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Commit Graph

3094 Commits

Author SHA1 Message Date
Joshua Ashton
784abe5cf4 [d3d9] Move auto depth stencil creation to after swapchain creation
If the app specifies w == 0 and/or h == 0 then this will be filled in by then in the presentation params.

Impacts #1278
2019-12-18 00:09:55 +00:00
Joshua Ashton
009e772fe8 [d3d9] Remove initial device reset outside of constructor
Allows us to funnel hresults from that to the response of CreateDevice
2019-12-17 23:59:37 +00:00
Joshua Ashton
3b119c0be6 [d3d9] Log unavailable backbuffer format if encountered when resetting swapchain 2019-12-17 22:36:27 +00:00
Joshua Ashton
3abd30bb96 [d3d9] Fix return value for invalid backbuffer formats
This got changed when I saw that the auto depth stencil when set to an unavailable returns D3DERR_NOTAVAILABLE.
Turns out if the backbuffer is unavailable it returns D3DERR_INVALIDCALL...

Consistent...

Closes #1278
2019-12-17 22:36:27 +00:00
Philip Rebohle
a265af74ed
[hud] Respect dxvk.hud configuration option again
This was accidentally dropped during the HUD refactor. Fixes #1279.
2019-12-17 04:40:06 +01:00
Joshua Ashton
e527b963c4 [util] Handle undefined ratios in simplest ratio helper
Fixes division by zero error

Closes #1280
2019-12-17 03:16:56 +00:00
Joshua Ashton
91b5105db5 [d3d9] Move capture struct and enum to stateblock header
Makes more sense for it to be here.
2019-12-17 03:16:50 +00:00
Philip Rebohle
3cdae3ae1d
[meta] Release 1.5 2019-12-16 14:41:29 +01:00
Philip Rebohle
9be0bf95ca
[util] Defer D3D9 surface creation for Atelier Ryza 2019-12-16 14:41:29 +01:00
Joshua Ashton
bcf8adf437 [meta] Add D3D9 specifics to the README 2019-12-16 12:01:17 +01:00
Joshie
54ed8f0bb0 [d3d9] Implement Direct3D9 Frontend (#1275)
Co-authored-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
Co-authored-by: Robin Kertels <robin.kertels@gmail.com>
Co-authored-by: pchome <pchome@users.noreply.github.com>
Co-authored-by: Christopher Egert <cme3000@gmail.com>
Co-authored-by: Derek Lesho <dereklesho52@Gmail.com>
Co-authored-by: Luis Cáceres <lacaceres97@gmail.com>
Co-authored-by: Nelson Chen <crazysim@gmail.com>
Co-authored-by: Edmondo Tommasina <edmondo.tommasina@gmail.com>
Co-authored-by: Riesi <riesi@opentrash.com>
Co-authored-by: gbMichelle <gbmichelle.dev@gmail.com>
2019-12-16 04:28:01 +01:00
Philip Rebohle
566fb84abd
[hud] Allocate vertex buffer in host-visible device memory if possible 2019-12-16 00:24:19 +01:00
Philip Rebohle
c6fb8fa5e8
[hud] Clean up HUD rendering
- Avoids rebinding the vertex buffer on every single draw.
- Avoids push constants. We could use MultiDrawIndirect in the future.
- Slightly reduces the vertex buffer size.
2019-12-16 00:03:21 +01:00
Philip Rebohle
13d2479ecf
[hud] Don't create uniform buffer
No longer used.
2019-12-15 23:17:23 +01:00
Philip Rebohle
9c6ff95bb6
[hud] Don't use vertex shader for scaling
Instead, do it on the CPU.
2019-12-15 23:13:59 +01:00
Philip Rebohle
aa40decc23
[d3d11] Don't present if the presenter has no swap chain.
Also fixes DXGI_PRESENT_TEST handling for zero-sized windows.
2019-12-15 11:38:57 +01:00
Philip Rebohle
2d0c9127f3
[vulkan] Don't create a swap chain if the window size is 0
This can actually happen on win32, and creating a zero-sized swap
chain is illegal.
2019-12-15 11:32:43 +01:00
Philip Rebohle
ae7189f9a4
[d3d11] Update HUD on CS thread
Otherwise, we may end up reading some bollocks since the CS thread
might not have finished processing the entire frame yet.
2019-12-13 15:02:45 +01:00
Philip Rebohle
2689204d74
[hud] Enable manual sRGB conversion for non-sRGB swap chains
We still blend in the wrong color space, but text should be a bit
more readable in some games now.
2019-12-13 14:03:00 +01:00
Philip Rebohle
08d5b4e0e7
[hud] Don't average the draw call count
Turns out this was a bad idea.
2019-12-13 13:14:23 +01:00
Philip Rebohle
ef99078fc4
[hud] Reduce update frequency of draw call display 2019-12-13 13:05:49 +01:00
Philip Rebohle
2c4879b58c
[hud] Reduce update frequency of queue submission display
Shows the maximum number of submissions encountered per frame
in the given time frame.
2019-12-13 13:01:44 +01:00
Philip Rebohle
3febca6863
[hud] Add colorful labels 2019-12-13 12:34:01 +01:00
Philip Rebohle
5da27a92f5
[hud] Fix letter spacing 2019-12-13 12:17:15 +01:00
Philip Rebohle
7a18cb1227
[dxvk] Remove unused memory stat counters 2019-12-13 12:08:36 +01:00
Philip Rebohle
ed69da0fff
[hud] Remove legacy code 2019-12-13 11:58:09 +01:00
Philip Rebohle
3415376984
[hud] Implement compiler activity display as a HUD item 2019-12-13 11:54:51 +01:00
Philip Rebohle
5d8ae8f988
[hud] Implement GPU load display as a HUD item 2019-12-13 11:54:51 +01:00
Philip Rebohle
936f22d2aa
[hud] Implement memory stats display as a HUD item 2019-12-13 11:54:50 +01:00
Philip Rebohle
3aff573bd4
[hud] Implement pipeline stat display as a HUD item 2019-12-13 11:54:26 +01:00
Philip Rebohle
3de8499697
[hud] Implement draw call stats display as a HUD item 2019-12-13 11:54:13 +01:00
Philip Rebohle
0f2610010b
[hud] Implement queue submission counter as a HUD item 2019-12-13 11:54:13 +01:00
Philip Rebohle
07a4504a9f
[hud] Implement frame time graph as a HUD item 2019-12-13 11:54:13 +01:00
Philip Rebohle
2d5f44a7ff
[hud] Implement FPS display as a HUD item 2019-12-13 11:54:13 +01:00
Philip Rebohle
0da5aac357
[hud] Implement Vulkan device info as a HUD item 2019-12-13 11:54:13 +01:00
Philip Rebohle
e4bc5c2aee
[hud] Implement client API info as a HUD item 2019-12-13 11:54:13 +01:00
Philip Rebohle
1c079a96e5
[hud] Implement DXVK version info as a HUD item 2019-12-13 11:54:13 +01:00
Philip Rebohle
6931f03120
[hud] Add new HUD item abstraction
Allows for a cleaner and more flexible implementation of new HUD elements.
The old implementation was not intended to support quite as many elements
as it does, and now there is some need for API-specific HUD elements.
2019-12-13 11:54:13 +01:00
Philip Rebohle
4346f82209
[hud] Don't pass DXVK context around in HUD modules 2019-12-13 11:54:13 +01:00
Philip Rebohle
8e587af0da
[dxvk] Add method to retrieve per-heap memory stats 2019-12-13 11:54:13 +01:00
Philip Rebohle
4fcf28f4dc
[util] Spoof Nvidia cards for Crysis 3
The game for some reason runs significantly slower in CPU-bound scenarios
when it recognizes an AMD GPU. On the other hand, there seems to be a small
performance hit on an actual Nvidia GPU (GTX 670) in GPU-bound scenarios when
doing this, but on most setups the tradeoff should be worth it.
2019-12-11 23:01:27 +01:00
Philip Rebohle
b9258c0c49
[dxvk] Separate gfx resource hazard checking and barrier emission
Otherwise, when performing three draws with the same storage buffers or
storage images bound, we don't emit a barrier between the 2nd and 3rd
draw since the tracking information gets cleared by the second draw.

Fixes #1262.
2019-12-11 13:45:57 +01:00
Philip Rebohle
52301d12a7
[meta] Support frog builds 2019-12-11 03:21:10 +01:00
Joshua Ashton
f5dd509429 [spirv] Implement constbReplicant 2019-12-11 03:18:39 +01:00
Joshua Ashton
8b6dd0544e [spirv] Implement constvec4b32 2019-12-11 03:18:39 +01:00
Joshua Ashton
028c6198e4 [spirv] Implement opReflect 2019-12-11 03:18:39 +01:00
Joshua Ashton
3ce678b17d [spirv] Implement opExp 2019-12-11 03:18:39 +01:00
Joshua Ashton
fdbfb2c92d [spirv] Implement opInverse, opNormalize and opLength 2019-12-11 03:18:39 +01:00
Joshua Ashton
edf0661994 [spirv] Implement opTranspose 2019-12-11 03:18:39 +01:00
Joshua Ashton
e144c17363 [spirv] Implement constfReplicant helper 2019-12-11 03:18:39 +01:00