Philip Rebohle
35a8cedbc2
[dxvk] Move shader set hash/eq functions into respective structs
...
Makes it easier to use them outside the pipeline manager.
2019-09-30 03:42:20 +02:00
Philip Rebohle
ba5f319809
[dxvk] Use new shader lookup hash in pipeline manager
2019-09-30 02:09:09 +02:00
Philip Rebohle
eaa41eb76c
[dxvk] Don't use reference counting for pipeline objects
...
Again not necessary since these objects are persistent.
Eliminates refcount overhead of pipeline lookups entirely.
2019-07-23 13:15:06 +02:00
Philip Rebohle
8cd13cc5bd
[dxvk] Use shader key structs directly for pipeline lookups
...
Removes some overhead and unnecessary ref count changes on shaders.
2019-07-23 13:00:04 +02:00
Philip Rebohle
8d4996bcda
[dxvk] Use shader key structs to store shaders in DxvkPipeline objects
...
Mostly a code cleanup to make constructing these objects a bit easier.
2019-07-23 12:48:11 +02:00
Philip Rebohle
604e89b97a
[dxvk] Rename Dxvk*PipelineKey -> Dxvk*PipelineShaders
2019-07-23 12:41:09 +02:00
Philip Rebohle
bb01318984
[dxvk] Add stat counter for shader compiler activity
2019-04-14 13:28:57 +02:00
Philip Rebohle
2d55852777
[dxvk] Disable state cache for Anno 2205
...
Fixes #686 .
2018-11-24 20:04:21 +01:00
Derek Lesho
66bcc4b3d8
Use std::string for util::getEnvVar input
...
This allows cleaner code when implementing DXVK as a native library
2018-11-16 06:43:45 +01:00
Philip Rebohle
6adf534589
[dxvk] Add option to set number of pipeline compiler threads
2018-11-15 09:24:11 +01:00
Philip Rebohle
4a72cae1e6
[dxvk] Enable state cache
2018-09-23 14:41:43 +02:00
Philip Rebohle
83447975ac
[dxvk] Refactor pipeline stat counters
...
The stat counter struct no longer has to be passed to
the pipeline compiler function.
The new implementation uses atomic counters of the pipeline manager
rather than per-command list counters, which removes the need to
pass the counter structure to the compiler function.
2018-09-22 12:02:20 +02:00
Philip Rebohle
5410680401
[dxvk] Refactor pipeline object constructors
...
This way we don't need to pass everything to the pipeline objects.
2018-09-22 11:59:25 +02:00
Philip Rebohle
18927dc958
[dxvk] Remove asynchronous pipeline compiler
2018-09-14 16:46:07 +02:00
Philip Rebohle
ea6b6e2e53
[dxvk] Rename useAsyncPipeCompiler -> asyncPipeCompiler
2018-09-11 08:38:18 +02:00
Philip Rebohle
b2c4855490
[dxvk] Use global user config for backend options
2018-08-07 16:59:49 +02:00
Philip Rebohle
f42f7cc743
[dxvk] Make use of the asynchronous pipeline compiler optional
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Users can enable this by setting DXVK_USE_PIPECOMPILER=1.
2018-05-13 16:02:23 +02:00
Philip Rebohle
cfb4791872
[dxvk] Use VK_PIPELINE_CREATE_DISABLE_OPTIMIZATION_BIT
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Optimized versions of the pipelines will be compiled asynchronously.
2018-05-10 14:54:44 +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
d201a1f7c6
[dxvk] Made pipe manager and pipeline classes thread-safe
2018-05-01 16:45:28 +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
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
c1f16d36bd
[dxvk] Implemented local pipeline cache
2018-01-13 22:18:32 +01:00
Philip Rebohle
19851c8432
[dxvk] Re-implemented pipeline creation within the backend
2017-12-07 09:38:31 +01:00