Philip Rebohle
7018db3614
[dxvk] Implement shader-based resolve
...
Resolve attachments are currently too broken on most drivers,
so we cannot really rely on them.
2019-04-07 21:07:25 +02:00
Philip Rebohle
ea5dcd5b14
[dxvk] Re-implement class to create meta-resolve objects
...
This time with specialization constants so that we don't have
to read the tetxure's sample count from the descriptor.
2019-04-07 21:07:25 +02:00
Philip Rebohle
ddde5ee6c2
[dxvk] Support combined image sampler descriptors in the backend
2019-04-03 17:40:05 +02:00
Philip Rebohle
67b9b6e1e1
[dxvk] Pull buffer updates out of render passes whenever possible
...
Instead of ending the render pass and inserting two barriers, we
perform the update and barrier in a dedicated command buffer.
Improves performance in Sekiro by 5-10% depending on resolution and scene.
2019-04-02 13:17:05 +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
87dc472a8d
[dxvk] Set empty scissor rect when the app requests empty viewport
...
Since we cannot set the viewport size to zero, we should set an
empty scissor rect so that rasterization is still effectively
disabled for the given viewport index.
Fixes #813 , #957 .
2019-04-01 15:45:41 +02:00
Philip Rebohle
70510bab9a
[dxvk] Introduce extra pipeline state
...
Provides extra state that will be passed in via spec constants.
Whether or not this state is used is determined by the shaders.
2019-04-01 02:31:32 +02:00
Philip Rebohle
18d2905bf7
[dxvk] Remove unused alphaToOne state
...
Nothing supports this anyway, so no reason to carry it around.
2019-04-01 02:31:22 +02:00
Philip Rebohle
acdb989cfa
[dxvk] Implement conditional rendering
2019-03-28 10:02:11 +01:00
Philip Rebohle
edd63d3972
[dxvk] Fix buffer offset in copyDepthStencilImageToPackedBuffer
2019-03-27 14:23:58 +01:00
Philip Rebohle
03881dde72
[dxvk] Implement blitImage function
2019-03-27 02:31:04 +01:00
Philip Rebohle
b3ea1b02eb
[dxvk] Implement depth-stencil upload via temporary buffer
2019-03-26 17:54:14 +01:00
Philip Rebohle
0d889e0dcd
[dxvk] Implement depth-stencil unpacking
2019-03-26 17:54:10 +01:00
Philip Rebohle
de45ffd749
[dxvk] Create depth-stencil unpacking pipelines
2019-03-26 16:05:27 +01:00
Philip Rebohle
7627f6e3ed
[dxvk] Optimize meta copy barriers
2019-03-25 17:58:31 +01:00
Philip Rebohle
73bb0d8ae2
[dxvk] Remove shader-based resolve
...
No longer necessary since we're using render pass resolve now.
2019-03-24 16:36:35 +01:00
Philip Rebohle
75ee1f42c2
[dxvk] Use resolve attachment for meta-resolve ops
...
Faster than the naive fragment shader-based solution.
2019-03-19 11:45:56 +01:00
Philip Rebohle
412d79c8c1
[d3d11] Use new query implementation
2019-03-14 21:16:41 +01:00
Philip Rebohle
e5441e841f
[dxvk] Support new query implementation
2019-03-14 21:16:41 +01:00
Philip Rebohle
a8144370c8
[dxvk] Create new query pool and forward it to the context
2019-03-14 21:16:41 +01:00
Philip Rebohle
3dbd755075
[dxvk] Implement method to signal GPU events
2019-03-14 21:16:41 +01:00
Philip Rebohle
6b9653d261
[dxvk] Create GPU event pool and forward it to the context
2019-03-14 21:16:41 +01:00
Philip Rebohle
a40d8d49ea
[dxvk] Only enable xfb subpass barrier if feature is enabled
...
Silences validation errors when running FL9_x applications, or
a driver which does not support VK_EXT_transform_feedback.
2019-03-02 19:56:01 +01:00
Philip Rebohle
311661e404
[dxvk] Use vkCmdUpdateBuffer to clear tiny buffers
...
While this might consume a few more CPU cycles, UpdateBuffer may
be cheaper on the GPU for very small buffers, so we should use
it instead.
Also seems to fix rendering issues in Far Cry Primal for unknown reasons.
2019-02-09 22:21:57 +01:00
Philip Rebohle
023cf01c3c
[dxvk] Implemet IgnoreWriteAfterWrite for compute shaders
...
When enabled, potential write-after-write hazards will be ignored and
no barrier will be inserted. Can improve performance in some cases.
2019-02-07 19:39:05 +01:00
Philip Rebohle
9165f8c072
[dxvk] Add type and context method to set barrier control flags
2019-02-07 19:39:05 +01:00
Philip Rebohle
c451c9a95e
[dxvk] Only merge clears when framebuffer size matches view size
...
Otherwise, we'll only clear a smaller portion of the view, which is
incorrect. Fixes a rendering issue in Fallout New Vegas with DXUP.
2019-02-04 07:31:17 +01:00
Philip Rebohle
df7573f332
[dxvk] Implement separate code path for clear-only render passes
...
Allows more clears to overlap with non-rendering commands
in case the app calls OMSetRenderTargets prior to the clear.
Also fixes a bug where we might accidentally use the wrong
set of color attachments to set up render pass operations.
2019-01-23 01:12:03 +01:00
Philip Rebohle
8cfb7936ed
[dxvk] Use explicit barriers after framebuffer clears
...
This may allow clears to overlap with subsequent commands unless a
barrier is actually required.
2019-01-23 01:12:03 +01:00
Philip Rebohle
1631243c64
[dxvk] Don't flush barriers in renderPassBindFramebuffer
...
Instead, any pending barriers must be flushed manually if necessary.
2019-01-23 01:11:55 +01:00
Philip Rebohle
5b90b6a7ce
[dxvk] Make external subpass dependencies part of DxvkRenderPassOps
...
This will allow us to use finer-grained synchronization around certain
meta operations involving render targets, such as clears.
2019-01-22 20:13:43 +01:00
Philip Rebohle
b1540a16e8
[dxvk] Fix render pass ops in clearImageViewFb
2019-01-22 13:41:10 +01:00
Philip Rebohle
4dac8e7233
[dxvk] Update buffer view in clearBufferView
...
Otherwise we might accidentally clear the wrong buffer region.
2019-01-18 21:29:05 +01:00
Philip Rebohle
7e975bbdfc
[dxvk] Move blend constants and stencil ref state to DxvkDynamicState
...
For consistency with how depth bias is being stored.
2019-01-17 22:26:27 +01:00
Philip Rebohle
95815a075b
[dxvk] Move depth bias out of rasterizer state
...
While the previous model corresponded to D3D11, it does
not reflect that the backend treats it the same way as
e.g. blend constants.
2019-01-17 22:25:21 +01:00
Philip Rebohle
8cc4497f11
[dxvk] Only update index buffer for indexed draws
...
This is somewhat uncommon, but we sometimes bind an index
buffer in a render pass that doesn't get used at all.
2019-01-17 03:15:21 +01:00
Philip Rebohle
0d84ebd4c9
[dxvk] DepthClampEnable -> DepthClipEnable
...
There are subtle differences between the two that we
should deal with in the backend at some point.
2019-01-17 01:59:10 +01:00
Philip Rebohle
422198952a
[dxvk] Use minimal set of dynamic state
...
We don't need to enable blend constants for pipelines that don't
have blending enabled, etc. This helps reduce the number of API
calls slightly and may help the driver work more efficiently.
2019-01-16 20:55:41 +01:00
Philip Rebohle
59462f3231
[dxvk] Don't re-emit dynamic state every time we bind a pipeline
...
This used to be necessary on some drivers that would lose dynamic
state upon pipeline bindings, but that no longer seems to be the
case.
2019-01-16 17:47:31 +01:00
Philip Rebohle
8b5db80fbd
[dxvk] Reimplement DxvkBuffer
...
Avoids the DxvkPhysicalBuffer indirection and keeps all buffer
objects alive until the DxvkBuffer itself gets destroyed.
2019-01-09 18:04:46 +01:00
Philip Rebohle
cc61e38b9c
[dxvk] Reimplement DxvkBufferView
...
Instead of recreating the buffer view every single time the
underlying buffer gets invalidated, this keeps all buffer
views around until the object itself gets destroyed.
2019-01-09 18:02:00 +01:00
Philip Rebohle
004db3677b
[dxvk] Use DxvkBufferSliceHandle for transform feedback
2019-01-09 15:13:04 +01:00
Philip Rebohle
17398e47bd
[dxvk] Use DxvkBufferSliceHandle for buffer memory barriers
2019-01-09 15:03:17 +01:00
Philip Rebohle
fd201c4c53
[dxvk] Bind buffer slice when binding buffer view
...
This is going to be necessary when we can bind raw buffer views as SSBOs.
2018-12-14 23:45:37 +01:00
Philip Rebohle
0bc2498570
[dxvk] Relax compute shader barriers for read-only storage buffers
2018-12-14 23:45:37 +01:00
Philip Rebohle
171cf53bc0
[dxvk] Don't re-initialize 3D images when clearing render targets
...
Layout transitions apply to the full subresource, even if we only
render to one slice. Fixes #775 on Nvidia Kepler and Maxwell cards.
2018-12-04 23:25:50 +01:00
Philip Rebohle
746529b71b
[dxvk] Pass raw semaphore handles to submitCommandList
2018-11-28 12:44:17 +01:00
Philip Rebohle
4057937d2d
[dxvk] Refactor descriptor set allocation
...
With this new approach, descriptor pools are decoupled from the
command list they are used with. Instead, the DXVK context takes
ownership of a single descriptor pool until it runs out of memory.
This reduces the amount of memory wasted for under-utilized pools
and should this reduce an application's memory footprint.
2018-11-27 11:42:13 +01:00
Philip Rebohle
5aad615aef
[dxvk] Unbind graphics pipeline when spilling render pass
...
Otherwise we may in some very rare cases continue using an incorrect
pipeline in subsequent render passes if the same shaders are used for
drawing.
2018-11-19 01:35:41 +01:00
Philip Rebohle
2b02e692c3
[dxvk] Implement DxvkContext::copyDepthStencilImageToPackedBuffer
2018-11-08 18:10:56 +01:00