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Re-implement D3D12 video backend #7853

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stenzek commented Mar 4, 2019

Now that we have most of the logic in VideoCommon, this is much simpler and less error-prone. I did say in the videocommon PR that I'd be okay with it if it was around 5k lines of code, and here we are. Not bad for a day and a bit's work.

Very little of the original D3D12 code is left. To be honest, my original plan was to rebase it to the new interfaces, and then delete what wasn't needed, but I felt it was messy and ended up keeping less than I didn't.

@stenzek stenzek force-pushed the stenzek:d3d12 branch from 45a3443 to 7f9463c Mar 4, 2019

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JMC47 commented Mar 4, 2019

EFB Access doesn't appear to be working properly in Super Mario Galaxy. Missing Lenses Flare

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Degerz commented Mar 5, 2019

Soon, you too will be able to use D3D12 ROVs and Vulkan will also introduce OpenGL style fragment shader interlocks as well ... :)

Programmable blending all the things!

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Sunderland93 commented Mar 5, 2019

One question: why? If Dolphin already have Vulkan renderer

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Narugakuruga commented Mar 5, 2019

It seems that vulkan support of Intel driver is not as good as D3D12. That may be the reason.

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stenzek commented Mar 5, 2019

Better drivers for some vendors (Intel), some features not available in Vulkan (e.g. rovs), windows-on-arm devices

@stenzek stenzek closed this Mar 5, 2019

@stenzek stenzek reopened this Mar 5, 2019

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psennermann commented Mar 6, 2019

Quick benchmark: at the very beginning of "The Last Story" I get 133 fps with Dx12 and 127 fps with Dx11
(Win10, GTX1060 3gb, i7 7700 )

@stenzek stenzek force-pushed the stenzek:d3d12 branch from 7f9463c to 692c2a4 Mar 9, 2019

@stenzek stenzek force-pushed the stenzek:d3d12 branch from ba7a777 to 9db65ac Mar 17, 2019

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stenzek commented Mar 17, 2019

All features have been implemented in the backend now.

@psennermann The Last Story tends to be CPU-bound in my experience, it pushes a lot of vertices. So it may not see a large improvement from DX12.

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