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

116 Commits

Author SHA1 Message Date
Philip Rebohle
8054e4a772
[dxvk] Add DXVK context method to transparently flush the command list
This is identical to what the D3D11 function did, but having it in this
place will allow us to potentially implement better flush heuristics
based on work done on the CS thread.
2018-11-01 13:24:42 +01:00
Philip Rebohle
fd52022fff [dxvk] Spill render pass after draws with storage resources 2018-10-29 12:12:34 +01:00
Philip Rebohle
3a48092630
[dxvk] Implement transform feedback draw call 2018-10-10 13:05:37 +02:00
Philip Rebohle
76d917df20
[dxvk] Add xfb counter write -> xfb counter read barrier
- Update xfb counter barrier
2018-10-10 13:05:37 +02:00
Philip Rebohle
93b1b9bc00
[dxvk] Implement transform feedback
Begins transform feedback when rendering with an xfb-enabled
pipeline bound, and ends transform feedback as needed, while
writing back the counters supplied by the app. This does not
yet support transform feedback queries or the draw command.
2018-10-10 13:05:37 +02:00
Philip Rebohle
1f135f59ed
[dxvk] Add Xfb API stubs 2018-10-10 13:05:37 +02:00
Philip Rebohle
781ee00f5c
[dxvk] Refactor indirect draw/dispatch commands
Introduces an OpenGL-style bind point for the argument buffer, which
means we can avoid a lot of unnecessary reference tracking in games
that do a lot of indirect draw calls.

Reduces CPU overhead in Assassin's Creed Odyssey.
2018-10-08 10:23:18 +02:00
Philip Rebohle
eb55325640
[dxvk] Fix missing buffer tracking for indirect draw calls
This is optimized to allow a large number of indirect draws to be
submitted if they all access the same argument buffer, as is the
case in Assassin's Creed Syndicate and Odyssey.
2018-10-07 17:51:44 +02:00
Philip Rebohle
0d9e714d3e
[dxvk] Add discardImage method 2018-10-01 16:54:34 +02:00
Philip Rebohle
518ab2ebdd
[dxvk] Refactor resolve ops
Brings this more in line with clear and copy operations, which
both have more than one code path. Also optimizes barriers.
2018-09-27 12:42:20 +02:00
Philip Rebohle
509e6f1abf
[dxvk] Use new meta copy for depth <> color image copies 2018-09-27 11:44:09 +02:00
Philip Rebohle
9284081180
[dxvk] Remove redundant declaration 2018-09-21 19:43:47 +02:00
Philip Rebohle
e3c2815782
[dxvk] Add copyBufferRegion and copyImageRegion methods
These new methods can support overlapped subresource copies by
creating a temporary resource and effectively using two copy
operations. This is required for D3D11 overlapped copies.
2018-09-18 16:20:57 +02:00
Philip Rebohle
f42f708f72
[dxvk] Rename DxvkBindingState -> DxvkBindingMask
Preparation for some more binding-related work.
2018-09-17 10:45:28 +02:00
Philip Rebohle
18927dc958
[dxvk] Remove asynchronous pipeline compiler 2018-09-14 16:46:07 +02:00
Philip Rebohle
d86b5361f0
[dxvk] Only mark render targets as used on draw calls 2018-09-13 12:00:49 +02:00
Philip Rebohle
5c89a68879
[dxvk] Implement render target state tracking for async compilation
This ensures that we always render to targets which are only used once.
2018-09-10 19:41:17 +02:00
Philip Rebohle
657093c14e
[dxvk] Refactor query management
Moved all query-related state tracking and management into a
separate class. This allows for new query types to be added
in the future, and makes less dodgy assumptions about the
current state when beginning or ending a query.
2018-08-31 15:38:09 +02:00
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