Philip Rebohle
1a1cc32b11
[dxvk] Store VkImage in barrier set rather than DxvkImage*
...
Avoids some accidental ref counting.
2021-02-20 14:35:22 +01:00
Philip Rebohle
0a40e2c868
[dxvk] Support queue ownership transfer barriers
2019-06-29 01:53:32 +02:00
Philip Rebohle
b5f859915a
[dxvk] Properly reset global barrier access flags
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Fixes: adaf98bb9d7b73f4e324ee9d9b14049f29cb70fc
2019-04-02 15:05:44 +02:00
Philip Rebohle
6da02c6f56
[dxvk] Fix write access flag for barriers
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Fixes: adaf98bb9d7b73f4e324ee9d9b14049f29cb70fc
2019-04-02 15:01:37 +02:00
Philip Rebohle
adaf98bb9d
[dxvk] Use global memory barrier instead of resource barriers if possible
...
Hardware doesn't support this type of fine-grained synchronization
anyway, so we really don't need the driver to iterate over anything
up to hundreds of structs - except for layout transitions.
2019-04-02 14:48:39 +02:00
Philip Rebohle
e59f53abfa
[dxvk] Allow barriers to be recorded into a specific command buffer
2019-04-02 12:14:15 +02:00
Philip Rebohle
24dca37fce
[dxvk] Add methods to query source access type for an accessed resource
2019-02-07 19:39:05 +01:00
Philip Rebohle
2aeef063c1
[dxvk] Properly support TOP_OF_PIPE and BOTTOM_OF_PIPE for barriers
2019-01-23 01:12:03 +01:00
Philip Rebohle
3109ab476a
[dxvk] Add support for general memory barriers
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Affects all resources with compatible stage and access flags.
2019-01-22 14:31:10 +01:00
Philip Rebohle
17398e47bd
[dxvk] Use DxvkBufferSliceHandle for buffer memory barriers
2019-01-09 15:03:17 +01:00
Philip Rebohle
bf906aa226
[dxvk] Add support for transform feedback access flags
2018-10-10 13:05:37 +02:00
Philip Rebohle
79dc7d8947
[dxvk] Optimized barrier batching around compute shader execution
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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
162c465e95
[dxvk] Optimize buffer memory barrier batching
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Instead of inserting a barrier after every single buffer copy, update
or clear operation, we batch them up and execute the barrier when the
first dirty buffer is used by a command. This significantly reduces
the number of pipeline barriers in some games, e.g. Final Fantasy XV.
2018-06-16 11:53:06 +02:00
Philip Rebohle
8f8340c2d1
[dxvk] Rename DxvkResourceAccessType to DxvkAccess
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We'll be using this enum a lot more in the future.
2018-06-16 10:40:30 +02:00
Philip Rebohle
4e1f9364e1
[dxvk] Fixed incorrect barriers for depth-stencil images
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Certain clear and copy operations would emit invalid barriers
when operating on only one aspect of a depth-stencil image.
2018-01-30 15:44:18 +01:00
Philip Rebohle
f41a7c7c87
[dxvk] Use DxvkPhysicalBufferSlice for buffer memory barriers
2018-01-18 17:32:34 +01:00
Philip Rebohle
e0df25a7c5
[dxvk] Implemented proper image memory barriers
2017-12-05 13:00:06 +01:00
Philip Rebohle
57821db900
[dxvk] Added image init functions to context
2017-12-01 17:52:05 +01:00
Philip Rebohle
cc408e3329
[dxvk] Barrier interface cleanup
2017-12-01 10:51:58 +01:00
Philip Rebohle
27905d0711
[dxvk] Removed Recorder interface and deferred context
2017-12-01 09:50:47 +01:00
Philip Rebohle
c82bddb932
[dxvk] Added buffer copy and initial buffer barriers
2017-11-26 13:24:01 +01:00
Philip Rebohle
e433c01ad4
[dxvk] Some more work on shader resources and resource bindings
2017-10-15 17:56:06 +02:00