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

18 Commits

Author SHA1 Message Date
Philip Rebohle
52e1671167
[dxvk] Add Xfb context state 2018-10-10 13:05:37 +02:00
Philip Rebohle
a8eb7d343a
[dxvk] Reconfigure bindings
In order to map ICBs to uniform buffers, we need one spare constant
buffer slot per shader stage.
2018-07-30 20:29:05 +02:00
Philip Rebohle
8ffe545b38
Revert "[dxvk] Bump maximum number of command buffers in flight to 16"
This reverts commit d744a3cd69403c3d3b292c65ba423f0f0f6e15ba.

Reportely has an unexpected negative impact on frame times in
The Witcher 3 and potentially other games on some setups.
2018-07-20 15:56:07 +02:00
Philip Rebohle
d744a3cd69
[dxvk] Bump maximum number of command buffers in flight to 16 2018-07-20 11:42:42 +02:00
Philip Rebohle
6f3454842f
[dxvk] Increase dummy buffer size to max uniform buffer size 2018-04-16 23:40:41 +02:00
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
Philip Rebohle
54cfdbdc51
[dxvk] Implemented more query and query pool methods 2018-02-13 13:43:27 +01:00
Philip Rebohle
8a4fa0b1b8
[dxvk] Added Query stub 2018-02-08 19:32:53 +01:00
Philip Rebohle
14d5054893
[dxvk] Initial work on instance data fetch rates
Adds a pipeline flag to indicate that instanced
draw calls need to be emulated.
2018-02-01 20:15:25 +01:00
Philip Rebohle
b860915aed
[dxvk] Set dummy vertex buffer size to the maximum binding stride 2018-02-01 14:31:10 +01:00
Philip Rebohle
86db5aab67
[dxvk] Increased queued command submission limit
Potentially reduces the number of sync points when a game
is primarily GPU limited. Improves performance in Nier by
a few frames per second.
2018-01-14 11:23:14 +01:00
Philip Rebohle
c1d6c20066 [d3d11] Implemented D3D11 parts of append/consume buffers 2018-01-11 12:23:55 +01:00
Philip Rebohle
c64103c73f [dxvk] Implementing unbound resource handling (1/4)
In order to emulate D3D11 behaviour when a resource is not bound,
we use specialization constants. This requires further changes in
the shader compiler.
2018-01-10 11:44:40 +01:00
Philip Rebohle
342e99a11c [dxvk] Optimized descriptor updates 2017-12-19 19:36:44 +01:00
Philip Rebohle
b5d068366d [dxvk] Implemented shader resource binding 2017-12-03 20:23:26 +01:00
Philip Rebohle
ae0c186f26 [dxvk] Implemented constant state objects 2017-11-20 13:21:27 +01:00
Philip Rebohle
745466652c [dxvk] Removed shader resource slots for now, needs work 2017-11-18 10:42:27 +01:00
Philip Rebohle
921abce1b3 [dxvk] Added limit constants 2017-10-14 13:37:40 +02:00