Philip Rebohle
a89eb15546
[dxbc] Implemented 64-bit Vector ALU instructions
2018-06-07 15:05:06 +02:00
Philip Rebohle
97af5ee6fe
[dxbc] Implement DtoF and FtoD instructions
2018-06-07 14:32:56 +02:00
Philip Rebohle
ff11fc2445
[spirv] Added OpFConvert instruction
2018-06-07 14:32:34 +02:00
Philip Rebohle
420b7218ae
Revert "[dxvk] Increase memory chunk size to 32 MiB"
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This reverts commit 83ae39f727
.
Does not show any considerable advantage over the 16 MiB chunk size
and reduces the effectiveness of the host-visible device-local memory
type on AMD cards.
2018-06-06 23:47:43 +02:00
Philip Rebohle
15b0327243
Merge branch 'master' of https://github.com/doitsujin/dxvk
2018-06-06 23:12:48 +02:00
Philip Rebohle
b8468fda43
[dxvk] Improve swap chain format fallback logic
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When requesting an unsupported non-SRGB format, we shouldn't
fall back to an SRGB format since that will cause Gamma issues.
2018-06-06 23:10:38 +02:00
Philip Rebohle
79d3b203ef
[dxvk] Added format flag to mark SRGB color formats
2018-06-06 23:09:39 +02:00
Philip Rebohle
518c260ad6
[util] Add == and != operator to Flags
2018-06-06 23:09:23 +02:00
ZeroFault
b43060bec1
fix MSVC compile error with function pointer type declaration ( #422 )
2018-06-06 22:11:26 +02:00
Philip Rebohle
e8ac81fe8a
[dxvk] Removed support for depth bounds test
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This feature is not used in D3D11, so we don't need backend support.
2018-06-06 13:11:09 +02:00
Philip Rebohle
8b4852be16
[dxvk] Make depth bias a dynamic state
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Works around an issue with some games not setting the D3D11 depth
bias state correctly, which can result in an excessive number of
pipelines being compiled.
2018-06-06 12:45:45 +02:00
Philip Rebohle
6579b2ad99
Merge branch 'auto-flush-v2'
2018-06-05 18:46:46 +02:00
Philip Rebohle
83ae39f727
[dxvk] Increase memory chunk size to 32 MiB
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Reduces the number of memory allocations considerably.
2018-06-05 18:45:11 +02:00
Philip Rebohle
1fdcbdfa40
[vr] Add missing license file
2018-06-05 11:39:46 +02:00
Philip Rebohle
39a7169e1a
[vr] Silence non-virtual destructor warnings on GCC
2018-06-05 01:03:59 +02:00
Philip Rebohle
2c9c7e1a36
Merge branch 'openvr-v2'
2018-06-05 00:16:37 +02:00
Philip Rebohle
4a0c81276f
[d3d11] Implement new auto-flush heuristic
2018-06-04 23:31:49 +02:00
Philip Rebohle
cfe99368fb
[dxvk] Make number of queued submissions available to DXVK
2018-06-04 23:24:42 +02:00
ZeroFault
d44cc7630b
Allow FarCry 5 to use D3D11_MAP_FLAG_DO_NOT_WAIT ( #416 )
2018-06-03 22:33:08 +02:00
Philip Rebohle
217399926d
Revert "[dxbc] Bound-check dynamically indexed constant buffer reads"
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This reverts commit 621aed5fdb
.
Breaks Dishonored 2. Apparently, out-of-bounds access to constant buffers
is allowed as long as it doesn't exceed the range of bound constants.
2018-06-02 18:09:59 +02:00
Philip Rebohle
34477933ef
[dxvk] Fixed uninitialized value in meta-resolve
2018-06-02 12:20:46 +02:00
Philip Rebohle
9ff17b03f2
[dxbc] Support RenderTargetId and ViewportId in Vertex/Domain shaders
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Fixes shader compilation errors in Pillars of Eternity II (#408 )
and Lost Sphear (#406 ). Currently unsupported by RADV.
2018-06-01 13:57:26 +02:00
Philip Rebohle
3a520dfe4a
[dxvk] Enable VK_EXT_shader_viewport_index_layer if available
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Required to support SV_RenderTargetArrayIndex in vertex shaders.
2018-06-01 13:56:09 +02:00
Philip Rebohle
b7dff330f8
[spirv] Update SPIR-V headers
2018-06-01 13:43:19 +02:00
Philip Rebohle
aa76bae32a
[dxbc] Fix incorrect OpSelectionMerge instruction
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Fixes a regression introduced in v0.53 that would cause
Witcher 3 to crash when enabling Nvidia Hairworks on RADV.
2018-05-31 14:20:12 +02:00
Philip Rebohle
621aed5fdb
[dxbc] Bound-check dynamically indexed constant buffer reads
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Emulates D3D11 behaviour more closely on Nvidia hardware.
Fixes an issue in Dark Souls Remastered caused by constant
buffer access with an undefined index value (#405 ).
2018-05-31 10:13:32 +02:00
Philip Rebohle
7fe4a70342
Version 0.53
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Merge tag 'v0.53' into openvr-v2
Version 0.53
2018-05-30 16:58:46 +02:00
Philip Rebohle
fc8573891e
[d3d11] Fix vertex attribute offset with D3D11_APPEND_ALIGNED_ELEMENT
...
Computes the correct offset even if some vertex attributes are not used
by the vertex shader. Fixes a crash in Sleeping Dogs: Definitive Edition
(#407 ).
2018-05-30 13:33:48 +02:00
Philip Rebohle
3b70e23e2c
[dxvk] Allow overcommitting non-device local memory
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If allocations on host-local memory types fail, we can rely on
Vulkan's error reporting. May fix issues on systems with small amounts of VRAM.
2018-05-29 14:56:41 +02:00
Philip Rebohle
c600b43d73
[d3d11] Allocate DYNAMIC buffers on device-local host-visible memory
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Improves performance on AMD cards when GPU-bound.
~5% FPS increase in The Witcher 3.
2018-05-29 14:50:08 +02:00
Philip Rebohle
a9eff13b92
[dxvk] Refactor memory allocator
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In addition to some much needed code cleanips, the allocator will no
longer try to over-commit memory heaps.
2018-05-29 14:48:27 +02:00
Philip Rebohle
f77392a264
[dxvk] Apply dynamic state at draw time
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Changes to the viewport, stencil reference and blend constants are often
coupled with a pipeline state update, so it makes sense to update it later.
2018-05-29 05:03:27 +02:00
Philip Rebohle
e615fc19a9
[dxgi] Support SyncInterval values > 1
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Required for Eve Online and the Unity Blacksmith demo.
2018-05-28 21:06:35 +02:00
Philip Rebohle
f68bf1a187
[dxvk] Added correct element size to depth-only and stencil-only formats
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Fixes depth-to-color image copies in Elex and Neptunia VII.
2018-05-28 20:33:49 +02:00
Philip Rebohle
8cd97959f2
[d3d11] Chjeck whether input layouts are identical
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Prevents redundant state changes when a game switches between
identical input layouts. Reduces the the number of Vulkan
calls in Grim Dawn by ~30%.
2018-05-27 01:10:49 +02:00
Philip Rebohle
de9ffdcfa3
Merge branch 'dxbc-correct-derivs'
2018-05-26 21:13:28 +02:00
Philip Rebohle
48037a8b87
[d3d11] Enable shaderStorageImageMultisample if the device supports it
2018-05-26 20:34:40 +02:00
Philip Rebohle
97e3b89bc7
[dxvk] Emit dynamic state only if a pipeline is bound
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Fixes validation errors in Dirt 4.
2018-05-26 20:09:31 +02:00
Philip Rebohle
001794a094
[dxbc] Implement deferred kill operation
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Fixes visual issues during LOD transitions in The Witcher 3,
Rise of the Tomb Raider and other games with a similar LOD
system. UAV stores and atomics are conditionalized as well.
2018-05-26 19:25:20 +02:00
Philip Rebohle
0619842dd9
[dxbc] Make UAV stores and atomics conditional
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We should only perform stores when the corresponding
UAV is bound. This may be extended with range checks
at a later time.
2018-05-26 19:01:44 +02:00
Philip Rebohle
9278221416
[dxbc] Run analyzer before creating compiler object
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We may need the analysis results when initializing the compiler object.
2018-05-26 17:46:49 +02:00
Philip Rebohle
af62d423b2
[dxbc] Add per-device option for deferred kills
2018-05-26 17:08:39 +02:00
Philip Rebohle
ec5572aa69
[dxbc] Scan for discard and derivative instructions
2018-05-26 17:08:08 +02:00
Philip Rebohle
667616bc39
[dxvk] Remove unnecessary include
2018-05-26 14:56:36 +02:00
Philip Rebohle
a2d9874b26
[dxvk] Use new spec constant structure for pipeline compilation
2018-05-26 14:54:29 +02:00
Philip Rebohle
d79f39b963
[dxbc] Implement sampleinfo instruction for rasterizer
2018-05-26 14:54:05 +02:00
Philip Rebohle
4ae15f3edf
[dxvk] Add global specialization constant data structures
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Implements a unified way of defining specialization constants
for graphics and compute pipelines which can be easily extended
in the future.
2018-05-26 14:50:00 +02:00
Philip Rebohle
27816b470a
[spirv] Add support for 32-bit specialization constants
2018-05-26 13:52:33 +02:00
Philip Rebohle
b78130defd
[d3d11] Overwatch: Fake success in CreateGeometryShaderWithStreamOutput
2018-05-25 23:53:34 +02:00
Philip Rebohle
a0e0ba1cc8
[dxvk] Align length when clearing entire buffer
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Buffer slices in DXVK are always aligned to at least
256 bytes, so this is safe. Fixes a regression leading
to GPU hangs on RADV.
2018-05-25 21:02:15 +02:00