Joshua Ashton
572315567c
[util] Add custom vendor id for Warhammer Online
2021-02-28 09:54:33 +00:00
Joshua Ashton
375f8323e2
[dxso] Don't warn about Phase opcode
2021-02-27 21:17:01 +00:00
Joshua Ashton
eadfa94f8e
[meta] Add missing D3D9 options to dxvk.conf
2021-02-27 20:49:37 +00:00
Joshua Ashton
6bb271b299
[d3d9] Cleanup options code
2021-02-27 20:35:37 +00:00
Joshua Ashton
c7bebe8267
[util] Add config for Warhammer Online
2021-02-27 20:31:13 +00:00
Joshua Ashton
8c2ec5d9c9
[d3d9] Clean up resource locking code
2021-02-27 20:15:39 +00:00
Joshua Ashton
e8fc7ea23a
[d3d9] Add d3d9.allowImplicitDiscard option
2021-02-27 20:08:57 +00:00
Joshua Ashton
50d223e614
[d3d9] Add option to use device local memory for constant buffers
...
Useful for testing performance.
2021-02-27 19:29:52 +00:00
Robin Kertels
eec4481ca0
[d3d9] Fix various issues in UpdateTexture
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- Skip copies for empty or invalid rects
- align up the extent
- use util functions to slightly clean up the code
2021-02-27 17:31:15 +00:00
Joshie
fa947774b0
[meta] Update README
2021-02-27 18:25:15 +01:00
Philip Rebohle
12693b17f9
[d3d9] Use DxvkSwapchainBlitter for presentation
2021-02-27 14:54:14 +00:00
Philip Rebohle
148272fbce
[d3d11] Use DxvkSwapchainBlitter for presentation
2021-02-27 14:54:14 +00:00
Philip Rebohle
49f2b4c4a6
[dxvk] Introduce DxvkSwapchainBlitter and new presentation shaders
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This is meant to provide a common rendering code for D3D9 and D3D11 presentation.
2021-02-27 14:54:14 +00:00
Philip Rebohle
277a4f0206
[hud] Explicitly set up viewport state
2021-02-27 14:54:14 +00:00
Joshua Ashton
869190964f
[build] Add Github Actions workflows
2021-02-27 12:56:53 +00:00
Joshua Ashton
d51562fc9a
[dxvk] Only pass needed amount of clear values when binding a framebuffer
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Works around a Renderdoc bug and should hopefully make more sense.
The views are compacted in a framebuffer so it should be fine to do this.
2021-02-26 18:43:45 +01:00
Philip Rebohle
db69ade7e7
[dxvk] Include fragment shader stage in render pass barrier as necessary
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If we have readable depth, we need to make sure that the fragment shader
can actually, well, read the image.
2021-02-26 12:59:12 +01:00
Paul Gofman
71ffffb832
[vr] Use registry key to get OpenVR extensions list if available.
2021-02-26 12:46:22 +01:00
Philip Rebohle
dcf4599c98
[d3d9] Use ATTACHMENT_OPTIMAL layout for render targets
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Significantly improves GPU-bound performance on RADV in a number of games.
2021-02-26 05:02:32 +00:00
Philip Rebohle
1b97ca253f
[dxvk] Actually transition source image in fragment shader blits
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All meta ops should transition all involved images to the correct
image layout.
2021-02-26 05:02:32 +00:00
Philip Rebohle
9c6d3a2bf6
[d3d11] Fix RSGetViewports and RSGetScissorRects
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If the output array is non-null, these functons always return the
number of valid viewports or scissors actually written to the array.
Fixes a wine test failure.
2021-02-26 03:35:57 +01:00
Philip Rebohle
d118d35820
[d3d11] Fix IAGetIndexBuffer with optimized index buffers
2021-02-26 02:39:14 +01:00
Joshie
5ac9c45f65
[util] Add config for Mafia 2
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https://gitlab.freedesktop.org/mesa/mesa/-/issues/1325
2021-02-25 15:09:00 +00:00
Philip Rebohle
5e55ced8b2
[dxvk] Fix deferred clear logic for overlapping image views
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If we clear the same image subresources twice with different views
and then start rendering to one view, we may end up clearing to
the wrong clear value.
2021-02-21 14:53:03 +01:00
Philip Rebohle
96e1079526
[dxbc] Set usesDerivatives for gather and LOD query operations as well
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Because these do implicitly use derivatives.
2021-02-21 14:24:54 +01:00
Philip Rebohle
5643bf47fe
[d3d11] Use discardImageView in DiscardView1
2021-02-21 02:51:59 +01:00
Philip Rebohle
5d4d32c613
[d3d11] Remove explicit spec constant for gamma texture
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No longer needed.
2021-02-21 02:20:14 +01:00
Philip Rebohle
7168cc160f
[dxvk] Remove layout transition hack for presentable images
2021-02-21 02:19:44 +01:00
Philip Rebohle
ab3de5e94b
[d3d11] Manually discard swap chain image view on present
2021-02-21 02:19:23 +01:00
Philip Rebohle
73a06aea72
[d3d9] Manually discard swap chain image view on present
2021-02-21 02:18:55 +01:00
Philip Rebohle
e46bf78f31
[dxvk] Implement discardImageView
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Built on top of the deferred clear logic.
2021-02-21 01:56:52 +01:00
Philip Rebohle
0ba3e693c9
[dxbc] Clean up some texture handling code
2021-02-20 23:39:15 +01:00
Joshua Ashton
80049c360e
[dxvk] Fix resource tracking in attachment transitions
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Fixes a crash in Portal 2 on DXVK native in which an old depth stencil is used after free after a device reset.
2021-02-20 19:34:49 +01:00
Joshua Ashton
e9c91daba7
[dxvk] Fix out of bounds read when uploading HUD texture
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The width + height does not add up to the size of the global array.
2021-02-20 14:37:00 +01:00
Philip Rebohle
5fc83a6075
[dxvk] Add missing trackImage to changeImageLayout
2021-02-20 14:35:57 +01:00
Philip Rebohle
1a1cc32b11
[dxvk] Store VkImage in barrier set rather than DxvkImage*
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Avoids some accidental ref counting.
2021-02-20 14:35:22 +01:00
Philip Rebohle
d66ecf4a94
[meta] Release 1.8
2021-02-19 05:29:50 +01:00
Joshua Ashton
59816a71b9
Revert "[d3d9] Don't minimise in WM_ACTIVATEAPP"
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Not needed as this was an FSHack bug.
This reverts commit d87200c4d9
.
2021-02-19 03:14:56 +00:00
Nicholas Fraser
cd49d03ee9
[build] Add optional build-id
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Build-ids are required for doing certain kinds of performance tracing.
For example build-ids let Linux perf find the correct objects and
transfer them to other machines via "perf archive".
This adds an option to add -Wl,--build-id to the linker. It can be
enabled by passing -Dbuild_id=true to meson or --build-id to
package-release.sh.
Signed-off-by: Nicholas Fraser <nfraser@codeweavers.com>
2021-02-18 17:52:55 +01:00
Philip Rebohle
fe5e215dfc
[dxgi] Support multiple outputs per adapter
2021-02-18 14:19:55 +01:00
Joshua Ashton
d87200c4d9
[d3d9] Don't minimise in WM_ACTIVATEAPP
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Sometimes mode-setting jank can occur and technically we'd need to re-set the mode on the next present if the game gets actually minimised.
2021-02-15 17:29:45 +00:00
Philip Rebohle
df76a5252a
[dxvk] Use default layout for depth-stencil image descriptors
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Apparently the image layout matching rules were relaxed at some point,
so just using DEPTH_STENCIL_READ_ONLY_OPTIMAL for descriptors is legal
even if the image is in DEPTH_READ_ONLY_STENCIL_ATTACHMENT_OPTIMAL or
DEPTH_ATTACHMENT_STENCIL_READ_ONLY_OPTIMAL in the current render pass.
2021-02-15 17:00:35 +01:00
Robin Kertels
ec5c324643
[d3d9] Mark generated mip maps as dirty
2021-02-14 23:55:00 +00:00
Robin Kertels
021ffe7350
[d3d9] Regenerate auto mip gen textures in UpdateTexture
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.. instead of copying them
2021-02-14 23:55:00 +00:00
Robin Kertels
338f6dfb0e
[d3d9] Track dirty regions for UpdateTexture
2021-02-14 23:55:00 +00:00
Philip Rebohle
a0cf5926d8
[dxvk] Add parameter to prepareImage to ignore clears
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Otherwise we may flush clears while clearing a render target,
which is silly and undoes the layout optimizations.
2021-02-14 04:22:52 +01:00
Philip Rebohle
2b401725dc
[dxvk] Do not transition non-shared images at the end of the command buffer
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Currently, if the frontend flushes the command list, we always transition
render targets to their default layout. This may lead to some arbitrary
GPU performance issues if the transitions are not free.
Instead, keep all images that are only used internally in their attachment
layout across command list boundaries, until they are unbound.
2021-02-14 04:00:02 +01:00
Philip Rebohle
bce80b523f
[d3d11] Mark images as shared if necessary
2021-02-14 04:00:02 +01:00
Philip Rebohle
4f184b3424
[d3d9] Mark images as shared if necessary
2021-02-14 04:00:02 +01:00
Philip Rebohle
6564895a32
[dxvk] Add shared flag to images
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Indicates that images can be accessed by more than one context
internally, or through the interop interfaces without explicit
image layout transitions.
2021-02-14 04:00:02 +01:00