1
0
mirror of https://github.com/doitsujin/dxvk.git synced 2024-12-11 10:24:10 +01:00
Commit Graph

1525 Commits

Author SHA1 Message Date
Philip Rebohle
a9eff13b92
[dxvk] Refactor memory allocator
In addition to some much needed code cleanips, the allocator will no
longer try to over-commit memory heaps.
2018-05-29 14:48:27 +02:00
Philip Rebohle
f77392a264
[dxvk] Apply dynamic state at draw time
Changes to the viewport, stencil reference and blend constants are often
coupled with a pipeline state update, so it makes sense to update it later.
2018-05-29 05:03:27 +02:00
Philip Rebohle
e615fc19a9
[dxgi] Support SyncInterval values > 1
Required for Eve Online and the Unity Blacksmith demo.
2018-05-28 21:06:35 +02:00
Philip Rebohle
f68bf1a187
[dxvk] Added correct element size to depth-only and stencil-only formats
Fixes depth-to-color image copies in Elex and Neptunia VII.
2018-05-28 20:33:49 +02:00
Philip Rebohle
8cd97959f2
[d3d11] Chjeck whether input layouts are identical
Prevents redundant state changes when a game switches between
identical input layouts. Reduces the the number of Vulkan
calls in Grim Dawn by ~30%.
2018-05-27 01:10:49 +02:00
Philip Rebohle
de9ffdcfa3
Merge branch 'dxbc-correct-derivs' 2018-05-26 21:13:28 +02:00
Philip Rebohle
48037a8b87
[d3d11] Enable shaderStorageImageMultisample if the device supports it 2018-05-26 20:34:40 +02:00
Philip Rebohle
97e3b89bc7
[dxvk] Emit dynamic state only if a pipeline is bound
Fixes validation errors in Dirt 4.
2018-05-26 20:09:31 +02:00
Philip Rebohle
001794a094
[dxbc] Implement deferred kill operation
Fixes visual issues during LOD transitions in The Witcher 3,
Rise of the Tomb Raider and other games with a similar LOD
system. UAV stores and atomics are conditionalized as well.
2018-05-26 19:25:20 +02:00
Philip Rebohle
0619842dd9
[dxbc] Make UAV stores and atomics conditional
We should only perform stores when the corresponding
UAV is bound. This may be extended with range checks
at a later time.
2018-05-26 19:01:44 +02:00
Philip Rebohle
9278221416
[dxbc] Run analyzer before creating compiler object
We may need the analysis results when initializing the compiler object.
2018-05-26 17:46:49 +02:00
Philip Rebohle
af62d423b2
[dxbc] Add per-device option for deferred kills 2018-05-26 17:08:39 +02:00
Philip Rebohle
ec5572aa69
[dxbc] Scan for discard and derivative instructions 2018-05-26 17:08:08 +02:00
Philip Rebohle
667616bc39
[dxvk] Remove unnecessary include 2018-05-26 14:56:36 +02:00
Philip Rebohle
a2d9874b26
[dxvk] Use new spec constant structure for pipeline compilation 2018-05-26 14:54:29 +02:00
Philip Rebohle
d79f39b963
[dxbc] Implement sampleinfo instruction for rasterizer 2018-05-26 14:54:05 +02:00
Philip Rebohle
4ae15f3edf
[dxvk] Add global specialization constant data structures
Implements a unified way of defining specialization constants
for graphics and compute pipelines which can be easily extended
in the future.
2018-05-26 14:50:00 +02:00
Philip Rebohle
27816b470a
[spirv] Add support for 32-bit specialization constants 2018-05-26 13:52:33 +02:00
Philip Rebohle
b78130defd
[d3d11] Overwatch: Fake success in CreateGeometryShaderWithStreamOutput 2018-05-25 23:53:34 +02:00
Philip Rebohle
a0e0ba1cc8
[dxvk] Align length when clearing entire buffer
Buffer slices in DXVK are always aligned to at least
256 bytes, so this is safe. Fixes a regression leading
to GPU hangs on RADV.
2018-05-25 21:02:15 +02:00
Philip Rebohle
b30e53fa0d
[dxvk] Track image (rather than the view) when generating mip maps 2018-05-25 19:15:14 +02:00
Philip Rebohle
84a62f795f
Merge branch 'meta-mipgen' 2018-05-25 17:46:41 +02:00
Philip Rebohle
4b37590e14
[dxvk] Use new mip map generator 2018-05-25 17:45:41 +02:00
Philip Rebohle
19b6a16173
[dxvk] Add new mip map generator
The current approach uses Vulkan blits, which does not
work if the image view in question has a different format
than the image itself.
2018-05-25 17:44:50 +02:00
Philip Rebohle
7ec93debf1
[dxvk] Add shaders for mip map generation 2018-05-25 17:44:34 +02:00
Philip Rebohle
49bda46a37
[d3d11] Validate and correct scissor rects
Fixes Vulkan validation errors in Frostpunk and more closely
emulates Windows behaviour.
2018-05-25 00:08:28 +02:00
Philip Rebohle
a9c0f9e7c2
[general] Added DXUP reference to README 2018-05-24 23:08:16 +02:00
Philip Rebohle
254676049a
[dxvk] Added convenience equal checker for unordered maps 2018-05-24 20:18:37 +02:00
Philip Rebohle
2f454e73f6
Merge branch 'image-view-fixes' 2018-05-24 13:53:22 +02:00
Philip Rebohle
d844ddfdfa
[dxgi] Add option for deferred surface creation
Deferred surface creation is required for Frostpunk due to conflicts
with the D3D9 swap chain created by the game before it presents the
first frame to the DXGI swap chain, but breaks NieR:Automata due to
threading issues.
2018-05-24 13:04:29 +02:00
Philip Rebohle
f087016e77
[dxgi] Add app-specific DXGI options 2018-05-24 13:04:21 +02:00
Philip Rebohle
23ba3e228a
[dxgi] Add option for deferred surface creation
Deferred surface creation is required for Frostpunk due to conflicts
with the D3D9 swap chain created by the game before it presents the
first frame to the DXGI swap chain, but breaks NieR:Automata due to
threading issues.
2018-05-24 12:31:21 +02:00
Philip Rebohle
66db3e8714
[dxgi] Add app-specific DXGI options 2018-05-24 12:31:04 +02:00
Philip Rebohle
a43025294a
[dxbc] Remove DxbcImageInfo::layered property 2018-05-24 12:07:03 +02:00
Philip Rebohle
12d79257be
[dxbc] Remove TexCube -> TexCubeArray workaround 2018-05-24 12:00:31 +02:00
Philip Rebohle
58e9280891
[dxbc] Remove Tex2D -> Tex2DArray workaround 2018-05-24 11:49:12 +02:00
Philip Rebohle
d9772b0ffd
[dxvk] Create image views for all supported view types
Rather than creating just one image view per DxvkImageView, we create
views for all compatible types in an attempt to work around game bugs
in Diablo 3, Far Cry 5, Nier Automata, Dishonored 2, Trackmania etc.,
which bind incompatible resource views to some resource slots.
2018-05-24 11:44:04 +02:00
Philip Rebohle
61049c33fb
[dxgi] Reduce reported VRAM on 32-bit platforms
This is closer to what Windows does, and some applications may have
trouble with more than 3GB VRAM.
2018-05-24 10:48:06 +02:00
Philip Rebohle
38c5e57025
[dxgi] Refactor Vulkan swap chain and surface creation
Creating the Vulkan surface at the latest possible moment fixes
an issue with Frostpunk, which renders to a D3D9 swap chain
before presenting to the GXGI swap chain.
2018-05-23 13:03:12 +02:00
Philip Rebohle
531732fe91
[dxgi] Add IDXGIFactory2 to supported interfaces 2018-05-23 01:32:52 +02:00
Philip Rebohle
d1b705bf0d
[dxgi] Implemented IDXGISwapChain1 2018-05-23 01:06:34 +02:00
Philip Rebohle
58fa815926
[dxgi] Fixed error message formatting in DxgiDevice 2018-05-22 23:52:12 +02:00
Philip Rebohle
56e7389495
[dxgi] Stubbed out IDXGIFactory2 2018-05-22 23:52:03 +02:00
Philip Rebohle
5a61d81135
[dxgi] Stubbed out IDXGISwapChain1 2018-05-22 23:50:28 +02:00
Philip Rebohle
979ba2d7c6
[dxgi] Implemented IDXGIAdapter2 2018-05-22 23:48:07 +02:00
Philip Rebohle
a39b9cb131
[d3d11] Pre-clear buffers with D3D11_USAGE_DEFAULT
Some games may expect buffers, like images, to be pre-initialized.
2018-05-22 21:10:39 +02:00
Philip Rebohle
51104c104d
[d3d11] Refactor InitTexture method 2018-05-22 21:06:26 +02:00
Philip Rebohle
fb11acbc91
[dxbc] Implement geometry shader instancing
Required for Frostpunk (see #385).
2018-05-22 19:36:53 +02:00
Philip Rebohle
7f619d9051 [dxvk] Use only one extra thread for async pipeline compilation
With the benefits of asynchronous compilation being generally low and
compilation in advance not being feasible, there is no reason to create
more threads.
2018-05-22 00:32:44 +02:00
Philip Rebohle
425a5bca2e [d3d11] Optimized buffer mapping on deferred contexts 2018-05-22 00:11:32 +02:00