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Commit Graph

2605 Commits

Author SHA1 Message Date
Philip Rebohle
160b684d5a
[d3d11] Add range check for scissors and make failing it unlikely 2019-09-13 11:49:00 +02:00
Philip Rebohle
e2808309a3
[metæ] Release 1.3.4 2019-09-08 21:03:46 +02:00
Philip Rebohle
f57c021ab5
[util] Enable d3d11.allowMapFlagNoWait for Control 2019-09-08 10:35:57 +02:00
Philip Rebohle
b8888ffe6a
[d3d11] Don't create linearly tiled compressed images
Quantum Break uses this for texture uploads, which causes unnecessary
GPU synchronization and queue submissions when doing texture uploads.
2019-09-07 20:16:16 +02:00
orbea
c57e63f7d2 Work around build failure with winegcc/clang. (#1184)
Fixes #1182.
2019-09-05 18:01:33 +02:00
Philip Rebohle
5ea5d2a816
[meta] Work around wine 4.15 build failure
Wine bug report: https://bugs.winehq.org/show_bug.cgi?id=47710
We should probably revisit this with the next wine release.

Closes #1179.
2019-09-01 14:22:34 +02:00
Philip Rebohle
2466992549
[meta] Use -std=c++17
Realistically, there is no way to build recent versions of DXVK
anymore with a compiler that doesn't have C++17 support.

GCC 8.x (maybe 7.x?) or Clang 5.x should support this.
2019-09-01 13:36:47 +02:00
Philip Rebohle
b0552751ad
[d3d11] Fix incorrect AddRef -> Release
Spotted by @jp7677
2019-08-29 21:24:47 +02:00
Philip Rebohle
2776ef43a3
[meta] Release 1.3.3 2019-08-29 20:56:47 +02:00
Philip Rebohle
30d19cd0f2
[d3d11] Rename some hazard tracking methods for clarity 2019-08-29 19:10:53 +02:00
Philip Rebohle
6be124e2cd
[d3d11] Check for conflicts withing RTV and UAV lists upon binding them 2019-08-29 19:10:53 +02:00
Philip Rebohle
e07ef1ec40
[d3d11] Resolve pipeline hazards when binding render targets 2019-08-29 19:10:53 +02:00
Philip Rebohle
a36f056572
[d3d11] Resolve pipeline hazards when binding compute shader UAVs 2019-08-29 19:10:53 +02:00
Philip Rebohle
c8c781c88b
[d3d11] Add check whether a viewed resource has a given bind flag 2019-08-29 19:10:50 +02:00
Sveinar Søpler
7a57357717 Update README (#1174) 2019-08-28 09:42:03 +02:00
Philip Rebohle
afc8e4c29d
[d3d11] Filter redundant OMSetRenderTargets calls
Since rebinding render targets is a rather expensive
operation, we should avoid doing so whenever possible.

Affects Resident Evil 2 and Devil May Cry 5.
2019-08-26 23:59:08 +02:00
Philip Rebohle
4789790087
[d3d11] Remove outdated comment
We actually handle this properly now.
2019-08-26 23:43:47 +02:00
Philip Rebohle
5756e5c921
[d3d11] Check for shader resource view hazards
Fixes incorrect behaviour in games that try to use a currently bound
UAV or render target as a shader resource at the same time.

Fixes visual artifacts in Shining Resonance Refrain on AMD hardware.
2019-08-26 23:43:47 +02:00
Philip Rebohle
137589d755
[d3d11] Add state to track potentially hazardous bound SRVs 2019-08-26 23:29:01 +02:00
Philip Rebohle
4064dd3737
[d3d11] Add bound compute shader UAV mask
Will be used for efficient hazard tracking.
2019-08-26 23:29:01 +02:00
Philip Rebohle
8208cedfa9
[d3d11] Add common view info struct to all view types
Will be used for hazard detection.
2019-08-26 23:29:01 +02:00
Philip Rebohle
5ae5053a2a
[d3d11] Remove templated SetUnorderedAccessViews
Not needed because the CS and OM paths are separate anyway.
2019-08-26 23:29:01 +02:00
Philip Rebohle
08e3500beb
[d3d11] Don't use .at() 2019-08-26 23:29:01 +02:00
Philip Rebohle
473025a93b
[dxvk] Add function to find set bits in binding mask 2019-08-26 23:29:01 +02:00
Philip Rebohle
d2d19b0dec
[dxvk] Add function to set bind mask bit to a given value 2019-08-26 23:29:00 +02:00
Jacek Caban
e7b71926e3 [build] Check if --add-stdcall-alias and --enable-stdcall-fixup is supported before using it.
lld-link linker does not support nor need it.
2019-08-26 20:07:58 +02:00
Jacek Caban
1981140257 [dxvk] Explicitly include unordered_map in dxvk_renderpass.h
When using libstdc++, it's somehow implicitly included, but it's not the case for libc++.
2019-08-26 20:07:58 +02:00
Joshua Ashton
8e54477c2a [util] Use R string literals for app compat regexes 2019-08-24 21:32:51 +02:00
Philip Rebohle
54ca5900e1 [util] Use regular expressions on full exe path to match app profiles
This allows us to detect applications with non-unique executable names
or with variable executable names more reliably, and also allows us to
merge profiles for games that have multiple known exe names.

The matching is also no longer case-sensitive.
2019-08-18 17:49:22 +02:00
Philip Rebohle
c934333a5c [util] Add method to retrieve full exe path 2019-08-17 11:50:39 +02:00
Philip Rebohle
d38607c9be
[dxvk] Implement depth-stencil resolve 2019-08-13 15:16:09 +02:00
Philip Rebohle
e54dfab471
[dxvk] Support depth-stencil resolve using VK_KHR_depth_stencil_resolve 2019-08-13 15:16:09 +02:00
Philip Rebohle
7e95493fba
[dxvk] Support shader-based depth-stencil resolve
Requires VK_EXT_shader_stencil_export for stencil resolves.
2019-08-13 15:16:00 +02:00
Philip Rebohle
a516ca5b85
[dxvk] Add meta shaders for depth-stencil resolve 2019-08-13 14:37:50 +02:00
Philip Rebohle
acf0001fd1
[dxvk] Make device properties accessible from the device 2019-08-13 14:37:50 +02:00
Philip Rebohle
2f15cb7602
[dxvk] Enable VK_KHR_depth_stencil_resolve if available 2019-08-13 12:53:31 +02:00
Philip Rebohle
d127c08487
[dxvk] Enable VK_KHR_create_renderpass2 if available 2019-08-13 12:52:54 +02:00
Philip Rebohle
1999ca9dd4
[util] Set d3d11.dcSingleUseMode=False for SteamVR perf test
*Actually* fixes #1160.
2019-08-10 11:21:47 +02:00
Philip Rebohle
4cce07ccd9
[d3d11] Update resources mapped on deferred contexts in Map()
Apparently it is legal to use mapped buffers on deferred contexts
in D3D11, so we have to execute our update code immediately.

Fixes #1160.
2019-08-10 11:11:44 +02:00
Joshua Ashton
d579f07238 [util] Fix compiling with clang/clang-cl 2019-08-07 06:08:54 +02:00
Philip Rebohle
590834660e
Revert "[dxvk] Use vkCmdUpdateBuffer to clear tiny buffers"
This reverts commit 311661e404.

This once fixed Far Cry Primal, but now for some reason it
breaks Far Cry Primal. Fixes #1155.
2019-08-07 05:41:33 +02:00
Philip Rebohle
bd40b05720
[d3d11] Recreate swap chain immediately after synchronous present fails
Fully restores pre-1.3 behaviour in case async present is disabled.
Apparently this is necessary to avoid hangs on Nvidia for some reason.
2019-08-06 09:11:04 +02:00
Philip Rebohle
9fdd7bf789
[meta] Release 1.3.2 2019-08-05 20:38:22 +02:00
Philip Rebohle
bc0537df37 [d3d11] Remove d3d11.asyncPresent option 2019-08-04 21:49:55 +02:00
Philip Rebohle
a558f82b5f [dxvk] Implement asynchronous presentation option in the backend 2019-08-04 21:49:55 +02:00
Philip Rebohle
77fde83479 [dxvk] Move some code to where it makes more sense 2019-08-04 21:37:26 +02:00
Philip Rebohle
6b2f4f93cc [d3d11] Fix incorrect tracking of mapped image subresources
When returnig DXGI_ERROR_WAS_STILL_DRAWING, we should not mark
the subresource as mapped, and instead ignore subsequent calls
to Unmap.
2019-08-03 19:11:19 +02:00
Philip Rebohle
140a2c1017 Revert "[d3d11] Return error when mapping an already mapped image"
This reverts commit 1cc531eaf8.

Even though an FFXIV apitrace clearly indicates that mapping an
already mapped subresource returns E_OUTOFMEMORY in that game,
this doesn't always seem to be correct behaviour.

Fixes #1148, #1149.
2019-08-03 19:08:22 +02:00
Philip Rebohle
02d92210ad
[dxvk] Avoid redundant descriptor set updates when binding buffers (v2)
We need to check not just the buffer object but also the length of the
bound buffer range, since this information will be written into the
descriptor and cannot be changed via dynamic offsets.

Fixes: f501ebc ('[dxvk] Avoid redundant descriptor set updates when binding buffers')
2019-08-01 21:30:27 +02:00
Philip Rebohle
af15d85baa
[dxvk] Add config option to enable the HUD 2019-08-01 12:37:55 +02:00