Philip Rebohle
6e6c290e01
[d3d11] Use DxvkPhysicalBufferSlice for resource copies and buffer views
2018-01-18 18:33:13 +01:00
Philip Rebohle
f41a7c7c87
[dxvk] Use DxvkPhysicalBufferSlice for buffer memory barriers
2018-01-18 17:32:34 +01:00
Philip Rebohle
a87ae8aba4
[dxvk] Added DxvkPhysicalBuffer to back virtual buffers
...
This is the first step to optimizing buffer updates for applications
that frequently invalidate buffers. The goal is to reduce the number
of buffer allocations per frame and reduce the cost of invalidation.
2018-01-18 15:52:57 +01:00
Philip Rebohle
f68655feff
[dxvk] Separated buffer renaming from allocation
2017-12-20 02:58:36 +01:00
Philip Rebohle
d3b2174180
[dxvk] Implemented buffer renaming
2017-12-16 13:21:11 +01:00
Philip Rebohle
b5d068366d
[dxvk] Implemented shader resource binding
2017-12-03 20:23:26 +01:00
Philip Rebohle
f924931d2d
[general] Removed TRACE calls for now
2017-11-26 14:01:41 +01:00
Philip Rebohle
47bdf9408b
[dxvk] Added buffer view class
2017-11-21 19:50:57 +01:00
Philip Rebohle
2c3674190a
[dxvk] Implemented proper resource binding
2017-10-15 19:23:10 +02:00
Philip Rebohle
44d9bd9000
[dxvk] Added buffer creation
2017-10-15 14:36:41 +02:00
Philip Rebohle
00e63d71a9
Initial commit
2017-10-10 23:32:13 +02:00