- 07 May, 2024 3 commits
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Zebediah Figura authored
Fixes: 010008f6 Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=56615
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Zebediah Figura authored
This improves performance for the game "Grounded", on a AMD Radeon RX 6700 XT, with radv from Mesa 22.3.6. Testing was done with the "cb_access_map_w" option enabled, which also improves performance with the game by itself. Grounded generally makes about 4000 draw calls per frame, which seems not atypical. This change makes it submit at most an extra 8 times per frame, but in practice due to WINED3D_PERIODIC_SUBMIT_MAX_BUFFERS it submits less (usually only 2-3). The most demanding game I've seen made about 20,000 draw calls per frame, at which point the overhead of adapter_vk_draw_primitive() itself becomes a serious bottleneck. For such a game we would submit 40 more times per frame with these settings, although WINED3D_PERIODIC_SUBMIT_MAX_BUFFERS means we would likely submit less than that. In any case if submission itself becomes a bottleneck, we should offload it to a separate thread. Credit goes to Philip Rebohle and his work on DXVK for helping me to notice that periodic submission might make a difference.
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Zebediah Figura authored
Part of beginning a render pass involves executing an RTV barrier, which itself needs to call wined3d_context_vk_get_command_buffer(). However, that function may decide to submit the command buffer, in order to prevent resource buildup, or [in the future] because it has been some length of time since the last submission. Therefore we cannot retrieve and store a VkCommandBuffer pointer before executing an RTV barrier and then use it later.
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- 03 May, 2024 1 commit
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Peter Johnson authored
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- 01 May, 2024 1 commit
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Roland Häder authored
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- 26 Apr, 2024 5 commits
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Matteo Bruni authored
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Matteo Bruni authored
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Matteo Bruni authored
Those parameters are not supported on multisample textures in the first place (basically, GL mandates ARB_sampler_objects for those). The combination COND_NP2 + ARB_texture_multisample is not expected to happen without wined3d configuration overrides.
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Matteo Bruni authored
In the same vein as e106bbdd.
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Matteo Bruni authored
Which is really what it means nowadays: resources created by the CS. It has mostly implications WRT thread safety. In particular, the flag doesn't mean that the resource doesn't participate in memory accounting (that was split into WINED3DUSAGE_VIDMEM_ACCOUNTING by 723cd0a4), nor that it isn't checked for Reset purposes (we use parent == NULL for that).
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- 23 Apr, 2024 3 commits
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Henri Verbeet authored
Note that this won't compile very many shaders until vkd3d-shader's GLSL support is much more complete.
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Henri Verbeet authored
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Henri Verbeet authored
Much like we do for e.g. shader_glsl_generate_vertex_shader().
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- 16 Apr, 2024 4 commits
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Zebediah Figura authored
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Zebediah Figura authored
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Zebediah Figura authored
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Zebediah Figura authored
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- 04 Apr, 2024 1 commit
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Zebediah Figura authored
Also allowing r500's "normalized texrect" functionality. Keeping WINED3D_GL_NORMALIZED_TEXRECT is far less invasive and painful than the rest of the NP2 fixup code.
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- 03 Apr, 2024 2 commits
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Zebediah Figura authored
Do not remove the shader_backend setting entirely; it will eventually be useful for selecting the SPIR-V backend for GL.
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Zebediah Figura authored
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- 29 Mar, 2024 5 commits
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Zebediah Figura authored
FBOs are required now.
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Zebediah Figura authored
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Zebediah Figura authored
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Zebediah Figura authored
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Zebediah Figura authored
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- 26 Mar, 2024 4 commits
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Paul Gofman authored
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Paul Gofman authored
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Zebediah Figura authored
This can happen legitimately if the sampler access was optimized out.
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Zebediah Figura authored
Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=56438
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- 21 Mar, 2024 1 commit
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Zebediah Figura authored
Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=56445
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- 15 Mar, 2024 1 commit
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Henri Verbeet authored
wined3d: Do not check the input signature element count for sm4+ shaders in shader_spirv_compile_arguments_init(). Shader model 4 fragment shaders can have more than 12 input varyings. That's fine though, because we don't need to build a varying map for them in the first place. Note that in principle the ERR in question could still be triggered by e.g. attempting to use a shader model 4 fragment shader with a shader model 3 vertex shader.
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- 14 Mar, 2024 3 commits
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Andrew Wesie authored
Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=44514Signed-off-by:
Andrew Wesie <awesie@gmail.com>
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Zebediah Figura authored
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Zebediah Figura authored
Following shader_apply_draw_state.
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- 05 Mar, 2024 6 commits
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Henri Verbeet authored
We're not necessarily compiling DXBC shaders here after commit 1474f5cc.
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Zebediah Figura authored
nvrc_update_color_op() takes care of this. Redirect WINED3D_TSS_RESULT_ARG to nvrc_colorop() so that the shader is invalidated.
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Zebediah Figura authored
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Zebediah Figura authored
nvrc_update_color_op() takes care of this. Redirect STATE_SAMPLER to nvrc_colorop() so that the shader is invalidated.
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Zebediah Figura authored
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Zebediah Figura authored
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