Philip Rebohle
0052ff236b
[d3d10] Implement D3D10ShaderResourceView
2018-08-13 17:22:42 +02:00
Philip Rebohle
ddb2a7bd59
[d3d10] Implement D3D10RasterizerState
2018-08-13 17:22:42 +02:00
Philip Rebohle
68bfacfcaa
[d3d10] Implement D3D10DepthStencilState
2018-08-13 17:22:41 +02:00
Philip Rebohle
f2381ac4eb
[d3d10] Implement D3D10BlendState
2018-08-13 17:22:41 +02:00
Philip Rebohle
ace06ce697
[d3d10] Implement D3D10InputLayout
2018-08-13 17:22:41 +02:00
Philip Rebohle
759ff737a4
[d3d10] Implement D3D10SamplerState
2018-08-13 17:22:41 +02:00
Philip Rebohle
553c90307a
[d3d10] Implement D3D10Buffer
2018-08-13 17:22:41 +02:00
Philip Rebohle
b97f9a702a
[d3d10] Implement D3D10 texture interfaces
2018-08-13 17:22:36 +02:00
Philip Rebohle
1e857f6342
[d3d10] Add D3D10Device stub
2018-08-13 17:22:03 +02:00
Philip Rebohle
8c1063b512
[d3d10] Add build files and implement D3D10CreateDevice functions
2018-08-13 17:22:00 +02:00
Philip Rebohle
7a28f01eca
[d3d11] Enable drawIndirectFirstInstance for FL11_0 and higher
2018-08-10 04:34:54 +02:00
Philip Rebohle
82c891b1fb
[d3d11] Fix structured buffer view validation
2018-08-10 02:39:35 +02:00
Philip Rebohle
40050e4e3f
[d3d11] Report bind flags instead of usage when view creation fails
2018-08-10 02:39:14 +02:00
Philip Rebohle
cc5219f8c0
[d3d11] Add meaningful error messages when view creation fails
2018-08-10 02:15:51 +02:00
Philip Rebohle
5276a90195
[d3d11] Add format and resource type to D3D11_COMMON_RESOURCE_DESC
2018-08-10 02:15:30 +02:00
Philip Rebohle
f9e096e954
[d3d11] Validate buffer view format compatibility
...
Prevents the app from creating illegal buffer views.
2018-08-09 23:37:41 +02:00
Philip Rebohle
9373bab3e3
[d3d11] Validate image view format compatibility correctly
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Prevents the application from creating illegal image views.
2018-08-09 23:34:03 +02:00
Philip Rebohle
7e0a2a9165
[d3d11] Added GetBufferFormatFeatures and GetImageFormatFeatures helpers
2018-08-09 23:33:36 +02:00
Philip Rebohle
f586970c59
[d3d11] Validate buffer view bind flags
2018-08-09 22:04:03 +02:00
Philip Rebohle
b06eb4fe2a
[d3d11] Validate image view bind flags
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Since the bind flags of the texture may not always match the
image usage flags of the underlying Vulkan image, we should
use the latter to check whether a view can be created.
2018-08-09 21:58:58 +02:00
Philip Rebohle
cdc85a1238
[d3d11] Add GetImageUsageFlags and GetBufferUsageFlags helpers
2018-08-09 21:49:31 +02:00
Philip Rebohle
1a4b17d607
[d3d11] Use user config to determine the maximum feature level
2018-08-09 21:08:03 +02:00
Philip Rebohle
73c91138db
[d3d11] Allow creation of SRGB textures with D3D11_BIND_UNORDERED_ACCESS
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Should fix a crash in Call of Duty: Advanced Warfare.
2018-08-09 17:13:35 +02:00
Philip Rebohle
dc31be7118
[d3d11] Use global user config for D3D11 options
2018-08-07 14:59:09 +02:00
Philip Rebohle
3359b89166
[d3d11] Do not hold strong references to the ID3D11Resource in views
...
Emulates Windows behaviour more closely. Fixes refcount-related
error messages in Unreal Engine 4 (see #302 ), as well as a crash
in Yakuza 0 (see #533 ).
2018-08-05 21:31:13 +02:00
Philip Rebohle
ffc87faed0
[d3d11] Add private ref count helpers for ID3D11Resource
2018-08-05 21:31:13 +02:00
Philip Rebohle
c223e35608
[d3d11] Do not keep a strong reference to the swap chain back buffer
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Fixes crash in Yakuza 0 with fullscreen mode enabled. SEGA, please,
stop being lazy and learn to use reference counting correctly.
2018-08-05 21:31:13 +02:00
Philip Rebohle
871c96b130
[d3d11] Refactor Unordered Access View Creation
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Part 4 / 4 of the refactor.
2018-08-05 19:28:39 +02:00
Philip Rebohle
55203eb458
[d3d11] Refactor Shader Resource View Creation
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Part 3 / 4 of the refactor.
2018-08-05 19:20:12 +02:00
Philip Rebohle
1038bf2ef5
[d3d11] Refactor Render Target View Creation
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Part 2 / 4 of the refactor.
2018-08-05 19:07:53 +02:00
Philip Rebohle
0598982f35
[d3d11] Refactor Depth-Stencil View Creation
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Part 1 of 4 of a much needed refactor. Instead of translating
the structures in the D3D11Device class, we'll move the code
to the respective view classes in order to clean up.
2018-08-05 19:02:45 +02:00
Philip Rebohle
16315a39a0
[d3d11] Use new resource helper functions during view creation
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This simplifies things when both buffers and textures are allowed.
2018-08-05 18:56:42 +02:00
Philip Rebohle
b87f3f5155
[d3d11] Add common resource helper functions
2018-08-05 18:45:24 +02:00
Philip Rebohle
66e178756e
[d3d11] Introduce GetCommonBuffer helper
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Also update GetCommonTexture documentation.
2018-08-05 18:29:29 +02:00
Philip Rebohle
ace8e42213
[d3d11] Move BufferInfo struct into D3D11Buffer
2018-08-05 18:24:01 +02:00
Philip Rebohle
fe66e668e5
[dxvk] Implement native discardBuffer function in the backend
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This may be more efficient because it avoids renaming the buffer
in case it can be used without inserting additional barriers.
2018-08-03 11:28:00 +02:00
Philip Rebohle
fb88070888
[d3d11] Implement copy flags for CopySubresourceRegion1 / UpdateSubresource1
2018-08-03 11:22:26 +02:00
Philip Rebohle
3fee20dfec
[d3d11] Implement DiscardResource for buffers
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We don't suppor this for images, and we don't support DiscardView yet.
Buffers can be invalidated, which may in some cases be beneficial in
order to avoid synchronization on the GPU.
2018-08-03 11:10:40 +02:00
Philip Rebohle
8044ce6c7e
[d3d11] Refactor UAV counter buffer allocator
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- Fixes violation of the minStorageBufferOffsetAlignment limit
- Allows allocation of multiple counter buffers if necessary
2018-08-03 10:17:02 +02:00
Philip Rebohle
212bd56b93
[d3d11] Fix border color mapping for opaque white
2018-08-02 17:04:09 +02:00
Philip Rebohle
0ba00b3f59
[dxvk] Add extended device feature structure
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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
bf06654a83
[d3d11] Remove DXVK_SHADER_READ_PATH
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Broken, and won't work with ICB UBOs.
2018-07-30 20:29:05 +02:00
Philip Rebohle
bf912d0a5f
[d3d11] Create shader constant buffer if necessary
2018-07-30 20:29:05 +02:00
Philip Rebohle
c31e646921
[dxvk] Introduce concept of shader constants
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Large constant arrays should be moved to a uniform buffer instead
of being baked directly into the shader code.
2018-07-30 20:29:05 +02:00
Philip Rebohle
af5de8a8ef
[d3d11] Fix compiler warning
2018-07-30 20:27:18 +02:00
Philip Rebohle
7f0f7ac048
[d3d11] Refactor shader binding
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This way we can get rid of an unnecessary template and make future
extensions possible.
2018-07-30 19:37:19 +02:00
Philip Rebohle
adadf362a3
[d3d11] Optimize WaitForResource behaviour when resource is already idle
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We don't have to flush everything in this case, just flushing the current
CS chunk is enough to determine if the resource is in use by the GPU.
2018-07-23 16:08:01 +02:00
Philip Rebohle
662b6429a8
[d3d11] Refactor resource initialization
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In addition to moving the code to a separate class, this also
improves flushing behaviour by limiting the amount of memory
being initialized rather than the number of commands executed.
2018-07-23 15:21:17 +02:00
Mikhail Paulyshka
f38ee85a39
[build] Fix compilation on MSVC ( #505 )
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* [build] do not use shared_library/objects property with MSVC
* [util] use ./com/com_include.h instead of windef.h
It is required for Windows 10 SDK.
* [util] store thread procedure lambda in std::function
* [dxgi] fix annoying MSVC warning
warning C4099: 'IDXGIVkInteropDevice': type name first seen using 'class' now seen using 'struct'
2018-07-21 12:43:33 +02:00
Philip Rebohle
5fe4c4f610
[dxvk] Use VkImageViewUsageCreateInfoKHR when creating image views
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Must be used when view formats are used that do not support all
usage bits of the underlying image. Refs #504 .
2018-07-21 10:58:06 +02:00