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Commit Graph

566 Commits

Author SHA1 Message Date
Philip Rebohle
35238ec4d1
[d3d11] Make D3D11 context methods more robust to null pointers
Assetto Corsa tries to do some questionable things when reflections
are disabled in the game options. Refs #648.
2018-09-19 12:33:30 +02:00
Philip Rebohle
c1190e81b2
[d3d11] Handle pResource == nullptr case during view creation 2018-09-19 11:55:11 +02:00
Philip Rebohle
837a3f5787
[d3d11] Don't allow creation of 0x0-sized textures 2018-09-18 21:33:27 +02:00
Philip Rebohle
bf5476900a
[d3d11] Expose Feature Level 11_1
- We don't actually support the ExtendedResourceSharing feature, but
  since we currently don't support resource sharing at all, this makes
  no difference in practice
- Likewise, MultisampleRTVWithForcedSampleCountOne is not really
  supported, as the Vulkan backend will still use the sample count
  of the color attachments, but should have no effect in practice.
- This does not change the fact that Predication and Stream Output
  are still missing.
2018-09-18 16:27:40 +02:00
Philip Rebohle
d9009efd22
[d3d11] Implement and advertize support for CopyWithOverlap feature 2018-09-18 16:22:47 +02:00
Philip Rebohle
3f47fdab4d
[d3d11] Advertize support for the ForcedSampleCount rasterizer state 2018-09-18 13:23:28 +02:00
Philip Rebohle
482930f04a
[dxvk] Implement backend support for D3D11 forced sample count
We don't support rasterization with a sample count different from
the framebuffer sample count, but if there are no attachments, any
sample count is allowed.
2018-09-18 13:22:28 +02:00
Philip Rebohle
4469ef1ec1
[d3d11] Replace shader debug name with shader key 2018-09-18 10:35:27 +02:00
Philip Rebohle
a078bb947e
[d3d11] Replace D3D11ShaderKey with DxvkShaderKey 2018-09-18 10:35:08 +02:00
Philip Rebohle
6c889c0005
Revert "[d3d11] Avoid unnecessary buffer slice copy when mapping buffer"
This reverts commit 72106a02cb.

Breaks things for some reason. Doesn't have much of an impact anyway.
2018-09-17 23:08:00 +02:00
Philip Rebohle
72106a02cb
[d3d11] Avoid unnecessary buffer slice copy when mapping buffer 2018-09-17 22:04:31 +02:00
Philip Rebohle
19408f0ebe
[d3d11] Fix reported RowPitch/DepthPitch for mapped buffers
Some games rely on this being the exact buffer size.
2018-09-17 07:45:05 +02:00
Philip Rebohle
f9add97a07
[d3d11] Fix Begin/End for all queries other than Event and Timestamp 2018-09-11 13:00:52 +02:00
Philip Rebohle
ea9e812798
[dxvk] Introduce new 'Created' state for queries
New initial state for queries. D3D11 returns an error when trying to
retrieve data from a query in this state, rather than S_FALSE or S_OK.
2018-09-10 23:07:51 +02:00
Philip Rebohle
d7441f274b
[dxvk] Enable device features for VK_EXT_vertex_attribute_divisor 2018-09-10 22:10:16 +02:00
Philip Rebohle
012a5c2f74
[d3d11] Add option to enforce anisotropic filtering
When setting d3d11.samplerAnisotropy to a non-negative value,
AF will be either disabled (0) or enabled with the given
anisotropy (>0) for all samplers.
2018-09-10 15:42:55 +02:00
Philip Rebohle
f8dc5612f7
[d3d11] Added option to limit tessellation factors
d3d11.maxTessFactor accepts values ranging from 8 to 64, and limits
the maximum tessellation factor accordingly.
2018-09-09 23:14:00 +02:00
Philip Rebohle
57e5b05f32
[d3d11] Fix layer count for 3D RTVs with non-zero base mip level
We have to take the mip level into account as well, or otherwise
we may create a view with more layers than the selected mip level has.
2018-09-04 07:39:46 +02:00
Philip Rebohle
09948a3495
[d3d11] Synchronize CS thread after flush when waiting for resource
In some rare cases, the flush operation itself may add new references
which we need to see while spinning on the resource's usage counter.
2018-09-01 21:25:39 +02:00
Philip Rebohle
ffc2130ee6
[d3d11] Pass format swizzle to render target views
Fixes missing caterpillars in World of Tanks (#410).
2018-09-01 18:15:31 +02:00
Philip Rebohle
66d1bed083
[d3d11] Remove old UAV counter buffer implementation 2018-08-30 15:32:46 +02:00
Philip Rebohle
5c45a50daf
[d3d11] Use D3D11CounterBuffer for UAV counters 2018-08-30 15:24:47 +02:00
Philip Rebohle
9992ba1a79
[d3d11] Add more general counter buffer allocator
We're going to need it for more than just UAV counters soon.
2018-08-30 15:24:38 +02:00
Philip Rebohle
f1b075c0f3 [dxvk] Add CS chunk pool
Reduces the number of dynamic memory allocations for CS chunks by
recycling them once they are no longer needed. Also fixes a potential
issue with chunks that are dispatched multiple times.
2018-08-27 16:07:38 +02:00
Philip Rebohle
f75e3ad13f
[d3d11] Fix silly GenerateMips bug 2018-08-16 00:57:16 +02:00
Philip Rebohle
c3c7a4172d
[d3d11] Fix interface query for ID3D11Predicate 2018-08-16 00:13:40 +02:00
Mikhail Paulyshka
2a96d717d3 [d3d11] fixed compilation with MinGW-headers 6.0.0 or greater 2018-08-15 22:02:39 +02:00
Philip Rebohle
e271bc490e
[d3d11] Enable ExtendedDoublesShaderInstructions 2018-08-15 20:12:41 +02:00
Philip Rebohle
0b1b898be4
[d3d11] Implement ID3D11DeviceContext1::ClearView
Required for Feature Level 11_1.
2018-08-15 19:03:26 +02:00
Philip Rebohle
beedd39f7d
[dxvk] Accept VkClearValue in DxvkContext::clearImageView 2018-08-15 19:03:26 +02:00
Philip Rebohle
da21a6db7f
[d3d11] Silence warning about GenerateMips being called on buffers 2018-08-15 19:03:26 +02:00
Philip Rebohle
e671692886
[d3d10] Implement D3D10Shader 2018-08-13 17:22:42 +02:00
Philip Rebohle
2af07c5faf
[d3d10] Implement D3D10Query 2018-08-13 17:22:42 +02:00
Philip Rebohle
ae12fbd23c
[d3d10] Implement D3D10CreateDepthStencilView 2018-08-13 17:22:42 +02:00
Philip Rebohle
ea46a0340e
[d3d10] Implement D3D10RenderTargetView 2018-08-13 17:22:42 +02:00
Philip Rebohle
0052ff236b
[d3d10] Implement D3D10ShaderResourceView 2018-08-13 17:22:42 +02:00
Philip Rebohle
ddb2a7bd59
[d3d10] Implement D3D10RasterizerState 2018-08-13 17:22:42 +02:00
Philip Rebohle
68bfacfcaa
[d3d10] Implement D3D10DepthStencilState 2018-08-13 17:22:41 +02:00
Philip Rebohle
f2381ac4eb
[d3d10] Implement D3D10BlendState 2018-08-13 17:22:41 +02:00
Philip Rebohle
ace06ce697
[d3d10] Implement D3D10InputLayout 2018-08-13 17:22:41 +02:00
Philip Rebohle
759ff737a4
[d3d10] Implement D3D10SamplerState 2018-08-13 17:22:41 +02:00
Philip Rebohle
553c90307a
[d3d10] Implement D3D10Buffer 2018-08-13 17:22:41 +02:00
Philip Rebohle
b97f9a702a
[d3d10] Implement D3D10 texture interfaces 2018-08-13 17:22:36 +02:00
Philip Rebohle
1e857f6342
[d3d10] Add D3D10Device stub 2018-08-13 17:22:03 +02:00
Philip Rebohle
8c1063b512
[d3d10] Add build files and implement D3D10CreateDevice functions 2018-08-13 17:22:00 +02:00
Philip Rebohle
7a28f01eca
[d3d11] Enable drawIndirectFirstInstance for FL11_0 and higher 2018-08-10 04:34:54 +02:00
Philip Rebohle
82c891b1fb
[d3d11] Fix structured buffer view validation 2018-08-10 02:39:35 +02:00
Philip Rebohle
40050e4e3f
[d3d11] Report bind flags instead of usage when view creation fails 2018-08-10 02:39:14 +02:00
Philip Rebohle
cc5219f8c0
[d3d11] Add meaningful error messages when view creation fails 2018-08-10 02:15:51 +02:00
Philip Rebohle
5276a90195
[d3d11] Add format and resource type to D3D11_COMMON_RESOURCE_DESC 2018-08-10 02:15:30 +02:00