Connor Abbott
aae0e57a46
Don't add def file as an object
...
This is unnecessary even on mingw, and leads to duplicating the .def
file on the linking command line which winegcc complains about.
2021-07-03 14:28:28 +02:00
Connor Abbott
b9135ca0cd
Do not try to load libraries natively under __WINE__
...
This was only half-implemented (e.g. OpenXR was still calling
GetModuleHandle), broke compilation with Vulkan due to mismatched ABI,
and wouldn't have worked anyways with winelib builds because we still
need access to wine's implementation of the Vulkan win32 winsys
integration. Perhaps this is still useful for dxvk-native but if so it
should be re-added under a DXVK_NATIVE flag.
2021-07-03 14:28:28 +02:00
Philip Rebohle
3b857d93b5
[d3d11] Add d3d11.disableMsaa option to disable multisampling
...
Aims to be mostly transparent to the application, although breakage
can still happen if shaders query the sample count and do not handle
a sample count of 1.
2021-07-02 05:52:05 +02:00
Paul Gofman
8b6ac527b4
[d3d11] Initialize buffer flags in D3D11UnorderedAccessView::GetDescFromResource().
2021-07-01 15:20:07 +02:00
Philip Rebohle
cd8a2bcfcd
[dxvk] Use custom sync primitives
2021-06-29 00:51:20 +02:00
Philip Rebohle
08a6b42458
[d3d11] Fix box validation in CopySubresourceRegion1
2021-06-24 21:07:48 +02:00
Philip Rebohle
9f80d9f8b2
[d3d11] Remove functions to update mapped buffers
...
No longer relevant since staging images will no longer be backed
by actual Vulkan images and dynamic images are not GPU-writable.
2021-06-24 21:07:48 +02:00
Philip Rebohle
7d76262c52
[d3d11] Use D3D11_COMMON_TEXTURE_MAP_MODE_STAGING if possible
2021-06-24 21:07:48 +02:00
Philip Rebohle
450c42444f
[d3d11] Use UpdateImage in D3D11DeferredContext::MapImage
2021-06-24 21:07:48 +02:00
Philip Rebohle
fd66f44561
[d3d11] Use UpdateImage in D3D11ImmediateContext::UnmapImage
2021-06-24 21:07:48 +02:00
Philip Rebohle
6ba1746d46
[d3d11] Introduce UpdateImage
2021-06-24 21:07:48 +02:00
Philip Rebohle
5e4ed2d929
[d3d11] Introduce CopyImage
2021-06-24 21:07:48 +02:00
Philip Rebohle
cd17301236
[d3d11] Introduce CopyBuffer
...
Generalizes some copy code.
2021-06-24 21:07:48 +02:00
Philip Rebohle
1a6f4456d8
[d3d11] Introduce ComputeMappedOffset for image resources
...
Modifies GetSubresourceLayout slightly in case only a partial aspect
mask is being passed to the function. This way we can conveniently
compute the offset of a given pixel within the mapped buffer of an
image subresource.
2021-06-24 21:07:48 +02:00
Philip Rebohle
7c0ee272c3
[d3d11] Add texel buffer usage to staging buffer
...
Needed for staging image updates.
2021-06-24 21:07:48 +02:00
Philip Rebohle
7160b85924
[d3d11] Add texel buffer usage flags to mapped subresource buffers
2021-06-24 21:07:48 +02:00
Philip Rebohle
731e88b196
[d3d11] Handle MAP_MODE_STAGING in initializer
...
Otherwise, we'll crash if no real image is present.
2021-06-24 21:07:48 +02:00
Philip Rebohle
596f65f75f
[d3d11] Handle MAP_MODE_STAGING when mapping images on the immediate context
2021-06-24 21:07:48 +02:00
Philip Rebohle
9e15831a2d
[d3d11] Store packed format info in D3D11CommonTexture
2021-06-24 21:07:48 +02:00
Philip Rebohle
f155b8a8b9
[d3d11] Introduce DiscardSlice and GetMappedSlice for image resources
...
These do the same as they do for buffer resources, but for a mapped
image subresource instead.
2021-06-24 21:07:48 +02:00
Philip Rebohle
11aa2a703a
[d3d11] Introduce D3D11_COMMON_TEXTURE_MAP_MODE_STAGING
...
This map mode can be used when no Vulkan image is needed to back a
staging resource, which can save a significant amount of memory.
2021-06-24 21:07:48 +02:00
Philip Rebohle
b384f5372e
[d3d11] Zero-initialize mapped buffers for images correctly
2021-06-24 21:07:48 +02:00
Philip Rebohle
f50c5234dc
[dxvk] Add source offset/extent to copyPackedBufferToDepthStencilImage
2021-06-24 21:07:48 +02:00
Philip Rebohle
a14884c652
[dxvk] Add destination offset/extent to copyDepthStencilImageToPackedBuffer
...
Needed to support partial copies between buffers and depth-stencil images.
2021-06-24 21:07:47 +02:00
Philip Rebohle
ba4938e201
[dxvk] Add slice alignment to copyImageToBuffer
2021-06-24 21:07:47 +02:00
Philip Rebohle
4840cdaf8c
[dxvk] Add slice alignment to copyBufferToImage
2021-06-24 21:07:45 +02:00
Georg Lehmann
6b8ab4fd38
[d3d11] Remove mingw-w64 < 6 workarounds
2021-06-15 20:41:34 +02:00
Philip Rebohle
e281eee795
[dxgi] Add NotifyModeChange method to IDXGIVkSwapChain
2021-06-12 13:50:08 +02:00
Philip Rebohle
8b67ef724e
[d3d11] Add frame rate limiter and dxgi.maxFrameRate option
2021-06-12 13:50:08 +02:00
Joshua Ashton
e64a8ee61a
[d3d11] Bump frame id before presentation
2021-06-01 18:31:29 +02:00
Joshua Ashton
f98a45b305
[d3d11] Sync frame latency after presentation
2021-06-01 18:16:35 +02:00
Philip Rebohle
0b88d0deab
[vulkan] Remove getSyncSemaphores from presenter
...
Instead, return the semaphores in acquireNextImage.
2021-06-01 04:32:50 +02:00
Philip Rebohle
253884a8c7
[vulkan] Remove fence from presenter
...
We don't use these anywhere.
2021-06-01 03:51:16 +02:00
Philip Rebohle
383cde2051
[d3d11] Allow creation of render target views for planar images
2021-05-30 19:42:44 +02:00
Philip Rebohle
01051bac99
[d3d11] Allow creation of unordered access views for planar images
2021-05-30 19:42:44 +02:00
Philip Rebohle
6d72bc94f4
[d3d11] Allow creation of shader resource views for planar images
2021-05-30 19:42:44 +02:00
Philip Rebohle
2740030fca
[d3d11] Support video processor output views in ClearView
2021-05-30 19:42:44 +02:00
Philip Rebohle
b04721f9a2
[d3d11] Use staging buffer for MapImage on deferred contexts
2021-05-30 19:42:44 +02:00
Philip Rebohle
ff9d6e3226
[d3d11] Use staging buffer and copyBufferToImage for UpdateSubresource
...
Reduces number of copies and also fixes problems with multi-plane formats.
2021-05-30 19:42:44 +02:00
Philip Rebohle
e749a4a4ac
[d3d11] Create shadow copy of video input images if sampled bit is not set
...
This can happen with RGB input views since not having any bind flags set
is legal for video input views, and SHADER_RESOURCE is actually explicitly
disallowed, but we don't always want to set sampled bit for those resources.
2021-05-30 19:42:44 +02:00
Philip Rebohle
3c22f4066b
[d3d11] Lock context in video context entry points
2021-05-30 19:42:44 +02:00
Philip Rebohle
25607a0692
[d3d11] Report video processor capabilities for image formats
2021-05-30 19:42:44 +02:00
Philip Rebohle
6d9da5a8d7
[d3d11] Don't use MAP_MODE_DIRECT for multi-plane images
2021-05-30 19:42:44 +02:00
Philip Rebohle
01236fbd84
[d3d11] Use correct method to clear multi-plane images
2021-05-30 19:42:44 +02:00
Philip Rebohle
ee30acf120
[d3d11] Use new packImageData for initializing mapped image buffers
2021-05-30 19:42:44 +02:00
Philip Rebohle
7184b75f8f
[d3d11] Use GetSubresourceLayout for image maps on the immediate context
2021-05-30 19:42:44 +02:00
Philip Rebohle
1b296f8338
[d3d11] Introduce GetSubresourceLayout
2021-05-30 19:42:44 +02:00
Philip Rebohle
e87aa08fd2
[d3d11] Implement basic video processor blitting
2021-05-30 19:42:43 +02:00
Philip Rebohle
969ac59667
[d3d11] Add ID3D11VideoContext stub
2021-05-30 19:42:43 +02:00
Philip Rebohle
1df26a3605
[d3d11] Implement video processor views
2021-05-30 19:42:43 +02:00
Philip Rebohle
09cf2cd11e
[d3d11] Add ID3D11VideoProcessor stub
2021-05-30 19:42:43 +02:00
Philip Rebohle
bdb7eef874
[d3d11] Add ID3D11VideoProcessorEnumerator stub
2021-05-30 19:42:43 +02:00
Philip Rebohle
1eaf2545c3
[d3d11] Add ID3D11VideoDevice stub
2021-05-30 19:42:43 +02:00
Philip Rebohle
e988895e51
[d3d11] Set mutable and extended usage bits for multi-plane images
2021-05-30 19:42:43 +02:00
Philip Rebohle
6462174c13
[dxvk] Support multi-plane formats in copyImageToBuffer
2021-05-30 19:42:43 +02:00
Philip Rebohle
86542248df
[dxvk] Support multi-plane formats in copyBufferToImage
2021-05-30 19:42:43 +02:00
Philip Rebohle
cb7adeef08
[d3d11] Add range checking to GetShaderResources
2021-04-22 12:56:11 +02:00
Philip Rebohle
65655ce37c
[d3d11] Add range checking to GetSamplers
2021-04-22 12:56:11 +02:00
Philip Rebohle
ef9ad29b7f
[d3d11] Add range checking to GetConstantBuffers
2021-04-22 12:56:11 +02:00
Philip Rebohle
2d9c229eaa
[d3d11] Add range checking to SOGetTargets
2021-04-22 12:56:11 +02:00
Philip Rebohle
11a02831a9
[d3d11] Add range checking to UAV and render target methods
2021-04-22 12:56:11 +02:00
Philip Rebohle
b51fd4d06c
[d3d11] Add range checking to IAGetVertexBuffers
2021-04-22 12:56:11 +02:00
Philip Rebohle
a13dad07cc
[d3d11] Add some missing STDMETHODCALLTYPE declarations
2021-04-22 12:56:11 +02:00
Liam Middlebrook
fb0b11903b
[d3d11] Implement D3D11UserDefinedAnnotation
...
Reviewed-by: Oleg Kuznetsov <okouznetsov@nvidia.com>
2021-04-08 14:25:02 +02:00
Philip Rebohle
c3feea2bce
[dxvk] Make samplerAnisotropy feature optional
2021-04-04 20:01:30 +01:00
Philip Rebohle
0a787683b6
[dxvk] Don't require shaderStorageImageExtendedFormats
...
No real reason to, not sure why we did this in the first place.
2021-04-04 20:01:30 +01:00
Philip Rebohle
2f553b5b16
[d3d11] Implement conservative rasterization
...
Needed for Nvidia ShadowLibs in Final Fantasy XV.
2021-03-13 20:22:32 +01:00
Philip Rebohle
e3b92bcfac
[dxvk] Add conservative rasterization mode to rasterizer state
2021-03-13 20:22:32 +01:00
Philip Rebohle
3acdf6e22a
[d3d11] Perform bound-checking in GetBufferSlice
...
Ensures that we don't pass invalid buffer slices to the backend.
2021-03-04 17:37:13 +01:00
Philip Rebohle
049fda9218
[d3d11] Revert index buffer optimization
...
This causes some problems when the app uses a combination of index
buffer offset and StartIndexLocation that overflows 32-bit integers.
In my testing, there haven't been many games benefitting from this
optimization anyway, so just reverting it should not have tangible
effects on performance.
2021-03-04 15:47:39 +01:00
Joshua Ashton
0367bf95c4
[build] MSVC check cleanup
2021-03-03 18:57:42 +01:00
Philip Rebohle
148272fbce
[d3d11] Use DxvkSwapchainBlitter for presentation
2021-02-27 14:54:14 +00:00
Philip Rebohle
9c6d3a2bf6
[d3d11] Fix RSGetViewports and RSGetScissorRects
...
If the output array is non-null, these functons always return the
number of valid viewports or scissors actually written to the array.
Fixes a wine test failure.
2021-02-26 03:35:57 +01:00
Philip Rebohle
d118d35820
[d3d11] Fix IAGetIndexBuffer with optimized index buffers
2021-02-26 02:39:14 +01:00
Philip Rebohle
5643bf47fe
[d3d11] Use discardImageView in DiscardView1
2021-02-21 02:51:59 +01:00
Philip Rebohle
5d4d32c613
[d3d11] Remove explicit spec constant for gamma texture
...
No longer needed.
2021-02-21 02:20:14 +01:00
Philip Rebohle
ab3de5e94b
[d3d11] Manually discard swap chain image view on present
2021-02-21 02:19:23 +01:00
Philip Rebohle
bce80b523f
[d3d11] Mark images as shared if necessary
2021-02-14 04:00:02 +01:00
Philip Rebohle
2787ba8450
[d3d11] Fix D3D11 bind flags and DXGI usage for swap chain images
2021-02-12 03:12:48 +01:00
Philip Rebohle
c98c5f5d17
[d3d11] Add internal DXGI usage flags to textures
...
We need this for swap chain images.
2021-02-12 03:12:48 +01:00
Philip Rebohle
bcadc04932
[dxvk] Validate vertex attribute alignment
2021-02-08 14:55:18 +01:00
Philip Rebohle
a045cac281
[d3d11] Fix vertex input alignment for small formats
...
Fixes #1922 .
2021-02-08 14:28:55 +01:00
Philip Rebohle
307f43ff1e
[d3d11] Introduce option to disable float controls
...
And disable for SotTR since it introduces rendering issues.
2021-01-28 20:32:38 +01:00
Philip Rebohle
8de9dc9378
[d3d11] Enable d3d11.invariantPosition by default
2021-01-28 20:09:47 +01:00
Philip Rebohle
b8bc36559d
[d3d11] Optimize index buffer binding with offset
...
Do not rebind the buffer if only the offset changes. Instead,
adjust StartIndexLocation in indexed draw calls. For indirect
draws, this will be disabled on the fly.
This may save a whole bunch of work in the backend, and reduces
the number of commands being sent to the CS thread in the first
place, which is why this optimization is not being done in the
backend itself but rather on the client API side.
2021-01-24 15:18:38 +01:00
Joshua Ashton
742b52bbb5
[d3d11] Fix device child refs properly
2021-01-15 23:47:48 +01:00
Joshua Ashton
838a6ef0f1
[d3d11] Disallow mismatching shader bytecode and type
...
Fixes a wine test which lead to a "refcounting bug" down the line.
2021-01-08 11:59:16 +01:00
Andrew Eikum
a3065fca8e
[d3d11] Extend interop interfaces for OpenXR support
2021-01-07 23:54:02 +01:00
gofman
5852e318e5
[d3d11] Fix device ref counting from queries. ( #1887 )
...
Fixes AO Tennis 2 crash on exit.
Co-authored-by: Paul Gofman <pgofman@codeweavers.com>
2021-01-06 20:10:44 +01:00
oltolm
f337ad3c05
fix d3d11 header for MinGW 9 ( #1883 )
2021-01-04 00:52:43 +01:00
Philip Rebohle
34e730fe41
[d3d11] Remove predication-related code
2020-11-30 19:18:26 +01:00
Philip Rebohle
f74071ac0a
[d3d11] Support different strides for merged indirect draws
...
Trine 4 uses a stride of 32 bytes. Detecting the stride dynamically
allows us to merge a couple of draws in this game, and others which
do not tightly pack their draw parameter buffers.
2020-11-21 05:39:05 +01:00
Joshie
6a10c81d4b
[d3d11] Define ordinals for exports ( #1812 )
2020-11-11 16:54:36 +01:00
Philip Rebohle
ab04f45ea0
[d3d11] Handle null pointers in CopySubresourceRegion1.
...
Because of course Marvel's Avengers tries to do this..
2020-09-17 13:36:09 +02:00
Robin Kertels
b21a673a8d
[d3d11] Don't use clamped constant buffer range for bounds checking
2020-09-14 22:43:18 +02:00
Philip Rebohle
4801fbe098
[d3d11] Clamp and validate bound constant buffer range
...
SetConstantBuffers will only bind the first 65536 bytes of any
buffer passed to it if it is larger. This can be seen even when
querying the bound range via GetConstantBuffers1.
SetConstantBuffers1 does not have any effect if the bound range
is invalid.
2020-09-14 16:50:16 +02:00
ishitatsuyuki
bb85a4caa8
Handle non-ASCII characters properly in paths
2020-09-10 15:56:38 +02:00
Philip Rebohle
7bf02a1925
[d3d11] Fix incorrect layer count for some non-PoT 3D RTVs
...
Otherwise, we may end up with zero layers. Fixes #1756 .
2020-09-04 23:04:06 +02:00
Philip Rebohle
66814ea8db
Revert "[d3d11] Move D3D11Shader implementation to its own file"
...
Useless since it doesn't fix the clang problem.
2020-07-18 00:10:31 +02:00
Philip Rebohle
56fe52ca3c
[d3d11] Move D3D11Shader implementation to its own file
...
And resolve some include madness. Necessary because D3D11Shader::GetDevice
needs to know the full definition of D3D11Device, but D3D11Device needs
to know the full definition of the other shader-related classes.
2020-07-17 10:16:37 +02:00