Philip Rebohle
0f800c6c51
[dxvk] Added Vulkan function pointers for VK_KHR_descriptor_update_template
2018-03-17 22:35:50 +01:00
Philip Rebohle
ebd46e4109
[d3d11] Re-define D3D11_FEATURE_DATA_ARCHITECTURE_INFO
...
Fixes previous commit on MinGW.
2018-03-17 21:38:35 +01:00
Mikhail Paulyshka
043982d3be
[d3d11] stub implementation of ID3D11Device1 ( #175 )
2018-03-17 20:11:00 +01:00
Mikhail Paulyshka
a3e7139c1e
[d3d11] stub implementation of ID3DDeviceContext1 ( #174 )
2018-03-17 18:54:09 +01:00
Philip Rebohle
52a9a4f406
[dxvk] Reimplemented clearRenderTarget
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Closer to the D3D11 API. We cannot use the normal clearColorImage and
clearDepthStencilImage methods in case the game uses a 2D array view
for a 3D image. Fixes some validation issues in Hellblade.
2018-03-17 17:59:43 +01:00
Philip Rebohle
1af52abb67
[d3d11] Move OMSetRenderTargets optimization to D3D11ImmediateContext
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We cannot call Flush() on deferred contexts anyway, so the command
submission optimization should only be applied to immediate contexts.
2018-03-17 14:09:16 +01:00
Philip Rebohle
ccfe1a346b
[d3d11] Moved GetViewFromDesc and NormalizeDesc out of D3D11Devuce
2018-03-17 13:42:37 +01:00
Philip Rebohle
0ddbb58ce4
[d3d11] Enable IDXGIDevice2 interface query
2018-03-17 13:05:55 +01:00
Philip Rebohle
3b43c1c183
[dxgi] Support more formats in the presenter
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Should surpress "Unsupported format" warnings in games
based on Unreal Engine 4 and Frostbite Engine.
2018-03-17 09:20:06 +01:00
Mikhail Paulyshka
608cd33a25
[dxgi] added stub implementation of IDXGIDevice2 ( #172 )
2018-03-17 01:48:55 +01:00
Philip Rebohle
4fdea96fd0
[general] Updated README
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Wine 3.4 supports Vulkan out of the box.
2018-03-17 01:27:01 +01:00
Philip Rebohle
b9b74eb961
Merge pull request #169 from Mixaill/fix-msvc-64
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[dxbc] fix MSVC 64-bit build
2018-03-17 01:05:04 +01:00
Philip Rebohle
2dd266c90a
Merge pull request #171 from Guy1524/customPCI-dxgi
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Move Custom PCI ID from DXVK to DXGI
2018-03-17 00:52:20 +01:00
Guy1524
b3cd7547ca
Move Custom PCI ID to DXGI
2018-03-16 19:40:26 -04:00
Mikhail Paulyshka
fd633ea784
[dxbc] fix MSVC 64-bit build
2018-03-17 01:59:13 +03:00
Philip Rebohle
c931b4ba87
[dxvk] Implement proper compute pipeline lookup
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Fixes correctness issues and potential GPU lockups in case
a compute shader resource is not bound at dispatch time.
2018-03-16 01:25:18 +01:00
Philip Rebohle
05da53a570
Merge branch 'master' of https://github.com/doitsujin/dxvk
2018-03-16 01:15:05 +01:00
Philip Rebohle
9b3908823a
[dxvk] Fixed depth image layout regression
2018-03-16 01:05:30 +01:00
Philip Rebohle
eb8ae5cc82
[d3d11] Allow 2D array view creation for 3D textures
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Fixes a regression that was introduced with the texture
class refactor. Fixes validation issues in Hellblade.
2018-03-14 20:40:11 +01:00
Adrià Cereto Massagué
1bfd37a013
Some changes to the packaging script ( #162 )
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* enable unity build for releases
* let the packaging script work wth relative paths
* add build option to enable building the test binaries; disabled by default
* disable unity build until it's been more tested
2018-03-14 20:38:38 +01:00
Philip Rebohle
0e0ee61d9b
[d3d11] Always use VK_IMAGE_CREATE_MUTABLE_FORMAT_BIT
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We need to investigate why not doing this breaks shadows in Heaven.
2018-03-14 17:40:26 +01:00
Philip Rebohle
3b20c71894
[d3d11] Re-implement direct image mapping (disabled by default)
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We cannot enable this by default yet because it may break some games.
2018-03-14 16:40:28 +01:00
Philip Rebohle
155bd32e22
[d3d11] Check if a textue can be created before making the attempt
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This may prevent driver crashes and give more useful debugging info
in case a given combination of image parameters is not supported by
a device. May also improve compatibility with direct image mapping.
2018-03-14 16:03:48 +01:00
Philip Rebohle
7a6d61d943
[d3d11] Create mapped image buffer only when needed
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Also adds some documentation to D3D11CommonTexture.
2018-03-14 14:49:45 +01:00
Philip Rebohle
0ba3337289
[d3d11] Refactored Map/Unmap methods
2018-03-14 14:40:09 +01:00
Philip Rebohle
91b82c05b2
[d3d11] Refactoring texture classes: Move static methods into D3D11CommonTexture
2018-03-14 01:16:31 +01:00
Philip Rebohle
56df0bcccb
[d3d11] Refactoring texture classes: Remove D3D11TextureInfo
2018-03-14 00:45:07 +01:00
Philip Rebohle
16d66c8a1d
[d3d11] Refactoring texture classes: Introduce D3D11CommonTexture
2018-03-13 23:51:30 +01:00
Philip Rebohle
e6814332e7
Revert "[d3d11] Re-enable image mapping"
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Still breaks games for unknown reasons.
2018-03-13 17:40:12 +01:00
Philip Rebohle
ba2c4782b0
[spirv] Removed SPIR-V Tools headers
2018-03-13 14:58:17 +01:00
Philip Rebohle
25cae39cdb
[spirv] Remove SPIR-V tools integration
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SPIR-V tools did not turn out to be useful, but increased the
binary size by a significant amount and caused build problems.
- spirv-opt: Far too slow for the intended purpose, and Nvidia
specific shader issues have been reported and fixed.
- spirv-val: Not much value in practice since shaders can be
written to a directory and validated manually.
2018-03-13 14:32:03 +01:00
Philip Rebohle
8e9d0878e6
[dxvk] Remove RenderDoc workaround
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RenderDoc 1.0 cannot be used with DXVK anymore,
which makes the workaround obsolete.
2018-03-13 11:43:23 +01:00
Philip Rebohle
72f954088b
[d3d11] Use only one mip level for multisampled textures
2018-03-13 11:29:25 +01:00
Philip Rebohle
06cff50453
[d3d11] Flush CS chunks when executing/finalizing command lists
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Fixes rendering issues and validation errors in Kingdom Come: Deliverance.
2018-03-12 23:36:55 +01:00
Mikhail Paulyshka
fa78259459
[dxgi] fix DxgiOutput::FindClosestMatchingMode() implementation ( #157 )
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* remove useless checks
* fix refresh rate matching and unspecified detection
2018-03-12 22:28:34 +01:00
Philip Rebohle
bfd2b29317
Merge pull request #156 from Mixaill/gtav-warning
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[d3d11] D3D11Device::QueryInterface() suppress warning for unknown GUID
2018-03-12 22:10:48 +01:00
Mikhail Paulyshka
d3a4230acf
[d3d11] D3D11Device::QueryInterface() suppress warning for d56e2a4c-5127-8437-658a-98c5bb789498
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there is no public information about this interface
2018-03-12 23:29:44 +03:00
Philip Rebohle
887e514442
[dxvk] Use dummy viewport if requested viewport size is 0
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Fixes a bunch of validation errors in various games,
including The Witcher 3.
2018-03-12 13:14:27 +01:00
Philip Rebohle
56c826be85
[d3d11] Do not enable D3D11_BIND_UNORDERED_ACCESS for back buffers
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Not all formats can be used for unordered access views. An application
must explicitly request this feature during swap chain creation.
2018-03-12 13:03:33 +01:00
Philip Rebohle
3e60c8f316
[d3d11] Re-enable image mapping
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After more extensive testing, it looks like commit 4eacff21
actually fixed the issue in most (all?) cases.
2018-03-12 12:54:05 +01:00
Philip Rebohle
3d0aad705d
[dxbc] Implemented samplepos instruction
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Required by Fallout 4, among other games.
2018-03-12 12:25:10 +01:00
Mikhail Paulyshka
b17568deba
[dxgi,d3d11] log unknown interfaces GUID ( #154 )
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* [d3d11] log unknown interfaces GUID in QueryInterface()
* [dxgi] log unknown interfaces GUID in QueryInterface()
2018-03-12 12:05:43 +01:00
Mikhail Paulyshka
3cb3c05888
[dxgi] implement DxgiOutput::FindClosestMatchingMode() ( #153 )
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rev2:
* use std::vector instead of C array
* add clarification about TODO
2018-03-12 08:52:32 +01:00
Philip Rebohle
a8508da883
Merge pull request #151 from Mixaill/d3d11-nullcheck
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[d3d11] add check for pResource against nullptr in D3D11ImmediateContext::Map()
2018-03-12 07:38:51 +01:00
Mikhail Paulyshka
f94ff7db4f
[d3d11] add check for pResource against nullptr in D3D11ImmediateContext::Map()
2018-03-12 03:18:44 +03:00
Philip Rebohle
4eacff21e9
[dxvk] Flush initialization context unconditionally
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An application might need to wait for a resource to become available
just after it has been created, in which case its initialization
commands might not have been dispatched yet. If no rendering commands
were issued on the immediate context prior to the wait operation,
WaitForResource would stall indefinitely.
2018-03-11 20:25:09 +01:00
Philip Rebohle
bbbc552868
[d3d11] Disabled image mapping
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Effectively reverts d3e89b20dd
as it
breaks games for some reason.
2018-03-11 19:02:02 +01:00
Philip Rebohle
5b9e4c1faa
[d3d11] Fix image tiling
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Fixes bug introduced in d3e89b20dd
, which
applies linear tiling to the wrong kind of images.
2018-03-11 00:06:44 +01:00
Philip Rebohle
d3e89b20dd
[d3d11] Allocate host-readable images on host-visible memory
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Not having to wait for an image->buffer copy to finish on the
GPU allows for more efficient synchronization. Significantly
improves performance in The Witcher 3.
2018-03-10 23:32:15 +01:00
Philip Rebohle
a4a8e0d6c8
[dxvk] Add memory flag query to DxvkImage
2018-03-10 17:41:42 +01:00