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

331 Commits

Author SHA1 Message Date
Philip Rebohle
d523405a5a
[dxvk] Implement bindRenderTargets method
An alternative to manually creating a framebuffer object and binding
it via bindFramebuffer. Future optmizations can use this to bring
down the number of redundant render pass changes.
2018-04-15 01:09:53 +02:00
Philip Rebohle
a6406e3b60
[dxvk] Recreate swap chain on presentation failure 2018-04-14 22:45:30 +02:00
Philip Rebohle
320cebb8f9
[dxvk] Improved memory allocation debug output 2018-04-14 13:03:14 +02:00
Philip Rebohle
8dfe7088fd
[dxvk] Fixed silly typo 2018-04-13 17:06:58 +02:00
Philip Rebohle
15fca0b0b1
[dxvk] Improved debug output when resource creation fails 2018-04-13 17:03:35 +02:00
Philip Rebohle
ebf474ae9e
[dxvk] Enable VK_KHR_sampler_mirror_clamp_to_edge
Fixes validation errors in The Witcher 3.
2018-04-13 13:46:20 +02:00
Philip Rebohle
56a1433d3f
[d3d11] ClearUnorderedAccessViewUInt: Create temp view if necessary
If this method is used to clear a view with a floating point format,
we need to create a compatible view with an integer format in order
to clear the resource with the correct value. Fixes some calls to
this function in Rise of the Tomb Raider and other games.
2018-04-12 23:31:15 +02:00
Philip Rebohle
9d84e1bfaa
[dxvk] Implement clearBufferView and clearImageView 2018-04-11 23:13:34 +02:00
Philip Rebohle
cce578d67a
[dxvk] Increase workgroup size for buffer clear shaders 2018-04-11 23:12:55 +02:00
Philip Rebohle
140dc27ea3
[dxvk] Create compute pipelines for meta clear ops 2018-04-11 18:58:01 +02:00
Philip Rebohle
7c1919eaa1
[dxvk] Added missing shader files 2018-04-11 18:57:31 +02:00
Philip Rebohle
ac8447b32e
[dxvk] Add separate clear shaders for array views
Creating one shader per image view type may help in case we
get an already compatible image view from the D3D11 application.
2018-04-11 17:16:18 +02:00
Philip Rebohle
676b0cb476
[dxvk] Added DxvkMetaClearObjects stub 2018-04-11 17:05:12 +02:00
Philip Rebohle
9970dfaeca
[dxvk] Add format info flag for integer formats 2018-04-11 16:21:59 +02:00
Philip Rebohle
6a0ab19049
[dxvk] Added meta shaders for image/buffer clear operations
The D3D11 ClearUnorderedAccessView* and ClearView functions
will have to be emulated using compute shaders rather than
clear operations, since Vulkan clear operations do not take
image views and their format into account.
2018-04-11 13:07:04 +02:00
Philip Rebohle
4797645bd2
[dxvk] Removed unused DxvkOptions 2018-04-11 13:06:43 +02:00
Philip Rebohle
a28303c4bd
[dxvk] Optimize binding ID remapping
We don't need to iterate over the full shader code when creating
a new shader module. This optimization may slightly reduce the
initial pipeline creation time.
2018-04-10 12:48:46 +02:00
Philip Rebohle
d68d62f837
[dxvk] Removed on-disk pipeline cache
Drivers from both major vendors implement their own shader cache
already, and storing a cache per game causes more issues than it
solves. Should fix #261.
2018-04-09 19:38:32 +02:00
Philip Rebohle
687ef77860
[dxvk] Enable sample rate shading if needed 2018-04-08 21:49:30 +02:00
Philip Rebohle
4c3e77e9e3
[dxvk] Add missing format info for the *_422_UNORM formats 2018-04-08 20:40:12 +02:00
Philip Rebohle
4d28f765df
[dxvk] Remove support for VK_AMD_rasterization_order
RADV will be doing this by default when it makes sense.
2018-04-04 15:09:24 +02:00
Philip Rebohle
89c3b60640 [dxvk] Removed upper limit for CS chunks
Since we are synchronizing once per frame anyway, there is no need to
artificially limit the number of chunks in flight. Applications which
use deferred contexts and submit a large number of CS chunks through
command lists may benefit from this optimization.
2018-04-03 20:06:25 +02:00
Philip Rebohle
0b2e88b087 [hud] Added <unordered_map> include to satisfy some compilers 2018-04-03 16:27:16 +02:00
Philip Rebohle
9ef4168867 [dxvk] Added support for pipeline-related stat counters 2018-04-03 15:52:39 +02:00
Philip Rebohle
561fa7440b [dxvk] Retrieve actual memory stats for the HUD 2018-04-03 15:32:00 +02:00
Philip Rebohle
fc3f45c082 [hud] Added stat counters to the HUD 2018-04-03 14:49:13 +02:00
Philip Rebohle
3ed03f7a3d [hud] Added configurable HUD
HUD elements can be enabled individually using a comma-separated
list. Supported options include:
- fps: Displays the framerate
- devinfo: Displays device info

Passing "1" has the same effect as "fps,devinfo".
2018-04-03 12:33:08 +02:00
Philip Rebohle
8aa8610221 [dxvk] Implement basic stat counters for draw calls, queue ops 2018-04-03 11:56:12 +02:00
Philip Rebohle
c9465b39d1 [util] Implement spin lock 2018-04-03 11:56:02 +02:00
Philip Rebohle
a5077952ea [dxvk] Reintroduce stat counters 2018-04-03 11:03:57 +02:00
Philip Rebohle
097eb89cfb [dxvk] Log pipeline state when pipeline compilation fails 2018-04-02 19:05:41 +02:00
Philip Rebohle
05e0f3d52d
[dxvk] Remove mutex from Dxvk(Graphics|Compute)Pipeline
Not needed anymore because the pipe manager itself won't be
accessed by multiple threads any longer.
2018-03-29 16:36:31 +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
108bf2194f
[dxvk] Time pipeline creation in debug mode 2018-03-29 12:06:53 +02:00
Philip Rebohle
fc47fb8f6c
[dxvk] Do not create descriptor set layout/template if binding count is 0
Fixes a validation error in case an application renders geometry without
any active shader resource slots.
2018-03-26 23:13:33 +02:00
Philip Rebohle
ba9e1f307d
[dxbc] Don't use rvalue references for file streams 2018-03-23 18:17:16 +01:00
Philip Rebohle
44d8d6b8c3
[dxvk] Fixed command buffer synchronization 2018-03-22 20:15:46 +01:00
Philip Rebohle
2566909917
[dxvk] Remove DxvkFence 2018-03-22 19:01:01 +01:00
Philip Rebohle
0bdae4f930
[dxvk] Move fence object into DxvkCommandList
Reduces command submission overhead by reusing fence objects
instead of creating new ones for each submission. Improves
error reporting in case the submission cannot be complete.
2018-03-22 18:57:33 +01:00
Philip Rebohle
7f6c8dff95
[d3d11] Fix flush condition and CS thread synchronization
If chunks have been sent to the CS thread, we need to
flush even if the current chunk is empty.
2018-03-22 12:58:26 +01:00
Philip Rebohle
9215cfdcf2
[dxvk] Minor 2018-03-22 11:01:54 +01:00
Philip Rebohle
5c2144b55d
[dxvk] Move tess state validation to validatePipelineState 2018-03-21 15:22:18 +01:00
Philip Rebohle
ec161823e5
[dxvk] Check whether renderpass is null before creating pipeline 2018-03-21 15:09:34 +01:00
Philip Rebohle
17e981f360
[dxvk] Increase UAV slot count to 64 for the graphics pipeline
D3D11 raised this limit from 8 UAVs in the fragment shader to
64 UAVs in all graphics stages combined.
2018-03-21 04:56:33 +01:00
Sebastian Wick
4518b1b76e Shader cache (#188)
* [util] Adds getTempDirectory() function

Will be used by on-disk pipeline caching

* [dxvk] Implement on-disk shader caching

Saving the pipeline cache to disk when the application exits
should be sufficient but the DxvkPipelineCache destructor isn't
reliably called on exit (ref-counting issue?).
As a workaround every frame we check and save the cache if the
size increased by some amount or after one minute elapsed.

* [dxvk] Periodically update shader cache file in separate thread
2018-03-21 02:45:11 +01:00
Philip Rebohle
894444d43d
[dxvk] Remove old debug code 2018-03-20 22:36:02 +01:00
Philip Rebohle
42d49d7603
[dxvk] Respect bufferImageGranularity for non-linear images
May fix aliasing issues on GPUs where the bufferImageGranularity limit
is greater than the alignment requirement of non-linear resources.
2018-03-20 20:24:11 +01:00
Philip Rebohle
f762811af0
[dxvk] Use multiple free lists for physical buffer slices
Reduces lock contention and slightly improves performance in games
that rely heavily on the buffer renaming mechanism if the lock
protecting the original free list was contested.
2018-03-19 14:53:59 +01:00
Philip Rebohle
0eaa3fea3b
[dxvk] Implement thread-safe buffer renaming
This is required for resource mapping on deferred contexts.
May also fix a potential synchronization issue where a buffer
could be mapped multiple times before the CS thread would mark
the physical buffer as used, which would result in invalid data.
2018-03-19 02:18:44 +01:00
Philip Rebohle
94aa650f3e
[dxvk] Enable the use of VK_KHR_descriptor_update_template
Reduces the CPU overhead of descriptor set updates, which usually
happen once per draw call. Gains seem to be minor in most games,
some outliers show significantly better performance (i.e. Tomb Raider).
2018-03-17 23:50:03 +01:00