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

1238 Commits

Author SHA1 Message Date
Philip Rebohle
a90c2843a7
[dxvk] Remove std::vector from DxvkDataBuffer
Vectors are zero-initialized upon resize, which is unnecessary
in this case and potentially impacts performance.
2018-05-13 21:34:38 +02:00
Philip Rebohle
516d7f091e
Merge branch 'disable-opt-bit' 2018-05-13 16:19:31 +02:00
Philip Rebohle
f42f7cc743
[dxvk] Make use of the asynchronous pipeline compiler optional
Users can enable this by setting DXVK_USE_PIPECOMPILER=1.
2018-05-13 16:02:23 +02:00
Philip Rebohle
2ee80ce1bd
[dxvk] Log start/stop of pipe compiler worker threads 2018-05-13 15:37:31 +02:00
Philip Rebohle
368eea7310
[dxvk] Use derivative pipelines again 2018-05-13 15:37:18 +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
5f3b65014f
[dxvk] Reset query pools on the init buffer 2018-05-12 19:45:42 +02:00
Philip Rebohle
3135359ee9
[dxvk] Create a separate command buffer for initialization tasks
We'll use this to reset query pools without having to spill
the active render pass. Required to fix a query-related bug.
2018-05-12 19:32:50 +02:00
Philip Rebohle
b805560340
[dxvk] Do not log invalid pipeline state
Fixes some log spam in case games attempt to render geometry
with an invalid pipeline state vector.
2018-05-10 21:59:57 +02:00
Philip Rebohle
cfb4791872
[dxvk] Use VK_PIPELINE_CREATE_DISABLE_OPTIMIZATION_BIT
Optimized versions of the pipelines will be compiled asynchronously.
2018-05-10 14:54:44 +02:00
Philip Rebohle
517a7532be
[dxvk] Added DxvkPipelineCompiler 2018-05-10 14:29:13 +02:00
Philip Rebohle
3b132196d3
[dxvk] Add ability to hold two pipeline handles to pipeline instances 2018-05-10 14:15:47 +02:00
Philip Rebohle
010fc6ad49
[dxvk] Implement DxvkGraphicsPipelineInstance
This should come in handy when compiling an optimized version of
a pipeline asynchronously. This can be extended to hold multiple
pipeline handles, i.e. one optimized one and one without opts.

Collateral damage: We're not using derivative pipelines anymore,
needs to be re-added at a later point.
2018-05-09 22:23:50 +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
33e511485c
[hud] Fixed uninitialized depth bounds values 2018-05-07 21:53:32 +02:00
Philip Rebohle
cd92d0b992
[dxvk] Allow binding render targets of different sizes
In order to not cause Vulkan validation issues, we have
to reduce the framebuffer size. Fixes a regression in
Bioshock Infinite.
2018-05-07 20:46:20 +02:00
Philip Rebohle
ac1d505d14 [dxvk] Do not compute SHA-1 hash of generated shaders
We do not need this on this branch.
2018-05-04 00:16:39 +02:00
Philip Rebohle
ae0e5bccdd [dxvk] Make shader accessible from shader module 2018-05-03 23:56:28 +02:00
Philip Rebohle
33357f1f36 [dxvk] Compute SHA-1 hash of generated shaders 2018-05-03 23:56:22 +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
d201a1f7c6 [dxvk] Made pipe manager and pipeline classes thread-safe 2018-05-01 16:45:28 +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
9aa73d1148 [dxvk] Set non-zero framebuffer size when there are no attachments
This is required for UAV-only rendering and will be required for
stream output in the future as well.
2018-04-29 11:19:18 +02:00
pchome
1dbf8bf2a1 [dxvk] Fix native build on *nix x86_64 systems (#328)
* [dxvk] Fix native build on *nix x86_64 systems

> /usr/include/c++/v1/algorithm:2633:1:
> note: candidate template ignored: deduced conflicting types for parameter '_Tp' ('unsigned long' vs. 'unsigned long long')

winegcc, clang-tidy and other native build types/tools are affected.

http://en.cppreference.com/w/cpp/language/types#Data_models
> 64 bit systems:
> * LLP64 or 4/4/8 (int and long are 32-bit, pointer is 64-bit) 
>    * Win64 API 
> * LP64 or 4/8/8 (int is 32-bit, long and pointer are 64-bit) 
>    * Unix and Unix-like systems (Linux, Mac OS X) 

http://en.cppreference.com/w/cpp/types/integer#Function_macros_for_minimum-width_integer_constants
Macro `UINT64_C(1)` from `stdint.h` should literally interpret `1` to `1UL` or `1ULL`
```c
# if __WORDSIZE == 64
#  define UINT64_C(c)	c ## UL
# else
#  define UINT64_C(c)	c ## ULL
# endif
```

* [dxvk] Fix native build on *nix x86_64 systems

Use explicit template argument instead of 1ull or UINT64_C(1) macro.
2018-04-28 09:08:14 +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
8606576d83 [hud] Do not explicitly use a framebuffer object 2018-04-26 13:24:42 +02:00
Philip Rebohle
d91114d733 [dxvk] Rename renderPassBegin/End methods to start/spillRenderPass 2018-04-23 11:11:40 +02:00
ZeroFault
52f0d853c0 [d3d11] add some resource validation for copying resources (#305)
* [d3d11] add some resource validation for CopyResource and CopyResourceSubregion

combine if statement

* [d3d11] added copy extents validation for compressed formats

* correct return values

* fix incorrect logic operators

* set valid copy extents when possible

* [d3d11] Clamp copy region in CopySubresourceRegion

* [dxvk] Add helper methods to deal with block-compressed images

* [d3d11] Clean up validation in CopySubresourceRegion

* [d3d11] Improve error reporting and validation in CopyResource

* [d3d11] Fix inconsistent error messages
2018-04-20 23:35:29 +02:00
Philip Rebohle
62b0e34a73
[d3d11] Implement IDXGIVkInteropDevice for D3D11Device 2018-04-20 00:19:03 +02:00
Philip Rebohle
a6a22cd00a
[dxvk] Export DxvkDeviceQueue from DxvkDevice
Access to the Vulkan queues provided by the DXVK device
is required for external Vulkan libraries to work.
2018-04-19 15:42:48 +02:00
Philip Rebohle
8125d53e58
[dxvk] Remove std::clamp usage
Breaks outdated compilers.
2018-04-18 17:49:11 +02:00
Philip Rebohle
05a96e96bb
[dxvk] Fix Nvidia driver version reporting 2018-04-17 23:34:16 +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
388fe02158
[hud] Added frametime graph
Enable with DXVK_HUD=frametimes.
2018-04-17 12:03:03 +02:00
Philip Rebohle
a4f9e5f0d5
[hud] Added line renderer 2018-04-17 10:01:06 +02:00
Philip Rebohle
8bfaae9350
[hud] Rename renderText -> render 2018-04-17 09:21:40 +02:00
Philip Rebohle
e38e1347d3
[hud] HudTextRenderer -> HudRenderer
Maintaining one class should be easier than creating
multiple renderer classes and having to switch between
them.
2018-04-17 09:20:18 +02:00