1
0
mirror of https://github.com/doitsujin/dxvk.git synced 2024-12-13 16:08:50 +01:00
Commit Graph

61 Commits

Author SHA1 Message Date
Philip Rebohle
f60bdcbcbf
[dxvk] Replace VK_EXT_shader_demote_to_helper_invocation with core feature 2022-07-14 21:21:34 +02:00
Philip Rebohle
1dd3f24b43
[dxbc] Drop workarounds for unsupported drivers 2022-07-14 21:21:34 +02:00
Philip Rebohle
131af0d677
[dxvk] Replace VK_KHR_driver_properties with core feature 2022-07-14 21:21:34 +02:00
Philip Rebohle
78c5ef88bc
[dxvk] Replace VK_KHR_shader_float_controls with core feature 2022-07-14 21:21:34 +02:00
Philip Rebohle
2774a04195
[dxvk] Use VkPhysicalDeviceVulkan11{Features,Properties} where appropriate 2022-07-14 21:21:34 +02:00
Philip Rebohle
f99a833f51
[d3d11] Remove d3d11.constantBufferRangeCheck option 2022-07-12 02:11:39 +02:00
Philip Rebohle
e379f472f6
[dxbc] Implement hack to treat multisampled textures as normal textures 2021-07-02 05:52:05 +02:00
Philip Rebohle
81664fce44
[dxbc] Remove atomic counter workaround for ancient Mesa versions
No one should be using Mesa 19.0 at this point.
2021-06-18 15:44:58 +02:00
Philip Rebohle
7beb344f6f
[dxbc] Remove dxvk.useEarlyDiscard option
No longer relevant on drivers that support DemoteToHelperInvocation.
Closes #2109.
2021-06-18 15:44:27 +02:00
Philip Rebohle
a1f3f6c971
[dxbc] Remove old RADV/LLVM workaround for early discard
We have Demote now, and ACO is the default.
2021-05-27 00:40:59 +02:00
Philip Rebohle
307f43ff1e [d3d11] Introduce option to disable float controls
And disable for SotTR since it introduces rendering issues.
2021-01-28 20:32:38 +01:00
Philip Rebohle
1478011822
[dxbc] Enable NaN fixup by default on older RADV versions
And get rid of a whole bunch of game-specific workarounds.
2021-01-28 19:37:10 +01:00
Philip Rebohle
f5fa7a9099
[dxbc] Set float control bits as necessary 2021-01-28 19:37:10 +01:00
Philip Rebohle
76a6f6eab9
[dxbc] Add option to force memory barriers after shared memory stores 2020-02-08 00:48:42 +01:00
Philip Rebohle
9721938e57
[d3d11] Introduce d3d11.invariantPosition option
Apparently it's better to make app profiles than risk tanking
performance for all applications. Invariance rules in D3D11 are
undocumented so it's not clear what the correct solution is.
2020-01-23 01:28:19 +01:00
Philip Rebohle
11f08c7dea
[dxbc] Declare vertex positions as invariant
Otherwise, games relying on different vertex shaders to produce
the same numerical results may suffer from Z-fighting issues.

Fixes #1364.
2020-01-22 23:59:51 +01:00
Philip Rebohle
27ea176295
[d3d11] Remove d3d11.strictDivision option 2019-11-30 20:39:32 +01:00
Philip Rebohle
3b030d9569
[dxbc] Implement workaround to replace NaN render target outputs by zero 2019-11-30 20:39:32 +01:00
Philip Rebohle
e95bc3256f
[d3d11] Move handling of constantBufferRangeCheck option to D3D11Options 2019-10-30 10:57:36 +01:00
Philip Rebohle
3d213efe53
[dxbc] Use SSBOs for dynamically indexed constant buffers if needed
SSBOs are tightly bound-checked on all Nvidia GPUs, so this allows for
a more accurate workaround for games relying on OOB access behaviour.
2019-10-28 15:42:46 +01:00
Philip Rebohle
6ab074c95b
[dxbc] Only use atomic append/consume optimization in compute shaders
- For fragment shaders, this isn't safe since ballots include helper invocations
- For vertex shaders, if drivers don't support subgroup operations in those
  stages, we don't want it to affect the performance of compute shadres.
2019-07-26 14:07:39 +02:00
Philip Rebohle
8644d75722
[dxbc] Use OpDemoteToHelperInvocationEXT for discards if supported 2019-07-11 19:33:17 +02:00
Philip Rebohle
06d4e06d8a
[dxbc] Enable early discard on RADV/ACO
Still can't enable on LLVM due to GPU hangs. The way we detect it
may have to change in the future, but for now, this should do.
2019-07-08 16:30:56 +02:00
Philip Rebohle
58dcf77c08
[dxbc] Disable atomic counter optimization on old RADV versions
Breaks TressFX in Tomb Raider 2013 for some reason, whereas this works
fine on 19.1 with both LLVM 8.0 and 9.0-git.
2019-06-15 12:58:31 +02:00
Philip Rebohle
d5ba36443e
[dxbc] Fix useRawSsbo option
Add some break to fix some breakage.
2019-06-11 20:23:47 +02:00
Philip Rebohle
d755b18ccb
[dxbc] Repurpose useRawSsbo option
Basically, abuse the minSsboAlignment property to convince the
compiler to always/never emit raw SSBOs for raw and structured
buffers, and use the actual device limit by default.
2019-06-11 20:20:40 +02:00
Philip Rebohle
0f7c23c022
[dxbc] Always use raw storage buffers if alignment requirements are met 2019-06-11 20:20:40 +02:00
Philip Rebohle
d94d89c3ef
[dxbc] Add option to use subgroup ops for atomic counter operations
This can greatly reduce the number of atomic operations when using
append/consume buffers.
2019-05-15 18:49:02 +02:00
Philip Rebohle
dc52212873
[dxbc] Disable Constant Buffer Range Check on AMD
The hardware already behaves as intended, no need to waste GPÜ cycles.
2019-04-30 16:07:24 +02:00
Philip Rebohle
5819a69302
[d3d11] Add option to enable constant buffer range checks 2019-04-05 20:56:32 +02:00
Philip Rebohle
0326258829 [dxbc] Use SDiv instead of ShiftRightLogical for index calc on Nvidia
Reportedly fixes Resident Evil 2 and Devil May Cry 5 on Nvidia.
2019-03-09 19:59:56 +01:00
Philip Rebohle
38c6eeed26
[dxbc] Only emit depth clamp in fragment shader if necessary
We don't need this if the depth clip extension is supported
by the driver.
2019-02-19 14:27:21 +01:00
Philip Rebohle
c0b325b483
[dxbc] Add option to enable strict sm4-compliat division
SM4 is defined to return the first source operand if the divisor is zero.
Windows drivers don't do this by default, so we shouldn't do it either.
2019-02-05 21:08:13 +01:00
Philip Rebohle
4fe5929799
[dxbc] Add options to enable/disble early discard and raw ssbo use 2019-01-08 20:58:18 +01:00
Philip Rebohle
48548eb894
[dxbc] Add useRawSsbo option
ENabled when we can replace texel buffers for raw and structured
buffers with raw SSBOs.
2018-12-14 23:45:37 +01:00
Philip Rebohle
f276bcd0e7
[dxbc] Check for RADV/Nvidia drivers explicitly using the new function
This way, only RADV gets locked out of using early discard whereas
AMDVLK and -PRO are able to use it.
2018-12-12 16:27:01 +01:00
Philip Rebohle
7096937c11
[dxbc] Use ballot to determine early-discard condition in fragment shaders 2018-11-27 11:50:01 +01:00
Philip Rebohle
2424cf0289
[dxbc] Disable early discard on AMD cards
Causes GPU hangs.
2018-11-24 10:09:33 +01:00
Philip Rebohle
a75c596132
[d3d11] Add config option to enable TGSM initialization 2018-11-23 16:12:02 +01:00
Philip Rebohle
3e686098cc
[dxbc] Disable subgroup early discard on Nvidia GPUs
People report performance regressions up to 5% with it enabled.
2018-11-23 12:28:48 +01:00
Philip Rebohle
0418c02ac3
[dxbc] Use clustered subgroup operations on supported hardware 2018-11-21 11:17:09 +01:00
Philip Rebohle
4f76b89941
[dxbc] Use subgroup operations for early discard
Can improve performance in some complex fragment shaders.
2018-11-21 11:17:09 +01:00
Philip Rebohle
a574829bb6
[dxbc] Remove DeferKill flag
This behaviour is correct, and needs to be enabled by default.
2018-11-21 11:17:09 +01:00
Philip Rebohle
bd03225c14
[dxbc] Refactor DxbcOptions
A bit mask isn't good enough going forward, and we also don't
need application-specific options for now.
2018-11-09 08:41:02 +01:00
Philip Rebohle
0ba00b3f59
[dxvk] Add extended device feature structure
This allows the client API to query and enable extended
features in the future, should it become necessary, much
like the extende feature queries.
2018-07-31 16:58:25 +02:00
Philip Rebohle
f7587014c7
[dxbc] Fix compiler warning 2018-06-18 15:33:35 +02:00
Philip Rebohle
a607fe107f
[dxbc] Remove workarounds for the old Nvidia shader compiler 2018-06-12 22:13:53 +02:00
Philip Rebohle
af62d423b2
[dxbc] Add per-device option for deferred kills 2018-05-26 17:08:39 +02:00
Philip Rebohle
58e9280891
[dxbc] Remove Tex2D -> Tex2DArray workaround 2018-05-24 11:49:12 +02:00
Philip Rebohle
a5c43b5e59 [dxbc] Enable array texture hack for Dishonored 2
Partially fixes shadow rendering issues.
2018-04-23 11:09:48 +02:00