Philip Rebohle
8e7ea899d2
[dxvk] Enable VK_EXT_extended_dynamic_state_3 if available
2022-10-24 16:39:24 +02:00
Philip Rebohle
859de7e828
[dxvk] Always enable depth clip feature if supported
2022-10-24 16:39:24 +02:00
Paul Gofman
e311f25287
[dxgi] Store device pointer in DxgiSwapChainDispatcher
2022-10-20 19:05:19 +02:00
Philip Rebohle
53a0c3726c
[dxvk] Don't crash immediately on pipeline library compile error
...
Things will blow up down the line but there's no good reason to crash
immediately. Also ignore returned pipeline on error so we'll always
return null.
2022-10-18 00:07:41 +02:00
Philip Rebohle
69d7af42a4
[dxgi] Change swap chain interface to better map to D3D12 needs
2022-10-16 16:38:29 +02:00
Philip Rebohle
d7ac21b6c7
[dxgi] Use new DXVK swap chain factory if available
2022-10-16 16:38:29 +02:00
Philip Rebohle
aca67f64da
[d3d11] Implement IDXGIVkSwapChainFactory for D3D11
2022-10-16 16:38:29 +02:00
Philip Rebohle
580dd5cf4a
[dxgi] Add swap chain factory interface definition
2022-10-16 16:38:29 +02:00
Joshua Ashton
d83e184afd
[d3d10] Enable native builds
...
This started working at some point... may as well!
2022-10-15 18:17:29 +01:00
Joshua Ashton
1d3decf100
[build] Add version scripts for native builds
...
FEX would like clean symbols for experimenting with making thunks down the line.
We also just shouldn't be exporting a bunch of random crap -- sadly -fvisibility=hidden doesn't help with a bunch of stuff :(
For reference, RADV also does this.
2022-10-15 19:10:57 +02:00
Joshua Ashton
25798f6fe1
[build] Set name_prefix to libdxvk_
for native builds
...
Less rude and nicer than just d3d9.so.
Matches old DXVK native behaviour too.
2022-10-15 19:10:57 +02:00
Joshua Ashton
3b90f5a77f
[util] Enable apitrace mode for Hammer World Editor
2022-10-15 17:21:29 +01:00
Robin Kertels
4bcabe8d46
[d3d9] Return 0 if any vertex decl element can't be represented as fvf
2022-10-12 23:07:23 +01:00
Robin Kertels
7090105573
[d3d9] Remove declaration fvf mapping log spam
2022-10-12 23:07:23 +01:00
Robin Kertels
2b964f0c67
[d3d9] Make MapD3DDeclToFvf more readable
...
All branches return, so we might as well
give it a bit more room to breath.
2022-10-12 23:07:23 +01:00
Philip Rebohle
bd7d2aac71
[dxgi] Get rid of NotifyModeChange method
...
Was only used for the FPS limiter.
2022-10-07 13:25:56 +02:00
Vinjul1704
038ed23a5d
[util] Force SM1 for the Escape from Tarkov launcher
2022-10-06 21:32:19 +02:00
Joshua Ashton
fa45e5838e
[util] Fix tzcnt on ARM64 + Clang
...
This needed brackets around this conditional.
2022-10-05 19:01:05 +01:00
Philip Rebohle
ab622760a0
[dxbc] Emit new block only after emitting switch instruction
...
Otherwise emitting the OpSwitch will reset the block ID, which
is not desireable. Fixes #2975 .
2022-10-04 21:00:50 +02:00
Blisto91
f8bd19f210
[util] Cap Sonic Adventure 2 to 60 fps
2022-09-30 19:14:59 -02:30
Adam Jereczek
b2ad25755a
[d3d9] Fix for missing restriction check in ProcessVertices
...
Co-authored-by: aroztkow <aneta.roztkowska@intel.com>
2022-09-28 12:10:41 -02:30
Joshua Ashton
49854dbfba
[d3d9] Saturate viewport depth range
...
Viewport depth range in D3D9 is clamped at 0-1, same as OpenGL.
Drivers like RADV, etc support VK_EXT_depth_range_unrestricted,
which makes the regular UB of this actually work -- which isn't what
we want.
We also don't enable VK_EXT_depth_range_unrestricted, so we shouldn't
be setting depth ranges outside of the 0-1 bounds anyway.
Closes : #2960
2022-09-27 18:58:40 -02:30
Georg Lehmann
50857537d6
[d3d9] Use D32 not D32_S8 when upgrading formats without stencil aspect.
2022-09-27 18:58:32 +01:00
Georg Lehmann
a9bdea72e9
[d3d9] Clamp Dref to [0.0, 1.0] if the texture is emulated UNORM
2022-09-26 21:39:51 +01:00
Georg Lehmann
6fe96d7d82
[dxso] Support clamping Dref.
2022-09-26 21:39:51 +01:00
Georg Lehmann
5684e29718
[d3d9] Track if a texture is upgraded to D32f
2022-09-26 21:39:51 +01:00
Georg Lehmann
6188ffa23a
[d3d9] Add a config option for D24 -> D32
2022-09-26 21:39:51 +01:00
Georg Lehmann
7552cfe62a
[dxso] Always lower projection
2022-09-26 21:39:51 +01:00
Philip Rebohle
f1f8d45fcd
[dxvk] Rework allocation logic for large resources
...
This may reduce internal fragmentation with very large resources.
We previously changed behaviour to not do this in order to reduce memory
pressure in the average case, however by trying to suballocate from existing
chunks and falling back to a dedicated allocation on failure, rather than
allocating a new chunk, we can mostly avoid that situation.
2022-09-24 17:06:00 +02:00
Philip Rebohle
15588004b4
[dxvk] Bump memory chunk size to 256 MiB.
2022-09-24 17:06:00 +02:00
Joshua Ashton
f2950953e0
[d3d9] Avoid depth degenerate viewports
2022-09-23 13:26:50 +01:00
Joshua Ashton
d221bb7a9c
[d3d9] Add ID3D9VkInteropDevice
...
Provides access to the device and instance handles
as well as the queue that is used for rendering.
2022-09-22 17:58:54 +01:00
Joshua Ashton
e976218e17
[d3d9] Make GetDXVKDevice return a const Rc reference
...
Avoids some useless reffing.
2022-09-22 17:58:54 +01:00
Joshua Ashton
ac13112619
[d3d9] Add ID3D9VkInteropTexture
...
Provides access to the backing resource of a D3D9 texture.
2022-09-22 17:58:54 +01:00
Joshua Ashton
ae2465079e
[d3d9] Add ID3D9VkInteropInterface
...
Allows getting the VkInstance handle from a IDirect3D9 interface,
as well as VkPhysicalDevices from adapter ordinals.
2022-09-22 17:58:54 +01:00
Joshie
1451032b83
[d3d9] Minor cleanups in vertex declaration code ( #2950 )
2022-09-22 09:46:51 +00:00
Krzysztof Dobrowolski
1e1ef8f1bd
[d3d9] Fix for missing mapping of VertexElements declarations to FVF bits
...
When Vertex declaration is created by CreateVertexDeclaration
and SetFVF is not called then GetFVF returns 0.
This code change implements mapping of D3D declarations to FVF mask
and sets it if FVF was not set previously.
2022-09-22 08:41:40 +00:00
Michał Pyrzowski
82ebc29e18
[dxso] Fix for illegal OpCompositeConstruct while translating Crs opcode
...
During the translation of the Crs opcode to SPIR-V there is an assumption that the result type is a composite type. This is not always true. If the result is a scalar type the translation adds an OpCompositeConstruct with a scalar result type. This is a spec violation.
This change checks if the result type is a composite type and does not add the OpCompositeConstruct in case of scalar types.
2022-09-21 10:47:16 +00:00
Robin Kertels
5c22e2fbda
[util] Enable GTA IV config for Episodes from Liberty City
2022-09-19 15:11:01 +01:00
Robin Kertels
c759fb45aa
[util] Disable DF support for pretty mirrors in GTA IV
2022-09-19 15:11:01 +01:00
Robin Kertels
5962be44c6
[dxso] Define color inputs as centroids on SM3 too
2022-09-19 15:10:43 +01:00
Philip Rebohle
a14ce8d1b0
[d3d11] Enable ROV support if corresponding Vulkan features are supported
2022-09-19 15:44:23 +02:00
Philip Rebohle
35a84053b5
[dxbc] Implement rasterizer ordered views
2022-09-19 15:44:23 +02:00
Philip Rebohle
8ca5edeacd
[dxbc] Decode rasterizer ordered flag for UAVs
2022-09-19 15:44:23 +02:00
Philip Rebohle
9532126f7c
[dxvk] Enable VK_EXT_fragment_shader_interlock
2022-09-19 15:44:23 +02:00
Philip Rebohle
0bb0c1e646
[util] Enable ignoreGraphicsBarriers for FFXV
...
Massively improves performance when VXAO is enabled.
2022-09-19 15:43:45 +02:00
Philip Rebohle
2a7706ba53
[dxbc] Do not enable SPV_KHR_shader_float_controls
...
This is core in Vulkan 1.2 and SPIR-V 1.5.
2022-09-18 02:27:03 +02:00
Philip Rebohle
9fa587e13c
[dxgi] Always use swap chain-local present count for frame statistics
...
Doesn't appear to match Windows behaviour, but there may be scenarios
when we can't query the current monitor. Statistics still need to be
consistent in this case.
See #2933 .
2022-09-17 05:01:36 +02:00
Philip Rebohle
5b6b9923ab
[dxbc] Write point size in vertex shaders
...
Silences some validation errors when point rendering is enabled.
2022-09-17 01:52:19 +02:00
Philip Rebohle
d93568f1a9
[dxbc] Don't emit built-in position as a block variable
...
This is no longer needed for interface matching.
2022-09-17 01:52:19 +02:00
xpander69
07094ac4f9
[util] Remove fps cap from Warhammer Online
...
This is a bit embarrassing. Added this config few days ago to counter the animation breakages, but now Return of Reckoning devs patched the executable on their side to cap the framerate by default. So the workaround is not needed anymore.
2022-09-16 21:32:49 +01:00
Philip Rebohle
4fb6c200d7
[d3d9] Use precise matrix-vector operations to compute vertex position
2022-09-16 20:04:01 +01:00
Philip Rebohle
b56ec10deb
[d3d9] Add helpers for precise matrix-vector products
2022-09-16 20:04:01 +01:00
Philip Rebohle
3a63c7cb31
[dxvk] Hide some more format compatibility validation errors
2022-09-16 17:24:33 +02:00
Philip Rebohle
67bd2b5e76
[dxgi] Report swap chain frame statistics
2022-09-16 12:49:42 +02:00
Philip Rebohle
fe3fc82d8e
[dxgi] Handle mode changes for frame statistics
2022-09-16 12:49:42 +02:00
Philip Rebohle
faaa6bf1df
[dxgi] Promote output stored in swap chain to IDXGIOutput1
2022-09-16 12:49:42 +02:00
Philip Rebohle
57af9e8760
[dxgi] Estimate vblank count for frame statistics
2022-09-16 12:49:42 +02:00
Philip Rebohle
c56a9b5a3f
[dxgi] Implement WaitForVBlank using new sleep helper
...
Not very accurate, but probably good enough if the display
refresh rate is known.
2022-09-16 12:49:42 +02:00
Philip Rebohle
3543673c5c
[util] Add helper to compute display refresh related stuff
2022-09-16 12:49:42 +02:00
Philip Rebohle
e019edc8c3
[util] Add helper to get time point from raw counter value
2022-09-16 12:49:42 +02:00
Philip Rebohle
c1ab09a048
[util] Move platform-specific sleep code to dedicated helper class
2022-09-16 12:49:42 +02:00
Joshua Ashton
000a647c56
[d3d11] Store D3D11DeviceContextState as private ref
...
Avoids a circular dependency
2022-09-16 12:49:10 +02:00
Joshua Ashton
a69c65265a
[d3d11] Store context predication query as private ref
2022-09-16 12:49:10 +02:00
Joshua Ashton
9e4877be81
[d3d11] Store SoTarget buffer as a private ref
2022-09-16 12:49:10 +02:00
Joshua Ashton
b40935a48d
[d3d11] Store context state ID buffers as private refs
2022-09-16 12:49:10 +02:00
Joshua Ashton
ca38cebe0b
[d3d11] Store private refs for IA layout
2022-09-16 12:49:10 +02:00
Joshua Ashton
9545281542
[d3d11] Store private refs for VB + IB bindings
2022-09-16 12:49:10 +02:00
Joshua Ashton
9bfe46ac50
[d3d11] Store private refs for srv and rtv bindings
2022-09-16 12:49:10 +02:00
Joshua Ashton
2419226456
[d3d11] Store private refs for constant buffer bindings
2022-09-16 12:49:10 +02:00
Joshua Ashton
8758bcedae
[d3d11] Store private refs to context shaders
2022-09-16 12:49:10 +02:00
Joshua Ashton
699d56e35d
[d3d11] Handle nullptr RasterizerState in ApplyRasterizerSampleCount
...
This broke as of a637134c56
is causing a crash in the BGFX d3d11 samples.
2022-09-16 11:40:36 +02:00
Joshua Ashton
3a6f8fa413
[d3d11] Assign ForcedSampleCount to correct value in ApplyRasterizerSampleCount
...
ForcedSampleCount was never being respected as it would always be replaced with 1 as it was being assigned to the wrong variable.
This was also probably causing a bunch of redundant CS work as it was changing state that was dirty checked.
2022-09-16 11:40:36 +02:00
Philip Rebohle
1c33d8be1f
[dxgi] Fix return value of ChangeDisplayMode
2022-09-15 15:35:54 +02:00
Paul Gofman
10d6e15646
[d3d9] Do not set window size and position when restoring from fullscreen state
...
Closes #2920 .
2022-09-15 09:33:24 +01:00
Krzysztof Dobrowolski
19b76825d0
[d3d9] Fix for missing restriction check in UpdateSurface.
...
The spec of IDirect3DDevice9::UpdateSurface contains the following restriction:
- Neither surface can be created with multisampling.
The only valid flag for both surfaces is D3DMULTISAMPLE_NONE.
This commit adds this check and returns D3DERR_INVALIDCALL
when source or destination surfaces are multisampled.
2022-09-15 09:32:31 +01:00
Georg Lehmann
18a801de84
[dxso] Use a * (y - x) + x for lerp.
...
Fixes Alice: Madness Returns.
2022-09-13 23:10:11 +01:00
Rhys Perry
63ca34bb29
[dxbc] Fix forceVolatileTgsmAccess for stores
...
Signed-off-by: Rhys Perry <pendingchaos02@gmail.com>
2022-09-13 21:41:59 +02:00
Joshua Ashton
68c528d345
[util] Implement bitmask iterator on non-x86 platforms
2022-09-13 20:11:17 +01:00
Joshua Ashton
2218462ff2
[util] Implement spin on ARM64
2022-09-13 20:11:17 +01:00
Joshua Ashton
57cee691b3
[util] Implement replaceNaN for non-x86 platforms
2022-09-13 20:11:17 +01:00
Joshua Ashton
2d8e14fcf4
[util] Implement bcmpeq for non-x86 platforms
2022-09-13 20:11:17 +01:00
Joshua Ashton
c3093b546e
[util] Implement tzcnt for non-x86 platforms
2022-09-13 20:11:17 +01:00
Joshua Ashton
466026632d
[util] Only include x86 intrinsics headers on x86
2022-09-13 20:11:17 +01:00
Joshua Ashton
736f91fad1
[util] Add macro to determine CPU arch
2022-09-13 20:11:17 +01:00
Philip Rebohle
21a521361e
[spirv] Remove OpKill helper
...
This is deprecated, so make sure we never accidentally
use it in the future.
2022-09-13 15:30:13 +02:00
Philip Rebohle
af208ceb9e
[dxbc] Optimize write pattern for TGSM initialization
...
Reduces bank conflicts.
2022-09-12 22:33:40 +02:00
Philip Rebohle
05f36fd97b
[dxbc] Only use workgroup scope in compute shaders
...
Turns out that global barriers can be used in graphics shaders.
2022-09-12 22:05:39 +02:00
Philip Rebohle
0502a0464f
[dxbc] Fix broken barrier around TGSM init code
2022-09-12 22:05:39 +02:00
Philip Rebohle
944a945822
[dxvk] Fix validation error on FS resolve path
2022-09-12 18:59:58 +02:00
Philip Rebohle
d9466eb2b9
[dxvk] Get rid of immutable sampler for resolve operations
2022-09-12 18:59:58 +02:00
Riesi
26c8f46b6b
[util] Limit King Of Fighters XIII to 60 FPS
...
Game speed is tied to FPS
fixes #2647
2022-09-12 18:53:42 +02:00
Blisto91
e05e063df0
[util] Enable memoryTrackTest for SiN Episodes Emergence
2022-09-12 18:37:30 +02:00
Philip Rebohle
eda366662c
[dxbc] Handle workgroup-coherent UAVs more efficiently
...
Some drivers don't handle the workgroup scope on stores and loads properly,
so let's just do the availability and visibility operation on barriers.
2022-09-12 18:19:02 +02:00
Philip Rebohle
8842af2ad6
[dxvk] Get rid of sampler for pack operations
2022-09-12 14:20:30 +02:00
Philip Rebohle
8dc9400045
[d3d11] Report D3D11_FORMAT_SUPPORT2_SHAREABLE appropriately
2022-09-11 16:40:02 +02:00
Philip Rebohle
299fc4c4cf
[d3d11] Determine shared resources tier more accurately
2022-09-11 16:40:02 +02:00
Philip Rebohle
443cb658f7
[dxvk] Clean up DxvkImage::canShareImage
2022-09-11 16:40:02 +02:00
Philip Rebohle
0123e844b2
[dxvk] Move getFormatLimits back to DxvkAdapter
2022-09-11 16:40:02 +02:00
Philip Rebohle
c0fdf1449c
[dxvk] Allow querying external memory features for image formats
2022-09-11 16:40:02 +02:00
Philip Rebohle
3a636f6094
[dxvk] Introduce DxvkFormatQuery
2022-09-11 16:40:02 +02:00
Joshua Ashton
10bb285f2e
[d3d9] Remove unused dstExtent + friends in GetRenderTargetData
2022-09-10 21:46:07 +00:00
Joshua Ashton
935541bcb0
[util] Make math types have implicit copy assignments
...
We define implicit copy constructors, should also define implicit copy assignments.
2022-09-10 21:46:07 +00:00
Joshua Ashton
99e01d64f7
[dxso] Make fallthrough for extra params explicit
2022-09-10 21:46:07 +00:00
Joshua Ashton
9adc6f2d3e
[d3d11] Remove unused this capture in UnbindResources
2022-09-10 21:46:07 +00:00
Joshua Ashton
a3727ebd42
[d3d11] Fix UNKNOWN enum in video view dimension switch cases
2022-09-10 21:46:07 +00:00
Joshua Ashton
64d88c684d
[dxbc] Explicitly cast down to VkAccessFlags when assinging binding.access
...
Otherwise both halves of the terniary are differing types causing a warning.
2022-09-10 21:27:04 +00:00
Joshua Ashton
aa06e71dee
[d3d11] Remove useless const qualifiers on IsYCbCr and NeedsCopy return values
2022-09-10 21:27:04 +00:00
Joshua Ashton
ce5e7ad427
[d3d11] Remove MaxAnisotropy < 0 check
...
This type is unsigned, this is impossible.
2022-09-10 21:27:04 +00:00
Joshua Ashton
b0ac267fd5
[d3d9] Explicitly cast to D3DRENDERSTATETYPE in ColorWriteIndex
...
Need this to silence warnings after doing some arithmetic on an enum.
2022-09-10 21:27:04 +00:00
Joshua Ashton
f42df87937
[dxvk] Remove useless const qualifier on getColorAttachmentIndex return type
...
This does nothing.
2022-09-10 21:27:04 +00:00
Joshua Ashton
ec6ad90f22
[dxvk] Fix value type in QueueItem
...
This was being truncated from uint64_t -> uint32_t then stored in a uint64_t which seems unintentional...
2022-09-10 22:55:58 +02:00
Philip Rebohle
ccfb986e72
[dxbc] Rework TGSM workaround
2022-09-10 14:27:13 +02:00
Philip Rebohle
8176101228
[dxbc] Enable Vulkan memory model
2022-09-10 14:27:13 +02:00
Philip Rebohle
68cfc84329
[dxvk] Enable vulkanMemoryModel feature
2022-09-10 14:27:13 +02:00
Philip Rebohle
0b891a93b2
[spirv] Add support for memory operands on load/store operations
2022-09-10 14:27:13 +02:00
Philip Rebohle
d564be68d6
[spirv] Handle availability and visibility image operands
2022-09-10 14:27:13 +02:00
Philip Rebohle
0f9a042952
[d3d11] Report Tiled Resources Tier 3 again
...
Partially reverts df5756c9a5
.
Turns out that WARP does this, so we might as well expose it too.
2022-09-10 14:26:50 +02:00
xpander69
2ec25f588f
Cap Warhammer Online to 100 FPS
...
Animations break with 100+ FPS. Engine Limitation. WAR-64.exe is affected by this. WAR.exe is capped to 100 by default.
2022-09-10 13:02:47 +02:00
Georg Lehmann
bd5d9d90c9
[d3d9] Use xor to swap bit in depth mask.
2022-09-10 04:16:30 +00:00
Georg Lehmann
1bc6f9660a
[d3d9] Force D3DTADDRESS_CLAMP for cubes.
2022-09-10 04:16:30 +00:00
Philip Rebohle
5babb29922
[d3d11] Set host stage and access bits for staging resources
...
We don't need this for resources that we'll never read back from.
2022-09-08 19:26:55 +02:00
Philip Rebohle
4b8387c9b1
[d3d9] Set host stage and access bits for image staging buffers
...
This is already being done for buffers.
2022-09-08 19:26:55 +02:00
Philip Rebohle
044e2e9dff
[dxvk] Defer host barriers until the end of the current command buffer
2022-09-08 19:26:55 +02:00
Philip Rebohle
72de8a1dc1
[dxvk] Destroy command list fences
...
Fixes a validation error.
2022-09-08 19:26:33 +02:00
Robin Kertels
2b16134b64
[util] Enable d3d9.memoryTrackTest for The Ship
2022-09-07 21:05:48 +02:00
Joshua Ashton
1ea48558e5
[wsi] Fix return value of setMonitorDisplayMode
2022-09-07 21:05:20 +02:00
Joshua Ashton
846db795f8
[dxvk] Link against dl for native builds
...
Fixes build under Steam Runtime Sniper
2022-09-07 17:02:54 +01:00
Philip Rebohle
9964e4a632
[d3d11] Clean up resource validation around tiled resources
2022-09-05 07:51:08 +02:00
Philip Rebohle
df5756c9a5
[d3d11] Do not report Tiled Resources Tier 3
...
Neither Nvidia nor AMD drivers report Tier 3 support on Windows,
so this is likely a D3D11 runtime limitation, even though the
API could technically support it.
2022-09-05 07:51:08 +02:00
Philip Rebohle
b12e4fc59f
[dxvk] Check whether SparseResidency capability is used in a shader
2022-09-05 07:51:08 +02:00
Philip Rebohle
02600706fe
[d3d11] Enable Conservative Rasterization Tier 3
...
Mostly to bring this in line with vkd3d-proton.
2022-09-05 07:27:00 +02:00
Philip Rebohle
d14d70af05
[dxvk] Check whether FragmentFullyCoveredEXT capability is used in a shader
2022-09-05 07:26:23 +02:00
Philip Rebohle
3401964ee2
[dxbc] Implement support for SV_InnerCoverage
2022-09-05 07:21:47 +02:00
Philip Rebohle
bd912212b5
[d3d11] Adjust preferred mapping modes for default images
2022-09-05 05:52:55 +02:00
Philip Rebohle
fdcbdeb28f
[d3d11] Implement dirty trackig for default-mapped images
...
Avoids GPU synchronization when using WriteToSubresource,
and also reduces bandwidth.
2022-09-05 05:52:55 +02:00
Philip Rebohle
40ffac72d9
[d3d11] Introduce methods for dirty region tracking for mapped images
2022-09-05 05:52:55 +02:00
Philip Rebohle
1bed39f266
[d3d11] Rework ReadFromSubresource and WriteToSubresource
...
Mainly changes the code to use existing helpers where possible, and
adds support for planar images, which was previously completely broken
for these functions.
2022-09-05 04:32:01 +02:00
Philip Rebohle
ca833082b5
[d3d11] Fix broken image readback for mapped default images
2022-09-05 04:31:13 +02:00
Philip Rebohle
e9851bee86
[dxvk] Introduce per-aspect version of computeImageDataSize
2022-09-05 04:31:13 +02:00
Philip Rebohle
957d99ed8d
[dxvk] Fix broken layer handling in packImageData
2022-09-05 03:39:23 +02:00
Philip Rebohle
e8c1a8e734
[dxbc] Clean up support check for R32 reads without format
2022-09-04 18:28:27 +02:00
Philip Rebohle
6d9353f4e9
[d3d11] Don't depend on variableMultisampleRate feature
2022-09-04 18:28:27 +02:00
Philip Rebohle
882072e134
[d3d11] Move maximum feature level check to D3D11DeviceFeatures
2022-09-04 18:28:27 +02:00
Philip Rebohle
c082e7f0a9
[d3d11] Add convenience query for Conservative Rasterization tier
2022-09-04 18:28:27 +02:00
Philip Rebohle
59dd2d54cd
[d3d11] Add convenience query for Tiled Resources tier
2022-09-04 18:28:27 +02:00
Philip Rebohle
0e70398d4e
[d3d11] Use D3D11DeviceFeatures in CheckFeatureSupport
2022-09-04 18:28:27 +02:00
Philip Rebohle
71d6e8f849
[d3d11] Introduce D3D11DeviceFeatures
2022-09-04 18:28:27 +02:00
Philip Rebohle
5490aa936b
[d3d11] Rework D3D11 feature enablement
...
Rather than enabling based on requested feature levels, always enable
all supported features that we might use, and report the maximum
feature level based on that.
This fixes an issue in CreateDeviceContextState which may raise the
device feature level, and another issue wherein the feature level
override is ignored if tiled resources are not supported.
2022-09-04 18:28:27 +02:00
Philip Rebohle
c4516c5b04
[dxvk] Improve behaviour when variableMultisampleRate is not supported
2022-09-04 18:28:27 +02:00
Philip Rebohle
8d9d9912ff
[dxvk] Remove extension info from DXVK device
2022-09-04 18:28:27 +02:00
Philip Rebohle
ff6a6e2d37
[d3d11] Use new pseudo-features where applicable
2022-09-04 18:28:27 +02:00
Philip Rebohle
51e0a56243
[dxvk] Use new pseudo-features where applicable
2022-09-04 18:28:27 +02:00
Philip Rebohle
019ebeeaf7
[dxvk] Introduce pseudo-features for extensions with no feature struct
...
Makes it easier to keep track of supported extensions.
2022-09-04 18:28:27 +02:00
Philip Rebohle
1b66b8c9f3
[dxvk] Go back to fence-based command list synchronization
...
Timeline semaphores are too unreliable on 32-bit Proton builds.
2022-09-04 18:23:11 +02:00
Philip Rebohle
439043ddb4
[d3d11] Do not implicitly stall waitable swap chains
2022-09-02 14:33:11 +02:00
Philip Rebohle
17320776f0
[dxgi] Duplicate frame latency handle
...
Apps can call CloseHandle on this.
2022-09-02 14:25:12 +02:00
Philip Rebohle
11ef172c79
[util] Add stubs for DuplicateHandle and GetCurrentProcess
2022-09-02 14:25:12 +02:00
Philip Rebohle
fa743f162b
[dxvk] Don't create queues with QUEUE_FAMILY_IGNORED
...
We accidentally broke drivers which don't support sparse.
Closes #2891 .
Closes #2890 .
Reported-by: mykhailo.skorokhodov@globallogic.com
2022-09-02 11:07:09 +02:00
Joshua Ashton
36f523bbf5
[vulkan] Fix loading libvulkan natively
2022-09-01 04:37:43 +02:00
Joshua Ashton
b05ae33273
[util] Return null if HMODULE is nullptr in GetProcAddress compat
...
dlsym with NULL will try to find the symbol from anything currently
loaded.
2022-09-01 04:37:43 +02:00
Philip Rebohle
735349bf1b
[dxvk] Fix barrier typo
2022-09-01 03:35:58 +02:00
Philip Rebohle
097d3edd05
[dxvk] Create debug messenger if DXVK_DEBUG=validation is set
2022-09-01 00:25:10 +02:00
Philip Rebohle
2f39ae792a
[dxvk] Change DXVK_PERF_EVENTS environment variable to DXVK_DEBUG
2022-09-01 00:25:10 +02:00
Philip Rebohle
f8781e1c4c
[vulkan] Add missing VK_EXT_debug_utils entry points
2022-09-01 00:25:10 +02:00
Philip Rebohle
321338af00
[dxvk] Remove unused m_device member from DxvkBuffer
2022-09-01 00:07:23 +02:00
Philip Rebohle
7b4925dc45
[dxvk] Fix potential sparse allocator lifetime issues
2022-08-31 23:48:46 +02:00
Philip Rebohle
c3c6dbf669
[dxvk] Fix potential buffer lifetime issues
2022-08-31 23:48:34 +02:00
Philip Rebohle
a11fb568b9
[tests] Remove D3D9 tests
2022-08-31 17:01:22 +02:00
Philip Rebohle
e882a7f8ba
[d3d11] Implement extended shader interface
2022-08-31 16:25:44 +02:00
Philip Rebohle
610472e658
[d3d11] Introduce ID3D11VkExtShader
2022-08-31 16:25:44 +02:00
Philip Rebohle
354b88d178
[dxvk] Add shader method to retrieve raw code
2022-08-31 16:25:44 +02:00
WinterSnowfall
3e0031cefe
[util] Add a maxAvailableMemory limit for Heroes of Annihilated Empires
2022-08-30 13:21:29 +02:00
Philip Rebohle
c72c6ec6ed
[d3d10] Remove d3d10.dll and d3d10_1.dll
...
These are incomplete and are already not being used anyway,
so just drop them.
2022-08-30 02:42:03 +02:00
Joshua Ashton
c49b1ee390
[d3d9] Use SetStateTexture in Reset
...
Fixes m_activeTextures not getting updated
2022-08-29 10:16:21 +00:00
Joshua Ashton
86efa46fcf
[dxvk] Throw DxvkError if we failed to load vulkan library
2022-08-27 19:32:03 +02:00
Joshua Ashton
286ab017da
[vulkan] Add valid method to LibraryLoader
2022-08-27 19:32:03 +02:00
Joshua Ashton
482a7e433b
[vulkan] Make LibraryLoader dynamically load vulkan-1
...
This makes LibraryLoader actually load the library and moves ownership
of GetInstanceProcAddr into it, which means we pass through the
loaders into their parents to grab stuff.
2022-08-27 19:32:03 +02:00
Joshua Ashton
f6fcbb7127
[util] Rename CloseLibrary to FreeLibrary in win32 compat headers
...
Typo...
2022-08-27 19:32:03 +02:00
Robin Kertels
bfd47ec876
[d3d9] Try to match either top or bottom mips in UpdateTexture
2022-08-26 20:56:42 +01:00
Philip Rebohle
91bdc8d06c
[d3d11] Expose feature level 12_0
2022-08-26 05:53:03 +02:00
Philip Rebohle
91ff6d68e1
[d3d11] Expose support for tiled resources
2022-08-26 05:53:03 +02:00
Philip Rebohle
790da79512
[d3d11] Implement min/max filters
2022-08-26 05:53:03 +02:00
Philip Rebohle
0a222aaaf0
[d3d11] Implement CopyTiles and UpdateTiles
2022-08-26 05:53:03 +02:00
Philip Rebohle
ca41bb4ea4
[d3d11] Implement CopyTileMappings
2022-08-26 05:53:03 +02:00
Philip Rebohle
ff2ff37696
[d3d11] Implement UpdateTileMappings
2022-08-26 05:53:03 +02:00
Philip Rebohle
5130638ebe
[d3d11] Implement ResizeTilePool
2022-08-26 05:53:03 +02:00
Philip Rebohle
e8f59bfd7c
[d3d11] Implement tile pool creation
2022-08-26 05:53:03 +02:00
Philip Rebohle
0cd67cb98a
[d3d11] Implement tiled image creation
2022-08-26 05:53:03 +02:00
Philip Rebohle
0637fdf82e
[d3d11] Implement tiled buffer creation
2022-08-26 05:53:03 +02:00
Philip Rebohle
7f856b545a
[d3d11] Implement format feature check for tiled resources
2022-08-26 05:53:03 +02:00
Philip Rebohle
ca0dedd213
[d3d11] Implement multisampling support check for tiled resources
2022-08-26 05:53:03 +02:00
Philip Rebohle
3f7093325b
[d3d11] Implement GetResourceTiling
2022-08-26 05:53:03 +02:00
Philip Rebohle
f97660e210
[d3d11] Implement TiledResourceBarrier
2022-08-26 05:53:03 +02:00
Philip Rebohle
626ccef43b
[d3d11] Enable sparse features if supported by the device
2022-08-26 05:53:03 +02:00
Philip Rebohle
eaa5d16616
[dxbc] Use texel buffers for raw/structured buffers with sparse feedback
2022-08-26 05:53:03 +02:00
Philip Rebohle
336aafcdf7
[dxbc] Explicitly store whether a resource is a raw SSBO
2022-08-26 05:53:03 +02:00
Philip Rebohle
d6613f50c5
[dxbc] Implement ld for buffers with sparse feedback
2022-08-26 05:53:03 +02:00
Philip Rebohle
e58f9a5e99
[dxbc] Implement ld for images with sparse feedback
2022-08-26 05:53:03 +02:00
Philip Rebohle
db3b2e23fb
[dxbc] Implement ld_uav_typed with sparse feedback
2022-08-26 05:53:03 +02:00
Philip Rebohle
0faba649da
[dxbc] Implement sample operations with sparse feedback
2022-08-26 05:53:03 +02:00
Philip Rebohle
d5b68b3642
[dxbc] Implement gather operations with sparse feedback
2022-08-26 05:53:03 +02:00
Philip Rebohle
614024873d
[dxbc] Implement CheckAccessFullyMapped instruction
2022-08-26 05:53:03 +02:00
Philip Rebohle
eb8a238d6f
[dxbc] Add definitions for sparse feedback instructions
2022-08-26 05:53:03 +02:00
Philip Rebohle
70158fa9cf
[spirv] Add support for sparse image opcodes
2022-08-26 05:53:03 +02:00
Philip Rebohle
2329c71b6f
[dxvk] Implement sampler reduction mode
2022-08-26 05:53:03 +02:00
Philip Rebohle
43b19f773c
[dxvk] Introduce initSparseImage
2022-08-26 05:53:03 +02:00
Philip Rebohle
fc0d952edb
[dxvk] Introduce copySparsePages{To,From}Buffer
2022-08-26 05:53:03 +02:00
Philip Rebohle
d5348a0cf0
[dxvk] Introduce updatePageTable
2022-08-26 05:53:03 +02:00
Philip Rebohle
12d2f8a9d4
[dxvk] Expose sparse binding operations as part of the command list
2022-08-26 05:53:03 +02:00
Philip Rebohle
2615af7664
[dxvk] Submit sparse binding operations alongside command buffers
2022-08-26 05:53:03 +02:00
Philip Rebohle
d3b6502a17
[dxvk] Introduce DxvkSparseBindSubmission
2022-08-26 05:53:03 +02:00
Philip Rebohle
3057f6a51b
[dxvk] Add structures for sparse binding operations
2022-08-26 05:53:03 +02:00
Philip Rebohle
f9db4921e0
[dxvk] Implement sparse memory allocator
2022-08-26 05:53:03 +02:00
Philip Rebohle
6f216f9df4
[dxvk] Do not discard sparse buffers
...
This would only blow up.
2022-08-26 05:53:03 +02:00
Philip Rebohle
dd54de4d97
[dxvk] Introduce DxvkPagedResource
2022-08-26 05:53:03 +02:00
Philip Rebohle
2d124b811b
[dxvk] Implement sparse image creation
2022-08-26 05:53:03 +02:00
Philip Rebohle
f7c255de2a
[dxvk] Implement sparse buffer creation
2022-08-26 05:53:03 +02:00
Philip Rebohle
bc3affc264
[dxvk] Add functionality to query sparse metadata
2022-08-26 05:53:03 +02:00
Philip Rebohle
e923cc5b69
[dxvk] Change emitGraphicsBarrier to specify a dependency
2022-08-26 05:53:03 +02:00
Philip Rebohle
388288114a
[dxvk] Find a sparse binding queue
2022-08-26 05:53:03 +02:00
Philip Rebohle
71c9c4a5cc
[dxvk] Log sparse features
2022-08-26 05:53:03 +02:00
Philip Rebohle
6e6d64b83e
[dxvk] Remove redundant error message
2022-08-26 05:53:03 +02:00
Philip Rebohle
3ee808afd6
[dxvk] Make memory object of an image publicly accessible
2022-08-26 05:53:03 +02:00
Philip Rebohle
edc74f4c8b
[d3d11] Handle D3D11_FEATURE_D3D11_OPTIONS5
2022-08-26 05:15:28 +02:00
Philip Rebohle
9b4e53cee2
[d3d11] Handle D3D11_FEATURE_SHADER_CACHE
2022-08-26 05:15:28 +02:00
Philip Rebohle
9420391dce
[d3d11] Adjust reported resource sharing caps
2022-08-26 05:15:28 +02:00
Philip Rebohle
f521a342d0
[d3d11] Report marker support appropriately
2022-08-26 05:15:28 +02:00
Blisto91
8f24093864
[util] cap MGS V Ground Zeroes vram at 4095
2022-08-26 03:52:02 +02:00
Philip Rebohle
a2a21cb4d3
[dxvk] Clean up internal memory allocation API
2022-08-25 18:23:02 +02:00
Philip Rebohle
5117210c93
[dxvk] Fix fb resolve barriers
...
No idea how that ended up broken *this* badly.
2022-08-25 02:25:23 +02:00
Philip Rebohle
559fa50f54
[d3d11] Introduce d3d11.enableContextLock option
2022-08-24 12:27:02 +02:00
Philip Rebohle
86bdda70b4
[d3d11] Move D3D10Multithread instance to immediate context
...
Deferred contexts do not support this.
2022-08-24 12:15:35 +02:00
Georg Lehmann
87b1f9fa2d
[dxso] Fix write mask for nrm
2022-08-23 00:38:04 +02:00
Philip Rebohle
17959640c3
[dxvk] Work around vkWaitSemaphore incorrectly returning with VK_TIMEOUT
2022-08-22 20:30:16 +02:00
Philip Rebohle
07a1045ffb
[dxvk] Add context methods for submission splitting
2022-08-22 15:44:00 +02:00
Philip Rebohle
6f2ff2562d
[dxvk] Support splitting command lists into multipe submissions
2022-08-22 15:43:23 +02:00
Philip Rebohle
e378be826e
[dxvk] Use DxvkCommandPool
2022-08-22 14:40:41 +02:00
Philip Rebohle
c3a721f562
[dxvk] Introduce DxvkCommandPool
2022-08-22 14:14:25 +02:00
Philip Rebohle
def93fd18b
[dxvk] Introduce DxvkCommandSubmissionInfo
2022-08-22 14:14:25 +02:00
Philip Rebohle
d367fac64e
[dxvk] Rework queue submission helper
...
We want this to be less verbose and smarter about when to perform
submissions for when we introduce the ability to split a command
list into multiple submissions.
2022-08-22 14:14:25 +02:00
Philip Rebohle
f88239719c
[dxvk] Explicitly mark execution command buffer as used
...
We can omit the execution command buffer in some circumstances,
and for the sparse resource changes we need to track this in
order to be able to merge consecutive sparse binding calls.
We only need to do this on action commands with observable side effects
as long as the backend still properly resets those command buffers.
All draw commands are implcitly covered by cmdBeginRendering.
2022-08-22 12:36:59 +02:00
Philip Rebohle
dd0d611d4d
[dxvk] Reintroduce binary semaphore for transfer <-> graphics sync
...
The global timeline semaphore does not work here since we could be
signaling it from two different queues at the same time, or out of
order.
2022-08-22 05:52:28 +02:00
Philip Rebohle
3d6b687e41
[dxbc] Remove useless lambda
2022-08-22 05:21:49 +02:00
Robin Kertels
a8b578b2a2
[d3d9] Fix crash when auto generating mip maps for unmappable textures
2022-08-22 01:48:35 +01:00
Philip Rebohle
3c38bdbd0e
[dxvk] Initialize DxvkSubmitInfo properly
...
We don't use the semaphore value here, but it shouldn't
contain undefined data.
2022-08-22 02:00:10 +02:00
Philip Rebohle
f385b4bb47
[dxvk] Use global timeline semaphore for command list synchronization
...
Replaces the old fence mechanism and also makes it easier to
synchronize across queues.
2022-08-22 00:40:07 +02:00
Philip Rebohle
cff9056915
[dxvk] Always enable timeline semaphore feature
2022-08-22 00:40:07 +02:00
Philip Rebohle
11ef1084d0
[dxvk] Rename semaphore stuff in command list code
2022-08-22 00:08:42 +02:00
Philip Rebohle
23c3960f65
[dxvk] Store WSI semaphore pair directly with the command list
2022-08-22 00:07:15 +02:00
Philip Rebohle
c1448d31fa
[meta] Use SPIRV-Headers repository as a submodule
2022-08-21 22:54:21 +02:00
Joshua Ashton
801d97806d
[d3d11] Stub out OpenSharedResourceGeneric on non-Windows
2022-08-21 22:37:13 +02:00
Joshua Ashton
be33ccbce9
[dxgi] Revert 538b132490
...
This breaks things for 32-bit, but it really shouldn't. My hypothesis currently is that the .lib generated is bogus, but the exports in the actual DLL are correct.
2022-08-21 20:28:40 +00:00
Joshua Ashton
a4261ddd14
[dxgi] Use high_resolution_clock get_counter instead of QPC for SyncQPCTime
...
Abstracts this across platforms
2022-08-21 22:24:06 +02:00
Joshua Ashton
9610e29a65
[util] Implement get_frequency + get_counter on non-Windows platforms
2022-08-21 22:24:06 +02:00
Joshua Ashton
8921f62539
[util] Rename getFrequency, getCounter -> get_frequency, get_counter
...
To be consistent with STL naming conventions
2022-08-21 22:24:06 +02:00
Joshie
1c1dba4624
[util] Implement thread set_priority on non-Windows platforms
2022-08-21 22:17:33 +02:00
Joshua Ashton
97350d6c35
[dxvk] Support for SDL2 WSI
2022-08-21 22:07:18 +02:00
Joshua Ashton
5787d9ee04
[dxvk] Check platform before building openvr + openxr cpps
2022-08-21 22:07:18 +02:00
Joshua Ashton
e6fb3e1509
[wsi] Add SDL2 implementation
2022-08-21 22:07:18 +02:00
Joshua Ashton
191d54e210
[build] Don't build D3D10 on non-Windows platforms
...
Not supported due to d3dcompiler schenanigans
2022-08-21 22:03:45 +02:00
Joshua Ashton
baba2e3c09
[d3d11] Use dxgi_dep instead of lib_dxgi
...
Fixes building on native.
2022-08-21 22:03:45 +02:00
Joshua Ashton
baa88d8cf1
[d3d11] Don't check for apitrace on non-Windows platforms
2022-08-21 22:03:45 +02:00
Joshua Ashton
a5db9d22f1
[dxvk] Disable VrInstance and DxvkXrProvider on native builds
...
If/when we want to support VR on native builds, we can deal with that then.
2022-08-21 22:03:45 +02:00
Joshua Ashton
8b7e0bc2fd
[dxgi] Include win32 compat headers where applicable
2022-08-21 21:40:55 +02:00
Joshua Ashton
968bdccbef
[d3d9] Include win32 compat headers where applicable
2022-08-21 21:40:55 +02:00
Joshua Ashton
a554a6d60d
[d3d11] Include win32 compat headers where applicable
2022-08-21 21:40:55 +02:00
Joshua Ashton
ba8868be24
[util] Add win32 compat header
...
Header of misc. stubs and re-implementations.
2022-08-21 21:40:55 +02:00
Joshua Ashton
ad386305ff
[d3d9] Correct DLLEXPORT for native builds
2022-08-21 21:36:50 +02:00
Joshua Ashton
f0f4258be3
[dxgi] Correct DLLEXPORT for native builds
2022-08-21 21:36:50 +02:00
Joshua Ashton
538b132490
[dxgi] Don't declspec dllexport on MinGW builds
...
Fixes ordinal exporting on MinGW on 32-bit builds.
Mirrors this D3D9 commit here: 904d3e6c90
2022-08-21 21:36:50 +02:00
Joshua Ashton
4a113c39d3
[d3d11] Remove compat definitions for older MinGW
...
These conflict with native builds, and have existed for a long time now.
2022-08-21 21:35:24 +02:00
Joshua Ashton
fad6f764ea
[dxgi] Remove unused DEVMODE variable
2022-08-21 21:35:09 +02:00
Joshua Ashton
e51c196ee9
[dxgi] Remove MonitorEnumProc and MonitorEnumInfo
...
Not used anymore, replaced by WSI abstraction.
2022-08-21 21:35:09 +02:00
Joshua Ashton
915ec4acc2
[dxvk] Remove WIN32 check for handle type in DxvkSharedHandleInfo
...
The initial implementation if-deffed this, but it doesn't need to be.
2022-08-21 21:34:39 +02:00
Joshua Ashton
38cd2f7290
[dxvk] Remove WIN32 check for handle type in DxvkFenceCreateInfo
...
On other platforms we always have a HANDLE and will return through a HANDLE anyway.
When we implement this on Linux, we can just add an `int fd` to the union and it can use that, and return it out as a HANDLE.
2022-08-21 21:34:39 +02:00
Joshua Ashton
0e4e9355cb
[d3d9] Ifdef out code for enumerating adapters by attached displays
2022-08-21 19:29:05 +00:00
Joshua Ashton
bf99127ee3
[d3d9] Stub out cursor code on non-Windows platforms
2022-08-21 19:29:05 +00:00
Joshua Ashton
c6c8acb000
[d3d9] Use wsi's isWindow in LeaveFullscreenMode
2022-08-21 19:29:05 +00:00
Joshua Ashton
5f9df1f6e3
[d3d9] Remove leftover GetWindowRect
...
This is already done for us.
2022-08-21 19:29:05 +00:00
Joshua Ashton
1c679edbfb
[d3d9] Use topath helpers in shader code
2022-08-21 21:28:04 +02:00
Joshua Ashton
0a203095d6
[d3d11] Use topath helper in shader code
2022-08-21 21:28:04 +02:00
Joshua Ashton
9d64982b23
[dxvk] Use path_string for getCacheFileName
2022-08-21 21:28:04 +02:00
Joshua Ashton
9509ec1144
[util] Define platform path_string type
2022-08-21 21:28:04 +02:00
Joshua Ashton
eda3ba6372
[vulkan] Toss obsolete fullscreen exclusive hack
...
Wine never had support for VK_EXT_exclusive_fullscreen and Proton since dropped support for it now that Doom External does not require it.
2022-08-21 21:26:28 +02:00
Joshua Ashton
5c2a748d96
[util] Rename always_inline to force_inline
...
This conflicts with other libraries using the always_inline attribute in GCC as it defines it with the same name.
2022-08-21 21:25:54 +02:00
Joshua Ashton
0dc3200951
[vulkan] Re-enable VK_USE_PLATFORM_WIN32_KHR everywhere
...
My initial idea was to if-def out the other extensions, but that's messy, so we just provide the needed types in the native headers now.
2022-08-21 19:31:33 +01:00
Philip Rebohle
1c35fbb33c
[util] Fix strlcpy compiler warning
2022-08-21 01:48:29 +01:00
Kassin Dornelles
f80347d9a9
[util] Remove RE:REV2 and RE5 workarounds
...
There's no real impact, it doesn't fix stuttering (for non-GPL drivers) and since GPL got merged this is not needed anymore
2022-08-21 01:52:39 +02:00
Joshua Ashton
16ff9b48cd
[dxgi] Enumerate interlaced modes if requested
2022-08-20 20:27:07 +02:00
Joshua Ashton
af802fbff8
[util] Delete util_monitor
...
No longer used, replaced by new wsi interface
2022-08-20 20:27:07 +02:00
Joshua Ashton
f3992658a4
[d3d9] Remove unused util_monitor include
2022-08-20 20:27:07 +02:00
Joshua Ashton
69eba93764
[d3d9] Make window proc code use new wsi interface
2022-08-20 20:27:07 +02:00
Joshua Ashton
9690b2a9e4
[d3d9] Make adapter code use new wsi abstraction
2022-08-20 20:27:07 +02:00
Joshua Ashton
dac7e38f4b
[d3d9] Make swapchain use new wsi abstraction
2022-08-20 20:27:07 +02:00
Joshua Ashton
654b517057
[d3d9] Add helpers for new WSI interface
2022-08-20 20:27:07 +02:00
Joshua Ashton
bc8e75fdfa
[dxgi] Make adapter code use new wsi interface
2022-08-20 20:27:07 +02:00
Joshua Ashton
59b943cf12
[dxgi] Remove unused util_monitor include
2022-08-20 20:27:07 +02:00
Joshua Ashton
21744198e0
[dxgi] Make swapchain use new wsi interface
2022-08-20 20:27:07 +02:00
Joshua Ashton
e13a9f9cf6
[dxgi] Make output code use new wsi interface
2022-08-20 20:27:07 +02:00
Joshua Ashton
71a630801e
[dxgi] Add helpers for new wsi interface
2022-08-20 20:27:07 +02:00
Joshua Ashton
9f9c93dcbd
[d3d11] Use new wsi interface
2022-08-20 20:27:07 +02:00
Joshua Ashton
4f80ffd830
[vulkan] Use surface creation from wsi interface
2022-08-20 20:27:07 +02:00
Joshua Ashton
86b603b8f9
[dxvk] Link against new wsi lib
2022-08-20 20:27:07 +02:00
Joshua Ashton
b875d49c85
[wsi] Move DxvkWindowState to wsi platform header
2022-08-20 20:27:07 +02:00
Joshua Ashton
efa6523e3e
[wsi] Implement wsi interface for Windows
2022-08-20 20:27:07 +02:00
Joshua Ashton
050e5b327c
[wsi] Define wsi interface
2022-08-20 20:27:07 +02:00
Philip Rebohle
76ee76d6da
[d3d9,dxso] Use DemoteToHelperInvocation for alpha test
...
May enable additional compiler optimizations.
2022-08-19 14:49:18 +00:00
Philip Rebohle
2d92679cd1
[dxso] Remove fallback path for discards
2022-08-19 13:36:54 +00:00
Philip Rebohle
165648017e
[dxbc] Remove fallback path for discards
2022-08-19 13:36:54 +00:00
Philip Rebohle
ea4e0bc470
[d3d9,d3d11] Require shaderDemoteToHelperInvocation feature
2022-08-19 13:36:54 +00:00
Georg Lehmann
155944c2b4
[dxso] normalize 0 to 0 with strict float emulation
2022-08-19 13:36:14 +00:00
Philip Rebohle
85cc87e42a
[d3d9] Fix invalid shader in fixed-function alpha test
2022-08-18 17:08:59 +02:00
Philip Rebohle
658d824ddd
[d3d11] Silence log spam for invalid image operations
2022-08-18 14:48:29 +02:00
Philip Rebohle
4869b0defa
[dxvk] Fix race condition requestCompileShader
2022-08-18 02:57:45 +02:00
Philip Rebohle
a695644fea
[d3d9] Remove alphaTestWiggleRoom option
2022-08-18 00:10:39 +02:00
Philip Rebohle
5a3cb5ad3e
[d3d9] Adjust alpha test precision based on render target format
...
More or less matches what Nvidia's D3D9 driver does on Turing.
2022-08-18 00:10:39 +02:00
Philip Rebohle
47fa3824dc
[d3d9] Re-implement alpha test to support configurable accuracy
...
The current implementation always uses 12 bits of accuracy.
2022-08-18 00:10:39 +02:00
Philip Rebohle
2c713a34c9
[d3d9,dxso] Factor out common alpha test code
2022-08-18 00:10:39 +02:00
Philip Rebohle
3806bd44d8
[dxvk] Change descriptor info to take only one shader stage
...
And fix the binding index -> descriptor mapping.
This affects D3D9 since the spec constant change.
2022-08-17 22:40:58 +02:00
Philip Rebohle
3c2fc41e4c
[d3d9] Re-bind framebuffer if RT hazards change
...
Otherwise we never set the feedback loop bits in the backend.
2022-08-17 18:36:30 +00:00
Philip Rebohle
52314ba4fd
[dxvk] Do not log storage image features that we no longer enable
2022-08-17 15:39:03 +02:00
Philip Rebohle
5e394b5554
[dxvk] Remove old format support queries
2022-08-17 15:39:03 +02:00
Philip Rebohle
80fc1d8b25
[d3d9] Use new format support queries
2022-08-17 15:39:03 +02:00
Philip Rebohle
13152088d4
[dxgi] Use new format support queries to initialize format table
2022-08-17 15:39:03 +02:00
Philip Rebohle
4aeb397ba3
[d3d11] Use new format support queries to check D3D11 format support
2022-08-17 15:39:03 +02:00
Philip Rebohle
099c70c2bd
[d3d11] Use new format support queries in resource creation
2022-08-17 15:26:03 +02:00
Philip Rebohle
3717922381
[d3d11,dxbc] Rework check for TypedUAVLoadAdditionalFormats
2022-08-17 15:26:03 +02:00
Philip Rebohle
653a98f01b
[dxvk] Use new format support queries
2022-08-17 15:26:03 +02:00
Philip Rebohle
cc8010fb7c
[dxvk] Add format feature queries to DxvkDevice
2022-08-17 15:20:13 +02:00
Philip Rebohle
61025c0079
[dxvk] Don't disable frame rate limiter if vsync is enabled
...
This only works if we know the actual refresh rate of the display.
However, in a wine virtual desktop or with proton's fshack, this
is often not the case, so we'd see a 60 Hz mode on a high-refresh
rate display and never actually enable the limiter.
2022-08-17 01:53:24 +02:00
Riesi
04bc1bac73
[util] Limit Beyond Good and Evil FPS to 60
...
UI breaks on higher FPS
2022-08-16 19:11:41 +02:00
Philip Rebohle
e0af668f6c
[dxvk] Use DxvkBindingLayoutObjects for set lookup directly
...
Avoids pointer dereferencing on a really hot code path. This is also
safe since there's a 1:1 mapping between the VkPipelineLayout and the
given ovbject type.
2022-08-16 15:35:57 +02:00
Philip Rebohle
9f9324c421
[dxvk] Use existing bit mask iterator for descriptor set allocation
2022-08-16 15:24:39 +02:00
Joshua Ashton
084969135b
[d3d9] Only set feedback loop usage on textures, not plain surfaces
2022-08-16 12:33:17 +00:00
Joshua Ashton
cf9e217e7b
[util] Support for fps limiter on non-Windows platforms
...
Defaults to a sleep granularity of 0.5ms, which is slightly on the cautious side.
Calls through to std::this_thread::sleep_for directly, which calls through to nanosleep.
2022-08-16 14:32:07 +02:00
Joshua Ashton
d1e2b89282
[util] Use chrono literal for ms in fps limiter
2022-08-16 14:32:07 +02:00
Joshua Ashton
5fcc9a1bd1
[util] Move platform specific sleep to own function in fps limiter
2022-08-16 14:32:07 +02:00
Joshua Ashton
05a5b82f59
[util] Move sleep granularity getting to own function
2022-08-16 14:32:07 +02:00
Joshua Ashton
b885883e06
[util] Rename NtTimerDuration to TimerDuration
2022-08-16 14:32:07 +02:00
Joshua Ashton
a78aab147e
[d3d9] Add feedback loop usage for DS
2022-08-16 10:39:06 +00:00
Joshua Ashton
870dd18f92
[d3d9] Set VK_IMAGE_USAGE_ATTACHMENT_FEEDBACK_LOOP_BIT_EXT for render targets
...
Closes : #2825
2022-08-16 08:43:52 +00:00
Joshua Ashton
6baaa3a5f2
[d3d9] New window proc code on multiple platforms
2022-08-14 17:22:58 +00:00
Joshua Ashton
7506f65801
[d3d9] Move window proc handling code to own file
2022-08-14 17:18:10 +00:00
Robin Kertels
de8d2b37bb
[d3d9] FF: Don't change flatShadingMask for outputs
2022-08-13 14:38:57 +01:00
Robin Kertels
46cb05ce45
[d3d9+util] Always ignore D3DLOCK_DONOTWAIT
...
We only ever stall when locking a texture that was
previously used with GetRenderTargetData or
GetFrontBufferData. Games are known to break
if locking those textures doesn't succeed.
2022-08-12 14:18:13 +01:00
Philip Rebohle
0d33d063ca
[dxvk] Remove device LUID workaround
...
winevulkan properly supports this now.
2022-08-11 16:01:53 +02:00
Philip Rebohle
673797c36a
[dxvk] Fix hang on exit with high priority queue
...
No idea why I'm not seeing hangs on my end, but this is definitely a bug.
2022-08-11 14:00:57 +02:00
Philip Rebohle
715b5119e6
[dxvk] Fix check in DxvkShaderPipelineLibrary::compilePipeline
...
Since we destroy pipelines on 32-bit we should just make sure this
doesn't get executed unnecessarily.
2022-08-11 13:43:38 +02:00
Philip Rebohle
a4848201f8
[dxvk] Update buffer views in commitGraphicsBarriers
...
Otherwise we might end up accessing stale buffer slices, since this
happens before descriptor updates. This is not needed for compute.
Also fix weird indentation while we're at it.
2022-08-11 13:13:02 +02:00
Philip Rebohle
9bd0040a90
[d3d9] Request high-priority shader compiles as necessary
2022-08-11 12:39:28 +02:00
Philip Rebohle
d3ab905621
[d3d11] Request high-priority shader compiles as necessary
...
This can reduce stutter in case shaders are needed immediately while
background threads are still busy compiling a different set of shaders.
2022-08-11 12:39:28 +02:00
Philip Rebohle
c3a53127d7
[dxvk] Add high-priority queue for shader compiles
...
As well as an API to queue shaders as high priority.
2022-08-11 12:39:28 +02:00
Philip Rebohle
f09f11aad0
[dxvk] Track pipeline library compile for each shader
2022-08-11 12:39:25 +02:00
Robin Kertels
b5b74116fa
[d3d9] Fix rare hang when waiting for staging buffer markers
2022-08-11 12:37:28 +02:00
Robin Kertels
5cdee45387
[util] Disable direct buffer mapping for GHWT
...
The game ends up discarding a 11MB buffer which causes it
to run out of address space and crash. Disabling direct buffer
mapping makes it use staging buffers and the staging buffer
limit saves the day.
2022-08-11 04:36:01 +01:00
Philip Rebohle
85c278f515
[dxvk] Don't try to merge buffer ranges in barrier list
...
Too slow, doesn't work most of the time anyway.
2022-08-11 00:38:49 +02:00
Philip Rebohle
4c7da80c14
[dxvk] Simplify barrier image and buffer slice implementations
...
Pre-process the given ranges so that compare and merge
operations become both simpler and faster.
2022-08-11 00:29:31 +02:00
Philip Rebohle
8aae9c85bb
[dxvk] Optimize barrier hash table lookup
...
Using a prime as the table size is technically better, but that
integer division kind of hurts when we're spamming look-ups.
2022-08-10 23:08:28 +02:00
Philip Rebohle
ad020c23f9
[dxvk] Optimize barrier logic
...
The is*Dirty methods can exit early if the resource to check
is only used for reading. Only call get*Access to check for
write-after-write scenarios.
2022-08-10 20:47:52 +02:00
Philip Rebohle
11fbcd3131
[dxvk] Rework compute barrier handling to use common functions
...
Cleans up code a bit and should technically even make things a bit
more efficient.
2022-08-10 19:28:35 +02:00
Philip Rebohle
01014c1a2b
[dxvk] Rework checkGfx*Barrier methods
2022-08-10 19:28:35 +02:00
Philip Rebohle
9a6c378f3d
[dxvk] Only use one descriptor set for compute shaders
...
Simplifies things a bit and avoids redundant sets in the pipeline layout.
2022-08-10 19:28:32 +02:00
Philip Rebohle
02f653fdd2
[d3d9] Limit amount of staging memory in flight
2022-08-10 17:31:55 +02:00
Robin Kertels
9d981ec1a8
[dxvk] Introduce DxvkMarker
...
Co-authored-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2022-08-10 17:31:55 +02:00
Robin Kertels
8feabc653e
[d3d9] Do implicit flush after uploading textures or buffers
2022-08-10 17:31:55 +02:00
Robin Kertels
f031ce44cf
[util] Set lower memory limits for Guitar Hero WT
2022-08-10 17:31:55 +02:00
Philip Rebohle
67f937111d
[dxvk] Remove shrinkNvidiaHVVHeap workaround
...
No longer needed.
2022-08-10 16:39:58 +02:00
Philip Rebohle
3edb0ef114
[d3d11] Ensure that all required inputs are defined by input layout
2022-08-10 14:12:39 +02:00
Philip Rebohle
5540df955c
[dxbc] Rework semantic name matching
2022-08-10 14:11:47 +02:00
Philip Rebohle
ec0c377cf8
[dxvk] Disable maintenance4 feature
...
We don't *really* need it (although some of the guarantees are nice to
have). For some reason, this completely destroys GPU-bound performance
on AMDVLK and AMD's Windows driver.
2022-08-10 01:04:38 +02:00
Paul Gofman
59441b1ff5
[dxgi] Also support use after free in IDXGISwapChain::SetFullscreenState()
2022-08-09 23:10:50 +02:00
Joshua Ashton
8580bb32ca
[vulkan] Only define VK_USE_PLATFORM_WIN32_KHR on Windows
2022-08-09 14:16:50 +01:00
Joshua Ashton
50018de483
[util] Use topath helper for fstreams
2022-08-09 14:16:50 +01:00
Joshua Ashton
5de058e14a
[util] Introduce topath helper
...
Manages converting strings to the right type for paths per-platform
2022-08-09 14:16:50 +01:00
Joshua Ashton
d9000485ea
[util] Add stubs for shared resources on other platforms
2022-08-09 14:16:50 +01:00
Joshua Ashton
8c3a44cac4
[util] Add stubs for GDI functions on other platforms
2022-08-09 14:16:50 +01:00
Philip Rebohle
ab1d629961
[dxvk] Implement lifetime tracking for graphics pipelines
2022-08-09 13:40:58 +02:00
Philip Rebohle
764de6ff82
[dxvk] Add use counter to pipeline libraries
...
And destroy Vulkan pipeline objects once the counter reaches zero.
2022-08-09 13:40:58 +02:00
Philip Rebohle
1f9db49727
[dxvk] Change member order in pipeline manager
...
Ensures that pipelines are destroyed before pipeline libraries.
2022-08-09 13:40:58 +02:00
Philip Rebohle
b97dba3712
[dxvk] Use shader module identifier for subsequent pipeline libary compiles
...
Should further reduce the hit we take from destroying pipeline libraries.
2022-08-09 13:40:58 +02:00
Philip Rebohle
4bc2d713fb
[dxvk] Destroy shader pipeline libraries after initial compile on 32-bit
...
This alone saves ~700 MiB of address space in the Resident Evil 6 main
menu on Nvidia.
2022-08-09 13:40:58 +02:00
Philip Rebohle
915b03ba7b
[dxvk] Add option to control pipeline lifetime tracking
2022-08-09 13:40:58 +02:00
Philip Rebohle
eddbe73ba4
[dxbc] Fix off-by-one error for primitive vertex counts
...
Not sure if it's even possible to use this, but this was clearly a bug.
2022-08-09 03:19:59 +02:00
Philip Rebohle
d6253aeae6
[dxvk] Order descriptors by type and binding
...
Reduces the number of unique descriptor set layouts further,
which may help with descriptor pool usage, and also makes
branching more predictable for the CPU.
2022-08-09 03:19:59 +02:00
Robin Kertels
1fcd5dc0af
[d3d9] Unmap stored shader bytecode
2022-08-08 23:15:21 +01:00
Robin Kertels
49e9ba2ca7
[d3d9] Move d3d9 bytecode into D3D9Shader
...
This reduces the amount of times we copy the bytecode
and actually frees it when the game frees the associated shader.
2022-08-08 23:15:21 +01:00
Robin Kertels
1628b9e63a
[d3d9] Add 64bit implementation for D3D9MemoryAllocator
...
This just uses malloc & free but allows us to use
the same code for D3D9 shader bytecode on 64 bit builds.
2022-08-08 23:15:21 +01:00
Robin Kertels
01fb40423d
[d3d9] Remove some dead debug code
...
Oops.
2022-08-08 23:15:21 +01:00
Robin Kertels
36d8bb77a5
[d3d9] Fix synchronization in UpdateTextureFromBuffer
2022-08-08 23:14:30 +01:00
Robin Kertels
ac1e44f120
[d3d9] Fix typo
2022-08-08 23:14:30 +01:00
Derek Lesho
57dcf73a54
d3d11: Fix shared textures that export both NT and KMT handles.
...
We should always create the DxvkImage with the KMT handle type, so that the call later to openKmtHandle succeeds. Also, don't free sharedHandle when exporting an NT handle.
2022-08-08 23:31:01 +02:00
Philip Rebohle
0ad7a08c49
[dxvk] Get rid of some old debug code for compute pipelines
2022-08-08 18:58:22 +02:00
Philip Rebohle
c392308e6f
[dxvk] Fix spec constant selector test for compute shaders
...
This isn't supported on compute.
2022-08-08 18:54:11 +02:00
Philip Rebohle
7789fd53ff
[d3d9] Use new flat shading state for fixed-function pipelines
2022-08-08 13:34:59 +02:00
Philip Rebohle
8f1024c094
[d3d9] Use new flat shading state for DXSO shaders
2022-08-08 13:34:59 +02:00
Philip Rebohle
dfdb729476
[dxvk] Add SPIR-V pass to decorate variables as flat on demand
2022-08-08 13:34:59 +02:00
Philip Rebohle
a84beae112
[dxvk] Add flat shading field to pipeline state
2022-08-08 13:34:59 +02:00
Philip Rebohle
0adf64f085
[dxvk] Add flat shading parameter to rasterizer state
2022-08-08 13:34:59 +02:00
Joshua Ashton
4f0c217633
[d3d9] Fix recording MultiplyTransform
2022-08-08 03:53:25 +01:00