Rather than creating just one image view per DxvkImageView, we create
views for all compatible types in an attempt to work around game bugs
in Diablo 3, Far Cry 5, Nier Automata, Dishonored 2, Trackmania etc.,
which bind incompatible resource views to some resource slots.
With the benefits of asynchronous compilation being generally low and
compilation in advance not being feasible, there is no reason to create
more threads.
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.
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.
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.
* [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.
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.
* [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