Blisto91
8776cf2ce6
[util] Cleanup some deviceLossOnFocusLoss configs
...
These game work fine out of the box now
missed
2025-01-30 18:22:18 +01:00
Autumn Ashton
0cad97d5ec
[util] Add scaleDref to SplinterCell2
2025-01-30 02:58:15 +00:00
Jeff
06bdc88eb6
[d3d8] Restore config for Splinter Cell
2025-01-30 01:59:22 +00:00
WinterSnowfall
1d90772eb2
[d3d9] Report vertex texture filtering support only for SM3
2025-01-27 18:53:10 +01:00
VPInventions
3d35925a05
Assign viewInfo.minLayer for D3D11VideoProcessorInputView
2025-01-27 18:48:46 +01:00
WinterSnowfall
5b21286377
[d3d9] Adjust SM2 VS/PS caps
2025-01-26 21:52:18 +01:00
WinterSnowfall
ad0920fe1e
[d3d9] Relax SM2 minor version checks on shader creation
2025-01-26 20:02:45 +01:00
WinterSnowfall
c6dc7e0939
[d3d8/9] Proper (and age accurate) handling of d3d9.shaderModel = 0
2025-01-26 13:56:27 +01:00
WinterSnowfall
48d24893d4
[d3d8] Clean up and document D3D8-specific caps
2025-01-26 13:50:41 +01:00
WinterSnowfall
753c11d144
[d3d8] Implement SCRATCH pool copies with CopyRects
2025-01-26 13:50:41 +01:00
WinterSnowfall
7482e45534
[d3d8] Remove several empty explicit destructors
2025-01-26 13:50:41 +01:00
WinterSnowfall
e757170211
[d3d8] Remove superfluous methods from D3D8Surface
2025-01-26 13:50:41 +01:00
WinterSnowfall
e2a078d534
[d3d8] Properly return the value of D3DRS_SOFTWAREVERTEXPROCESSING
2025-01-26 13:50:41 +01:00
WinterSnowfall
d846e89a4b
[d3d8] Improve handling of FullScreen_PresentationInterval
2025-01-26 13:50:41 +01:00
WinterSnowfall
e40f03b96a
[d3d8] General TODO and comment cleanup
2025-01-26 13:50:41 +01:00
WinterSnowfall
088915e24c
[d3d8] Don't forward D3DRS_ZVISIBLE changes to d3d9
2025-01-26 13:50:41 +01:00
WinterSnowfall
470764e24c
[d3d8] Don't forward D3DRS_PATCHSEGMENTS changes to d3d9
2025-01-26 13:50:41 +01:00
WinterSnowfall
0983ab1f39
[d3d8] Don't forward D3DRS_LINEPATTERN changes to d3d9
2025-01-26 13:50:41 +01:00
WinterSnowfall
20b047600f
[d3d8] Disable z-buffer discarding for depth stencil surfaces
2025-01-26 13:50:41 +01:00
WinterSnowfall
b61ea1db76
[d3d8] Address the MultiSampleQuality usage
2025-01-26 13:50:41 +01:00
WinterSnowfall
4184452f49
[d3d8] Validate srcRect/destPoint dimensions in UpdateTextureFromBuffer
2025-01-26 13:50:41 +01:00
Philip Rebohle
736ee20eb5
[d3d11] Implement ID3DLowLatencyDevice
2025-01-25 18:02:20 +01:00
Philip Rebohle
4f9b106d40
[d3d11] Stub out ID3DLowLatencyDevice for D3D11
2025-01-25 18:02:20 +01:00
Philip Rebohle
86c317fbbc
[d3d11] Add ID3DLowLatencyDevice definitions
2025-01-25 18:02:20 +01:00
Philip Rebohle
59e53c1863
[d3d11] Add queue parameter to CS chunk injection
2025-01-25 18:02:20 +01:00
Philip Rebohle
539da5abdf
[dxvk] Refactor CS chunk queues
...
Introduces two queues and allows us to dispatch chunks to the ordered
queue without disrupting the sequence number.
2025-01-25 18:02:20 +01:00
Philip Rebohle
0e9efa5183
[dxvk] Implement Reflex latency tracker
2025-01-25 18:02:20 +01:00
Philip Rebohle
4b009237d7
[dxvk] Add NV_low_latency2 path to latency tracker
2025-01-25 18:02:20 +01:00
Philip Rebohle
66dc0a9383
[dxvk] Pass present IDs to command submissions as necessary
2025-01-25 18:02:20 +01:00
Philip Rebohle
4c2990f199
[dxvk] Implement NV_low_latency2 functionality in presenter
2025-01-25 18:02:20 +01:00
Philip Rebohle
c700d76477
[dxvk] Add option to disable VK_NV_low_latency2
2025-01-25 18:02:20 +01:00
Philip Rebohle
859117797f
[dxvk] Enable VK_NV_low_latency2 if supported
2025-01-25 18:02:20 +01:00
Philip Rebohle
4fcbf52752
[d3d9] Always limit to display refresh in low latency mode
2025-01-25 18:02:20 +01:00
Philip Rebohle
0e3ed707ba
[d3d9] Implement latency tracking
2025-01-25 18:02:20 +01:00
Philip Rebohle
50375ee1ee
[dxgi] Pass display refresh in windowed mode if latency sleep is enabled
2025-01-25 18:02:20 +01:00
Philip Rebohle
21f69eceaa
[d3d11] Implement latency tracking
2025-01-25 18:02:20 +01:00
Philip Rebohle
23f08eaedd
[hud] Add frame latency item
2025-01-25 18:02:20 +01:00
Philip Rebohle
2ee598b4af
[dxvk] Add latency tracker to context
2025-01-25 18:02:20 +01:00
Philip Rebohle
95b8dc59fb
[dxvk] Add latency tracker to presenter
2025-01-25 18:02:20 +01:00
Philip Rebohle
273e4abb14
[dxvk] Add latency tracker to queue submissions
2025-01-25 18:02:20 +01:00
Philip Rebohle
552470de63
[dxvk] Add latency tracker
...
Implements a basic latency sleep solution that is intended to work
without requiring games to support any related vendor features.
This alone is not enough to expose the Reflex API to applications via
dxvk-nvapi, but since that relies on NV_low_latency2 specifics anyway,
we are going to add an implementation based on that extension later
with an extended interface.
2025-01-25 18:02:20 +01:00
Philip Rebohle
55639889c7
[util] Expose frame rate environment variable
...
We'll need this in more places.
2025-01-25 18:02:20 +01:00
Philip Rebohle
53e5c4875f
[util] Add parameter to initialize small_vector with a given size
...
Matches std::vector.
2025-01-25 18:02:20 +01:00
Blisto91
b73f9d8ecb
[util] Extend Battlefield 2/2142 config to Project Reality
2025-01-22 19:56:41 +01:00
Vasiliy Stelmachenok
84ccad3528
[build] Use -mpreferred-stack-boundary=2 on 32-bit x86
...
Signed-off-by: Vasiliy Stelmachenok <ventureo@cachyos.org>
2025-01-21 21:17:28 +01:00
Blisto91
a3ba8fb4dc
[util] Add configs for Star Wars Empire at War
...
In both the base game and expansion the Water and Shader Detail options are locked at their lowest value when they see Intel.
In the base game (not expansion) the AA option disappears for some reason whenit sees vram at 2075MB and above.
2025-01-20 23:01:25 +01:00
Vasiliy Stelmachenok
685126482d
[d3d11] Fix missing argument reference
...
Signed-off-by: Vasiliy Stelmachenok <ventureo@cachyos.org>
2025-01-20 22:59:54 +01:00
Philip Rebohle
863591275c
[dxvk] Error out on surface creation again
...
Unless it's NATIVE_WINDOW_IN_USE. Should fix a regression where
D3D swapchain creation would succeed on out-of-memory errors.
2025-01-20 18:20:14 +01:00
Philip Rebohle
c52a68a5be
[dxvk] Fix typo that breaks HDR metadata
2025-01-16 17:47:56 +01:00
Philip Rebohle
5ed2d990af
[d3d9] Fix software cursor texture format
...
The new code expects texture reads to be in linear space, so we need
to use an sRGB format here.
2025-01-16 12:05:17 +01:00