Tatsuyuki Ishi
2ef41bdbf6
build: Switch symbols to DWARF 4
...
Since [1], Wine's supports and uses DWARF 4 as default. Make use of it, which
should fix inlined stacks and some other small details.
[1]: https://www.winehq.org/pipermail/wine-devel/2021-November/201333.html
2023-07-01 17:12:18 +02:00
Philip Rebohle
0f4458e173
[dxvk] Remove pending submission counter
2023-06-26 01:37:46 +01:00
Philip Rebohle
ccb87d5ea9
[d3d9] Port flush heuristic from D3D11
2023-06-26 01:37:46 +01:00
Alpyne
022bf1d134
[d3d9] Allow changing API name for d3d8
2023-06-24 18:18:38 +01:00
Alpyne
d6e7e3e780
[d3d9] Add DxvkD3D8Bridge for d3d8 interop
2023-06-24 17:58:49 +01:00
Blisto91
b77928b6fe
[util] Fix Modern Warfare 2 Campaign Remastered config
2023-06-24 13:28:49 +02:00
Philip Rebohle
987df8a487
[util] Filter out internal private ref on object destruction
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Closes #3531 for real this time.
2023-06-24 12:45:38 +02:00
Philip Rebohle
a7278cdab1
[dxgi] Do not interact with other DXGI objects during swapchain destruction
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This trips up Stalker Anomaly for some reason, but initializing an output
is not meaningful anyway in this situation since we either know the output
in question already, or we don't and it cannot be in a non-default state.
Closes #3531 .
2023-06-24 12:38:10 +02:00
Joshua Ashton
3b3ebc9350
[d3d9] Rename some members to be clearer
2023-06-24 04:09:04 +01:00
Joshua Ashton
00ae118655
[d3d9] Don't use m_activeRTs in SetPixelShader
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These are just textures, not surfaces.
2023-06-24 04:07:19 +01:00
Joshua Ashton
55be12daa5
Revert "[d3d9] Use m_activeRTs in BindFramebuffer"
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This is only textures. Oops.
This reverts commit ff65599dba
.
2023-06-24 04:06:24 +01:00
Joshua Ashton
0e36a07a93
[d3d9] Don't mark DS as hazardous if depth write is disabled
2023-06-24 03:55:16 +01:00
Joshua Ashton
ff65599dba
[d3d9] Use m_activeRTs in BindFramebuffer
...
Can roll in the anyColorWrites this way.
2023-06-24 03:42:54 +01:00
Joshua Ashton
6b60de2d31
[d3d9] Fix unbinding RTs
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Fixes a regression with 8560efa3c7
in ND1.
Also more optimized.
2023-06-24 03:41:31 +01:00
Joshua Ashton
362743c1d6
[d3d9] Update DS hazards when PS shader masks change
2023-06-24 02:55:38 +01:00
Joshua Ashton
7f302fc350
[d3d9] Don't mark DS hazards if not used by shader
2023-06-24 02:53:14 +01:00
Philip Rebohle
8704ed7af6
[dxvk] Ignore some pipeline flags when ending render pass
2023-06-22 23:41:24 +02:00
Philip Rebohle
0895858901
[dxvk] Only decrement pending submission count for command submissions
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Otherwise we'll underflow the integer and break the D3D9 flush heuristic.
2023-06-22 20:15:42 +02:00
Joshua Ashton
80b27f95bc
[d3d9] Fix active hazards RT only being 4 bits
2023-06-22 16:37:09 +01:00
Joshua Ashton
a791493d14
[d3d9] Don't rebind AlphaTest when changing RT if not necessary
2023-06-22 16:37:09 +01:00
Joshua Ashton
c768196251
[d3d9] Compress hazard state going into CS
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This can potentially happen per-draw so make it as small as possible.
2023-06-22 16:37:09 +01:00
Joshua Ashton
3625c5d481
[d3d9] Optimize DS active hazard check
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There can only be one DS, so no need to loop over.
2023-06-22 16:37:09 +01:00
Philip Rebohle
b3cbe36c08
[dxvk] Apply frame rate limit on presentation timeline
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This may reduce latency as we no longer end up stalling subsequent
GPU submissions.
2023-06-22 16:17:03 +02:00
Philip Rebohle
166d90b04c
[d3d11] Fix frame latency based on buffer count
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We need to ignore the front buffer here since we synchronize after
presentation.
2023-06-22 16:16:30 +02:00
Robin Kertels
60b6e98529
[d3d9] Transition DS too if there's a feedback loop
2023-06-21 15:16:43 +01:00
Robin Kertels
a20869fb93
[d3d9] Track textures in m_activeHazardsRT instead of RT
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There's 21 textures and only 4 RTs.
Tracking the textures allows us to mask off the active texture bitfield
instead of the active render target one, potentially resulting in fewer iterations.
2023-06-21 15:16:43 +01:00
Philip Rebohle
a287566c65
[dxgi] Implement frame statistics based on IDXGIVkSwapChain1
2023-06-21 15:16:37 +02:00
Philip Rebohle
28f48f9fdc
[dxgi] Initialize output refresh counts with non-zero values
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Matches Windows behaviour.
2023-06-21 15:16:37 +02:00
Philip Rebohle
e02a800c33
[d3d11] Implement IDXGIVkSwapChain1 interface for D3D11 swap chain
2023-06-21 15:16:37 +02:00
Philip Rebohle
d7fa39c4eb
[util] Be more robust against timing weirdness when computing vblank count
2023-06-21 15:16:37 +02:00
Philip Rebohle
d1e39be7e7
[dxgi] Add IDXGIVkSwapChain1 interface definition
2023-06-21 15:16:37 +02:00
Philip Rebohle
438c535fe7
[d3d11] Always release frame latency semaphore in Present
2023-06-21 15:16:37 +02:00
Philip Rebohle
7dbe4abb48
[d3d9] Use new presenter signal mechanism for frame pacing
2023-06-21 15:16:37 +02:00
Philip Rebohle
e99bc591df
[d3d11] Use new presenter signal mechanism for frame latency event
2023-06-21 15:16:37 +02:00
Philip Rebohle
08363edb05
[dxvk] Only synchronize with presents with FIFO present modes
2023-06-21 15:16:37 +02:00
Philip Rebohle
5d1196733b
[dxvk] Implement waiting for specific present requests
2023-06-21 15:16:37 +02:00
Philip Rebohle
ca3492570c
[dxvk] Add functionality to wait for a given present operation
2023-06-21 15:16:37 +02:00
Philip Rebohle
215c4f8f6f
[dxvk] Enable VK_KHR_present_id and VK_KHR_present_wait if supported
2023-06-21 15:16:37 +02:00
Robin Kertels
5a1ebfa4ee
Revert "[d3d9] Only use direct buffer mapping for DYNAMIC buffers"
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This reverts commit 1850819483
.
2023-06-20 23:08:52 +01:00
Joshua Ashton
6f87ccdafc
[d3d11] Use FORCE_UNORM depth bias representation for UNORM formats
2023-06-20 13:31:48 +01:00
Joshua Ashton
b30a4f0cc7
[d3d9] Use FLOAT or FORCE_UNORM depth bias representation
2023-06-20 13:31:48 +01:00
Joshua Ashton
4e9853f608
[dxvk] Expose depth bias representation/exact controls
2023-06-20 13:31:48 +01:00
Joshua Ashton
5fbb0dd4ba
[dxvk] Enable EXT_depth_bias_control
2023-06-20 13:31:48 +01:00
Joshua Ashton
77f6f2a84b
[include] Bump Vulkan headers to v1.3.254
2023-06-20 13:31:48 +01:00
Alpyne
0b9acf3a25
[util] Add str::split
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Used by d3d8
2023-06-20 13:31:17 +01:00
Timo Gurr
211d095ee4
[util] Limit STEINS;GATE ELITE to 60 fps
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Intros, menu and ui animations are playing way too fast, also causing
input issues.
2023-06-20 13:27:52 +02:00
Trevonn
77e7e8bfba
[util] Report NVIDIA for Star Wars Battlefront as it errors out on AMD
2023-06-20 13:23:52 +02:00
Alpyne
42a0264e69
[build] Fix libdisplay-info
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See https://gitlab.freedesktop.org/JoshuaAshton/libdisplay-info/-/merge_requests/4
2023-06-19 21:14:03 +01:00
Alpyne
5d29140f74
[util] replaceNaN: Use unaligned SIMD _mm_loadu_ps
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There is no good reason to expect games will have aligned the data they're passing in.
2023-06-19 21:13:37 +01:00
Alpyne
0236e780a7
[d3d9] Fix std::hex in D3D9CommonTexture
2023-06-19 21:02:10 +01:00