Joshua Ashton
6b60de2d31
[d3d9] Fix unbinding RTs
...
Fixes a regression with 8560efa3c7
in ND1.
Also more optimized.
2023-06-24 03:41:31 +01:00
Joshua Ashton
362743c1d6
[d3d9] Update DS hazards when PS shader masks change
2023-06-24 02:55:38 +01:00
Joshua Ashton
7f302fc350
[d3d9] Don't mark DS hazards if not used by shader
2023-06-24 02:53:14 +01:00
Philip Rebohle
8704ed7af6
[dxvk] Ignore some pipeline flags when ending render pass
2023-06-22 23:41:24 +02:00
Philip Rebohle
0895858901
[dxvk] Only decrement pending submission count for command submissions
...
Otherwise we'll underflow the integer and break the D3D9 flush heuristic.
2023-06-22 20:15:42 +02:00
Joshua Ashton
80b27f95bc
[d3d9] Fix active hazards RT only being 4 bits
2023-06-22 16:37:09 +01:00
Joshua Ashton
a791493d14
[d3d9] Don't rebind AlphaTest when changing RT if not necessary
2023-06-22 16:37:09 +01:00
Joshua Ashton
c768196251
[d3d9] Compress hazard state going into CS
...
This can potentially happen per-draw so make it as small as possible.
2023-06-22 16:37:09 +01:00
Joshua Ashton
3625c5d481
[d3d9] Optimize DS active hazard check
...
There can only be one DS, so no need to loop over.
2023-06-22 16:37:09 +01:00
Philip Rebohle
b3cbe36c08
[dxvk] Apply frame rate limit on presentation timeline
...
This may reduce latency as we no longer end up stalling subsequent
GPU submissions.
2023-06-22 16:17:03 +02:00
Philip Rebohle
166d90b04c
[d3d11] Fix frame latency based on buffer count
...
We need to ignore the front buffer here since we synchronize after
presentation.
2023-06-22 16:16:30 +02:00
Robin Kertels
60b6e98529
[d3d9] Transition DS too if there's a feedback loop
2023-06-21 15:16:43 +01:00
Robin Kertels
a20869fb93
[d3d9] Track textures in m_activeHazardsRT instead of RT
...
There's 21 textures and only 4 RTs.
Tracking the textures allows us to mask off the active texture bitfield
instead of the active render target one, potentially resulting in fewer iterations.
2023-06-21 15:16:43 +01:00
Philip Rebohle
a287566c65
[dxgi] Implement frame statistics based on IDXGIVkSwapChain1
2023-06-21 15:16:37 +02:00
Philip Rebohle
28f48f9fdc
[dxgi] Initialize output refresh counts with non-zero values
...
Matches Windows behaviour.
2023-06-21 15:16:37 +02:00
Philip Rebohle
e02a800c33
[d3d11] Implement IDXGIVkSwapChain1 interface for D3D11 swap chain
2023-06-21 15:16:37 +02:00
Philip Rebohle
d7fa39c4eb
[util] Be more robust against timing weirdness when computing vblank count
2023-06-21 15:16:37 +02:00
Philip Rebohle
d1e39be7e7
[dxgi] Add IDXGIVkSwapChain1 interface definition
2023-06-21 15:16:37 +02:00
Philip Rebohle
438c535fe7
[d3d11] Always release frame latency semaphore in Present
2023-06-21 15:16:37 +02:00
Philip Rebohle
7dbe4abb48
[d3d9] Use new presenter signal mechanism for frame pacing
2023-06-21 15:16:37 +02:00
Philip Rebohle
e99bc591df
[d3d11] Use new presenter signal mechanism for frame latency event
2023-06-21 15:16:37 +02:00
Philip Rebohle
08363edb05
[dxvk] Only synchronize with presents with FIFO present modes
2023-06-21 15:16:37 +02:00
Philip Rebohle
5d1196733b
[dxvk] Implement waiting for specific present requests
2023-06-21 15:16:37 +02:00
Philip Rebohle
ca3492570c
[dxvk] Add functionality to wait for a given present operation
2023-06-21 15:16:37 +02:00
Philip Rebohle
215c4f8f6f
[dxvk] Enable VK_KHR_present_id and VK_KHR_present_wait if supported
2023-06-21 15:16:37 +02:00
Robin Kertels
5a1ebfa4ee
Revert "[d3d9] Only use direct buffer mapping for DYNAMIC buffers"
...
This reverts commit 1850819483
.
2023-06-20 23:08:52 +01:00
Joshua Ashton
6f87ccdafc
[d3d11] Use FORCE_UNORM depth bias representation for UNORM formats
2023-06-20 13:31:48 +01:00
Joshua Ashton
b30a4f0cc7
[d3d9] Use FLOAT or FORCE_UNORM depth bias representation
2023-06-20 13:31:48 +01:00
Joshua Ashton
4e9853f608
[dxvk] Expose depth bias representation/exact controls
2023-06-20 13:31:48 +01:00
Joshua Ashton
5fbb0dd4ba
[dxvk] Enable EXT_depth_bias_control
2023-06-20 13:31:48 +01:00
Alpyne
0b9acf3a25
[util] Add str::split
...
Used by d3d8
2023-06-20 13:31:17 +01:00
Timo Gurr
211d095ee4
[util] Limit STEINS;GATE ELITE to 60 fps
...
Intros, menu and ui animations are playing way too fast, also causing
input issues.
2023-06-20 13:27:52 +02:00
Trevonn
77e7e8bfba
[util] Report NVIDIA for Star Wars Battlefront as it errors out on AMD
2023-06-20 13:23:52 +02:00
Alpyne
5d29140f74
[util] replaceNaN: Use unaligned SIMD _mm_loadu_ps
...
There is no good reason to expect games will have aligned the data they're passing in.
2023-06-19 21:13:37 +01:00
Alpyne
0236e780a7
[d3d9] Fix std::hex in D3D9CommonTexture
2023-06-19 21:02:10 +01:00
Alpyne
24dbcf8fd8
[dxso] Shared code for texbem and bem
2023-06-19 20:59:18 +01:00
Alpyne
404c984f9c
[dxso] Implement bem instruction
2023-06-19 20:59:18 +01:00
Alpyne
a79772322b
[d3d9] Initialize m_mapFlags to 0
...
Can sometimes get weird default values in there.
2023-06-19 19:52:03 +01:00
Trevonn
36e6a7c2e5
[util] Set maxChunkSize to 1 for GOG and fix EA App exe name
...
Similar to the other launchers the VRAM goes 600MB+ to 100MB+
2023-06-16 16:28:31 +01:00
Trevonn
c5ab5be48d
[util] Set maxChunkSize to 1 for EA App
...
Reduces GPU VRAM usage of EADesktop.exe from 162MB to 6MB
2023-06-15 19:39:28 +01:00
Paul Gofman
af9bd16b8d
[dxvk] Always reference library in VR extension providers
2023-06-15 19:07:26 +02:00
Winter Snowfall
2c014fdb34
[util] Match on the GOG version of KoF XIII as well
2023-06-15 19:06:45 +02:00
Timo Gurr
6478c10a18
[util] Set maxChunkSize to 1 for Battle.net
...
Currently when Diablo 4 is running the Battle.net launcher it uses around
600MB of VRAM. Reducing the max chunk size to 1MB reduces the memory usage
to around 150MB.
2023-06-15 19:06:26 +02:00
Philip Rebohle
7388c243d2
[dxvk] Fix incorrect fullScreenExclusive feature check
2023-06-15 17:32:05 +02:00
Lilium
bd575a4a46
[d3d11] implement 'clampNegativeLodBias' as a conf option
2023-06-14 20:22:27 +01:00
Lilium
3fce9886f5
[d3d9] implement 'clampNegativeLodBias' as a conf option
2023-06-14 20:22:27 +01:00
Lilium
5d134b877a
[d3d9] implement 'samplerLodBias' as a conf option
2023-06-14 20:22:27 +01:00
Robin Kertels
c75ed86909
[d3d9] Reset vertex & index buffer in Reset
2023-06-13 22:47:55 +01:00
Robin Kertels
d1707026f9
[d3d9] Remove uninitialized device present params
2023-06-13 22:47:55 +01:00
Robin Kertels
b8d36eeacc
[d3d9] Fix losing auto depth stencil surface
2023-06-13 22:47:55 +01:00
Robin Kertels
8f740c53b4
[d3d9] Remove IsLosable
...
Redundant.
2023-06-13 22:47:55 +01:00
Robin Kertels
52ac271acb
[d3d9] Reject Reset if there's any remaining DEFAULT resources
2023-06-13 14:15:18 +01:00
Robin Kertels
a1a91dd766
[d3d9] Fix potential race when discarding systemmem textures
2023-06-11 16:57:17 +01:00
Robin Kertels
22f6246fd6
[util] Fix app profile grouping
2023-06-11 16:57:17 +01:00
Robin Kertels
9d6804e40a
[util] Disable direct buffer mapping for Injustice
2023-06-11 16:57:17 +01:00
Robin Kertels
5fd025c513
[d3d9] Rename apitraceMode
...
It's not just used for apitrace and the new name
is more consistent with the D3D11 equivalent option.
2023-06-11 16:57:17 +01:00
Robin Kertels
d9d6316609
[d3d9] Remove allowDiscard hack
2023-06-11 16:57:17 +01:00
Robin Kertels
9b877cf623
[util] Remove D&D - The Temple of Evil workaround
...
The game uses SWVP, so we don't need an app hack here.
2023-06-11 16:57:17 +01:00
Robin Kertels
2c3f2b9ad1
[d3d9] Ignore DISCARD after device loss
2023-06-11 16:57:17 +01:00
Robin Kertels
1850819483
[d3d9] Only use direct buffer mapping for DYNAMIC buffers
...
Tests show that buffers with just D3DUSAGE_WRITEONLY are uploaded on Unlock.
2023-06-11 16:57:17 +01:00
Robin Kertels
1db2e3a6ec
[util] Re-enable direct buffer mapping for Dark Romance
...
The game uses SWVP, so we don't need the hack anymore.
2023-06-11 16:57:17 +01:00
Robin Kertels
2efd3f3698
[util] Re-enable direct buffer mapping for RE games
...
I cannot reproduce the stalls anymore.
2023-06-11 16:57:17 +01:00
Robin Kertels
bbaf01d9e6
[d3d9] Force staging buffer mapping for pure SWVP devices
2023-06-11 16:57:17 +01:00
Robin Kertels
4a55047dde
[d3d9] Forbid disabling SWVP on a pure SWVP device
2023-06-11 16:57:17 +01:00
Joshua Ashton
3fddc364ee
[util] Fix UTF8 encodeTypedChar for 4 byte chars
...
Some flipped logic here...
2023-06-10 13:58:33 +02:00
Philip Rebohle
4d254b13be
[dxgi] Unlock presenter lock early during presentation
...
If SetGammaControl and Present are called at the same time, we'll
otherwise have a deadlock due to reversed lock order.
Fixes #3458 .
2023-06-05 17:02:15 +02:00
Joshua Ashton
d241daa0b1
[util] Add app profile for Fallout 76
2023-06-05 03:00:53 +02:00
Eric Sullivan
2e70a2b07d
[util] Set maxChunkSize to 1 for the Rockstar launcher and social club
...
Currently when Red Dead Redemption 2 is running the Rockstar launcher,
and social club each use over 600MB of VRAM. The root cause of this is
DXVK creating two memory pools of 256MB for read, and read/write resources.
Reducing the max chunk size to 1MB reduces the memory usage of each to
around 40MB.
2023-06-05 02:17:26 +02:00
Robin Kertels
52f04ca3d4
[d3d9] FF: Fix using wrong texCoord mask
2023-06-04 17:52:18 +01:00
Joshua Ashton
c585ea251e
[dxso] Respect all PS input elements for registers
...
Fixes shadows in Test Drive Unlimited 2.
Closes : #3469
2023-06-02 23:12:22 +02:00
Philip Rebohle
ab00591297
[dxvk] Introduce dxvk.tearFree option
...
And replace the old frontend-specific options.
2023-06-01 17:48:51 +02:00
Philip Rebohle
85d52ccb88
[dxvk] Implement dynamic present mode switching
...
This way, we don't need to recreate the swap chain when the app switches
between vsync enabled and disabled. Currently only works when running
bleeding-edge Gamescope with ENABLE_GAMESCOPE_WSI=1.
2023-06-01 17:48:51 +02:00
Philip Rebohle
e6be0cf996
[dxvk] Rework present mode selection for swap chains
2023-06-01 17:48:51 +02:00
Philip Rebohle
1728d9e89d
[dxvk] Rework presenter creation to take a DxvkDevice
...
This way we can easily query available Vulkan features.
2023-06-01 17:48:51 +02:00
Philip Rebohle
b1b0abdbbf
[dxvk] Move presenter implementation to DXVK module
2023-06-01 17:48:51 +02:00
Philip Rebohle
be875cd7e6
[dxvk] Enable VK_EXT_swapchain_maintenance1 and surface_maintenance1
2023-06-01 17:48:51 +02:00
WinterSnowfall
8b6cbda6de
[d3d9] Properly expose the MaxVertexBlendMatrixIndex capability
2023-05-30 23:56:26 +01:00
Robin Kertels
4b10846008
[dxso] Fix RT mask for SM1
2023-05-26 04:28:49 +01:00
Joshua Ashton
e0654977c9
[d3d9] Stub out D3D9On12 interfaces
...
Closes : #3445
2023-05-24 14:36:45 +01:00
Joshua Ashton
b5c18a02ae
[d3d9] Optimize UpdateAnyColorWrites for 0th case
...
This is the most common
2023-05-24 14:21:30 +01:00
Joshua Ashton
cafd104783
[d3d9] Pack RT bitmasks tightly
...
No need to waste a whole 32-bits for each entry here when we only have 4 possible RTs at a time.
2023-05-24 14:10:41 +01:00
Joshua Ashton
269bab2c34
[d3d9] Track if any color writes are enabled for an RT
...
Use this for determining whether to rebind FB and in checks, otherwise we can miss stuff for pure surface RTs
2023-05-24 14:05:13 +01:00
Joshua Ashton
075c0bf203
[d3d9] Use m_boundRTs for COLORWRITEENABLE checks
...
Also allows us to check for NULL RTs with this too and avoid extra work!
2023-05-24 13:42:42 +01:00
Joshua Ashton
8560efa3c7
[d3d9] Unbind RTs which are unwritten by a PS
...
Otherwise we can end up with feedback loops on RTs with a 0 color mask.
Closes : #3447
2023-05-24 13:40:17 +01:00
Blisto91
b9b2db510e
[util] Limit fps for some Tomb Raider games
2023-05-24 14:31:38 +02:00
Lilium
d5c6ae2e4d
[dxvk] dxvk_adapter: implement macro to check for feature need in checkFeatureSupport
2023-05-24 11:53:34 +01:00
Lilium
633f6663a4
[dxvk] fix copy mistake in dxvk_adapter
2023-05-24 11:53:34 +01:00
Robin Kertels
d2759c20ba
[d3d9+d3d11] Remove DEVICE_LOCAL flag when forcing cached memory
...
Otherwise DXVK removes both flags at once
and we may end up with uncached memory.
2023-05-22 23:53:01 +02:00
Robin Kertels
1a2e724c16
[util] Enable apitrace mode for Tomb Raider Anniversary
...
... and Underworld.
2023-05-22 12:24:49 +02:00
Blisto91
6449f583f8
[util] Set dcSingleUseMode to false for SnowRunner
2023-05-21 16:05:41 +02:00
Joshua Ashton
f2bb1d4b69
[d3d9] Add extended swapchain interfaces
...
Allows for controling colorspace, etc.
2023-05-19 19:26:27 +01:00
Joshua Ashton
495dc75ab2
[wsi] Pull out NormalizeDisplayMetadata
2023-05-19 19:26:27 +01:00
Paul Gofman
550e04c579
[dxgi] Preserve system monitor sort order in enumMonitors()
2023-05-19 18:17:40 +02:00
WinterSnowfall
d4a7346198
[dxvk] Add configurable HUD opacity
2023-05-19 18:11:25 +02:00
Blisto91
99b367cdd6
[util] Set floatEmulation to Strict for Halo Online
2023-05-18 17:40:01 +01:00
Blisto91
65520fa18e
[util] Fix BlazBlue Centralfiction config
2023-05-16 18:56:23 +02:00
Joshua Ashton
f30376a1e4
[d3d11] Fix min luminance of HDR Metadata
...
This should be a multiply instead of a divide. Values are 1/10000th of a nit (0.0001 nit).
2023-05-13 21:16:29 +00:00
Philip Rebohle
cae0a1cef3
[meta] Release 2.2
2023-05-12 11:26:07 +02:00
Philip Rebohle
14eb469005
[dxgi] Be more robust against monitor enumeration issues.
...
If there are monitors on the system that are not associated with
any adapter, enumerate all monitors for all adatpers. May solve
some issues if device filter options are used on multi-GPU systems.
2023-05-11 16:38:45 +02:00
Oleksii Bozhenko
80f7d2abd8
[d3d9] fix opCompositeExtract out of bound
...
Closes: https://github.com/doitsujin/dxvk/issues/3293
Signed-by: Oleksii Bozhenko <oleksii.bozhenko@globallogic.com>
2023-05-09 20:39:55 +00:00
Alpyne
2b09932d51
[d3d9] Fix crash if device is freed with bound textures
2023-05-09 00:12:35 +00:00
Robin Kertels
bef2ef69ab
[d3d9] Fix stupid variable name
2023-05-07 14:05:39 +02:00
Robin Kertels
b08665c808
[d3d9] Fix compiler warning in Clear size check
2023-05-06 14:16:54 +01:00
Robin Kertels
96e22e7c67
[d3d9+util] Remove a bunch of redundant config options
2023-05-06 14:16:54 +01:00
Robin Kertels
5443a2f9f5
[d3d9] Don't swap buffers for SWAPEFFECT_COPY & DISCARD with 1 backbuffer
2023-05-06 14:16:54 +01:00
Paul Gofman
83a294285e
[dxgi] Only enumerate outputs which belong to the adapter or associated iGPU
2023-05-05 16:44:51 +02:00
Robin Kertels
242ac20752
[d3d9] Release DC in fallback present path
2023-05-04 18:42:04 +02:00
Robin Kertels
b357d16940
[util] Enable deviceLost for DC Universe Online and GTA IV
2023-05-03 13:04:00 +01:00
Robin Kertels
b4366db398
[d3d9] Implement rudimentary device loss
2023-05-03 13:04:00 +01:00
Blisto91
b5f43063b1
[util] Spoof Nvidia for Modern Warfare 2 Campaign Remastered
2023-05-03 13:02:08 +01:00
Joshua Ashton
f140d2de0d
[d3d9] Handle swapchain OOM and other errors more gracefully
...
Supercedes: #2964
2023-05-03 12:59:02 +01:00
Robin Kertels
9ce1c4df0d
[dxvk] Update tracked rtLayouts when changing image layout
2023-05-03 13:23:47 +02:00
Robin Kertels
860237e775
[d3d9] Skip 0x0 clears
2023-05-03 13:23:47 +02:00
Robin Kertels
ceb3a7f8c6
[dxvk] Do direct FB resolve if resolve format is UNDEFINED
...
If the format is undefined, we use the format of each image
which is obviously also view compatible with the imge.
2023-05-03 13:23:47 +02:00
Robin Kertels
a42643b235
[d3d9] Fall back to GDI blit for partial presents
2023-05-03 12:18:11 +01:00
Philip Rebohle
5c8ed491ab
[dxvk] Rewrite thread wrapper
...
Addresses some issues raised in #3378 .
2023-04-26 10:48:47 +02:00
Joshua Ashton
b44c5bbd18
[dxgi] Fallback to P3 color primaries for HDR displays without chroma info in edid
2023-04-21 04:21:16 +01:00
mbriar
16d2a6045c
[util] Switch Nioh deferSurfaceCreation from dxgi to d3d9
...
This game seems to behave similar to all the Tecmo Koei Atelier games
and not deferring surface creation for d3d9 prevents VRR from working on
X11.
2023-04-19 16:42:42 +02:00
mbriar
1971a5d187
[util] Also add d3d9.deferSurfaceCreation for Atelier Ryza 3
...
Reported to help with VRR, see https://github.com/ValveSoftware/Proton/issues/6648#issuecomment-1514394149
2023-04-19 16:42:42 +02:00
Philip Rebohle
e074d83d0b
[dxvk] Introduce GetContext method to retrieve immediate context.
...
Bypasses vtable hooks when retrieving the immediate context internally.
Remaining uses of GetImmediateContext are fine since those only interact
with public methods.
2023-04-18 12:42:24 +02:00
Robin Kertels
990a720525
[d3d9] Handle a bunch of texture converter edge cases
2023-04-16 09:18:30 +01:00
Rémi Bernon
0cf563d5df
[dxgi] Leave current fullscreen mode when SetFullscreenState changes monitors
...
This fixes RiME not moving its window when output display is
changed in the game settings.
2023-04-14 00:41:18 +02:00
Florian Will
01dc9ddc7d
[util] Add new "Zusi 3" exe filename
...
In addition to the legacy "ZusiSim.exe" executable, the recent 3.5
release added a 64-bit "ZusiSim.64.exe" executable. This is now the
default executable when launching the game in Steam. The game is
unplayable without this option, so update the regex for Zusi 3.
Fixes #3250 .
2023-04-13 13:37:07 +02:00
oltolm
6b779206d9
remove unneeded definitions
2023-04-11 18:30:46 +02:00
Blisto91
8508633ba3
[util] Disable allowDirectBufferMapping for Dark Romance: Vampire in Love
2023-04-11 08:37:50 +01:00
Robin Kertels
af0009c5de
[d3d9] Use DxvkFormatInfo for video formats
...
And fix UYUY and YUY2 in the process.
2023-04-08 03:15:44 +01:00
Robin Kertels
31af522cbc
[dxvk] Add VK_FORMAT_G8_B8_R8_3PLANE_420_UNORM
2023-04-08 03:15:44 +01:00
Philip Rebohle
d9a6b40ae3
[dxvk] Create and copy temporary image for resolves as necessary
...
Fixes #3337 .
2023-04-06 21:04:56 +02:00
Tatsuyuki Ishi
6d14fffdbd
[spirv] Declare defaulted copy and move constructor for SpirvCodeBuffer.
...
If a type has a destructor it will not get an implicit move constructor.
But if we declare a defaulted move constructor then we will get the copy
constructor deleted. So declare both to be defaulted.
Cuts 8.8% off shader translation time during loading in Overwatch 2.
2023-04-06 10:23:11 +02:00
Blisto91
3ce3209e3e
[util] Set syncInterval to 1 for Crash Bandicoot N sane trilogy
2023-04-05 16:25:05 +01:00
Philip Rebohle
f212cc8f7d
[dxvk] Only enable dynamic MSAA state if sample shading is enabled
...
Otherwise, create a more specialized fragment output library on demand.
May help RADV since dynamic alpha-to-coverage triggers a less efficient
code path.
2023-04-04 17:34:07 +02:00
Philip Rebohle
306919047b
[dxvk] Log driver name in addition to version
...
Fixes #3313 .
2023-03-27 15:44:19 +02:00
Philip Rebohle
977669c613
[util] Enable cached dynamic vertex/index buffers in GTA V
...
Fixes #3311 .
2023-03-25 22:40:43 +01:00
Zhiyi Zhang
631171cf45
[util] Disable nvapiHack for Tom Clancy's Ghost Recon Breakpoint.
...
Otherwise, it shows a DirectX error dialog and exits when using an NVIDIA GPU.
2023-03-25 22:38:07 +01:00
František Zatloukal
1a5afc77b1
[util] Include cstdint to fix compilation with GCC 13
2023-03-23 23:37:10 +01:00
Robin Kertels
d11878e793
[d3d9] Only apply viewport zBias if minZ is below 0.5
...
Fixes Space Marine shadows.
Tests show that Windows D3D9 (Nvidia) works like that.
2023-03-23 03:52:08 +00:00
Blisto91
b0ed97e070
[util] Disable nvapiHack for Diablo 4
2023-03-22 17:10:18 +01:00
Philip Rebohle
3d5becaf6a
[d3d11] Implement Acquire/ReleaseWrappedResource
2023-03-18 00:50:42 +01:00
Philip Rebohle
5595844f75
[dxvk] Add explicit buffer/image memory barrier methods
...
Useful for interop.
2023-03-18 00:50:42 +01:00
Philip Rebohle
9bdad71dc6
[d3d11] Implement CreateWrappedResource for D3D12 textures
2023-03-18 00:50:42 +01:00
Philip Rebohle
3c99314332
[d3d11] Implement CreateWrappedResource for D3D12 buffers
2023-03-18 00:50:42 +01:00
Philip Rebohle
fa8cf50263
[dxvk] Implement functionality to import foreign buffers
2023-03-18 00:50:42 +01:00
Philip Rebohle
3f9d2269f6
[d3d11] Synchronize queue submissions for 11on12 devices as necessary
...
When the app explicitly calls Flush, Signal or Wait, we need to wait
for the submission to actually take place so that subsequent D3D12
submissions execute in the correct order.
2023-03-18 00:50:42 +01:00
Philip Rebohle
6432787ac3
[d3d11] Implement D3D11on12 device creation
2023-03-18 00:50:42 +01:00
Philip Rebohle
da32453b42
[dxvk] Add submission feedback to command submissions
2023-03-16 20:59:43 +01:00
Philip Rebohle
27f3648a44
[dxvk] Check instance extensions for feature enablement as necessary
2023-03-16 20:59:43 +01:00
Philip Rebohle
35895ba05b
[dxvk] Add callback to lock submission queue
...
Can be used to perform additional synchronization as necessary.
2023-03-16 20:59:43 +01:00
Philip Rebohle
56a8fa2e6f
[dxvk] Implement functionality to import existing Vulkan device
2023-03-16 20:59:43 +01:00
Philip Rebohle
d8f3a1c83d
[dxvk] Rework device queue initialization
2023-03-16 20:59:43 +01:00
Philip Rebohle
ef9d5048f3
[dxvk] Rework instance creation
...
Allows importing foreign Vulkan instances.
2023-03-16 20:59:43 +01:00