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Commit Graph

182 Commits

Author SHA1 Message Date
Philip Rebohle
0a473b4f86
[d3d11] Return error if an application creates an RTV for a buffer
Vulkan does not support buffer RTVs, and neither does DXVK, so we
should return an error in that case. Previously, DXVK would crash
upon querying image information.
2018-03-18 21:38:48 +01:00
Mikhail Paulyshka
043982d3be [d3d11] stub implementation of ID3D11Device1 (#175) 2018-03-17 20:11:00 +01:00
Philip Rebohle
ccfe1a346b
[d3d11] Moved GetViewFromDesc and NormalizeDesc out of D3D11Devuce 2018-03-17 13:42:37 +01:00
Philip Rebohle
0ddbb58ce4
[d3d11] Enable IDXGIDevice2 interface query 2018-03-17 13:05:55 +01:00
Philip Rebohle
56df0bcccb
[d3d11] Refactoring texture classes: Remove D3D11TextureInfo 2018-03-14 00:45:07 +01:00
Philip Rebohle
16d66c8a1d
[d3d11] Refactoring texture classes: Introduce D3D11CommonTexture 2018-03-13 23:51:30 +01:00
Mikhail Paulyshka
d3a4230acf [d3d11] D3D11Device::QueryInterface() suppress warning for d56e2a4c-5127-8437-658a-98c5bb789498
there is no public information about this interface
2018-03-12 23:29:44 +03:00
Philip Rebohle
b7a964e15e
[d3d11] Fix texture cube array view normalization 2018-03-09 17:24:36 +01:00
Philip Rebohle
4fed7521f7
[d3d11] Enabled tessellation shaders
Note that applications that require tessellation support
will not work as of yet.
2018-03-06 17:02:47 +01:00
Philip Rebohle
484308347a
[d3d11] Treat D3D11SamplerState as state object 2018-03-05 02:21:34 +01:00
Philip Rebohle
7a6e20f3a8
[d3d11] Fixed CheckMultisampleQualityLevels return values 2018-03-05 01:08:26 +01:00
Philip Rebohle
9ede325c5b
Merge branch 'master' of https://github.com/doitsujin/dxvk 2018-03-05 01:07:58 +01:00
Mikhail Paulyshka
6c62d7608e [d3d11] add stub for ID3DUserDefinedAnnotation (#122)
* [d3d11] D3D11DeviceContext::QueryInterface: log missing GUID

* [d3d11] suppress warnings for ID3DUserDefinedAnnotation and ID3D11Debug
2018-03-05 01:07:09 +01:00
Philip Rebohle
e8e5739978
[d3d11] Fixed potential crashes in InitImage/InitBuffer 2018-03-03 23:33:55 +01:00
Philip Rebohle
dc67cf730e
[d3d11] Add exception handling to CreateTexture* methods 2018-02-27 08:54:24 +01:00
Philip Rebohle
43b7e84bb5
[d3d11] Return fake tessellation shader obejects to the application
Prevents crashes in applications that use domain and hull shaders for
more than just rendering. Allows Fallout 4 tp run.
2018-02-26 17:29:10 +01:00
Philip Rebohle
e45d502fe4
[d3d11] Fix Create*Shader return values
When not writing back any shader object, we should be returning
S_FALSE instead of S_OK.
2018-02-26 17:04:45 +01:00
Philip Rebohle
c7acfb667f
[d3d11] Fix format for 1D RTVs and DSVs 2018-02-26 17:00:24 +01:00
Philip Rebohle
e4292adf29
[d3d11] Implemented 1D render target and depth-stencil views
An apitrace for Fallout 4 suggests that the game actually uses this.
2018-02-26 15:21:18 +01:00
Philip Rebohle
00f6262ff3
[dxbc] Properly implement Input/Output coverage masks 2018-02-26 14:23:41 +01:00
Philip Rebohle
e4dae74865
[dxvk] Validate tessellation state for graphics pipeline
This should help with freezes as long as Tessellation is
not properly implemented.
2018-02-23 12:55:23 +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
5334ff57bf [d3d11] Wired up D3D11Query to backend 2018-02-18 22:34:23 +01:00
Philip Rebohle
7ae4904ae9 [dxvk] Relax feature requirements, minor fixes 2018-02-18 11:16:18 +01:00
Philip Rebohle
fba16e2a04
[d3d11] Added experimental support for RTVs into 3D images 2018-02-14 03:16:53 +01:00
Philip Rebohle
4965f8c318
[d3d11] Implemented SRV and RTV normalization 2018-02-14 01:29:50 +01:00
Philip Rebohle
f4d679caa2
[d3d11] Enable sampleRateShading feature 2018-02-08 10:06:10 +01:00
Philip Rebohle
83458c4467
[dxvk] Separated resource view classes
Since we are doing this for UAVs already, we should be
doing this for all view classes in order to account for
the minor differences between all of them.
2018-02-05 22:35:23 +01:00
Philip Rebohle
14d5054893
[dxvk] Initial work on instance data fetch rates
Adds a pipeline flag to indicate that instanced
draw calls need to be emulated.
2018-02-01 20:15:25 +01:00
Philip Rebohle
f3ae248f39
[d3d11] Include <algorithm>
This apparently causes builds to fail on some platforms. Fixes #42.
2018-01-31 01:57:43 +01:00
Philip Rebohle
c22dc143d1
[d3d119 Implemented DXVK_FEATURE_LEVEL to restrict D3D feature levels 2018-01-30 12:19:53 +01:00
Philip Rebohle
08a916487d
[d3d11] Implemented CreateHullShader and CreateDomainShader 2018-01-29 11:53:57 +01:00
Philip Rebohle
c6f4cf7330
[general] Make use of C++ zero initialization 2018-01-28 19:37:22 +01:00
Philip Rebohle
0c62ca027f
[d3d11] Implemented normalization for UAV descriptions 2018-01-28 11:30:15 +01:00
Philip Rebohle
1eb0fc8846
[d3d11] Implemented GetUnorderedAccessViewDescFromResource 2018-01-28 10:57:16 +01:00
Philip Rebohle
5b1311b71e
[d3d11] Added stubs for deferred contexts and command lists 2018-01-23 09:23:31 +01:00
Philip Rebohle
0b426a0942
[d3d11] Added new D3D11ImmediateContext class
Initial prep work for both CSMT and Deferred Contexts.
2018-01-20 13:22:44 +01:00
Philip Rebohle
a644eebfd7
[d3d11] Fixed initialization of compressed images 2018-01-19 18:11:20 +01:00
Philip Rebohle
1f070ec26c
[d3d11] Downgraded input layout message to debug
Specifying a vertex attribute that is not actually consumed by
the shader is perfectly legal and may improve performance if
the number of state changes can be reduced.
2018-01-19 01:25:19 +01:00
Grazvydas Ignotas
d1ae152f60 Fix build on gcc6
Fixes build with mingw from ubuntu 17.10.
Missing C++17 features I guess.
2018-01-19 00:59:40 +02:00
Philip Rebohle
af6bc1e7e2
[d3d11] Enable dual-source blending feature
Required for Unigine Heaven.
2018-01-18 08:42:57 +01:00
Philip Rebohle
7fb89f22c6
[d3d11] Implemented normalization for shader resource view parameters
Fixes image view creation in Tomb Raider 2013 and potentially other games.
2018-01-17 15:19:55 +01:00
Clément Guérin
fc43b83623 [d3d11] move supported query check to d3d11_query
it's better to have everything in one place.
2018-01-14 11:09:14 -08:00
Clément Guérin
2844d4bad7 [d3d11] don't fail when creating unsupported queries
just keep going, and fail when trying to use them. this lets ManiaPlanet boot.
2018-01-14 11:09:14 -08:00
Philip Rebohle
198c9389af [d3d11] Flush resource init commands
Like regular command buffers, the command buffers used for resource
initialization should not be able to grow indefinitely.
2018-01-13 23:40:17 +01:00
Philip Rebohle
ac1fe7c2b0 [d3d11] Optimized command submission 2018-01-13 05:00:27 +01:00
Philip Rebohle
2dd2d16a09 [d3d11] Return S_OK from GetDeviceRemovedReason 2018-01-12 11:39:59 +01:00
Philip Rebohle
f5bfaac4b3 [d3d11] Use cube array views for non-array cube maps
This is actually necessary in order to properly render the map mode in
Nier:Automata, which binds non-array cube maps to a cube array slot.
2018-01-11 12:33:38 +01:00
Philip Rebohle
c1d6c20066 [d3d11] Implemented D3D11 parts of append/consume buffers 2018-01-11 12:23:55 +01:00
Philip Rebohle
ab2c7de523 [d3d11] Use CUBE instead of CUBE_ARRAY for non-array cubes
Since the change has been reverted in the DXBC compiler, it also needs
to be changed back during view creation.
2018-01-10 10:18:26 +01:00
Philip Rebohle
180cc35c84 [d3d11] Use VK_IMAGE_VIEW_TYPE_CUBE_ARRAY for non-array cube maps
Games may bind simple cube map views to a resource slot that requires
a cube map array view. Fixes GPU lockups in Nier: Automata.
2018-01-09 00:51:10 +01:00
Philip Rebohle
c7e33e636e [dxvk] Fixed vertex buffer binding issue
If an application binds vertex buffers before changing the input layout,
it might happen that the vertex buffers are not bound correctly to the
Vulkan command buffer. This issue is now resolved.
2018-01-08 20:23:21 +01:00
Philip Rebohle
ad10ab07f8 Revert "[d3d11] Added dummy resoruce binding for buffers"
This approach will not work if the d3d11 context binds an
incompatible resouce in case the pipeline itself changes.
2018-01-08 13:01:31 +01:00
Philip Rebohle
24ad9e730c [d3d11] Added dummy resoruce binding for buffers
Fixes crashes when a D3D11 application uses unbound resources
in shaders. Allows Nier:Automata to play back cutscenes.
2018-01-08 10:17:52 +01:00
Philip Rebohle
f4cd90d6fa [dxbc] Implemented vendor-specific workarounds in an attemt to fix Nvidia 2018-01-07 20:05:27 +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
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
6dfe09da7b [dxbc,d3d11] Minor fixes 2018-01-03 12:26:27 +01:00
Philip Rebohle
755e6d36e3 [d3d11] Pre-clear images that would have undefined contents
Fixes significant visual bugs in Nier: Automata that were caused
by partially initialized images.
2018-01-02 21:32:39 +01:00
Philip Rebohle
55bc01d523 [d3d11] Minor bug fixes 2018-01-02 12:07:30 +01:00
Philip Rebohle
4dc2c9e92c [d3d11] Implemented GetData stub for queries 2018-01-01 20:59:54 +01:00
Philip Rebohle
0866e1b4f2 [d3d11] Implemented Image UAV creation 2018-01-01 19:46:19 +01:00
Philip Rebohle
4fc2ea25b8 [dxbc] Implemented typed UAV load/store 2018-01-01 17:14:06 +01:00
Philip Rebohle
588ceba1d1 [d3d11] Ignoring unknown semantics in input layouts 2017-12-30 19:11:20 +01:00
Philip Rebohle
c38f3c69ad [d3d11] Query prep work 2017-12-29 22:20:31 +01:00
Philip Rebohle
78cb021f77 [d3d11] Added support for D3D11_FEATURE_D3D10_X_HARDWARE_OPTIONS 2017-12-29 12:51:54 +01:00
Philip Rebohle
6283497bfa [d3d11] Fixed shader resource view creation for structured buffers 2017-12-29 12:11:45 +01:00
Philip Rebohle
a3fe40051f [d3d11] Initial support for unordered access views
Currently restricted to buffers on the API side. Typed UAVs
are not yet supported by the shader compiler. This is enough
to run very simple compute shaders.
2017-12-28 19:05:53 +01:00
Philip Rebohle
410d3a86d9 [d3d11] Added support for raw and structured shader resource views 2017-12-28 16:33:42 +01:00
Philip Rebohle
e668c65017 [d3d11] Experimental support for typed shader buffer views 2017-12-27 14:32:07 +01:00
Philip Rebohle
788f275315 [d3d11] UAV prep work + cleanups 2017-12-27 01:36:45 +01:00
Philip Rebohle
24bceb86c2 [dxvk] Fixed 3D image upload 2017-12-24 15:29:10 +01:00
Philip Rebohle
3762df6cb6 [d3d11] Added proper support for 1D and 3D shader resources 2017-12-24 13:33:22 +01:00
Philip Rebohle
a3f9fa7547 [d3d11] Implemented 1D and 3D texture creation 2017-12-23 17:05:07 +01:00
Philip Rebohle
f301633516 [dxbc] Compute shader prep work 2017-12-21 17:27:40 +01:00
Philip Rebohle
289da8065d [d3d11] Implemented border color support 2017-12-21 16:54:20 +01:00
Philip Rebohle
659ec7b59d [d3d11] Added DXGI format properties 2017-12-20 14:54:24 +01:00
Philip Rebohle
5415b685de [dxbc] Implemented type conversion instructions 2017-12-19 18:12:18 +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
f97ea7fcea [d3d11] Implemented CheckFormatSupport and CheckFeatureSupport 2017-12-19 11:05:41 +01:00
Philip Rebohle
2b6cb25675 [d3d11] Implemented D3D11_APPEND_ALIGNED_ELEMENT 2017-12-18 23:24:10 +01:00
Philip Rebohle
4d01517dd8 [d3d11] Geometry shader prep work 2017-12-18 12:53:53 +01:00
Philip Rebohle
d9f38a7f42 [d3d11] Minor restructuring 2017-12-15 19:11:10 +01:00
Philip Rebohle
4502816bb6 [dxvk] Renamed DxvkBufferSlice methods for convenience 2017-12-14 19:09:53 +01:00
Philip Rebohle
9827ace3b0 [d3d11] Fixed buffer bindings with non-zero offsets 2017-12-14 19:07:08 +01:00
Philip Rebohle
6de6421dfd [d3d11] Refactoring resource creation (1/2) - buffers 2017-12-14 15:59:55 +01:00
Philip Rebohle
2a266eaad4 [general] Added 32-bit support 2017-12-12 12:50:52 +01:00
Philip Rebohle
24feb7822d [d3d11] Added class linkage stub, required for FX11 samples 2017-12-12 01:07:07 +01:00
Philip Rebohle
037e9a643d [d3d11] Fixed yet another ref counting bug 2017-12-11 17:01:38 +01:00
Philip Rebohle
4144e3229a [d3d11] Implemented blend state creation 2017-12-11 13:03:07 +01:00
Philip Rebohle
9b9840754d [d3d11] Added depth-stencil state objects 2017-12-11 01:43:15 +01:00
Philip Rebohle
b4f85a2c2f [d3d11] Fixed mip-mapped texture creation 2017-12-10 19:10:17 +01:00
Philip Rebohle
cd4f21a0c3 [d3d11] Implemented buffer mapping 2017-12-10 17:36:32 +01:00
Philip Rebohle
52f1c4fa00 [dxvk] Implemented staging buffers for large data transfers 2017-12-10 15:57:51 +01:00
Philip Rebohle
e335c817bc [d3d11] Implemented sampler creation 2017-12-09 20:49:56 +01:00
Philip Rebohle
50e8b35291 [d3d11] Minor fixes to D3D11Device::CheckMultisampleQualityLevels 2017-12-09 19:44:06 +01:00
Philip Rebohle
8e3c14d8ab [d3d11] Cleaned up view creation a bit 2017-12-09 19:36:38 +01:00
Philip Rebohle
1e6c11e3f2 [d3d11] Implemented shader resource view creation for 2D textures 2017-12-09 19:06:51 +01:00
Philip Rebohle
f484454854 [d3d11] Device children actually do hold a reference to the device 2017-12-09 15:57:05 +01:00