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https://github.com/doitsujin/dxvk.git
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[dxbc] Remove Tex2D -> Tex2DArray workaround
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@ -413,9 +413,6 @@ namespace dxvk {
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viewInfo.numLevels = desc.Texture2D.MipLevels;
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viewInfo.numLevels = desc.Texture2D.MipLevels;
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viewInfo.minLayer = 0;
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viewInfo.minLayer = 0;
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viewInfo.numLayers = 1;
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viewInfo.numLayers = 1;
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if (m_dxbcOptions.test(DxbcOption::ForceTex2DArray))
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viewInfo.type = VK_IMAGE_VIEW_TYPE_2D_ARRAY;
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break;
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break;
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case D3D11_SRV_DIMENSION_TEXTURE2DARRAY:
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case D3D11_SRV_DIMENSION_TEXTURE2DARRAY:
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@ -432,9 +429,6 @@ namespace dxvk {
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viewInfo.numLevels = 1;
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viewInfo.numLevels = 1;
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viewInfo.minLayer = 0;
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viewInfo.minLayer = 0;
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viewInfo.numLayers = 1;
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viewInfo.numLayers = 1;
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if (m_dxbcOptions.test(DxbcOption::ForceTex2DArray))
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viewInfo.type = VK_IMAGE_VIEW_TYPE_2D_ARRAY;
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break;
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break;
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case D3D11_SRV_DIMENSION_TEXTURE2DMSARRAY:
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case D3D11_SRV_DIMENSION_TEXTURE2DMSARRAY:
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@ -624,9 +618,6 @@ namespace dxvk {
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viewInfo.numLevels = 1;
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viewInfo.numLevels = 1;
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viewInfo.minLayer = 0;
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viewInfo.minLayer = 0;
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viewInfo.numLayers = 1;
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viewInfo.numLayers = 1;
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if (m_dxbcOptions.test(DxbcOption::ForceTex2DArray))
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viewInfo.type = VK_IMAGE_VIEW_TYPE_2D_ARRAY;
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break;
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break;
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case D3D11_UAV_DIMENSION_TEXTURE2DARRAY:
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case D3D11_UAV_DIMENSION_TEXTURE2DARRAY:
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@ -6290,11 +6290,6 @@ namespace dxvk {
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}
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}
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}();
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}();
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if (typeInfo.dim == spv::Dim2D && m_options.test(DxbcOption::ForceTex2DArray)) {
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typeInfo.array = 1;
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typeInfo.vtype = VK_IMAGE_VIEW_TYPE_2D_ARRAY;
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}
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return typeInfo;
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return typeInfo;
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}
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}
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@ -5,8 +5,7 @@
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namespace dxvk {
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namespace dxvk {
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const static std::unordered_map<std::string, DxbcOptions> g_dxbcAppOptions = {{
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const static std::unordered_map<std::string, DxbcOptions> g_dxbcAppOptions = {{
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{ "Dishonored2.exe", DxbcOptions(DxbcOption::ForceTex2DArray) },
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{ "ManiaPlanet.exe", DxbcOptions(DxbcOption::ForceTex2DArray) },
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}};
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}};
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@ -17,11 +17,6 @@ namespace dxvk {
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/// Use FMin/FMax/FClamp instead of NMin/NMax/NClamp.
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/// Use FMin/FMax/FClamp instead of NMin/NMax/NClamp.
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/// Workaround for bugs in older Nvidia drivers.
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/// Workaround for bugs in older Nvidia drivers.
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UseSimpleMinMaxClamp,
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UseSimpleMinMaxClamp,
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/// Enforces the use of array views even when dealing
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/// with non-array texture types. Some games do not
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/// bind the correct texture type to the pipeline.
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ForceTex2DArray,
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};
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};
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using DxbcOptions = Flags<DxbcOption>;
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using DxbcOptions = Flags<DxbcOption>;
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