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mirror of https://github.com/doitsujin/dxvk.git synced 2025-01-20 17:52:11 +01:00

385 Commits

Author SHA1 Message Date
Philip Rebohle
126c50a674
[dxbc] SampleMask does not depend on SampleRateShading
This was fixed in a later revision of the SPIR-V 1.0 specification.
2018-05-19 09:07:31 +02:00
Philip Rebohle
a6ace7908f
[dxbc] Do not emit empty 'else' blocks 2018-05-18 22:37:23 +02:00
Philip Rebohle
581e505f54
[dxbc] Fix bit scan instructions
firstbithi counts from the MSB rather than the LSB. Fixes
rendering issues in Hitman.
2018-05-12 01:39:23 +02:00
Philip Rebohle
27d3a78d79 [dxbc] Omit empty source string in OpSource instruction
This parameter is optional and confuses RenderDoc if present.
2018-05-02 13:07:26 +02:00
Philip Rebohle
5eaacf7459 [dxbc] Add gs_vertex_in to the entry point interface
Fixes invalid SPIR-V generated in the Blacksmith demo (#267).
2018-04-23 18:07:31 +02:00
Philip Rebohle
a5c43b5e59 [dxbc] Enable array texture hack for Dishonored 2
Partially fixes shadow rendering issues.
2018-04-23 11:09:48 +02:00
Philip Rebohle
01147492d5 [dxbc] Implemented Texture2D -> Texture2DArray mapping as a knob
Doing this for all applications is not necessary and degrades
performance in some cases.
2018-04-23 00:46:27 +02:00
Philip Rebohle
e53cb72e39 [dxbc] Make DxbcOptions a set of flags
This allows for game-specific workarounds and driver-specific
workarounds to be applied in an easier fashion.
2018-04-22 23:49:41 +02:00
Philip Rebohle
2f20a61342 [dxbc] Map 2D MS shader resource views to 2D MS Array views
Works around a game bug in Dragon Age: Inquisition, which binds
an MS image to a non-MS resource slot. Closes
2018-04-22 18:27:01 +02:00
Philip Rebohle
cd63ff6d76 [dxbc] Fix operand type of resinfo_rcp_float division
Fixes invalid SPIR-V generated for this instruction.
2018-04-22 16:43:16 +02:00
Philip Rebohle
f30923718f [dxbc] Fix texture component count for OpImageQueryLod
Not a bug, but we don't need the extra component when dealing with
array images.
2018-04-22 14:08:01 +02:00
Philip Rebohle
0bf97993c6 [dxbc] Fix layer count in resinfo instruction
For non-layered types, this instruction is supposed to return 0, not 1.
2018-04-22 08:34:07 +02:00
Philip Rebohle
dcb5b2a20c
[dxbc] Map 1D and 2D textures to their respective array type v2
We need to adjust the texture coordinate vectors as well, so that
some instructions continue to work properly.
2018-04-21 18:09:43 +02:00
Philip Rebohle
0318cc730a
Revert "[dxbc] Map 1D and 2D textures to their respective array type"
Broken. Requires some prep work in the shader compiler.
2018-04-21 15:38:39 +02:00
Philip Rebohle
906355b0da
[dxbc] Map 1D and 2D textures to their respective array type
As with cube textures, some games think it's a good idea to bind a
non-array view to a slot that expects an array view or vice versa.
Fixes clouds not appearing in TrackMania 2 Stadium (#191).
2018-04-21 14:15:10 +02:00
Philip Rebohle
fd1c50d8d8
[dxbc] Fixed incorrect shader resource slot computation 2018-04-21 14:01:27 +02:00
Philip Rebohle
50f1cf007d
[dxbc] Implement precise flag
May fix depth precision in Skyrim SE (issue #189).
2018-04-20 23:32:51 +02:00
Philip Rebohle
8eb78591a0
[dxbc] Scan pixel shader output register type at declaration time
Fixes invalid shaders being generated in the Blacksmith demo on
some GPUs. Works around a possible issue in the output signature
reader.

Commit #1000, yay.
2018-04-18 21:14:34 +02:00
Vesim
b82ae16f8a [dxbc] Moved all operators in dxbc_names to dxvk namespace (#296) 2018-04-17 17:33:07 +02:00
Philip Rebohle
75c928fc87
[dxbc] Remove is-bound check for constant buffer reads
We do not have to do this anymore since we'll bind a large
enough dummy buffer. Considerably reduces code size in shaders
which access a large number of shader constants.
2018-04-16 23:40:48 +02:00
Philip Rebohle
98b8d41016
[dxbc] Write shader name to the generated SPIR-V
Might help identifying shaders in debugging tools such as Renderdoc.
2018-04-15 21:00:08 +02:00
Philip Rebohle
adb1789571
[dxbc] Fixed incorrect result vector dimension for OpImageQuerySize 2018-04-12 13:57:15 +02:00
Philip Rebohle
021ea64103
[dxbc] Remove Nvidia driver version check
Apparently this causes a regression in Overwatch for some.
2018-04-11 19:44:45 +02:00
Philip Rebohle
8ea17e7a25
[dxbc] Implemented Nop instruction
Required for Metal Gear Solid V.
2018-04-11 01:49:39 +02:00
Philip Rebohle
f3544cc8e1
[dxbc] Fix __GL_NextGenCompiler check... 2018-04-11 01:17:07 +02:00
Philip Rebohle
3ff437ddbe
[dxbc] Re-enable Nvidia workarounds if __GL_NextGenCompiler is '0'
Fixes potential regressions when using the old SPIR-V compiler.
2018-04-11 00:26:42 +02:00
Philip Rebohle
1b6442b859
[dxbc] Disable Nvidia-specific workarounds for 396.18 and above 2018-04-11 00:20:24 +02:00
Philip Rebohle
1fb22a6022
[dxbc] Refactored opcode controls 2018-04-10 08:01:54 +02:00
Philip Rebohle
5cb65a6c19
[dxbc] Fix sampleinfo_uint instruction 2018-04-09 22:52:59 +02:00
Philip Rebohle
8a4e1d11b7
[dxbc] Add missing component count to gs_layer variable type
Fixes an incorrect geometry shader in Overwatch.
2018-04-09 00:20:27 +02:00
Philip Rebohle
797d7ec81d
[dxbc] Enable CapabilitySampleRateShading capability when needed
Fixes SPIR-V validation errors in the Final Fantasy XV benchmark.
2018-04-08 21:06:58 +02:00
Philip Rebohle
e38cc4a0e0
[dxbc] Implement support for SV_PrimitiveID
Fixes some geometry/tessellation shaders in The Witcher 3.
2018-04-08 18:25:44 +02:00
Philip Rebohle
bd17be472d
[dxbc] Reciprocate W component of SV_POSITION in pixel shaders
Fixes the fog effect in Nier:Automata, as well as some major
visual issues in Rise of the Tomb Raider, and potentially
other games.
2018-04-05 20:10:00 +02:00
Philip Rebohle
492c7384bc
[dxbc] Implemented ImmAtomicCmpExch and AtomicCmpStore 2018-04-04 13:59:43 +02:00
Philip Rebohle
eb85f61084 [dxbc] Serialize hull shader fork/join phase invocations
We cannot run these in parallel in case the hull shader's output vertex
count, and thus the invocation count, is less than the fork/join phase
invocation count.
2018-04-02 16:22:19 +02:00
Philip Rebohle
d2c6ec5c41 [dxbc] Implement ImmAtomic*Min/Max instructions 2018-04-02 10:58:26 +02:00
Philip Rebohle
99d9a5df0b [dxbc] Respect GloballyCoherent flag for UAVs 2018-03-31 16:41:19 +02:00
Philip Rebohle
770d94f796 [dxbc] Fix explicit memory barrier semantics
This imitates glslang behaviour for barrier instructions and
sets AcquireRelease semantics for all explicit memory barriers.
2018-03-30 17:59:57 +02:00
Philip Rebohle
47e78d0a95 [dxbc] Fixed type of atomic pointers into typed UAVs
Should fix a crash in the Nvidia driver.
2018-03-30 17:31:48 +02:00
Philip Rebohle
b286b518c5
[dxbc] Fix ForkInstanceId type in EmitHsForkJoinPhase 2018-03-29 14:05:38 +02:00
Philip Rebohle
2ab4710054
[dxbc] Run HS fork/join phases in parallel
May reduce execution time of hull shaders on the GPU by running
the fork/join phases in parallel, as originally intended. Tested
on RADV 18.0.99 with LLVM 6.0.0.
2018-03-29 13:29:50 +02:00
Philip Rebohle
87f9bcfd75
[dxbc] Do not use locations >32 for tess control outputs
Fixes an assertion with latest mesa-git.
2018-03-28 11:55:29 +02:00
Philip Rebohle
a700e928ef
[dxbc] Enable MultiViewport capability if needed
Fixes invalid SPIR-V generated since  60d6416e5f8200d5340f75d2655a1478b1472330.
2018-03-27 01:41:06 +02:00
Philip Rebohle
60d6416e5f
[dxbc] Implemnted SV_ViewportArrayIndex for geometry shaders
Required by Final Fantasy XIV.
2018-03-26 23:32:30 +02:00
Philip Rebohle
ac94c42380
Revert "[dxbc] Do not emit per-vertex input block"
This reverts commit 4ce64bd8865bbb25baa25d622437c9258126c4d2.

Fixes a regression in Sniper: Ghost Warrior 2 and Dishonored 2.
2018-03-24 16:23:31 +01:00
Philip Rebohle
54382ae319
[dxbc] Add experimental support for mixed resource types
HLSL tbuffers are translated to resources with a "mixed" format.
There is no documentation about which format the buffers actually
use, so we'll default to UINT and see what happens.
2018-03-24 14:21:13 +01:00
Philip Rebohle
7f7eedac35
[dxbc] Implement SV_ClipDistance and SV_CullDistance 2018-03-24 11:29:07 +01:00
Philip Rebohle
4ce64bd886
[dxbc] Do not emit per-vertex input block
Instead, we can let the normal input registers do their thing.
2018-03-24 00:32:22 +01:00
Philip Rebohle
0ab27aa4e3
[dxbc] Check if the signature is nullptr before using it
Fixes a crash in The Witcher 3.
2018-03-23 21:38:21 +01:00
Philip Rebohle
31772af4a5
[dxbc] Count clipping and culling planes 2018-03-23 19:48:07 +01:00