Philip Rebohle
568aae8667
[dxvk] Use SPIR-V pass to swizzle FS outputs instead of spec constants
2022-07-17 17:06:42 +02:00
Philip Rebohle
c401167161
[dxvk] Introduce SPIR-V pass to inject render target swizzles
2022-07-17 17:06:40 +02:00
Leopard1907
48ac9b27e4
eveonline-dx12_workaround
...
Launcher probes feature level 12_1, if it fails to probe it DX12 option in launcher stays greyed out, doesn't let user enable DX12.
2022-07-17 13:51:40 +02:00
Philip Rebohle
d898eff3be
[dxvk] Don't remove private inpurs from interface list in SPIR-V 1.4+
...
And if we have to, exit after one iteration since otherwise our iterator
gets invalidated.
2022-07-17 03:57:05 +02:00
Philip Rebohle
ff39819086
[dxvk] Merge methods to bind a compute pipeline
...
There is no workload in practice where the same shader will be used
multiple times with different spec constants, so there is no good
reason to have two dirty flags or to split lookup and binding.
2022-07-17 00:09:30 +02:00
Philip Rebohle
a1c3df7750
[dxvk] Always pre-compile compute shaders
...
We didn't initially do this because the pipeline library code
unconditionally used pNext chains to pass shader code. However,
shader module creation has since been refactored, and now there
is no good reason not to compile compute shaders immediately.
Also fix the stat counter while we're at it.
2022-07-16 23:42:46 +02:00
Philip Rebohle
8747c0f105
[dxvk] Remove unused method from graphics pipeline code
2022-07-16 23:17:06 +02:00
Philip Rebohle
6e8598846d
[dxvk] Allow mutable commands to be recorded into CS chunks
2022-07-16 20:19:46 +02:00
Philip Rebohle
39dd25e972
[dxvk] Unconditionally call updateDynamicState
...
And optimize that instead. The previous check would always succeed anyway
since we'd set unused dynamic states to dirty, which is necessary for us
to update that state once it's actually used by a pipeline.
2022-07-16 14:47:54 +02:00
Philip Rebohle
dadc1bc8ff
[dxvk] Add dirty tracking for dynamic depth-stencil state
...
Significantly reduces the number of API calls and potentially
context rolls when switching between different base pipelines.
2022-07-16 13:27:55 +02:00
Philip Rebohle
2fabc90f46
[dxvk] Add fast path for rasterizer state comparison
2022-07-16 13:21:58 +02:00
Philip Rebohle
e2340d7224
[dxvk] Fix dual-source blending with multiple bound render targets
...
We can't write to more than one render target, so zero out the write
mask. Also, normalize blend state for disabled render targets for
good measure.
2022-07-15 23:51:04 +02:00
Philip Rebohle
9e7b93b55b
[dxvk] Fix infinite recursion caused by rebase derp
2022-07-15 19:32:03 +02:00
Philip Rebohle
661a8cd258
[dxvk] Be consistent about enabling dynamic blend constants
2022-07-15 17:25:39 +02:00
Philip Rebohle
46a596dd84
[dxvk] Normalize vertex input state using vertex shader input mask
...
Filters out unused bindings and attributes when creating Vulkan pipelines.
2022-07-15 17:25:39 +02:00
Philip Rebohle
2fee959515
[dxvk] Bump state cache format to v15
2022-07-15 17:25:39 +02:00
Philip Rebohle
35fad0aa6c
[dxvk] Use dynamic vertex strides whenever possible
...
May reduce the number of pipeline permutations, as well as the overhead
of the bindVertexBuffer call.
2022-07-15 17:25:39 +02:00
Philip Rebohle
fc525d5b70
[dxvk] Optimize format lookup for simple formats
2022-07-15 17:25:34 +02:00
Philip Rebohle
cdf22a4086
[dxvk] Rename imageFormatInfo -> lookupFormatInfo
2022-07-15 17:25:13 +02:00
Philip Rebohle
5c4b44c97c
[dxvk] Correctly detect viewport index or layer exports in DxvkShader
2022-07-15 16:12:03 +02:00
Philip Rebohle
c3af42356f
[dxbc] Enable SPIR-V 1.6
2022-07-15 16:10:16 +02:00
Philip Rebohle
e5c45d4ce0
[dxbc] Use StorageBuffer storage class instead of BufferBlock
2022-07-15 16:10:16 +02:00
Philip Rebohle
320534cb34
[spirv] Automatically track interface variables
2022-07-15 16:10:16 +02:00
Philip Rebohle
686df3ec1b
[dxvk] Don't set scissor and viewport count for meta pipelines
...
Oversight from when we changed these to be unconditionally dynamic.
Fixes a bunch of validation errors.
2022-07-15 16:07:31 +02:00
Philip Rebohle
b59571ab22
[dxvk] Explicitly initialize null descriptor structs
...
There's a weird rule that requires null buffer descriptors to specify
VK_WHOLE_SIZE. Silences a bunch of validation errors in God of War.
2022-07-15 15:59:54 +02:00
Philip Rebohle
0f6ba59f16
[dxvk] Normalize dynamic depth-stencil state based on bound attachment
...
We already do the same for monolothic pipelines. SpellForce 3 tries
to write depth with a read-only layout, which is a bad idea.
2022-07-14 22:25:59 +02:00
Philip Rebohle
b00d7f35f5
[dxvk] Mark more pipeline state as dynamic for base pipelines
...
Otherwise we might never set depth bias and friends.
2022-07-14 21:51:57 +02:00
Philip Rebohle
70a71237cf
[dxvk] Always initialize dynamic depth/stencil state
...
Spec says we must set any dynamic state before making a draw call, there
doesn't seem to be an exception if we don't enable depth or stencil tests.
2022-07-14 21:45:22 +02:00
Philip Rebohle
0b59af996a
[dxvk] Use dynamic depth bias enable for base pipelines
...
This is always supported in Vulkan 1.3.
2022-07-14 21:35:28 +02:00
Philip Rebohle
d6d7d5137b
[dxvk] Drop VK_EXT_4444_formats
...
These formats are core in Vulkan 1.3 and all relevant drivers support them.
2022-07-14 21:21:34 +02:00
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
13425eb39b
[dxvk] Replace VK_EXT_pipeline_creation_cache_control with core feature
2022-07-14 21:21:34 +02:00
Philip Rebohle
7677db3371
[dxvk] Replace VK_EXT_extended_dynamic_state with core feature
2022-07-14 21:21:34 +02:00
Philip Rebohle
3cfc3e7714
[dxvk] Replace VK_KHR_dynamic_rendering with core feature
2022-07-14 21:21:34 +02:00
Philip Rebohle
e79a2e8dfa
[dxvk] Enable Vulkan 1.3 feature structs
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
223a4fd186
[d3d9] Always assume RADV has fast mulz support
...
All supported Mesa version support this.
2022-07-14 21:21:34 +02:00
Philip Rebohle
81b89cf31d
[dxvk] Simplify Nvidia HVV workaround
...
We no longer support 465 series drivers, so the check was obsolete.
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
000e3cb960
[dxvk] Replace VK_KHR_image_format_list with core feature
2022-07-14 21:21:34 +02:00
Philip Rebohle
956f293a69
[dxvk] Replace VK_KHR_depth_stencil_resolve with core feature
2022-07-14 21:21:34 +02:00
Philip Rebohle
b701dd497f
[dxvk] Drop VK_KHR_create_renderpass2
2022-07-14 21:21:34 +02:00
Philip Rebohle
d657a526ae
[dxvk] Replace VK_EXT_shader_viewport_index_layer with core features
...
And enable them optionally in the backend, since we use this for meta
operations.
2022-07-14 21:21:34 +02:00
Philip Rebohle
afdaba6caf
[dxvk] Replace VK_KHR_buffer_device_address with core feature
2022-07-14 21:21:34 +02:00
Philip Rebohle
0b47297b7d
[dxvk] Replace VK_EXT_host_query_reset with core feature
...
And make it a hard requirement in the backend. We no longer support
the old fallback path for queries anyway.
2022-07-14 21:21:34 +02:00
Philip Rebohle
f07ba07ad8
[dxvk] Replace VK_KHR_draw_indirect_count with core feature
...
And enable it optionally in the backend, since we provide the functionality.
2022-07-14 21:21:34 +02:00
Philip Rebohle
eee4ac1e91
[dxvk] Replace VK_KHR_sampler_mirror_clamp_to_edge with core features
...
And make it a hard requirement. We're not checking for feature support
anyway and all relevant drivers support this feature anyway.
2022-07-14 21:21:34 +02:00
Philip Rebohle
73f313f904
[dxvk] Enable Vulkan 1.2 feature structs
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
fd15795a0b
[dxvk] Require Vulkan 1.3 adapter
2022-07-14 21:21:34 +02:00
Philip Rebohle
6ac5ca3bff
[d3d9] Use existing staging buffer implementation for managed uploads
2022-07-14 18:22:23 +02:00
Philip Rebohle
f07a6e160c
[d3d9] Rework UP buffer allocation
2022-07-14 18:22:23 +02:00
Joshua Ashton
e884413c49
[dxvk] Don't synchronize device if going for DLL shutdown
...
All our other threads have been destroyed and we can no longer synchronize with them properly.
Co-authored-by: Paul Gofman <pgofman@codeweavers.com>
2022-07-14 17:04:52 +02:00
Georg Lehmann
5ae5476d71
[d3d9] Make reported sample counts consistent with DecodeMultiSampleType behavior.
2022-07-14 15:32:42 +01:00
Philip Rebohle
9e110cd3e5
[d3d9] Fix up unsupported sample counts
2022-07-14 14:58:58 +01:00
Philip Rebohle
74a8bfb774
[d3d9] Remove CreateConstantBuffer method
2022-07-14 15:55:08 +02:00
Philip Rebohle
4635c72e95
[d3d9] Use generic constant buffers for SWVP
2022-07-14 15:55:08 +02:00
Philip Rebohle
08c3c45853
[d3d9] Use generic constant buffer implementation
2022-07-14 15:55:08 +02:00
Philip Rebohle
e8d5ce94ea
[d3d9] Introduce D3D9ConstantBuffer
2022-07-14 15:55:08 +02:00
Philip Rebohle
bcd2be0698
[d3d11] Fix subtle bug in constant buffer rebinding
...
Previously, if the app called SetConstantBuffers1 with a non-zero
offset and a full UBO range, and then SetConstantBuffers with the
same buffer, we would not rebind that buffer at offset zero.
2022-07-14 15:14:25 +02:00
Philip Rebohle
aef2eb14df
[dxvk] Use BindConstantBufferRange for SetConstantBuffers1 if possible
...
Reduces ref counting overhead in the few games that use this.
2022-07-14 15:14:21 +02:00
Philip Rebohle
ce3eae59a9
[dxvk] Introduce bindResourceBufferRange
2022-07-14 14:56:13 +02:00
Philip Rebohle
57445227ac
[d3d11] Fix render target validation (again)
...
This behaviour is rather obscure and undocumented, but testing shows
that DSV <-> RTV mismatches are allowed under some circumstances.
Fixes #2555 .
2022-07-14 12:39:14 +02:00
Robin Kertels
ce48b57f94
[d3d9] Allow POOL_SCRATCH targets in GetFrontBufferData
2022-07-13 14:01:12 +02:00
Blisto91
64d2260656
[d3d9] add D3DFMT_UNKNOWN to windowed BackBufferFormat
2022-07-13 13:03:05 +02:00
Philip Rebohle
95995041b0
[d3d9] Explicitly check for Unknown in CheckDeviceFormatConversion
2022-07-13 12:35:33 +02:00
Robin Kertels
10b174b52c
[d3d9] Fix barriers with staging buffers
2022-07-12 21:16:32 +01:00
Philip Rebohle
bd68f05c9b
[dxvk] Make emitRenderTargetReadbackBarrier more generic
...
And also remove the redundant pipeline barrier.
2022-07-12 17:29:11 +02:00
Philip Rebohle
5ff6f3a2ca
[dxvk] Fix graphics UAV barriers
...
We broke this when replacing gfxBarriers with execBarriers,
since starting a render pass instance clears queued up barriers.
2022-07-12 14:26:52 +02:00
Philip Rebohle
59475fb053
[dxvk] Remove cull mode and front face from pipeline state
...
And bump state cache version to v14.
2022-07-12 12:07:25 +02:00
Philip Rebohle
d3c8d21047
[dxvk] Make cull mode and front face dynamic state
2022-07-12 12:03:05 +02:00
Philip Rebohle
18d4a87333
[dxvk] Add pipeline flag for rasterizer discard
2022-07-12 11:42:24 +02:00
Philip Rebohle
77891d71db
[d3d11] Fix unused variable warning
2022-07-12 11:39:56 +02:00
Philip Rebohle
f99a833f51
[d3d11] Remove d3d11.constantBufferRangeCheck option
2022-07-12 02:11:39 +02:00
Philip Rebohle
e8f48c71ab
[dxvk] Always enable robustBufferAccess2 feature
...
And respect the required alignments when creating buffers.
2022-07-12 02:11:32 +02:00
Philip Rebohle
6f5ae58ccc
[dxvk] Remove dummy resources that are no longer needed
2022-07-12 01:54:22 +02:00
Philip Rebohle
6482898167
[dxvk] Mark VK_KHR_create_renderpass_2 as required
...
Dependency of VK_KHR_dynamic_rendering.
2022-07-12 00:54:24 +02:00
Philip Rebohle
379c2e545e
[util] Work around silly compiler warnings on GCC 12.1
...
No, we're not actually reading 64 bytes from a 1-byte area.
2022-07-11 19:24:09 +02:00
Philip Rebohle
52038b2f83
[dxvk] Ignore state cache for pipelines that can be fast linked
2022-07-11 16:23:14 +02:00
Philip Rebohle
ca52c5a67f
[dxvk] Don't read or create state cache file if state cache is disabled
2022-07-11 01:19:09 +02:00
Philip Rebohle
00cfee9d17
[d3d11] Ignore OMSetRenderTargets calls with incompatible view sizes
...
Fixes #2701 .
2022-07-10 15:17:00 +02:00
Matej Dian
1b89394aa0
[util] Enable cached dynamic resources for DayZ ( #2709 )
2022-07-09 15:51:04 +02:00
Philip Rebohle
2832083fe5
[dxvk] Properly log pipeline state on error
2022-07-09 13:53:20 +02:00
Philip Rebohle
c6168179bd
[dxvk] Re-add render target format validation
...
This was lost during the state cache and render target state rework.
2022-07-09 13:44:52 +02:00
Philip Rebohle
021aff1fc0
[dxvk] Support fomatting more Vulkan enum names
2022-07-09 13:41:07 +02:00
Philip Rebohle
02aa1736f5
[dxvk] Try to create cached optimized pipeline whenever possible
2022-07-09 13:41:07 +02:00
Philip Rebohle
df1908f7bf
[dxvk] Support creating shader stage infos with module identifiers
2022-07-09 13:41:07 +02:00
Philip Rebohle
52cc0a366e
[dxvk] Query shader module identifiers from shader pipeline libraries
2022-07-09 13:41:07 +02:00
Philip Rebohle
331c790592
[dxvk] Enable VK_EXT_shader_module_identifier if supported
2022-07-09 13:41:07 +02:00
Philip Rebohle
04545ab00a
[dxvk] Enable VK_EXT_pipeline_creation_cache_control if supported
2022-07-09 13:41:07 +02:00
Philip Rebohle
f4fd8c6c65
[dxvk] Remove in-memory pipeline cache
...
Doesn't really do much and only prevents Nvidia's disk cache
from working on 515.49.06 drivers.
2022-07-09 13:41:07 +02:00
Philip Rebohle
645886db8d
[hud] Display pipeline library count in HUD
2022-07-09 13:41:07 +02:00
Philip Rebohle
3552983084
[dxvk] Add stat counter for pipeline libraries
2022-07-09 13:41:07 +02:00
Philip Rebohle
4535fdc336
[dxvk] Pass pipeline manager to pipeline library constructor
2022-07-09 13:41:07 +02:00
Philip Rebohle
498444f1a8
[dxvk] Reuse linked base pipelines if possible
...
No reason to create identical pipelines multiple times.
2022-07-09 13:41:07 +02:00
Philip Rebohle
5562ff4472
[dxvk] Remove pipeline compile timing
...
Meaningless now.
2022-07-09 13:41:07 +02:00
Philip Rebohle
5d340e48b4
[dxvk] Improve pipeline state logging
2022-07-09 13:41:07 +02:00
Philip Rebohle
5e1569593a
[dxvk] Create full pipeline layout with INDEPENDENT_SETS_BIT
...
And use it to link pipelines as well as descriptor binding.
Should fix issues related to descriptors.
2022-07-09 13:41:07 +02:00
Philip Rebohle
b51d7a3cc0
[dxvk] Update descriptor sets after binding pipeline
2022-07-09 13:41:07 +02:00
Philip Rebohle
6256ab2a19
[dxvk] Use pipeline libraries to link base pipelines if possible
2022-07-09 13:41:07 +02:00
Philip Rebohle
7f9a04fd59
[dxvk] Don't keep pipeline locked when building optimized variant
...
Only lock when creating base variant, otherwise we'll have stutter.
2022-07-09 01:53:52 +02:00
Philip Rebohle
cc1575e8b7
[dxvk] Compile optimized graphics pipelines on worker threads if necessary
2022-07-09 01:53:52 +02:00
Philip Rebohle
b50ed2ceca
[dxvk] Deal with multiple pipeline handles for graphics pipeline instances
...
Also make the handles atomic since worker threads may access them when
compiling optimized pipeline variants.
2022-07-09 01:53:51 +02:00
Philip Rebohle
90454438b2
[dxvk] Introduce distinction between base and optimized pipelines
...
We need to know what kind of pipeline we're binding in order to apply
the correct dynamic state.
2022-07-09 01:53:51 +02:00
Philip Rebohle
e01ffc02a8
[dxvk] Add more dynamic state to DxvkCommandList
2022-07-09 01:53:51 +02:00
Philip Rebohle
a683ecd525
[dxvk] Create pipeline library for null shader
2022-07-09 01:53:51 +02:00
Philip Rebohle
a0d1ef7f61
[dxvk] Handle null shader in DxvkShaderPipelineLibrary
2022-07-09 01:53:51 +02:00
Philip Rebohle
2cb9ceba1d
[dxvk] Simplify pipeline instance data
2022-07-09 01:53:51 +02:00
Philip Rebohle
a72bf02374
[dxvk] Pass VS and FS libraries to graphics pipelines
2022-07-09 01:53:51 +02:00
Philip Rebohle
cb56e16a4b
[dxvk] Use precompiled compute pipelines whenever possible
2022-07-09 01:53:51 +02:00
Philip Rebohle
6265b5b809
[dxvk] Use new shader stage info objects in DxvkShaderPipelineLibrary
...
Avoids crashing on drivers which do not support NULL modules for compute
pipelines and just reduces the amount of code by a small amount.
2022-07-09 01:53:51 +02:00
Philip Rebohle
e6470b6d10
[dxvk] Rework DxvkShaderModule into DxvkShaderStageInfo
...
Separates the whole thing from DxvkShader instances so that we
can use this in other places too. Only creates a shader module
if necessary for the given pipeline or device.
2022-07-09 01:53:51 +02:00
Philip Rebohle
5019ce4b9c
[dxvk] Compile pipeline libraries in registerShader if supported
2022-07-09 01:53:51 +02:00
Philip Rebohle
a49333cd87
[dxvk] Add pass to check whether a shader has spec constants
...
Pipeline libraries cannot be used for shaders with user spec constants.
2022-07-09 01:53:51 +02:00
Philip Rebohle
a6b0783a51
[dxvk] Add config option for graphics pipeline library enablement
2022-07-09 01:53:51 +02:00
Philip Rebohle
06c084616f
[dxvk] Clean up graphics and compute pipeline constructors
2022-07-09 01:53:51 +02:00
Philip Rebohle
f2f1f86500
[dxvk] Use new worker thread system in state cache
2022-07-09 01:53:51 +02:00
Philip Rebohle
02e6a212bb
[dxvk] Introduce new pipeline manager worker thread system
2022-07-09 01:53:51 +02:00
Philip Rebohle
1c573a7fd5
[dxvk] Rework state cache object creation
2022-07-09 01:53:51 +02:00
Philip Rebohle
8b645f8563
[dxvk] Rework DxvkPipelineCache
2022-07-09 01:53:51 +02:00
Philip Rebohle
dbcd0333d9
[dxvk] Implement shader-based pipeline libraries
2022-07-09 01:53:51 +02:00
Philip Rebohle
30c25ee1f0
[dxvk] Add way to create partial pipeline layouts
2022-07-09 01:53:51 +02:00
Philip Rebohle
3b10efbc30
[dxvk] Implement fragment output pipeline libraries
2022-07-09 01:53:51 +02:00
Philip Rebohle
578c136239
[dxvk] Implement vertex input pipeline libraries
2022-07-09 01:53:51 +02:00
Philip Rebohle
47ac5f49cb
[dxvk] Factor out fragment shader state setup
2022-07-09 01:53:51 +02:00
Philip Rebohle
33067f2a23
[dxvk] Factor out pre-rasterization state setup
2022-07-09 01:53:51 +02:00
Philip Rebohle
08e0e4181b
[dxvk] Factor out fragment output state setup
2022-07-09 01:53:51 +02:00
Philip Rebohle
1e56f2b7a0
[dxvk] Factor out vertex input state setup
2022-07-09 01:53:51 +02:00
Philip Rebohle
6c756c2dbe
[dxvk] Add check whether graphics pipeline libraries can be used
2022-07-09 01:53:51 +02:00
Philip Rebohle
d6afe36592
[dxvk] Enable VK_EXT_graphics_pipeline_library if supported
2022-07-09 01:53:51 +02:00
Joshua Ashton
2bd062f9d6
[util] Implement LUID helpers for non-Windows platforms Initial commit
2022-07-09 01:14:18 +02:00
Blisto91
3733590756
[util] disable allowDoNotWait for Port Royale 3 ( #2668 )
2022-07-09 01:00:21 +02:00
Philip Rebohle
21ca9b91d0
[dxvk] Mark VK_EXT_extended_dynamic_state as required
...
The device feature is already required anyway.
2022-07-08 23:44:05 +02:00
Philip Rebohle
fcadaec129
[dxvk] Store clear values inside render pass ops
...
The previous model was designed around vkCmdBeginRenderPass, which was
somewhat clunky regarding attachment clears. This is no longer needed.
2022-07-07 16:16:51 +02:00
Philip Rebohle
d71e85785c
[dxvk] Drop barrier before renderPassBindFramebuffer
...
Not necessary since that function emits barriers anyway.
2022-07-07 16:16:51 +02:00
Philip Rebohle
0c5773dbb9
[dxvk] Emit smarter post-renderpass barriers
...
Allows folding the old post-renderpass barrier into the same pipeline
barrier call as layout transitions from prepareImage or from starting
another render pass, thus reducing the overall number of pipeline
barriers. Also no longer uses VK_PIPELINE_STAGE_ALL_COMMANDS_BIT.
2022-07-07 16:16:50 +02:00
Philip Rebohle
67d35ecc8d
[dxvk] Introduce DxvkGlobalPipelineBarrier
2022-07-07 16:16:50 +02:00
Philip Rebohle
95f7aae3e6
[dxvk] Remove viewport state from graphics pipelines
...
And bump state cache version to v13.
2022-07-07 16:16:50 +02:00
Philip Rebohle
4b82a05e05
[dxvk] Enable and use dynamic viewport and scissor rect count
2022-07-07 16:16:50 +02:00
Philip Rebohle
b34421b055
[dxvk] Always enable extendedDynamicState feature
2022-07-07 16:16:50 +02:00
Philip Rebohle
f19607c11e
[dxvk] Use dynamic rendering directly for partial image view clears
2022-07-07 16:16:50 +02:00
Philip Rebohle
f57a6d485b
[dxvk] Use dynamic rendering directly for render target clears
2022-07-07 16:16:50 +02:00
Philip Rebohle
605fef10b4
[dxvk] Fix render target readback barrier
...
Dynamic rendering does not allow barriers within a render
pass instance, so we have to actually stop rendering.
2022-07-07 16:16:50 +02:00
Philip Rebohle
e8f3d9b040
[dxvk] Remove render pass and framebuffer objects
2022-07-07 16:16:50 +02:00
Philip Rebohle
e3a63d4faa
[dxvk] Bump state cache version to v12
...
And remove its reliance on the old render pass format struct.
2022-07-07 16:16:50 +02:00
Philip Rebohle
39a2b1cb7a
[dxvk] Remove support for state cache versions older than v8
...
We could technically keep supporting this with Dynamic Rendering, but
it's a huge amount of work and there's no good reason to do so.
2022-07-07 16:16:50 +02:00
Philip Rebohle
343eba693d
[dxvk] Use dynamic rendering for regular graphics pipelines
...
For now, just do whatever we were previously doing for render passes,
but explicitly.
2022-07-07 16:16:50 +02:00
Philip Rebohle
5b6a598ed6
[dxvk] Use dynamic rendering for resolve operations
2022-07-07 16:16:50 +02:00
Philip Rebohle
96e102beff
[dxvk] Use dynamic rendering for copies
...
Significantly reworks framebuffer copies as well. We'll no longer
create dummy samplers to work around glslang versions not supporting
texture descriptors without samplers, and copyImageFb was cleaned
up to factor out the part where a temporary image is created.
2022-07-07 16:16:50 +02:00
Philip Rebohle
a450c88c72
[dxvk] Use dynamic rendering for blits and mip generation
2022-07-07 16:16:50 +02:00
Philip Rebohle
d5cc50f73f
[dxvk] Add dynamic rendering commands to DxvkCommandList
2022-07-07 16:16:50 +02:00
Philip Rebohle
38cf16a5be
[dxvk] Enable and require VK_KHR_dynamic_rendering
2022-07-07 16:16:44 +02:00
Trevonn
4a0a9d6286
[util] Limit Dead Space to 60fps and fix vsync
...
https://www.pcgamingwiki.com/wiki/Dead_Space#Issues_fixed
The game has mouse acceleration and physics issues above 60 FPS.
Also the game locks to 30 FPS using the built-in vsync.
Setting presentInterval to 1 blocks this and the game continues to run at 60 FPS
2022-07-07 14:19:20 +01:00
Georg Lehmann
913129d3b6
[d3d9] Add an config option to disable non seamless cube maps.
2022-07-07 14:18:49 +01:00
Georg Lehmann
cd8e2360f4
[d3d9] Use non seamless samplers if supported.
2022-07-07 14:18:49 +01:00
Georg Lehmann
0015a34498
[dxvk] Enable VK_EXT_non_seamless_cube_map if requested.
2022-07-07 14:18:49 +01:00
Georg Lehmann
f2b1805d7e
[dxvk] Allow non seamless samplers.
2022-07-07 14:18:49 +01:00
WinterSnowfall
03ac577577
[util] Add workaround to fix missing sun & light shafts in Beyond Good And Evil
2022-07-07 14:17:52 +01:00
Philip Rebohle
593c6e3fe8
[dxvk] Remove spec constant ID mapping from pipeline layouts
...
No longer needed.
2022-07-05 13:03:18 +02:00
Philip Rebohle
8d413e2d09
[dxvk] Fix opening state cache files for writing
...
operator bool() only checks if errors have occured in previous writes,
so we'd be missing out on the first cache entry written.
2022-07-03 15:38:42 +02:00
Philip Rebohle
7c4d602863
[dxvk] Change spec constant IDs
...
We no longer support per-resource spec constants, so there is no good
reason not to use a 1:1 mapping for user-defined constants.
2022-07-03 13:41:06 +02:00
Philip Rebohle
2e73e46799
[dxvk] Do not remap spec constant IDs when compiling shaders
...
No longer needed since we don't emit per-binding constants anymore.
2022-07-03 13:41:06 +02:00
Philip Rebohle
a637134c56
[d3d11,dxbc] Use push constant instead of spec constant for rasterizer sample count
2022-07-03 13:41:06 +02:00
Philip Rebohle
87e2d70448
[dxbc] Remove bound spec constants from shader code
2022-07-03 13:41:06 +02:00
Philip Rebohle
8abb5ffc77
[dxvk] Remove binding mask from pipeline state
2022-07-03 13:41:06 +02:00
Philip Rebohle
54eaa444a2
[dxvk] Use null descriptors for unbound resources
2022-07-03 13:41:06 +02:00
Philip Rebohle
3349f2d80e
[dxvk] Use custom spec constant for swap chain blitter
2022-07-03 13:41:06 +02:00
Philip Rebohle
185331df9c
[d3d11] Don't use spec constants for video blitter
...
Store required info in the UBO instead.
2022-07-03 13:41:06 +02:00
Philip Rebohle
c7afe0dd23
[dxso] Use new bit mask spec constant to determine whether textures are bound
2022-07-03 13:41:06 +02:00
Philip Rebohle
735e741681
[d3d9] Add spec constant for null samplers
...
And rework the way spec constants are updated.
2022-07-03 13:41:06 +02:00
Philip Rebohle
186dc29384
[d3d9] Remove bound spec constants from fixed-function shaders
...
Texture stages are disabled anyway when textures are unbound,
so we will never hit the unbound case.
2022-07-03 13:41:06 +02:00
Philip Rebohle
8f03c3a419
[dxvk] Don't check binding mask when processing barriers
2022-07-03 13:41:06 +02:00
Philip Rebohle
2e7e9eac7a
[dxvk] Require EXT_robustness2 and the null descriptor feature
2022-07-03 13:41:03 +02:00
Blisto91
f95f541852
[util] Limit Bionic Commando to 60fps ( #2685 )
2022-07-02 16:51:04 +02:00
Blisto91
98dcd722ea
[util] Add workaround for Garden Warfare 2 ( #2700 )
2022-07-02 16:50:12 +02:00
Philip Rebohle
e406484b84
[d3d9] Don't use VK_RESOLVE_MODE_AVERAGE_BIT_KHR for stencil resolves
...
Doesn't work, always write sample zero instead.
2022-07-02 16:48:10 +02:00
Philip Rebohle
76ba03398d
[d3d9,dxso] Fix push constant validation errors
...
Derp.
2022-07-01 18:06:47 +02:00
Philip Rebohle
e81094533b
[dxvk] Fix gamma texture bind point
2022-06-30 20:49:43 +02:00
Philip Rebohle
1296890083
[dxvk] Remove error logging from updateResourceBindings
...
It's not super useful to emit log messages in the hottest code path, and
for some reason GCC compiles some stringstream initialization code into
those parts of the function that are unconditionally executed.
2022-06-28 14:35:58 +02:00
Philip Rebohle
0e38b11569
[dxvk] Rework DxvkResource lifetime tracking
...
Reduces the number of atomic operations required for lifetime tracking by
using a single 64-bit integer for usage tracking and reference counting.
2022-06-28 14:35:58 +02:00
Philip Rebohle
8d1d3d66e0
[dxvk] Optimize descriptor set binding further
2022-06-28 14:35:58 +02:00
Philip Rebohle
db07861518
[dxvk] Remove old pipeline layout implementation
2022-06-28 14:35:58 +02:00
Philip Rebohle
c67481b904
[hud] Add HUD item for descriptor stats
2022-06-28 14:35:58 +02:00
Philip Rebohle
d4a3b823a2
[dxvk] Add stat counters for descriptor sets and pools
2022-06-28 14:35:58 +02:00
Philip Rebohle
758ba5a80d
[dxvk] Inline all frequently-used binding methods
2022-06-28 14:35:58 +02:00
Philip Rebohle
d4d87123b4
[dxvk] Add safety mechanism to submit large descriptor pools
2022-06-28 14:35:58 +02:00
Philip Rebohle
cfc06405d2
[dxvk] Recycle Vulkan descriptor pools as well
...
Reduces the number of expensive reallocations when large descriptor
pools get reset and repopulated.
2022-06-28 14:35:58 +02:00
Philip Rebohle
eea5c9f0da
[dxvk] Rename new descriptor pool implementation to DxvkDescriptorPool
2022-06-28 14:35:58 +02:00
Philip Rebohle
6aeed40af2
[dxvk] Remove old descriptor pool implementation
2022-06-28 14:35:58 +02:00
Philip Rebohle
af418dcffd
[dxvk] Fix pipeline invalidation
...
We need to update descriptors and other graphics state when changing
between compute and graphics. This happened to work by chance since
any real-world app binds a new set of shaders around mode switches
anyway, but it could theoretically happen that we wouldn't update
descriptor sets on the first draw after a dispatch.
2022-06-28 14:35:58 +02:00
Philip Rebohle
a27448bc76
[dxvk] Bind consecutive descriptor sets in one go
...
Most of the time we'll be able to bind all sets in one iteration. Binding
sets is expected to be cheap in the driver, but we should avoid unnecessary
function call overhead for this frequently called function.
2022-06-28 14:35:58 +02:00
Philip Rebohle
e2b7522034
[dxvk] Use persistent descriptor pool for regular descriptor sets
2022-06-28 14:35:57 +02:00
Philip Rebohle
f4e9b76515
[dxvk] Add descriptor pool tracking to command list
2022-06-28 14:35:57 +02:00
Philip Rebohle
9b0b1edf74
[dxvk] Introduce persistent descriptor pool
2022-06-28 14:35:57 +02:00
Philip Rebohle
7e42939a4a
[d3d11] Call endFrame at the end of each frame
2022-06-28 14:35:57 +02:00
Philip Rebohle
acf70501d2
[d3d9] Call endFrame at the end of each frame
2022-06-28 14:35:57 +02:00
Philip Rebohle
5610b3a742
[dxvk] Introduce endFrame method
2022-06-28 14:35:57 +02:00
Philip Rebohle
ab0c15ea54
[dxvk] Introduce DxvkContextType
2022-06-28 14:35:57 +02:00
Philip Rebohle
8dde72da06
[dxvk] Do not allocate descriptor set space for dynamic UBOs
2022-06-28 14:35:57 +02:00
Philip Rebohle
f34d1c886a
[dxvk] Only use descriptor update templates in 32-bit builds
2022-06-28 14:35:57 +02:00
Philip Rebohle
15cf130369
[dxvk] Optimize descriptor set binding further
2022-06-28 14:35:57 +02:00
Philip Rebohle
f9e6d8e23a
[dxvk] Remove old resource update code
2022-06-28 14:35:57 +02:00
Philip Rebohle
219853aa9f
[dxvk] Rework dirty descriptor state tracking
2022-06-28 14:35:57 +02:00
Philip Rebohle
db85de8c91
[dxvk] Add method to query shader stages that can access a buffer
2022-06-28 14:35:45 +02:00
Philip Rebohle
893183a7cc
[dxvk] Remove old pipeline layout from pipeline objects
2022-06-28 14:34:09 +02:00
Philip Rebohle
9be454fd3e
[dxvk] Use new pipeline layout for barrier tracking and other things
2022-06-28 14:34:07 +02:00
Philip Rebohle
d5e53d3271
[dxvk] Add resource binding code using new pipeline layouts
2022-06-28 14:32:31 +02:00
Philip Rebohle
ef55a7c2a0
[dxvk] Add method to create shader module using new binding layout
2022-06-28 14:32:31 +02:00
Philip Rebohle
d65ceb82cf
[dxvk] Rework binding ID patching
2022-06-28 14:32:31 +02:00
Philip Rebohle
955e0cca62
[dxvk] Use native integer size for DxvkBindingSet
...
May make things a tad faster in 64-bit applications.
2022-06-28 14:32:31 +02:00
Philip Rebohle
16eba45987
[dxvk] Implement 64-bit tzcnt
2022-06-28 14:32:31 +02:00
Philip Rebohle
038ee0416d
[dxvk] Add setRange method to DxvkBindingSet
2022-06-28 14:32:31 +02:00
Philip Rebohle
ec5ea71174
[dxvk] Store and create pipeline layout objects in pipeline manager
...
This should help avoid a lot of duplication.
2022-06-28 14:32:31 +02:00
Philip Rebohle
79ecd4e94a
[dxbc] Pass new binding info struct to shaders
2022-06-28 14:32:31 +02:00
Philip Rebohle
cb57c2f7fb
[d3d11] Pass new binding info struct to video processor shader
2022-06-28 14:32:31 +02:00
Philip Rebohle
e795f3f33a
[dxso] Pass new binding info struct to shaders
2022-06-28 14:32:31 +02:00
Philip Rebohle
ecbada30f5
[d3d9] Pass new binding info struct to fixed-function shaders
2022-06-28 14:32:31 +02:00
Philip Rebohle
5edd8e92a8
[d3d9] Pass new binding info struct to various helper shaders
2022-06-28 14:32:31 +02:00
Philip Rebohle
7b8b50bca6
[hud] Pass new shader binding info struct to HUD shaders
2022-06-28 14:32:31 +02:00
Philip Rebohle
89dadc8453
[dxvk] Pass new shader binding info struct to swapchain blit shaders
2022-06-28 14:32:31 +02:00
Philip Rebohle
70a95d9085
[dxvk] Add DxvkBindingLayout to DxvkShader class
...
Supposed to replace the old descriptor model eventually.
2022-06-28 14:32:31 +02:00
Philip Rebohle
53519e2bd5
[dxvk] Remove old resource binding methods
2022-06-28 14:32:30 +02:00
Philip Rebohle
4cc559d690
[d3d9] Pass shader stage when binding shader resources
2022-06-28 14:32:30 +02:00
Philip Rebohle
0fb1227792
[d3d9] Pass shader stage when binding format conversion resources
2022-06-28 14:32:30 +02:00
Philip Rebohle
d05864cbcb
[d3d11] Pass shader stage for binding video processor resources
2022-06-28 14:32:30 +02:00
Philip Rebohle
a1bbc77c04
[d3d11] Pass shader stage for binding resources in context methods
2022-06-28 14:32:30 +02:00
Philip Rebohle
ce0a2f08f0
[hud] Pass shader stage when binding HUD shader resources
2022-06-28 14:32:30 +02:00
Philip Rebohle
fe03327ecd
[dxvk] Pass shader stage when binding HUD resources
2022-06-28 14:32:30 +02:00
Philip Rebohle
10eabb34da
[dxvk] Add shader stage parameter to binding methods
2022-06-28 14:32:30 +02:00
Philip Rebohle
3751edbe0c
[dxvk] Introduce DxvkBindingLayout and related classes
...
This is intended to replace the legacy DxvkPipelineLayout, and can support
multiple descriptor sets.
2022-06-28 14:32:30 +02:00
Philip Rebohle
67d03aabd0
[dxvk] Make recycler a ring buffer
...
Ensures that recycled objects actually get reused soon. Somewhat
important for memory efficiency in descriptor pools.
2022-06-28 14:32:30 +02:00
Philip Rebohle
384a665700
[dxvk] Optimize util::pipelineStages
2022-06-28 14:31:52 +02:00
Justin Kim
972de7c9fb
converting flags from VkShaderStageFlags to VkPipelineStageFlags in commitGraphicsBarriers ( #2696 )
2022-06-28 13:09:14 +02:00
Federico Dossena
dee36be20d
Added config for A Way Out ( #2694 )
2022-06-25 11:17:42 +02:00
pchome
27163a6a29
[util] Fix built-in config options loging
2022-06-22 18:21:31 +02:00
Blisto91
661f8b5b56
[util] Add Forged Alliance Forever to Supreme Commander
2022-06-20 11:59:40 +01:00
Robin Kertels
bd29fbd95d
[util] Enable sampler type spec constants for SWTOR
...
Co-authored-by: Blisto91 <47954800+Blisto91@users.noreply.github.com>
2022-06-13 21:34:28 +01:00
Blisto91
968f0cdbc3
[util] Strict float emulation for Supreme Commander
2022-06-12 20:16:56 +01:00
Robin Kertels
4f56e72d56
[util] Enable strict float emulation for Sonic Adventure 2
2022-06-11 01:31:48 +02:00
Georg Lehmann
2e4caa4c14
[util] Stop using deprecated std::iterator.
2022-06-09 22:07:52 +02:00
Philip Rebohle
9e5c61bf88
[dxvk] Create state cache threads on demand
2022-06-07 11:46:06 +02:00
Andrew Eikum
279b4b7ec2
[d3d9] Defer surface creation if no HWND is given to device
...
Planetary Annihilation: TITANS creates a device with a NULL HWND and
requires it to succeed.
2022-06-03 13:07:43 +00:00
Philip Rebohle
c596738205
[hud] Fix incorrect array length for VS resources
2022-06-02 19:57:22 +02:00
Blisto91
1862e4dc8d
[util] Report Nvidia VendorId for Myst V
...
Game was made before ATI Technologies was bought by AMD and so doesn't recognize AMD as a GPU vendor, which for some reason makes it bug out.
It also works when it sees the word "Radeon" in the device description, which is why this issue doesn't show on amdvlk or wined3d.
2022-06-02 15:11:17 +02:00
Mike Lothian
de0f81fcdc
[spirv] Add utility include
...
This fixes a compile issue with GCC 12.1
FAILED: src/spirv/libspirv.a.p/spirv_compression.cpp.obj
i686-w64-mingw32-g++ -Isrc/spirv/libspirv.a.p -Isrc/spirv -I../dxvk-9999/src/spirv -I../dxvk-9999/include -fdiagnostics-color=always -D_FILE_OFFSET_BITS=64 -Wall -Winvalid-pch -Wnon-virtual-dtor -std=c++17 -O0 -DNOMINMAX -D_WIN32_WINNT=0xa00 -msse -msse2 -msse3 -mfpmath=sse -Wimplicit-fallthrough -O3 -march=native -pipe -flto=16 -mno-avx -MD -MQ src/spirv/libspirv.a.p/spirv_compression.cpp.obj -MF src/spirv/libspirv.a.p/spirv_compression.cpp.obj.d -o src/spirv/libspirv.a.p/spirv_compression.cpp.obj -c ../dxvk-9999/src/spirv/spirv_compression.cpp
In file included from ../dxvk-9999/src/spirv/../util/util_flags.h:5,
from ../dxvk-9999/src/spirv/spirv_include.h:7,
from ../dxvk-9999/src/spirv/spirv_instruction.h:6,
from ../dxvk-9999/src/spirv/spirv_code_buffer.h:8,
from ../dxvk-9999/src/spirv/spirv_compression.h:5,
from ../dxvk-9999/src/spirv/spirv_compression.cpp:1:
../dxvk-9999/src/spirv/../util/util_bit.h:300:33: warning: ‘template<class _Category, class _Tp, class _Distance, class _Pointer, class _Reference> struct std::iterator’ is deprecated [-Wdeprecated-declarations]
300 | class iterator: public std::iterator<std::input_iterator_tag,
| ^~~~~~~~
In file included from /usr/lib/gcc/i686-w64-mingw32/12.1.0/include/g++-v12/bits/stl_algobase.h:65,
from /usr/lib/gcc/i686-w64-mingw32/12.1.0/include/g++-v12/vector:60,
from ../dxvk-9999/src/spirv/spirv_compression.h:3:
/usr/lib/gcc/i686-w64-mingw32/12.1.0/include/g++-v12/bits/stl_iterator_base_types.h:127:34: note: declared here
127 | struct _GLIBCXX17_DEPRECATED iterator
| ^~~~~~~~
../dxvk-9999/src/spirv/spirv_code_buffer.h: In member function ‘size_t dxvk::SpirvCodeBuffer::endInsertion()’:
../dxvk-9999/src/spirv/spirv_code_buffer.h:214:19: error: ‘exchange’ is not a member of ‘std’
214 | return std::exchange(m_ptr, m_code.size());
| ^~~~~~~~
Signed-off-by: Mike Lothian <mike@fireburn.co.uk>
2022-06-02 15:10:53 +02:00
Philip Rebohle
5d0273f520
[dxvk] Remove interpolation decorations for replaced shader inputs
2022-06-01 14:11:09 +02:00
Philip Rebohle
6d3ba1b7d7
[dxvk] Perform validation on render pass formats read from state cache
2022-06-01 14:11:09 +02:00
Philip Rebohle
80e125a130
[dxvk] Perform more extensive validation on pipeline state vectors
2022-06-01 14:11:06 +02:00
Blisto91
4ff7687dea
[util] Force SM1 for the Halo CE SPV3 launcher
2022-05-31 15:45:23 +02:00
Robin Kertels
7bcf3e1062
[util] Force SM1 for the Warhammer ROR Launcher ( #2579 )
...
Co-authored-by: Philip Rebohle <25567304+doitsujin@users.noreply.github.com>
2022-05-31 15:19:30 +02:00
Winter Snowfall
8c96830752
Add d3d9.deferSurfaceCreation workaround for Scrapland (Remastered) ( #2574 )
2022-05-31 15:17:31 +02:00
noneistaken
93eb86aa3e
Blend HUD text shadow and center correctly
...
This fixes incorrect blending between HUD text, which would cause a narrow transparent gap between the text center and border/shadow that is visible at large text sizes.
2022-05-30 18:23:19 +02:00
Zhiyi Zhang
8147844aef
[dxgi] Return DXGI_ERROR_INVALID_CALL for invalid IDXGIAdapter3::RegisterVideoMemoryBudgetChangeNotificationEvent() parameters
...
According to wine tests 14237e321b
Signed-off-by: Zhiyi Zhang <zzhang@codeweavers.com>
2022-05-25 18:44:20 +02:00
WinterSnowfall
51e56c0420
[util] Enforce a maxAvailableMemory limit for Majesty 2
2022-05-23 07:54:37 +00:00
Paul Gofman
cc11bb8240
[d3d9] Don't adjust window position and size in windowed mode.
2022-05-23 07:53:13 +00:00
Paul Gofman
cde0fbe7b0
[util] Enable d3d9.deferSurfaceCreation for Small Radios Big Televisions
2022-05-19 02:51:41 +00:00
Joshua Ashton
5b7406fed5
[d3d9] Fix crash when using StretchRect with NULL rts
2022-05-10 02:02:35 +01:00
Philip Rebohle
6ddd0cfe0a
[d3d11] Do not add UINT formats to all UAV format lists
...
Analogous to vkd3d-proton changes. Allows drivers to use compression more
frequently.
2022-04-25 17:37:10 +02:00
Philip Rebohle
a85f7c48a5
[d3d11] Make ClearUnorderedAccessViewUINT fallback more generic
2022-04-25 17:34:45 +02:00
Philip Rebohle
304d0549d5
[dxbc] Implement range check for private array reads
...
We already do this for stores.
2022-04-21 18:06:41 +02:00
Robin Kertels
3004026db8
[d3d9] Only bind RT if we actually write to it
...
The alternative render path for shadow maps in Dead Space relies on this.
2022-04-20 00:58:17 +01:00
Robin Kertels
bdafa16e39
[d3d9] Only bind depth buffer if the depth or stencil test is enabled
2022-04-20 00:58:17 +01:00
Joshua Ashton
d6cbd99141
[util] Add missing include to thread.h
2022-04-19 18:14:58 +01:00
Joshua Ashton
08e2ec6c98
[util] Implement env helpers on non-Windows platforms
2022-04-19 17:08:17 +01:00
Joshua Ashton
147f3738f9
[d3d9] Use strlcpy helper
2022-04-19 17:08:17 +01:00
Joshua Ashton
dc6b7fa4a7
[util] Add strlcpy helper
...
strncpy is not safe.
2022-04-19 17:08:17 +01:00
Joshua Ashton
9ee0f51870
[util] Implement thread helpers on non-Windows platforms
2022-04-19 17:08:06 +01:00
Robin Kertels
9302d33ac7
[d3d9+util] Enable invariant position by default
2022-04-18 12:40:46 +01:00
Philip Rebohle
35e8f4676b
[dxvk] Remove old shader creation code
2022-04-18 13:20:16 +02:00
Philip Rebohle
a731f5daae
[d3d11] Use new DxvkShader constructor for video shaders
2022-04-18 13:20:16 +02:00
Philip Rebohle
69817a84dc
[d3d11] Use new DxvkShaderCreateInfo struct to retrieve shader info
2022-04-18 13:20:16 +02:00
Philip Rebohle
427f51eda7
[d3d9] Use new DxvkShader constructor for format conversion
2022-04-18 13:20:16 +02:00
Philip Rebohle
98ec79f6fa
[d3d9] Use new DxvkShader constructor for SWVP emulation
2022-04-18 13:20:16 +02:00
Philip Rebohle
ab95b61e44
[d3d9] Use new DxvkShader constructor for fixed-function shaders
2022-04-18 13:20:16 +02:00
Philip Rebohle
10bab0c182
[dxso] Use new DxvkShader constructor
2022-04-18 13:20:16 +02:00
Philip Rebohle
8993560cde
[dxbc] Use new DxvkShader constructor
2022-04-18 13:20:16 +02:00
Philip Rebohle
81d88a484d
[dxvk] Use new DxvkShader constructor for HUD shaders
2022-04-18 13:20:16 +02:00
Philip Rebohle
62e706a6bb
[dxvk] Use new DxvkShader constructor for swap chain shaders
2022-04-18 13:20:16 +02:00
Philip Rebohle
d0b52f3ac5
[dxvk] Use new DxvkShaderCreateInfo struct to retrieve shader info
2022-04-18 13:20:16 +02:00
Philip Rebohle
b0db58f098
[dxvk] Introduce new way to create DxvkShader objects
2022-04-18 13:20:16 +02:00
Philip Rebohle
736f743ae4
[spirv] Implement faster in-memory compression for shaders
...
Seems to be anything up to 3x as fast to decode than the previous code,
with the compression ratio being slightly worse. Encoding seems faster
as well.
2022-04-11 02:55:12 +02:00
Blisto91
3672375bc1
[util] Use cached constant buffers for Armored Warfare
2022-04-09 15:19:49 +02:00
Robin Kertels
42c66c410e
[d3d9] Calculate slice alignment when uploading straight from the mapping buffer
2022-04-06 18:52:58 +00:00
Paul Gofman
957a305ca8
[d3d9] Ignore multiple app activation window messages.
2022-04-06 18:51:50 +00:00
Paul Gofman
b0ed9e30ce
[d3d9] Filter window messages when processing WM_ACTIVATEAPP.
2022-04-06 18:51:50 +00:00
Robin Kertels
ce87bec412
[util] Force sampler type spec const for Star Wars TFU2
...
The game tries to binda 2D texture to a slot that is declared
as a 3D texture in the shader. This causes one particle effect
to be completely black because DXVK does not bind the texture
2022-04-05 22:37:04 +00:00
Philip Rebohle
95a3413949
[util] Fix typo in app profiles
...
Accidentally broke everything.
2022-03-31 18:01:52 +02:00
Philip Rebohle
e07157fe72
[d3d11] Only apply anisotropy override to linear samplers
...
Mirrors D3D9, more or less.
2022-03-30 14:37:33 +02:00
Philip Rebohle
e7e7fa231c
[dxvk] GPU query reset path
...
Require VK_EXT_host_query_reset instead. This fallback path is
untested nowadays and too slow to be useful.
2022-03-30 13:32:18 +02:00
Georg Lehmann
f0ccd8fe2e
[util] Limit Limbo to 60 fps
...
Fixes : #2564
2022-03-28 21:39:28 +02:00
Derek Lesho
d11f0ac77b
[d3d11] Always export correct shared handle type from ::GetSharedHandle and ::CreateSharedHandle
...
Before we just assumed that the calls here would match the corresponding flag value (D3D11_RESOURCE_MISC_SHARED -> ::GetSharedHandle, D3D11_RESOURCE_MISC_SHARED_NTHANDLE -> ::CreateSharedHandle), but it turns out that its possible to set both flags and use both methods. Now we always tell Vulkan to export a KMT handle if D3D11_RESOURCE_MISC_SHARED is present, and use openKmtHandle to get an NT handle when needed.
2022-03-28 21:38:42 +02:00
Philip Rebohle
1c3736da8c
[dxvk] Filter out unnecessary access flags when recording barriers
...
Rationale is as follows:
- srcAccess never needs to contain read flags, since any memory being
read must have been made visible before by a write operation
- dstAccess is only relevant if srcAccess contains a write, because
reads alone cannot modify memory and thus do not require making the
same memory available again. An exception are layout transitions.
Doesn't really change performance in anything as far as I can tell, but
we avoid some unnecessary UBO cache flushes in compute-heavy scenarios.
2022-03-28 10:45:29 +02:00
Philip Rebohle
ebdaf90fdc
[util] Enable d3d9.deferSurfaceCreation for Atelier Sophie 2
...
2022 and K-T are still using D3D9 for video stuff.
2022-03-28 04:37:02 +02:00
Philip Rebohle
a72463c5af
[meta] Release 1.10.1
2022-03-26 12:44:25 +01:00
Philip Rebohle
b4efaa4ef0
[util] Enable cached constant buffers for Frostpunk
...
Massively improves CPU-bound performance.
2022-03-26 12:44:25 +01:00
Robin Kertels
4e34c29c56
[d3d9] Disable culling when the app passes an invalid value
2022-03-25 17:13:12 +01:00
Philip Rebohle
991a11617a
[util] Enable d3d9.deferSurfaceCreation for Stranger of Paradise FFO
...
Reportedly required for VRR to work. Game still doesn't work here.
2022-03-25 16:36:17 +01:00
Philip Rebohle
0db26a0456
[dxbc] Actually do the skip range check thing properly
...
Turns out the first attempt only worked because my test case didn't
do any dynamically indexed stores at all, but broke everything else.
Oops.
2022-03-24 12:53:29 +01:00
Philip Rebohle
3ecd13cec2
[dxbc] Only emit temp array range check for dynamically indexed stores
...
Generates less code and makes things slightly more readable.
2022-03-24 12:47:40 +01:00