Joshua Ashton
0e36a07a93
[d3d9] Don't mark DS as hazardous if depth write is disabled
2023-06-24 03:55:16 +01:00
Joshua Ashton
ff65599dba
[d3d9] Use m_activeRTs in BindFramebuffer
...
Can roll in the anyColorWrites this way.
2023-06-24 03:42:54 +01:00
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
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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
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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
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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
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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