Conor McCarthy
6d4782ed7f
vkd3d: Implement ID3D12Resource2.
2024-02-15 23:29:33 +01:00
Henri Verbeet
5c917552c9
vkd3d: Use PRIuPTR for SIZE_T variables in debug traces.
2024-02-07 22:59:45 +01:00
Henri Verbeet
8ddca1ebaf
vkd3d: Get rid of vkd3d_atomic_decrement().
2024-02-07 22:59:37 +01:00
Henri Verbeet
6e439045e8
vkd3d: Get rid of vkd3d_atomic_increment().
2024-02-07 22:59:37 +01:00
Henri Verbeet
51cdddb961
vkd3d: Introduce a debug helper for GPU descriptor handles.
2024-02-06 23:07:43 +01:00
Henri Verbeet
06ddb10c40
vkd3d: Introduce a debug helper for CPU descriptor handles.
2024-02-01 22:25:36 +01:00
Henri Verbeet
3295f0d16e
vkd3d: Use vkd3d_atomic_decrement_u32() in d3d12_command_signature_Release().
2024-01-25 22:24:55 +01:00
Henri Verbeet
13ba36bb43
vkd3d: Use vkd3d_atomic_increment_u32() in d3d12_command_signature_AddRef().
2024-01-25 22:24:55 +01:00
Henri Verbeet
0ff20e6b8d
vkd3d: Use vkd3d_atomic_decrement_u32() in d3d12_command_queue_Release().
2024-01-25 22:24:55 +01:00
Henri Verbeet
cdb559c39d
vkd3d: Use vkd3d_atomic_increment_u32() in d3d12_command_queue_AddRef().
2024-01-25 22:24:55 +01:00
Henri Verbeet
298dce541d
vkd3d: Use vkd3d_atomic_decrement_u32() in d3d12_command_list_Release().
2024-01-25 22:24:55 +01:00
Henri Verbeet
87f3a606d7
vkd3d: Use vkd3d_atomic_increment_u32() in d3d12_command_list_AddRef().
2024-01-25 22:24:55 +01:00
Henri Verbeet
d891e5c2a0
vkd3d: Use vkd3d_atomic_decrement_u32() in d3d12_command_allocator_Release().
2024-01-25 22:24:55 +01:00
Henri Verbeet
315fce8ac5
vkd3d: Use vkd3d_atomic_increment_u32() in d3d12_command_allocator_AddRef().
2024-01-25 22:24:55 +01:00
Henri Verbeet
78bb7b6760
vkd3d: Use vkd3d_atomic_decrement_u32() in d3d12_fence_decref().
2024-01-25 22:24:55 +01:00
Henri Verbeet
c8122ff47e
vkd3d: Use vkd3d_atomic_increment_u32() in d3d12_fence_incref().
2024-01-25 22:24:55 +01:00
Henri Verbeet
1b4f1ac8a0
vkd3d: Use vkd3d_atomic_decrement_u32() in d3d12_fence_Release().
2024-01-25 22:24:55 +01:00
Henri Verbeet
5a2b82fbd5
vkd3d: Use vkd3d_atomic_increment_u32() in d3d12_fence_AddRef().
2024-01-25 22:24:55 +01:00
Henri Verbeet
dd00e209ac
vkd3d: Use debugstr_hresult() in d3d12_command_queue_submit_locked().
2024-01-22 22:19:03 +01:00
Henri Verbeet
ebb2a31e50
vkd3d: Use debugstr_hresult() in d3d12_command_list_copy_incompatible_texture_region().
2024-01-22 22:19:03 +01:00
Henri Verbeet
f6ef7c3f46
vkd3d: Use debugstr_hresult() in vkd3d_wait_for_gpu_fence().
2024-01-22 22:19:03 +01:00
Conor McCarthy
b0d1fb7d98
vkd3d: Use mutable descriptors if available.
...
The mutable descriptor type allows six descriptor sets to be replaced
with one set for CBV/SRV/UAV heaps.
2024-01-09 22:59:46 +01:00
Fabian Maurer
49d5aecaa7
vkd3d: Unlock mutex in error case in d3d12_command_queue_CopyTileMappings.
2024-01-08 21:45:06 +01:00
Conor McCarthy
37e76618ca
vkd3d: Write Vulkan descriptors in a worker thread.
...
Raises framerate by 5-10% in games which write thousands of descriptors
per frame, e.g. Horizon Zero Dawn.
The worker thread is a generic device worker which can also be used for
other purposes if the need arises.
2023-12-14 21:00:28 +01:00
Jacek Caban
72bb5e8b02
vkd3d: Use VkPipelineStageFlags type for VkSubmitInfo.pWaitDstStageMask flags.
2023-11-28 00:09:28 +01:00