Philip Rebohle
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2cac70fbb6
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[d3d11] Require transform feedback for FL10_0 and newer
This has been supported in drivers for one and a half years at this
point, so it should be safe to make it a hard requirement.
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2020-05-30 16:02:22 +02:00 |
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Philip Rebohle
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aa0b306d2e
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[d3d11] Require multiDrawIndirect feature for Feature Level 11.0
All hardware that DXVK can run on supports this, so let's just enable it.
Saves some feature checks in games using Ubisoft's Anvil Next engine.
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2020-05-11 01:15:06 +02:00 |
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Philip Rebohle
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00613d1dc7
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[d3d11] Enable custom border color features if available
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2020-05-04 19:46:57 +02:00 |
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Philip Rebohle
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c9dde91760
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[d3d11] Disable null descriptors again
Breaks ELEX due to incorrect image query results.
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2020-05-02 01:02:46 +02:00 |
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Philip Rebohle
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6face8a1dc
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[d3d11] Enable new robustness features if available
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2020-04-30 16:36:59 +02:00 |
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Philip Rebohle
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be16da37d7
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[d3d11] Introduce COM interface to set and get API version
Allows us to identify DirectX 10 applications correctly.
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2020-01-28 16:32:58 +00:00 |
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Philip Rebohle
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588beb5b2f
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[hud] Don't initialize client API HUD item by default
Removes the client API property from the DXVK device as well.
Instead, client APIs should create the HUD item manually.
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2020-01-28 16:32:58 +00:00 |
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Philip Rebohle
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3beca254e2
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[dxvk] Move UMA check to backend
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2020-01-28 16:31:34 +00:00 |
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Philip Rebohle
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4923bc20f7
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[dxvk] Don't enable VK_KHR_shader_draw_parameters
Core in Vulkan 1.1.
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2020-01-17 17:46:59 +01:00 |
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Philip Rebohle
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69bad7bf8c
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[d3d11] Move frame latency handling into D3D11SwapChain
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2019-11-26 16:11:46 +01:00 |
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Philip Rebohle
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c7718e5952
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[d3d11] Zero-initialize UAV counters
Fixes a hang in Dirt Rally on RADV.
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2019-11-18 18:40:39 +01:00 |
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Philip Rebohle
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420d95e396
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[dxvk] Store shader capability information in separate set of flags
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2019-11-12 18:05:03 +01:00 |
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Philip Rebohle
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77574d9970
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[d3d11] Don't query DXVK instance from adapter
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2019-11-08 11:25:58 +01:00 |
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Philip Rebohle
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b2317cad4d
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[dxvk] Pass DXVK instance to DXVK device directly, not through the adapter
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2019-11-08 11:17:02 +01:00 |
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Philip Rebohle
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a0dba6bbf9
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[d3d11] Hold reference to DxvkInstance
Hack to keep the instance alive which owns the adapters. Should
fix #1240 for now, but we should fix this properly later on.
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2019-11-07 20:21:27 +01:00 |
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Philip Rebohle
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e95bc3256f
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[d3d11] Move handling of constantBufferRangeCheck option to D3D11Options
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2019-10-30 10:57:36 +01:00 |
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Philip Rebohle
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fc0ede0657
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Revert "[d3d11] Recycle command lists from deferred contexts"
This reverts commit 4e3da45fdeab9d81601ec1d4b5174cff4c6629d6.
For some reason this caused crashes.
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2019-10-27 11:00:59 +01:00 |
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Philip Rebohle
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e967c52ff7
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[d3d11] Allocate predicate buffer per query
Allows us to get rid of the D3D11 counter buffer class.
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2019-10-26 17:44:29 +02:00 |
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Philip Rebohle
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09f507c284
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[d3d11] Allocate xfb counter buffer per buffer
Same idea as with UAV counters, allows for more efficient updates.
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2019-10-26 17:44:29 +02:00 |
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Philip Rebohle
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191c9644af
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[d3d11] Allocate counter buffer per UAV
Might slightly increase memory overhead, however this allows
the backend to execute UAV counter updates more efficiently.
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2019-10-26 17:44:29 +02:00 |
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Philip Rebohle
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4e3da45fde
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[d3d11] Recycle command lists from deferred contexts
Can save a few memory allocations and deallocations at runtime.
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2019-10-25 23:09:21 +02:00 |
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Philip Rebohle
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ee77afb6af
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[d3d11] Validate shader module capabilities
Only create a shader module if the device actually supports
the required features. Apparently this is needed for some
Unity Engine games.
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2019-10-21 12:10:05 +02:00 |
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Philip Rebohle
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ddf010479d
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[d3d11] Refactor shader module creation
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2019-10-21 12:09:53 +02:00 |
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Philip Rebohle
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accbc8828c
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[d3d11] Return error if no desc is provided for Create*State methods
Fixes wine test failures.
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2019-10-14 01:08:31 +02:00 |
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Philip Rebohle
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762df0bedf
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[d3d11] Change ValidateBufferProperties to NormalizeBufferProperties
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2019-10-11 17:23:02 +02:00 |
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Philip Rebohle
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50349d1bfe
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[d3d11] Add missing break; in CreateSurface
Found by a frog. Initial testing did not check return values.
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2019-10-02 12:06:51 +02:00 |
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Philip Rebohle
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8f00af556e
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[d3d11] Implement CreateSurface for D3D11DXGIDevice
Documentation for this method is really poor so we'll just try to
make pretty much everything work. Fixes various wine tests.
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2019-10-02 02:29:06 +02:00 |
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Philip Rebohle
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aa35cdbb18
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[d3d11] Fix return code on swap chain creation failure
Fixes a wine test failure.
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2019-10-01 23:37:54 +02:00 |
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Philip Rebohle
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0d1048fa87
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[d3d11] Fix error handling in SetMaximumFrameLatency
Fixes a wine test failure.
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2019-10-01 22:12:23 +02:00 |
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Philip Rebohle
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11b7b1f1a5
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[d3d11] Implement GetDeviceRemovedReason
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2019-09-22 19:07:48 +02:00 |
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Philip Rebohle
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92d1cf8ae0
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[d3d11] Fix CheckFeatureSupport formatting and return code
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2019-09-22 15:01:49 +02:00 |
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Philip Rebohle
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7514aa1ec8
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[d3d11] Implement IDXGIDevice4
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2019-09-20 18:06:34 +02:00 |
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Philip Rebohle
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abf89356cd
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[d3d11] Report unified memory if all heaps are device-local
Together with mapping default resources, this may or may not
help performance in some applications on integrated graphics.
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2019-09-17 23:52:02 +02:00 |
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Philip Rebohle
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518d06b9c2
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[d3d11] Enable D3D11.3 MapOnDefaultTextures feature
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2019-09-17 23:39:06 +02:00 |
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Philip Rebohle
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c59ab258a5
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[d3d11] Implement ReadFromSubresource and WriteToSubresource
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2019-09-17 23:39:06 +02:00 |
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Philip Rebohle
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6ce8450b12
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[d3d11] Implement D3D11.2 MapOnDefaultBuffers feature
Basically just allocates the buffer on a host-visible memory
type, like DYNAMIC or STAGING buffers depending depending on
the CPU access flags.
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2019-09-17 17:47:33 +02:00 |
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Philip Rebohle
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dda89a075e
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[d3d11] Report MapOnDefaultTextures feature as unsupported
Bad things can happen if we leave this undefined.
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2019-09-17 14:21:19 +02:00 |
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Philip Rebohle
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2ef34a055d
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[d3d11] Implement ID3D11Device5
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2019-09-16 16:37:37 +02:00 |
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Philip Rebohle
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56daf44d4c
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[d3d11] Implement ID3D11Device4
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2019-09-16 16:26:18 +02:00 |
|
Philip Rebohle
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3ba541fde6
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[d3d11] Implement D3D11.4 feature queries
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2019-09-16 16:22:52 +02:00 |
|
Philip Rebohle
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fdf560150f
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[d3d11] Implement ID3D11Device3
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2019-09-16 16:13:34 +02:00 |
|
Philip Rebohle
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b0f6655b92
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[d3d11] Implement ID3D11Query1
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2019-09-16 16:13:34 +02:00 |
|
Philip Rebohle
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84c80a4aaf
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[d3d11] Implement ID3D11UnorderedAccessView1
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2019-09-16 16:13:34 +02:00 |
|
Philip Rebohle
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81935e1684
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[d3d11] Implement ID3D11ShaderResourceView1
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2019-09-16 14:27:44 +02:00 |
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Philip Rebohle
|
345f8694e8
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[d3d11] Implement ID3D11RenderTargetView1
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2019-09-16 14:27:44 +02:00 |
|
Philip Rebohle
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0758f14a35
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[d3d11] Implement ID3D11Texture2D1 and ID3D11Texture3D1
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2019-09-16 14:27:44 +02:00 |
|
Philip Rebohle
|
d9f409b92f
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[d3d11] Implement ID3D11RasterizerState2
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2019-09-16 13:41:31 +02:00 |
|
Philip Rebohle
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17a6c4168e
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[dxbc] Implement stencil ref export from fragment shaders
This is an optional feature in D3D11.3, but easy enough to support.
|
2019-09-16 12:42:15 +02:00 |
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Philip Rebohle
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b7bc51c3bd
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[d3d11] Use shaderStorageImageReadWithoutFormat for typed UAV loads
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2019-09-16 12:42:15 +02:00 |
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Philip Rebohle
|
7fae4a41e8
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[d3d11] Add definitions for feature levels 12_0 and 12_1
Mostly useful for debugging as we're not going to support these
feature levels for now.
|
2019-09-16 12:42:14 +02:00 |
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