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Commit Graph

28 Commits

Author SHA1 Message Date
Philip Rebohle
16d66c8a1d
[d3d11] Refactoring texture classes: Introduce D3D11CommonTexture 2018-03-13 23:51:30 +01:00
Philip Rebohle
e6814332e7
Revert "[d3d11] Re-enable image mapping"
Still breaks games for unknown reasons.
2018-03-13 17:40:12 +01:00
Philip Rebohle
72f954088b
[d3d11] Use only one mip level for multisampled textures 2018-03-13 11:29:25 +01:00
Philip Rebohle
3e60c8f316
[d3d11] Re-enable image mapping
After more extensive testing, it looks like commit 4eacff21
actually fixed the issue in most (all?) cases.
2018-03-12 12:54:05 +01:00
Mikhail Paulyshka
b17568deba [dxgi,d3d11] log unknown interfaces GUID (#154)
* [d3d11] log unknown interfaces GUID in QueryInterface()

* [dxgi] log unknown interfaces GUID in QueryInterface()
2018-03-12 12:05:43 +01:00
Philip Rebohle
bbbc552868
[d3d11] Disabled image mapping
Effectively reverts d3e89b20dd as it
breaks games for some reason.
2018-03-11 19:02:02 +01:00
Philip Rebohle
5b9e4c1faa
[d3d11] Fix image tiling
Fixes bug introduced in d3e89b20dd, which
applies linear tiling to the wrong kind of images.
2018-03-11 00:06:44 +01:00
Philip Rebohle
d3e89b20dd
[d3d11] Allocate host-readable images on host-visible memory
Not having to wait for an image->buffer copy to finish on the
GPU allows for more efficient synchronization. Significantly
improves performance in The Witcher 3.
2018-03-10 23:32:15 +01:00
Philip Rebohle
2b9ab6626a
[d3d11] Do not create views if the resource bind flags are invalid 2018-02-22 21:38:45 +01:00
Philip Rebohle
0bb991a1fa
[d3d11] Using proper layout for depth textures read by shaders
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL works took, but
this may or may not improve performance.
2018-01-15 13:08:34 +01:00
Philip Rebohle
4e06f498dd [d3d11] Fixed several mip level-related bugs
- When a D3D11 texture was created with a mip level count of zero,
  DXVK would compute the correct number of mip levels, but not write
  them back to the description field.
- Framebuffers would always use the size of the top level, not the
  mip levels that were actually attached to the framebuffer.
- Several image copy operations did not handle mip levels other
  than the top mip level correctly.
2018-01-06 02:09:07 +01:00
Philip Rebohle
e7bf76f5ef [d3d11] Re-implemented image mapping
Image mapping now returns the map pointer of a separate
buffer, rather than the the image itself. This fixes
issues with applications that ignore the RowPitch
and/or DepthPitch fields of the MappedSubresource struct.
2018-01-05 03:01:19 +01:00
Philip Rebohle
93a5cf093c [d3d11] Refactored texture interfaces
All texture classes now use the common info structure
internally as well so that it can be queried efficiently.
2018-01-05 01:15:56 +01:00
Philip Rebohle
5ceb041a49 [d3d11] Optimized texture image layouts 2018-01-01 19:03:05 +01:00
Philip Rebohle
0d3a1b25a1 [d3d11] Initial support for image updates + mapping 2017-12-25 20:40:48 +01:00
Philip Rebohle
a3f9fa7547 [d3d11] Implemented 1D and 3D texture creation 2017-12-23 17:05:07 +01:00
Philip Rebohle
659ec7b59d [d3d11] Added DXGI format properties 2017-12-20 14:54:24 +01:00
Philip Rebohle
2c5b1c151f [d3d11] Refactored texture creation 2017-12-19 16:01:50 +01:00
Philip Rebohle
f2587ab1b6 [dxgi] Implemented separate color/depth format tables
This is required because in D3D11, typeless formats can be used
to create both depth and stencil images, and color formats can
be used to view depth images. In Vulkan, images and views that
are used as depth-stencil attachments will have to be created
with a depth-stencil format, so we have to take the image's
bind flags into account when picking a format.
2017-12-19 14:47:35 +01:00
Philip Rebohle
2a266eaad4 [general] Added 32-bit support 2017-12-12 12:50:52 +01:00
Philip Rebohle
f484454854 [d3d11] Device children actually do hold a reference to the device 2017-12-09 15:57:05 +01:00
Philip Rebohle
ddb1627985 [d3d11] D3D11DeviceChild subclasses must not store strong references to their parent device 2017-12-07 00:55:21 +01:00
Philip Rebohle
cf33315c0c [d3d11] Some cleanup work 2017-12-04 13:39:37 +01:00
Philip Rebohle
b389c9ea1f [d3d11] Experimental implementation of OMSetRenderTargets and ClearRenderTargetView 2017-11-29 20:19:40 +01:00
Philip Rebohle
b35f0c64b4 [dxgi] Refactored swap chain <-> device communication 2017-11-29 16:23:33 +01:00
Philip Rebohle
a956c1b8ac [dxgi] Added DxgiResource for image and buffer creation 2017-11-29 15:16:07 +01:00
Philip Rebohle
ad9f71fa02 [dxgi] Implemented DxgiSwapChain::GetBuffer and more of Present 2017-11-29 07:55:44 +01:00
Philip Rebohle
0c3a68c519 [d3d11] D3D11Texture2D stub 2017-11-27 15:52:24 +01:00