Philip Rebohle
d523405a5a
[dxvk] Implement bindRenderTargets method
...
An alternative to manually creating a framebuffer object and binding
it via bindFramebuffer. Future optmizations can use this to bring
down the number of redundant render pass changes.
2018-04-15 01:09:53 +02:00
Philip Rebohle
87d14fb57f
[d3d11] Report TYPED_UAV only if both TBs and SIs are supported
2018-04-14 23:20:35 +02:00
Philip Rebohle
f07f610b6a
[d3d11] Improve format support queries
...
- Do not report MIP_AUTOGEN if the image format cannot
be used as a color attachment
- Do not report SAMPLE_COMPARISON and GATHER_COMPARISON
if the DXGI format has no corresponding depth format
- Only report image-related features if the image format
can actually be used as a sampled image
2018-04-14 16:07:01 +02:00
Philip Rebohle
a6767ebd52
[d3d11] Improved debug output of D3D11DeviceContext methods
2018-04-14 11:45:31 +02:00
Philip Rebohle
4a0c9dbaba
[d3d11] Validate texture sample count
...
Fixes incorrect return values in case a game tries to create
a texture with an unsupported number of samples.
2018-04-13 13:46:45 +02:00
Philip Rebohle
8508994a63
[d3d11] Cap mip level count for textures and views
...
Some games do not compute the number of mip levels of
a texture or texture view correctly, so we should work
around this by capping it to the highest possible value.
2018-04-12 23:42:11 +02:00
Philip Rebohle
56a1433d3f
[d3d11] ClearUnorderedAccessViewUInt: Create temp view if necessary
...
If this method is used to clear a view with a floating point format,
we need to create a compatible view with an integer format in order
to clear the resource with the correct value. Fixes some calls to
this function in Rise of the Tomb Raider and other games.
2018-04-12 23:31:15 +02:00
Philip Rebohle
db541d188f
[dxgi] Added static format mapping table
2018-04-12 17:49:14 +02:00
Philip Rebohle
ef4a3c5bfc
[d3d11] Use meta clear for ClearUnorderedAccessView* methods
2018-04-11 23:39:12 +02:00
Philip Rebohle
bd5254f8d3
[d3d11] Fixed compiler errors
...
Why the hell did my GCC not complain about this earlier?
2018-04-08 22:26:35 +02:00
pchome
acaf6c9e87
[d3d11] Fix compilation with WINE headers ( #247 )
...
All this structures are defined in WINE headers but `D3D11_FORMAT_SUPPORT2`.
2018-04-07 14:02:57 +02:00
Philip Rebohle
00a452ed89
[d3d11] Implement DXBC shader module cache
...
If an application compiles the same shader multiple times, we should reuse
an already existing DxvkShaderModule instead of creating a new one. This
helps keep the number of DxvkGraphicsPipeline objects low in games such
as Rise of the Tomb Raider.
2018-04-06 17:54:02 +02:00
Philip Rebohle
e06300d592
[d3d11] Fix multisample format support query for depth images
...
Fixes a crash in World of Warships when reflections are enabled.
2018-04-04 11:24:16 +02:00
Philip Rebohle
7de27d4fd8
[d3d11] Flush immediate context on command list execution
...
This optimization may help keep the GPU busy in case there's
a large number of draw calls pending at the time a command
list from a deferred context is submitted for execution.
2018-04-03 19:53:37 +02:00
Philip Rebohle
2973c18055
[dxgi/d3d11] Remove COM_QUERY_INTERFACE macro, reset pointers
...
May fix some crashes in applications that rely on the returned
pointer being set to nullptr before returning.
2018-04-02 12:52:02 +02:00
Philip Rebohle
77010d96e4
[dxgi/d3d11] Set returned pointers to nullptr before returning
...
May solve issues with applications which check whether the returned
pointer is null rather than checking a function's return value.
2018-04-02 12:04:20 +02:00
Vesim987
a2f05467c7
[d3d11] Force CreateRenderTargetView to return S_OK with D3D11_RESOURCE_DIMENSION_BUFFER ( #230 )
...
It makes Battlefield 3 and Battlefield 4 working.
2018-03-31 21:47:54 +02:00
Philip Rebohle
ae88f83b86
[d3d11] Introduce D3D11DeviceContainer
...
Refactored DxgiVkDevice, D3D11Device and D3D11Presenter
to behave more like aggregable objects, where the new
D3D11DeviceContainer class is the COM aggregate object.
Fixes the reference counting issue outlined in #210 .
2018-03-28 21:24:52 +02:00
Philip Rebohle
8d3dcba8d5
[dxgi] Renamed private DXGI interfaces
2018-03-28 19:06:00 +02:00
Philip Rebohle
410cde3f17
[dxgi] Move device creation to DxgiAdapter
...
This is better than exporting new functions.
2018-03-28 18:58:53 +02:00
Philip Rebohle
1a8567a363
[d3d11] Fixed silly bug in blend state comparison
2018-03-28 11:55:03 +02:00
Philip Rebohle
675b1c5b8c
[d3d11] Implemented image mapping on deferred contexts
...
Also refactored buffer mapping to reduce code duplication.
Optimized the lookup function for a small performance gain
in games which map a lot of resources on deferred contexts.
2018-03-25 13:24:03 +02:00
Philip Rebohle
61c55d6f89
[d3d11] Get rid of redundant format query
2018-03-25 08:38:31 +02:00
Philip Rebohle
4e84a77896
[d3d11] Disable DO_NOT_WAIT flag by default
...
Apparently this breaks Elder Scrolls Online as well, so we'll
just enable it explicitly for games which benefit from this
optimization and disable it by default.
2018-03-25 00:54:42 +01:00
Philip Rebohle
4ed007e9f6
[d3d11] Add <unordered_map> include
...
Fixes #201 .
2018-03-24 18:54:00 +01:00
Philip Rebohle
0900e1b5f9
[d3d11] Added missing files
2018-03-24 17:29:13 +01:00
Philip Rebohle
bd69e843c2
[d3d11] Added D3D11Options
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Includes a per-app knob for Witcher 3 to disable D3D11_MAP_FLAG_DO_NOT_WAIT.
2018-03-24 17:02:24 +01:00
Philip Rebohle
ba9e1f307d
[dxbc] Don't use rvalue references for file streams
2018-03-23 18:17:16 +01:00
Philip Rebohle
0a2fa590f5
[d3d11] Reset busy flag after emitting the Flush command
...
Fixes a general performance regression in games
that call WaitForResources a lot.
2018-03-23 11:54:19 +01:00
Philip Rebohle
085fd6a959
[d3d11] Remove unnecessary Map() check
2018-03-22 19:28:00 +01:00
Philip Rebohle
d9b1995cf0
[d3d11] Do not forward D3D11_MAP_FLAG_DO_NOT_WAIT for mapped images
...
Workaround for a regression in The Witcher 3 that was introduced
in commit 53d557c2db
. May have a
significant negative impact on performance in some games.
2018-03-22 14:12:43 +01:00
Philip Rebohle
b3aff7cd2e
[d3d11] Fix immediate context initialization
...
The old initialization code did not take either CSMT or
Deferred Contexts into account and could lead to illegal
calls to beginRecording.
Fixes a hang encountered in Dishonored 2.
2018-03-22 13:40:45 +01:00
Philip Rebohle
7f6c8dff95
[d3d11] Fix flush condition and CS thread synchronization
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If chunks have been sent to the CS thread, we need to
flush even if the current chunk is empty.
2018-03-22 12:58:26 +01:00
Philip Rebohle
53d557c2db
[d3d11] Implement D3D11_MAP_FLAG_DO_NOT_WAIT
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Improves framerate in Dishonored 2 by up to 50%.
2018-03-22 11:02:14 +01:00
Philip Rebohle
08806070ca
[d3d11] Fix CheckFeatureSupport return value
2018-03-21 15:08:34 +01:00
Philip Rebohle
efcd5c6b4d
[d3d11] Implement support for D3D11_FEATURE_FORMAT_SUPPORT2
2018-03-21 13:31:22 +01:00
Philip Rebohle
09151f3616
[d3d11] Lift shaderStorageImageReadWithoutFormat requirement
2018-03-21 12:57:29 +01:00
Philip Rebohle
c1a1ff3915
[d3d11] Implement remaining D3D11.1 feature queries
2018-03-21 04:58:31 +01:00
Philip Rebohle
17e981f360
[dxvk] Increase UAV slot count to 64 for the graphics pipeline
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D3D11 raised this limit from 8 UAVs in the fragment shader to
64 UAVs in all graphics stages combined.
2018-03-21 04:56:33 +01:00
Philip Rebohle
bd71f256e5
[d3d11] Fixed constant buffer binding update
2018-03-21 03:26:31 +01:00
Philip Rebohle
6550e8d623
[d3d11] Expose implemented Feature Level 11.1 features
2018-03-20 23:25:23 +01:00
Philip Rebohle
fd4e55007f
[d3d11] Export support for driver command lists
...
This indicates that our implementation of UpdateSubresource on
deferred contexts is not affected by the same issue as on Windows.
2018-03-19 17:57:20 +01:00
Philip Rebohle
493ad66d91
[d3d11] Remove obsolete acquire/release pair
...
This is no longer needed with the universally
thread-safe slice allocator.
2018-03-19 17:56:26 +01:00
Philip Rebohle
c6251d28fc
[d3d11] Remove warnings from CopySubresourceRegion1 / UpdateSubresource1
...
The flags should have no impact on correctness, so not supporting them
makes no difference. Prevents log spam in Dishonored 2.
2018-03-19 14:52:42 +01:00
pchome
2f8ccfa30e
[build] Add header required for std::find_if()
2018-03-19 12:49:48 +02:00
Philip Rebohle
f1c3b59e87
[d3d11] Implemented buffer mapping on deferred contexts
...
Allows the MultiThreadedRendering demo from the Microsoft SDK to run.
2018-03-19 03:19:13 +01:00
Philip Rebohle
d6d6ed4efd
[d3d11] Expose Feature Level 11_1 if explicitly requested
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Not enabled by default since some 11_1 functionality is not yet implemented.
2018-03-18 23:39:40 +01:00
Philip Rebohle
127fad89be
[d3d11] Refactored D3D11SamplerState creation
2018-03-18 23:35:40 +01:00
Philip Rebohle
b04e9b5f18
[d3d11] Refactored D3D11DepthStencilState creation
2018-03-18 23:32:01 +01:00
Philip Rebohle
11d8eb3be4
[d3d11] Implemented D3D11BlendState1
2018-03-18 23:27:29 +01:00