread
This was bad design. The user of this API should record commands
into a chunk manually and decude what to do with it once it's full.
2018-01-20 14:59:50 +01:00
Philip Rebohle
f88adc4e82
[d3d11] Implemented mipmap generation 2018-01-20 09:46:54 +01:00
Philip Rebohle
a644eebfd7
[d3d11] Fixed initialization of compressed images 2018-01-19 18:11:20 +01:00
Philip Rebohle
2a364c557b
[d3d11] Implemented image mapping for reads 2018-01-19 18:09:49 +01:00
Philip Rebohle
3bb7b45c33
[dxvk] Use strict rasterization order when depth test is disabled 2018-01-19 09:01:28 +01:00
Philip Rebohle
7d721797fe
[dxvk] To not attempt to clear compressed image
The current code violates the rules for vkCmdClearImage if
the destination image is compressed.
2018-01-19 01:36:22 +01:00
Philip Rebohle
a0acbeec72
[dxvk] Optimized buffer renaming
Helps applications which frequently update buffers
through either Map()/Unmap() or UpdateSubresource.
2018-01-19 00:20:05 +01:00
Philip Rebohle
ec0ff35b96
[dxvk] Fixed offset in buffer to image copy 2018-01-18 19:09:21 +01:00
Philip Rebohle
82ffa88efd
[dxvk] Fixed DxvkPhysicalBufferSlice initialization 2018-01-18 18:53:33 +01:00
Philip Rebohle
9334873188
[dxvk] Cleaned up DxvkBufferSlice and added documentation 2018-01-18 18:50:44 +01:00
Philip Rebohle
6e6c290e01
[d3d11] Use DxvkPhysicalBufferSlice for resource copies and buffer views 2018-01-18 18:33:13 +01:00
Philip Rebohle
3212fc7444
[dxvk] Use DxvkPhysicalBufferSlice for indirect draws and buffer binding 2018-01-18 18:01:47 +01:00
Philip Rebohle
f41a7c7c87
[dxvk] Use DxvkPhysicalBufferSlice for buffer memory barriers 2018-01-18 17:32:34 +01:00
Philip Rebohle
a87ae8aba4
[dxvk] Added DxvkPhysicalBuffer to back virtual buffers
This is the first step to optimizing buffer updates for applications
that frequently invalidate buffers. The goal is to reduce the number
of buffer allocations per frame and reduce the cost of invalidation.
2018-01-18 15:52:57 +01:00
Philip Rebohle
9acc4a1a82
[d3d11] Map default constant buffers to host memory
Improves performance in applications that use UpdateSubresources
to frequently update constant buffers, such as Unigine Heaven,
Unigine Valley and Homefront.
2018-01-18 11:55:27 +01:00
Philip Rebohle
601aa54139
[dxvk] End render pass before a staged image upload
Fixes Heaven. Also removes an unnecessary error check
2018-01-18 08:50:14 +01:00
Philip Rebohle
d3f84688cc
[dxvk] Make use of VK_AMD_rasterization_order
May slightly improve GPU performance in some scenarios.
2018-01-16 15:00:19 +01:00
Philip Rebohle
27573e9b25
[dxvk] Added app and device specific options 2018-01-16 13:58:57 +01:00
Philip Rebohle
bc5dfc1cad
[dxvk] Refactored device extension handling
Support for extensions can now be queried from the device
object in an efficient way. This will allow the backend to
use optional extensions for the purpose of optimization.
2018-01-16 13:24:36 +01:00
Philip Rebohle
86db5aab67
[dxvk] Increased queued command submission limit
Potentially reduces the number of sync points when a game
is primarily GPU limited. Improves performance in Nier by
a few frames per second.
2018-01-14 11:23:14 +01:00
Philip Rebohle
e05c961b9e [dxvk] Limit vkCmdUpdateBuffer size to 4kB
This should help prevent issues with command buffers becoming
too big. Larger uploads will use a staging buffer instead.
2018-01-13 23:41:36 +01:00
Philip Rebohle
c1f16d36bd [dxvk] Implemented local pipeline cache 2018-01-13 22:18:32 +01:00
Philip Rebohle
745ded47e0 [dxgi] Removed remaining SDL code 2018-01-13 16:36:04 +01:00
Philip Rebohle
96a97aa0c4 [dxvk] Added HUD
Experimental version of a HUD which displays information
about the hardware, driver version, and frames per second.
2018-01-13 03:53:33 +01:00
Philip Rebohle
38fa9ce9c9 [dxvk] Removed unused resource warning 2018-01-12 14:49:08 +01:00
Philip Rebohle
5dd9fea011 [dxvk] Implemented input layout validation
Checks whether all input slots consumed by the vertex shader
are provided by the input layout, and disables rendering in
case the state validation fails. This should hopefully fix
GPU lockups in Nier:Automata.
2018-01-12 14:25:26 +01:00
Philip Rebohle
1164ed30c3 [dxvk] Minor fixes 2018-01-12 12:51:39 +01:00
Philip Rebohle
d1d5f10520 [dxvk] Added debug messages for unbound resources 2018-01-11 21:40:04 +01:00
Philip Rebohle
a875e045c5 [dxvk] Moved descriptor set updates into DxvkContext 2018-01-11 20:31:18 +01:00
Philip Rebohle
30eb43a284 [dxvk] Minor memory management tweaks 2018-01-11 19:06:58 +01:00
Philip Rebohle
32078033c6 [d3d11] Fixed UAV counter buffer binding 2018-01-11 17:12:39 +01:00
Philip Rebohle
c1d6c20066 [d3d11] Implemented D3D11 parts of append/consume buffers 2018-01-11 12:23:55 +01:00
Philip Rebohle
8bccbbccc8 [dxvk] Using derivative graphics pipelines 2018-01-10 22:54:00 +01:00
Philip Rebohle
3ab75c8538 [dxvk] Fixed potential bugs in vertex buffer binding code 2018-01-10 21:53:13 +01:00
Philip Rebohle
ed642a57a7 [dxvk] Simplified state-based pipeline lookup 2018-01-10 21:28:20 +01:00
Philip Rebohle
9c90c1ac00 [dxvk] Optimized pipeline state updates 2018-01-10 20:40:10 +01:00
Philip Rebohle
74722fa693 [dxvk] Implementing unbound resource handling (4/4)
The shader compiler now queries whether a constant buffer or texture is
bound before trying to access it for reading. This is not yet implemented
for image fetch operations, atomic operations, or buffer load/store ops.
2018-01-10 18:58:17 +01:00
Philip Rebohle
fe02c5d6b9 [dxvk] Implementing unbound resource handling (3/4)
The shader compiler will now generate specialization constants
for shader resources, uniform access views, and constant buffers.
2018-01-10 13:44:04 +01:00
Philip Rebohle
b22d56ac06 [dxvk] Implementing unbound resource handling (2/4)
Refactored pipeline binding and descriptor set updates so that
no descriptor info gets written for unbound resources.
2018-01-10 12:13:46 +01:00
Philip Rebohle
c64103c73f [dxvk] Implementing unbound resource handling (1/4)
In order to emulate D3D11 behaviour when a resource is not bound,
we use specialization constants. This requires further changes in
the shader compiler.
2018-01-10 11:44:40 +01:00
Philip Rebohle
38ee8f4f95 [dxvk] Unbound resource prep work 2018-01-10 10:23:51 +01:00
Philip Rebohle
ee796b966d [dxvk] Reduced staging buffer size
Allocating as much memory as we did was wasteful. The new limit may
still be too generous for most applications, but this will require
more testing.
2018-01-10 10:22:33 +01:00
Philip Rebohle
da867d4bca [dxvk] Replaced DxvkResourceType by VkImageViewType 2018-01-09 20:35:29 +01:00
Philip Rebohle
3419d55dee [dxvk] Tweaked descriptor allocation 2018-01-09 20:04:50 +01:00
Philip Rebohle
e2d9693ac3 [dxvk] Fixed compressed texture upload
Fixes issues with particles being overly bright in Nier:Automata.
2018-01-09 19:08:23 +01:00
Philip Rebohle
c7e33e636e [dxvk] Fixed vertex buffer binding issue
If an application binds vertex buffers before changing the input layout,
it might happen that the vertex buffers are not bound correctly to the
Vulkan command buffer. This issue is now resolved.
2018-01-08 20:23:21 +01:00
Philip Rebohle
cb748c786a [dxvk] Added missing image barrier after compute shader execution 2018-01-08 19:07:57 +01:00
Philip Rebohle
9024f8bb2c [dxvk] Inlined all frequently called DxvkCmdList methods 2018-01-08 14:21:50 +01:00
Philip Rebohle
7912f6c604 [dxbc] Track dimension of resource slots
This shall help binding dummy resources in case an application
binds none or an incompatible resource to a slot.
2018-01-08 13:39:37 +01:00
Philip Rebohle
5cfbb74455 [dxvk] Added new convenient buffer slice constructor 2018-01-07 21:46:26 +01:00