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

667 Commits

Author SHA1 Message Date
Philip Rebohle
43cbe42ea8
[dxvk] Pick memory chunk size dynamically
Reduces the number of Vulkan memory allocations, and
can lead to lower CPU overhead in certain situations.
Improves Shadow Warrior 2 by ~2% on RADV.
2018-07-09 19:18:39 +02:00
Philip Rebohle
2caf346fbb
[dxvk] Add access flags to external subpass dependencies again
Apparently we need those to make sure that the initial layout
transition itself is valid. We don't need to add shader access
though, since we cannot access attachments inside shaders.
2018-07-09 11:23:28 +02:00
Philip Rebohle
b789187df5
[dxvk] Fixed external subpass dependencies
Fixes validation errors and some unnecessary cruft. We don't need
visibility operations in the external-to-renderpass dependency
because that part is handled by regular barriers, an execution
dependency is enough (but still required to handle write-after-read.
2018-07-09 10:08:12 +02:00
Philip Rebohle
4d1a70bd89
[dxvk] Fix deferred depth-stencil clears
If a game clears the depth and stencil aspects of a depth-stencil
buffer separately, we must not override the load op and clear value
of the previously set aspect. Fixes a rendering issue in Hitman
Absolution.
2018-07-06 15:23:59 +02:00
Philip Rebohle
974db9712b
[dxvk] Remove clear rect parameter from clearRenderTarget
With deferred clears and render target-based clears, this was
not properly supported anyway.
2018-07-06 15:01:37 +02:00
Philip Rebohle
04d7f2896a
[dxvk] Disable image format list
Causes rendering issues in Far Cry 4.
2018-07-05 22:49:30 +02:00
Philip Rebohle
9b78738d2c
[dxvk] Pass image format list to the driver
Allows drivers to enable DCC in some situations.
2018-07-03 12:44:01 +02:00
Philip Rebohle
c1334e7601
[dxvk] Require VK_KHR_image_format_list
All supported drivers support this extension, so we don't make it optional.
2018-07-03 12:43:32 +02:00
Philip Rebohle
3bb94f1afb
Merge branch 'vr-init' 2018-07-02 20:12:57 +02:00
Philip Rebohle
092331232b
[vr] Initialize and shut down OpenVR if necessary 2018-06-30 18:49:29 +02:00
Philip Rebohle
cf6e3c1fbf
[vr] Refactor compositor initialization 2018-06-30 16:51:20 +02:00
N00byKing
26d7059579 [dxvk] Remove unnecessary Parameter (#465) 2018-06-29 21:37:25 +02:00
Philip Rebohle
db2b6e1219
[dxvk] Optimize image layout transitions
This should reduce unnecessary execution dependencies when
transitioning image layouts before executing image copies.
2018-06-28 13:52:54 +02:00
Philip Rebohle
8c65203ac2
[dxvk] Fix potential layout transition issues with depth-stencil images
Some operations can operate on only one of the two aspects
of a depth-stencil image. This fixes two possible issues:
- Image memory barriers must be applied to all image aspects
- VK_IMAGE_LAYOUT_UNDEFINED is no longer used as a source layout
  if the operation requiring the transition only uses one aspect
2018-06-28 12:44:57 +02:00
Philip Rebohle
04bc13929f
[hud] Added some missing documentation 2018-06-28 01:18:16 +02:00
Philip Rebohle
832b3a9dba
[hud] Render HUD directly to swap chain image
Saves a fullscreen render target, render pass, and a queue submission.
2018-06-28 01:00:07 +02:00
Philip Rebohle
0e6e985210
[vr] Maintain global extension sets
Preserves the per-instance and per-adapter extension sets across
multiple Vulkan instances. Works around initialization order issues
with Unity-based VR apps.
2018-06-26 15:56:13 +02:00
Philip Rebohle
eb39cf4b11
[dxvk] Lock queue around acquireNextImage 2018-06-26 15:33:43 +02:00
Philip Rebohle
9cae049b53
[dxvk] Move adapter list to the DXVK instance 2018-06-26 12:33:26 +02:00
Philip Rebohle
4f28d57352
[dxvk] Remove unused rasterizer discard state flag 2018-06-25 16:56:52 +02:00
ZeroFault
b62ccfe7a3 [dxvk] Implement dedicated allocation (#448)
Yields significant performance improvements on some Nvidia GPUs.
2018-06-24 10:55:42 +02:00
Philip Rebohle
5d1f00be34
[dxvk] Implement shader-based meta-resolve operation
This should work around a variety of potential driver issues
when games resolve typeless images with a different format.
2018-06-23 13:17:01 +02:00
Philip Rebohle
654c947368
[dxvk] Added separate flags for signed and unsigned integer formats 2018-06-23 13:06:42 +02:00
Philip Rebohle
c5f45d9153
[dxvk] Add shaders for new meta-resolve operation 2018-06-23 09:48:03 +02:00
Philip Rebohle
db7a7fa4bc
[dxvk] Use dynamic offsets for both graphics and compute pipelines 2018-06-22 00:33:47 +02:00
Philip Rebohle
4b5ec1be3e
[dxvk] Implement support for dynamic buffer binding offsets 2018-06-22 00:33:06 +02:00
Philip Rebohle
826b1245a1
[dxvk] Add context state flags for descriptor set and offset updates 2018-06-22 00:31:56 +02:00
Philip Rebohle
c3470f6cbf
[dxvk] Allocate descriptor sets with dynamic descriptor support 2018-06-22 00:31:11 +02:00
Philip Rebohle
aa3e718fcd
[dxvk] Add DxvkOptions struct for quick lookup of features/limits 2018-06-22 00:29:44 +02:00
Philip Rebohle
d35ff6ca13
[dxvk] Implement pipeline layout support for dynamic descriptors 2018-06-22 00:29:04 +02:00
Philip Rebohle
32cd85dc11
[dxvk] Discard slices from old physical buffers
Improves effectiveness of an optimization that allows
using dynamic buffer offsets for descriptor sets.
2018-06-22 00:27:52 +02:00
Philip Rebohle
79a1703aea
[util] Set thread names for DXVK's own threads
Makes it easier to identify the command stream thread and the
queue processing thread easier when using a wine build that
supports SetThreadDescription.
2018-06-21 15:12:04 +02:00
Philip Rebohle
15aabcb878
[dxvk] Optimize barriers around vkCmdCopyImage
We don't need to force layout transitions and emit double pipeline
barriers in case the GENERAL layout is being used for both images.
This is somewhat common for images used by compute shaders, and
this optimization ensures that only required barriers are emitted.
2018-06-18 22:30:00 +02:00
Philip Rebohle
79dc7d8947
[dxvk] Optimized barrier batching around compute shader execution
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
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
We'll be using this enum a lot more in the future.
2018-06-16 10:40:30 +02:00
Philip Rebohle
7fa26f1c87
[d3d11] Implement render pass spilling for UAV rendering
Spilling the render pass should make shader storage buffer/image writes
visible due to how external subpass dependencies are defined. For UAV
rendering, we need to do this when changing the UAVs, even if the render
targets themselves do not change.
2018-06-15 20:49:24 +02:00
Philip Rebohle
48e0b6d684
Revert "[dxvk] Require VK_EXT_shader_viewport_index_layer"
This reverts commit 8d0af0a8fc153015b806c15bd893e8d20236b2f8.

Breaks Renderdoc, which currently does not support this extension.
2018-06-12 23:18:41 +02:00
Philip Rebohle
8d0af0a8fc
[dxvk] Require VK_EXT_shader_viewport_index_layer 2018-06-12 21:55:41 +02:00
Philip Rebohle
e6c786b39f
[dxvk] Sort extension names in alphabetical order
This is purely cosmetic.
2018-06-12 17:01:35 +02:00
Philip Rebohle
f8650c1c9f
[dxvk] Require VK_KHR_maintenance2 and VK_EXT_vertex_attribute_divisor
Wine 3.10 added support for these extensions, so we should use them.
2018-06-11 21:09:52 +02:00
Philip Rebohle
420b7218ae
Revert "[dxvk] Increase memory chunk size to 32 MiB"
This reverts commit 83ae39f727d7aeb43cef277082bcb42093530779.

Does not show any considerable advantage over the 16 MiB chunk size
and reduces the effectiveness of the host-visible device-local memory
type on AMD cards.
2018-06-06 23:47:43 +02:00
Philip Rebohle
15b0327243
Merge branch 'master' of https://github.com/doitsujin/dxvk 2018-06-06 23:12:48 +02:00
Philip Rebohle
b8468fda43
[dxvk] Improve swap chain format fallback logic
When requesting an unsupported non-SRGB format, we shouldn't
fall back to an SRGB format since that will cause Gamma issues.
2018-06-06 23:10:38 +02:00
Philip Rebohle
79d3b203ef
[dxvk] Added format flag to mark SRGB color formats 2018-06-06 23:09:39 +02:00
ZeroFault
b43060bec1 fix MSVC compile error with function pointer type declaration (#422) 2018-06-06 22:11:26 +02:00
Philip Rebohle
e8ac81fe8a
[dxvk] Removed support for depth bounds test
This feature is not used in D3D11, so we don't need backend support.
2018-06-06 13:11:09 +02:00
Philip Rebohle
8b4852be16
[dxvk] Make depth bias a dynamic state
Works around an issue with some games not setting the D3D11 depth
bias state correctly, which can result in an excessive number of
pipelines being compiled.
2018-06-06 12:45:45 +02:00
Philip Rebohle
6579b2ad99
Merge branch 'auto-flush-v2' 2018-06-05 18:46:46 +02:00
Philip Rebohle
83ae39f727
[dxvk] Increase memory chunk size to 32 MiB
Reduces the number of memory allocations considerably.
2018-06-05 18:45:11 +02:00