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

333 Commits

Author SHA1 Message Date
Philip Rebohle
eb71c62b33
[dxvk] Implement buffer uploads on SDMA 2019-06-29 01:53:32 +02:00
Philip Rebohle
f85b9088d4
[dxvk] Explicitly specify the command buffer for copy commands 2019-06-29 01:53:32 +02:00
Philip Rebohle
be24ca6099
[dxvk] Rename and add SDMA barrier sets 2019-06-29 01:53:32 +02:00
Philip Rebohle
afe2b487a6
[dxvk] Avoid redundant vertex and index buffer tracking
Same optimization as for regular resources. Mostly reduces load
on the cleanup thread.
2019-06-27 01:51:15 +02:00
Philip Rebohle
4d4db6c683
[dxvk] Use void pointers for packImageData
Makes this function a bit less annoying to use.
2019-06-25 14:17:03 +02:00
Philip Rebohle
3293bd21d1
[dxvk] Avoid updating binding mask on hot path in updateShaderResources
Assuming that everything is bound by default allows us to save a few
CPU cycles per descriptor to update as long as that assumption holds
true, while adding only a small constant cost for the update operation.
2019-06-23 23:43:25 +02:00
Philip Rebohle
5e3336d79b
[dxvk] Clean up updateShaderResources a bit 2019-06-23 23:21:47 +02:00
Philip Rebohle
81e7a8d1f6
[dxvk] Avoid redundant resource tracking
Only tracks a shader resource if the resource bound to the slot
has actually changed, or if we began recording a new command
buffer. Reduces the number of atomic operations in some games.
2019-06-23 18:55:49 +02:00
Philip Rebohle
924ca9eaec
[dxvk] Add more generic version of DxvkBindingMask 2019-06-23 18:45:34 +02:00
Philip Rebohle
34cdba1df5
[dxvk] Add method to explicitly release staging buffer memory 2019-06-21 16:43:22 +02:00
Philip Rebohle
24c282378e
[dxvk] Use new staging buffer allocator in DxvkContext 2019-06-21 16:43:22 +02:00
Philip Rebohle
fd1b5c8eb9
[dxvk] Add method to permanently change image layout 2019-06-15 16:45:59 +02:00
Philip Rebohle
3dbccb1b61 [dxvk] Revert buffer re-binding optimization
While this optimization can significantly reduce CPU overhead, this
breaks World of Warcraft for some reason. Fixes #1086.
2019-06-06 17:22:17 +02:00
Philip Rebohle
461a2bec36 [dxvk] Only update buffer object in buffer slices if necessary
Saves CPU cycles when rebinding the same vertex, index and
constant buffers with different offsets.
2019-06-05 20:32:12 +02:00
Philip Rebohle
f501ebce97 [dxvk] Avoid redundant descriptor set updates when binding buffers
Reduces unnecessary overhead when binding a different range of the
same buffer, e.g. through D3D11 VSSetConstantBuffers1.
2019-06-03 20:17:15 +02:00
Philip Rebohle
9c93ca451d
[dxvk] Apply view swizzles to image clears
Fixes tone mapping in Yakuza Kiwami 2, which uses an A8_UNORM
render target and clears the alpha component to 1.
2019-05-14 21:21:29 +02:00
Philip Rebohle
3efec8960c
[dxvk] Pass clear value to clearRenderTarget by value 2019-05-14 21:19:56 +02:00
Philip Rebohle
7d6f78182b
[dxvk] Don't use ALL_COMMANDS_BIT to notify events 2019-05-09 18:07:49 +02:00
Philip Rebohle
a1feaa6748
[dxvk] Add aspect mask parameter to clearImageView 2019-05-09 09:10:06 +02:00
Philip Rebohle
1fb8b5ec69
[dxvk] Begin render pass in clearImageViewFb if necessary
Otherwise, we might end up calling vkCmdClearAttachments outside
a render pass instance, which is invalid.
2019-05-09 09:09:11 +02:00
Philip Rebohle
0d40c20aef
[dxvk] Compact vertex buffer bindings
This way, we can always update all vertex buffer bindings with one
single API call, without having to deal with any gaps in binding IDs.

The previous optimization triggers a bug in some drivers when no
vertex buffer is ever bound to a given binding point, and may also
trigger inefficient behaviour if the binding range is assumed to
be contiguous.
2019-05-08 03:37:49 +02:00
Philip Rebohle
644f33a82b
[dxvk] Optimize unbound vertex buffer handling
We can actually just set the stride to 0 when binding a null
buffer, so that we can avoid all the runtime tracking.
2019-05-08 00:52:30 +02:00
Philip Rebohle
8029712aa4
[dxvk] Fix unbound vertex buffer handling
Bit of a brain fart there; we can't just change the meaning
of bindingMask since it indirectly affetcs binding strides.
2019-05-08 00:27:13 +02:00
Philip Rebohle
fb70de8852
[dxvk] Optimize vertex buffer binding
If there are gaps in the binding numbers, we don't want to
create overhead by iterating over unused bindings.
2019-05-08 00:21:35 +02:00
Philip Rebohle
02768182f1
[dxvk] Implement push constant API 2019-05-07 20:51:27 +02:00
Philip Rebohle
37f1087783
[dxvk] Add API for specialization constants 2019-05-06 03:15:45 +02:00
Philip Rebohle
7687db0303
[dxvk] Remove extra pipeline state
This can be expressed with specialization constants now.
2019-05-06 00:18:59 +02:00
Philip Rebohle
8a3044a342
[dxvk] Implement depth bounds test in backend 2019-05-06 00:08:57 +02:00
Philip Rebohle
bacb1f7c60
[dxvk] Implement indirct draw commands with indirect count 2019-05-06 00:08:57 +02:00
Philip Rebohle
66b6b50af6
[dxvk] Fix stale vertex attribute divisor
Not resetting this may result in unnecessary state cache misses.
2019-05-05 23:18:13 +02:00
Philip Rebohle
e2ebfa9012 [dxvk] Add some 'unlikely' statements 2019-04-26 17:52:53 +02:00
Philip Rebohle
cd63cebc63 [dxvk] Simplify validateGraphicsState 2019-04-24 23:16:52 +02:00
Philip Rebohle
2245aada03
[dxvk] Use stricter barriers around meta operations
Fixes some rendering issues on AMDVLK in some situations.
2019-04-19 11:41:12 +02:00
Philip Rebohle
95bfac84f1
[dxvk] Support image sub-regions for resolve operations
Required for legacy graphics APIs.
2019-04-19 11:41:12 +02:00
Philip Rebohle
94beec0c13
[dxvk] Fix subresources in barriers for 2D views of 3D images
The array layers passed during framebuffer creation are the selected
3D slices in this case, the image actually only has one array layer.
We should account for that when recording barriers.
2019-04-18 12:08:27 +02:00
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