Rémi Bernon
9e646a3415
[util] Override default thread stack reserve size.
...
Some applications (Dragon Quest Builder 2 for instance) use an oversized
default thread stack reserve size (2G in this case), which cause every
DXVK thread to allocate as much memory, quickly exhausting system memory.
2021-03-29 17:59:06 +01:00
Robin Kertels
d17f62902d
[d3d9+util] Remove AllowLockFlagReadonly option
2021-03-22 17:43:07 +00:00
Joshua Ashton
572315567c
[util] Add custom vendor id for Warhammer Online
2021-02-28 09:54:33 +00:00
Joshua Ashton
c7bebe8267
[util] Add config for Warhammer Online
2021-02-27 20:31:13 +00:00
Joshie
5ac9c45f65
[util] Add config for Mafia 2
...
https://gitlab.freedesktop.org/mesa/mesa/-/issues/1325
2021-02-25 15:09:00 +00:00
Christopher Egert
594d09ae3a
[util] Spoof a nvidia card for DIRT 5
2021-02-14 03:54:14 +01:00
Joshua Ashton
ff9d451a4e
[util] Force saner SWVP limits for TrackMania Forever
...
Closes : #1910
2021-02-06 08:28:03 +00:00
Joshua Ashton
bba3f9f3db
[util] Defer surface creation for Nioh 2
...
Fixes black screen on startup.
2021-02-06 07:48:52 +00:00
Joshua Ashton
9bee3e1cb9
[util] Add config for Dark Messiah of Might & Magic
...
Same problem as other early Source titles, infinitely makes resources at startup to measute VRAM.
2021-01-30 04:36:26 +00:00
Philip Rebohle
307f43ff1e
[d3d11] Introduce option to disable float controls
...
And disable for SotTR since it introduces rendering issues.
2021-01-28 20:32:38 +01:00
Philip Rebohle
8de9dc9378
[d3d11] Enable d3d11.invariantPosition by default
2021-01-28 20:09:47 +01:00
Philip Rebohle
1478011822
[dxbc] Enable NaN fixup by default on older RADV versions
...
And get rid of a whole bunch of game-specific workarounds.
2021-01-28 19:37:10 +01:00
dom
7d7c057d46
[util] Enable dxgi.customVendorId for Hitman 3
2021-01-28 14:07:52 +01:00
Philip Rebohle
a17ec95f21
[utils] Enable d3d9.deferSurfaceCreation for Atelier Ryza 2
2021-01-26 12:06:20 +01:00
Philip Rebohle
f869881f55
[util] Enable TGSM barrier workaround for more F1 games
...
F1 2020 is reportedly broken as well.
2021-01-16 15:28:30 +01:00
Philip Rebohle
499f15011f
[util] Enable TGSM barrier workaround for F1 2018
...
Game has the same bug as F1 2019. Fixes #1897 .
2021-01-15 13:15:01 +01:00
PendingChaos
f39472a9ba
[util] Set invariantPosition for Devil May Cry 5 ( #1863 )
...
Fixes some missing/shifting geometry on GFX10.3 and RADV/ACO.
Tested using dxvk.conf and DXVK 1.7.3.
Signed-off-by: Rhys Perry <pendingchaos02@gmail.com>
2021-01-02 10:42:33 +01:00
Jason Bagavatsingham
05f4b1bb3c
[util] Set enableRtOutputNaNFixup for Empire of Sin ( #1858 )
...
Co-authored-by: Jason Bagavatsingham <jason.bagavtsingham@gmail.com>
2021-01-02 10:42:26 +01:00
Samuel Pitoiset
d0d1d99537
[util] set enableRtOutputNanFixup for VRChat ( #1872 )
...
Fixes rendering issues with RADV.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
2021-01-01 23:07:11 +01:00
Robin Kertels
ea13a68678
[util] Enable apitrace mode for Everquest
2020-12-26 17:37:07 +00:00
Robin Kertels
56399e49d1
[util] Enable apitraceMode for Tomb Raider Legend
2020-12-14 16:51:19 +00:00
PendingChaos
495b2a098e
[util] Set invariantPosition for Monster Hunter World ( #1850 )
...
Fixes flickering on GFX10.3 with RADV/ACO.
2020-12-11 18:51:10 +01:00
Joshua Ashton
5d8539672d
[util] Fix config for EverQuest2
2020-11-27 06:27:01 +00:00
Joshua Ashton
bbfd6d0690
[util] Enable alpha test wiggle room for EverQuest 2
...
Fixes clothing being alpha tested incorrectly due to wonky interpolation on NVIDIA.
Game uses oC0 == 1.0f
My testing on NV shows the alpha test has a precision of 1/256 for all A8 and below formats, and around 1 / 2048 for A32F formats and 1 / 4096 for A16F formats (It makes no sense to me too) so anyway, we're just going to round this to a precision of 1 / 4096 and hopefully this should make things happy everywhere.
Closes : #1832
2020-11-26 12:16:33 +00:00
Shawn M. Chapla
7ef6132cf0
[util] Use nvapiHack by default for Far Cry Primal ( #1821 )
...
Remove nvapiHack=False default override for Far Cry Primal as the game
is unplayable without an nvapi implementation and appears to now perform
fine with nvapiHack.
Co-authored-by: Shawn M. Chapla <schapla@codeweavers.com>
2020-11-18 10:12:40 +01:00
Rhys Perry
4251b7a59c
[util]: Set enableRtOutputNaNFixup for Art of Rally
...
Fixes the (Windows) Art of Rally demo.
See https://gitlab.freedesktop.org/mesa/mesa/-/issues/3562
Signed-off-by: Rhys Perry <pendingchaos02@gmail.com>
2020-10-06 15:57:07 +02:00
Samuel Pitoiset
ccb782219c
[util] Set enableRtOutputNanFixup for some Chilla's Art games
...
See ValveSoftware/Proton#4167
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
2020-09-26 16:45:49 +02:00
Samuel Pitoiset
3487685a79
[util] Set enableRtOutputNaNFixup for The Dungeon of Naheulbeuk
...
Fixes rendering issues with RADV and AMDVLK (haven't tried -pro).
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
2020-09-26 15:06:29 +02:00
ishitatsuyuki
bb85a4caa8
Handle non-ASCII characters properly in paths
2020-09-10 15:56:38 +02:00
Philip Rebohle
645c8f8177
[util] Add option to disable log files entirely
...
But still log to stderr. Fixes #1743 .
2020-08-24 09:09:18 +02:00
Philip Rebohle
2a0f10e611
[util] Enable apitrace mode for Monster Hunter World
2020-08-13 18:52:45 +02:00
Philip Rebohle
346197c8c1
[util] Enable apitrace mode for Darksiders Warmastered Edition
...
Fixes #1719 .
2020-08-12 23:39:53 +02:00
Kevin Schmidt
9f6f6a7979
[util] Enable d3d9.memoryTrackTest for Anarchy Online
...
Prevents the game from consuming all system memory.
Signed-off-by: Kevin Schmidt <kevin.patrick.schmidt@googlemail.com>
2020-08-07 11:11:05 +01:00
Joshua Ashton
e7d9d4739a
[util] Fix trace macro for functions with no args
2020-08-07 10:56:26 +01:00
Joshua Ashton
aa01d914f1
[util] Implement METHOD_NAME for _MSC_VER
2020-08-07 10:56:26 +01:00
Jason Bagavatsingham
145d8225f4
[util] Set enableRtOutputNaNFixup for Observation
2020-08-06 14:14:49 +02:00
ryester27
d88b792447
Use d3d9.deferSurfaceCreation for Fairy Tail
2020-08-04 04:29:57 +02:00
Christopher Egert
76e3bb78c9
[util] Disable DF24 support for Borderlands 2
...
and The Pre Sequel!
2020-07-20 18:41:40 +01:00
Gregor Münch
4ac9dcf855
[util] Enable d3d11.invariantPosition for Mafia III: Definitive Edition
2020-07-05 17:37:13 +02:00
Samuel Pitoiset
c4f37d3981
[util] Enable d3d11.invariantPosition for Star Wars Jedi: Fallen Order
...
Seems to resolve https://gitlab.freedesktop.org/mesa/mesa/-/issues/2706#note_538316
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
2020-06-18 13:40:24 +02:00
Rhys Perry
cd0a21dda5
[util] Enable d3d11.invariantPosition for Terminator: Resistance
...
Seems to resolve https://gitlab.freedesktop.org/mesa/mesa/-/issues/2608
2020-06-12 17:58:30 +02:00
Rhys Perry
0a486bd975
[util] Enable d3d11.invariantPosition for Borderlands 3
...
Seems to resolve https://gitlab.freedesktop.org/mesa/mesa/-/issues/2608
2020-06-12 17:58:30 +02:00
Philip Rebohle
51bd84368c
[util] Disable relaxed barrier option for RE7
...
Introduces lighting glitches in some places.
2020-06-11 22:06:53 +02:00
Samuel Pitoiset
86c53bb9e6
[util] Set enableRtOutputNaNFixup for Stars End
...
To fix output NaNs that introduce glitches with RADV.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
2020-06-09 16:08:16 +02:00
Joshua Ashton
86e8315416
[d3d9] Revert Nekopara hacks
2020-06-05 23:15:10 +01:00
Joshua Ashton
326f6c26cb
[util] Enable forceSamplerTypeSpecConstants for all of the games in the Spellforce 2 seires
2020-06-05 02:36:17 +01:00
Joshua Ashton
b658cae509
[util] Enable uploadAllManagedSubresources for Nekopara titles
2020-06-05 02:35:03 +01:00
Joshua Ashton
f92d60496c
[util] Enable forceSamplerTypeSpecConstants for SpellForce 2: Faith in Destiny
...
The game binds a 2D texture to a 3D (volume) sampler which causes the readback to be 0 0 0 0 on native, whereas we can workaround it and see the intended texture and cool refracty effect that would have rendered on older real hardware 👏
Closes #1645
2020-05-27 17:14:20 +01:00
DadSchoorse
84bb768a32
[util] Enable d3d9.invariantPosition for Halo/Hale CE
...
Fixes #1550
2020-05-17 23:41:42 +02:00
Christian Sturm
97cd91885d
[util] Enable constant buffer range check for Secret World Legends
2020-04-18 21:53:21 +02:00
Philip Rebohle
487ecd861c
[util] Enable constant buffer range check for Blue Reflection
...
Fixes #1574 .
2020-04-18 14:00:04 +02:00
Philip Rebohle
7f03f45301
[util] Support encapsulated strings in configuration files
...
Fixes #1567 .
2020-04-10 21:16:29 +02:00
Joshua Ashton
6b431851da
[util] Enable d3d9.invariantPosition for Battlefield 2
...
Closes #1558 for good
2020-04-09 14:00:26 +01:00
Joshua Ashton
f549586331
[util] Set d3d9.longMad to True for Battlefield 2
2020-04-08 23:23:21 +01:00
Philip Rebohle
00d371d78d
[util] Spoof AMD GPU for GTA IV
2020-04-03 16:39:29 +01:00
Philip Rebohle
5c3d0c6836
[util] Enable d3d11.relaxedBarriers option for Resident Evil 3
2020-04-03 02:58:59 +02:00
Samuel Pitoiset
649c3805d9
[util] fix typo for Yooka-Laylee executable name
2020-03-25 14:29:28 +01:00
Samuel Pitoiset
f6a79c366a
[util] Set enableRtOutputNaNFixup for Super Monkey and Yooka-Laylee
...
Both games output NaNs that introduce glitches with RADV and
AMDVLK.
2020-03-22 15:38:24 +01:00
Philip Rebohle
3104192af7
[d3d11] Fix winelib build
...
Closes #1521 .
2020-03-20 17:01:46 +01:00
Philip Rebohle
76fd9013d4
[util] Add missing include
2020-03-19 23:22:13 +01:00
Florian Will
ba41a5219a
[util] Disable explicit frontbuffer for ZUSI 3
...
Fixes flickering when parts of the screen are not redrawn in a frame.
Closes #1368
Merges #1437
2020-03-18 19:32:45 +00:00
Philip Rebohle
26798eb312
[util] Use SwitchToThread for yield
...
According to MSDN, this doesn't interfere with scheduling of other threads,
unlike Sleep(0).
2020-03-15 03:43:04 +01:00
Philip Rebohle
da506f5932
[util] Add generic recursive spinlock
2020-03-15 03:43:04 +01:00
Philip Rebohle
55e3240479
[util] Add generic spin function
2020-03-15 03:43:04 +01:00
Philip Rebohle
3a1243b05e
[util] Don't set display mode if the desired mode is already set
...
See #1489 .
Co-authored-by: zvova7890 <zvova7890@gmail.com>
2020-03-04 23:06:15 +00:00
Philip Rebohle
4e16d65bb8
[util] Introduce common functions to set, get and restore display modes
2020-03-04 23:06:15 +00:00
Philip Rebohle
66503aeaa0
[util] Factor out common monitor-related functions
2020-03-04 23:06:15 +00:00
Joshua Ashton
74d23c22de
[build] Use __CRT_UUID_DECL for uuid definitions
...
Closes #1463
2020-02-18 20:25:05 +01:00
Joshua Ashton
760a163fc5
[util] Disable discard for D&D Temple of Elemental Evil
...
This game uses D3DLOCK_DISCARD incorrectly
2020-02-18 17:01:41 +00:00
ryester27
dff2a4ea24
[util] Force 16:9 aspect ratio for Hyperdimension Neptunia U: Action Unleashed
2020-02-14 02:50:15 +00:00
Joshua Ashton
0ea510eb9b
[util] Add clearAll helper to bitset
2020-02-14 00:51:58 +00:00
Joshua Ashton
960d2bd158
[util] Add exchange helper to bitset
2020-02-14 00:51:58 +00:00
Philip Rebohle
07fee4a0e5
[util] Disable VR for Subnautica
2020-02-09 09:05:52 +01:00
Philip Rebohle
4738d12d73
[util] Enable forced TGSM barriers for F1 2019
...
Fixes visual issues on RADV.
2020-02-08 00:48:45 +01:00
Philip Rebohle
c780ed5da3
[util] Enable invariant position for Saint's Row III / IV
2020-02-07 17:40:55 +01:00
Philip Rebohle
8020803340
[util] Disable OpenVR for Raft
2020-02-06 20:48:21 +01:00
František Zatloukal
976d3b5ee4
[util] Include ostream in util_rc_ptr.h
2020-01-31 15:17:18 +01:00
Philip Rebohle
3ab675c233
Revert "[util] Disable float emulation for Hat in Time"
...
Turns out this breaks some levels (e.g. Chapter 1 Act 3).
Performance impact seems minimal on RADV+ACO.
This reverts commit 6f93d3bf22
.
2020-01-28 17:46:33 +00:00
Philip Rebohle
be16da37d7
[d3d11] Introduce COM interface to set and get API version
...
Allows us to identify DirectX 10 applications correctly.
2020-01-28 16:32:58 +00:00
Joshua Ashton
6f93d3bf22
[util] Disable float emulation for Hat in Time
...
Squeezes out some extra performance in this title
2020-01-27 14:21:21 +01:00
Philip Rebohle
c77a9e3bfe
[util] Unify Risen 1/2/3 app profiles
2020-01-25 12:10:05 +01:00
Philip Rebohle
fdb2b972e9
[util] Add more exe names to Gothic 3 app profile
...
Fixes #1372 .
2020-01-25 12:10:05 +01:00
Joshua Ashton
2004fba22c
[util] Disable d3d9.allowDoNotWait for RTHDRIBL
...
This app goes into an infinite loop if it gets D3DERR_WASSTILLDRAWING and the perf penalty of blocking on GetRenderTargetData in other apps is too high!
2020-01-24 15:54:15 +00:00
Philip Rebohle
7469f5d4a0
[util] Disable supportDFFormats for Gothic 3
...
See #1367 .
2020-01-24 14:21:28 +01:00
Joshua Ashton
9919ffe5ca
[util] Add simple [] operator to our bitset
2020-01-23 02:05:09 +00:00
Philip Rebohle
21330497e0
[util] Add app profile for Entropia Universe
...
Fixes #1364 (again).
2020-01-23 01:31:57 +01:00
Joshua Ashton
7de15fe837
[util] Spoof AMD for Skyrim (nvapi)
2020-01-22 16:20:42 +00:00
Philip Rebohle
eed57ed6c4
[util] Enable d3d9.deferSurfaceCreation for a ton of weeb games
2020-01-17 18:29:15 +01:00
Philip Rebohle
e4215252df
[util] Add small_vector helper
...
A vector with a small fixed-size array, which changes to a dynamic
array as needed. Can be used to avoid memory allocations in some
scenarios.
2020-01-16 18:50:23 +01:00
Philip Rebohle
8b9c03ce76
[util] Improve Spinlock implementation
...
Addresses two potential issues:
- Our spinlocks are almost never contested, however the code generated
is not ideal without the likely/unlikely hints.
- In the unlike event that a spinlock is in fact contested, we'd yield
immediately, even though most of the time we'd only have to wait for
a few hundred cycles at most.
Replacing our spinlocks with std::mutex is not an option due to much
higher locking overhead in the uncontested case; doing so reduces
performance significantly for the buffer slice and pipeline locks.
2020-01-07 17:28:33 +01:00
Joshua Ashton
0343938c2e
[util] Enable d3d9.forceSamplerTypeSpecConstants for Halo [CE]
...
The game uses incorrect sampler types in the shaders for glass rendering which breaks it on native + us if we don't spec-constantly chose the sampler type automagically.
2020-01-01 20:58:42 +00:00
Philip Rebohle
694d6c7f77
[util] Improve ticket lock implementation
...
Atomic fetch-and-add on unlock is not needed since no other thread can
modify the serving counter after the calling thread acquired the lock.
May slightly improve performance in games relying on ID3D10Multithread.
2020-01-01 13:59:46 +01:00
Joshua Ashton
fae99907da
[util] Add get to bitset
2019-12-18 23:18:01 +00:00
Alessandro Toia
3c8fdc2863
Report gpu vendor as Nvidia for Star Wars Battlefront II
2019-12-18 17:38:24 +01:00
Joshua Ashton
b99b1d153a
[util] Add bitset helper
2019-12-18 14:48:01 +01:00
Joshua Ashton
e527b963c4
[util] Handle undefined ratios in simplest ratio helper
...
Fixes division by zero error
Closes #1280
2019-12-17 03:16:56 +00:00
Philip Rebohle
9be0bf95ca
[util] Defer D3D9 surface creation for Atelier Ryza
2019-12-16 14:41:29 +01:00
Joshie
54ed8f0bb0
[d3d9] Implement Direct3D9 Frontend ( #1275 )
...
Co-authored-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
Co-authored-by: Robin Kertels <robin.kertels@gmail.com>
Co-authored-by: pchome <pchome@users.noreply.github.com>
Co-authored-by: Christopher Egert <cme3000@gmail.com>
Co-authored-by: Derek Lesho <dereklesho52@Gmail.com>
Co-authored-by: Luis Cáceres <lacaceres97@gmail.com>
Co-authored-by: Nelson Chen <crazysim@gmail.com>
Co-authored-by: Edmondo Tommasina <edmondo.tommasina@gmail.com>
Co-authored-by: Riesi <riesi@opentrash.com>
Co-authored-by: gbMichelle <gbmichelle.dev@gmail.com>
2019-12-16 04:28:01 +01:00
Philip Rebohle
4fcf28f4dc
[util] Spoof Nvidia cards for Crysis 3
...
The game for some reason runs significantly slower in CPU-bound scenarios
when it recognizes an AMD GPU. On the other hand, there seems to be a small
performance hit on an actual Nvidia GPU (GTX 670) in GPU-bound scenarios when
doing this, but on most setups the tradeoff should be worth it.
2019-12-11 23:01:27 +01:00
Joshua Ashton
3fa8691033
[util] Implement simplest ratio helper
2019-12-11 03:18:39 +01:00
Joshua Ashton
16dd1249b7
[util] Add alignDown helper
2019-12-11 03:18:39 +01:00
Joshua Ashton
57b2c02528
[util] Implement lzcnt
2019-12-11 03:18:39 +01:00
Joshua Ashton
aef12f7ee3
[util] Add countof helper
2019-12-11 03:18:39 +01:00
Joshua Ashton
d4cad9055c
[util] Implement a clamped version of ComObject, for D3D9
...
Satisfies a quirk in D3D9, solving an issue in SWTFU.
2019-12-11 03:18:39 +01:00
Joshua Ashton
511ed27733
[util] Add GetPrivateRefCount helper
2019-12-11 03:18:39 +01:00
Joshua Ashton
9280818a57
[util] Implement fclamp for fp special cases
2019-12-11 03:18:39 +01:00
Joshua Ashton
ec197b49f9
[util] Implement some basic vector and matrix math utils
2019-12-11 03:18:39 +01:00
Joshua Ashton
d44707e349
[util] Mark clamp & align as constexpr
2019-12-11 03:18:39 +01:00
Joshua Ashton
a3f74b5eda
[util] Implement bit cast.
2019-12-11 03:18:39 +01:00
Philip Rebohle
3230cec3f3
[util] Enable d3d11.enableRtOutputNanFixup for FFXIV
...
And disable strict division. The previous workaround broke radial blur.
2019-11-30 20:39:32 +01:00
Philip Rebohle
32ac8a8d51
[util] Make Fence and Win32Fence final
...
Otherwise, Josh will keep complaining about this until the end of time.
2019-11-27 12:31:17 +01:00
Philip Rebohle
6ebf3e1656
[util] Implement fence capable of signaling win32 events
2019-11-26 16:11:46 +01:00
Philip Rebohle
2d1fb52b2f
[util] Reimplement Signal
...
The new implementation is more akin to D3D12 fences or timeline
semaphores, and should make implementing similar concepts easier.
2019-11-26 16:11:46 +01:00
Philip Rebohle
e648d59a10
[util] Fix winelib build
...
Fixes #1256 .
2019-11-26 16:09:35 +01:00
Joshua Ashton
bf14371f9e
[util] Wide character conversion changes
...
Replaces tows with an easier helper that fits in nicer with fixed-size arrays in DXGI, etc.
Prefer UTF8 in tows/fromws.
2019-11-26 01:53:49 +01:00
Joshua Ashton
38f945bf0b
[util] Add platform-specific clock implementation
...
MinGW calls to GetSystemTimeAsFileTime via gettimeofday for std::chrono::high_resolution_clock::now,
This is horribly slow and inaccurate.
There are also issues if MinGW is not built with libstdc++ at the same time that can cause the precision to be bad enough to cause massive hangs.
This effectively works around that as well.
Relevant: ValveSoftware/Proton#3198
2019-11-26 01:52:58 +01:00
Philip Rebohle
e787077554
[util] Remove traces of the allowMapFlagNoWait option
2019-11-15 19:45:40 +01:00
Philip Rebohle
1ca235d186
[util] Disable strict DC mode for MGSV again
...
Not necessary since the resubmitted contexts don't contain mapped buffers.
2019-11-12 00:59:33 +01:00
Philip Rebohle
4f7e7979e3
[util] Add app profile for Metal Gear Solid 5
2019-11-11 23:31:14 +01:00
Philip Rebohle
1459f0e852
[util] Fix != and == operator for private/public COM pointers
2019-11-02 13:48:00 +01:00
Alexandr
dacf1ab4d6
[util] Enable constant buffer range check for Saints Row games
...
Fixes character flickering on Nvidia.
2019-10-27 11:55:48 +01:00
Philip Rebohle
7f66373a69
[util] Add virtual destructor to NoWrapper
2019-10-25 22:08:00 +02:00
Philip Rebohle
9444162ca6
[util] Enable constant buffer range check for Titan Quest
...
Reportedly flickers on Nvidia GPUs otherwise.
2019-10-20 13:27:12 +02:00
Philip Rebohle
0ac89ccd9e
[util] Add missing != operator to Sha1Hash
2019-10-18 00:33:40 +02:00
Philip Rebohle
c5c43fb2a4
[d3d11] Allow choosing type wrapper for D3D11DeviceChild base class
...
Allows subclasses to replace ComObject with something else.
2019-10-14 01:44:27 +02:00
Philip Rebohle
dd9a55ecc0
[util] Don't allow multiple inheritance for COM objects
...
This never made any sense whatsoever in the first place.
2019-10-14 01:42:24 +02:00
Philip Rebohle
a743ba6531
[dxvk] Use memcmp replacement for pipeline state lookup
...
Measured to be over twice as fast as memcmp on Ryzen for the
512-byte graphics pipeline state struct, achieving two cycles
per iteration.
2019-10-07 22:01:48 +02:00
Joshua Ashton
e8ee7a0790
[util] Fix Sha1 dword extraction
...
Previously we were getting incorrect values here.
The u suffix is no longer necessary, which was originally there to work around a MSVC compiler warning which now doesn't happen under the new code 🤷 ♀
2019-10-06 00:28:19 +02:00
Philip Rebohle
02b79fb738
[util] Report Nvidia GPUs for Modern Warfare Remastered
2019-10-04 18:35:36 +02:00
Philip Rebohle
85581bdace
[util] Move GetAdapterLUID out of DXGI internals
2019-10-02 08:42:22 +02:00
Philip Rebohle
2e6da26ff0
[dxvk] Spoof Nvidia GPU for HITMAN 2
...
This game requires a functioning AGS implementation when it detects
an AMD GPU and complains about missing D3D11 support otherwise.
2019-09-26 19:27:19 +02:00
Entryhazard
252d71e55e
Retrieve the function pointer once ( #1198 )
2019-09-22 10:11:17 +02:00
Philip Rebohle
71e74f1810
[d3d11] Disable DO_NOT_WAIT for Overwatch
...
Because of course this game breaks for some people with it enabled.
2019-09-21 01:44:38 +02:00
marcin mikołajczak
9941769237
[util] Update comment for FIFA 19+ workaround ( #1197 )
2019-09-20 16:20:26 +02:00
Joshua Ashton
014870b1ff
[util] Add helpers for GDI/DDI interop
2019-09-20 01:44:18 +02:00
Philip Rebohle
c9a0f06ff4
[d3d11] Enable allowMapFlagNoWait by default
...
We still keep the option around so that in case of regressions,
users can check if disabling this option fixes their issue.
2019-09-20 01:44:02 +02:00
Philip Rebohle
51c6eb5cdb
[util] Enable FIFA 19 workaround for FIFA 20 as well
...
Same procedure as every year.
2019-09-20 00:50:01 +02:00
Philip Rebohle
9af8387e4e
[dxgi] Define IDXGIVkInteropAdapter interface
...
Can be used to pull the Vulkan instance and physical device from
a DXGI adapter.
2019-09-18 14:53:44 +02:00
Philip Rebohle
9e02b6b433
[dxgi] Rename IDXGIVkAdapter -> IDXGIDXVKAdapter
...
This interface exposes DXVK internals and cannot be used for
Vulkan interop. We shouldn't pretend like it could.
2019-09-18 14:07:13 +02:00
Philip Rebohle
65428da3fe
[util] Enable allowMapFlagNoWait for Warhammer II
2019-09-18 13:14:53 +02:00
Philip Rebohle
f57c021ab5
[util] Enable d3d11.allowMapFlagNoWait for Control
2019-09-08 10:35:57 +02:00
orbea
c57e63f7d2
Work around build failure with winegcc/clang. ( #1184 )
...
Fixes #1182 .
2019-09-05 18:01:33 +02:00
Joshua Ashton
8e54477c2a
[util] Use R string literals for app compat regexes
2019-08-24 21:32:51 +02:00
Philip Rebohle
54ca5900e1
[util] Use regular expressions on full exe path to match app profiles
...
This allows us to detect applications with non-unique executable names
or with variable executable names more reliably, and also allows us to
merge profiles for games that have multiple known exe names.
The matching is also no longer case-sensitive.
2019-08-18 17:49:22 +02:00
Philip Rebohle
c934333a5c
[util] Add method to retrieve full exe path
2019-08-17 11:50:39 +02:00
Philip Rebohle
1999ca9dd4
[util] Set d3d11.dcSingleUseMode=False for SteamVR perf test
...
*Actually* fixes #1160 .
2019-08-10 11:21:47 +02:00
Joshua Ashton
d579f07238
[util] Fix compiling with clang/clang-cl
2019-08-07 06:08:54 +02:00
Philip Rebohle
9a2da555c0
[util] Add helper for lazy initialization
...
a
2019-07-30 20:00:35 +02:00
Philip Rebohle
f3943934a7
[util] Improve multi-line logging
2019-07-18 13:34:52 +02:00
Philip Rebohle
21a2ce045f
[util] Add convenience method to return public/private references
2019-07-17 19:59:50 +02:00
Philip Rebohle
4e8122eda9
[dxvk] Add new signal class
2019-07-08 00:16:00 +02:00
Joshua Ashton
c381e8a29e
[util] Add correct type suffixes to Sha1Hash dword function to silence compiler warning
2019-07-01 02:46:54 +02:00
Joshua Ashton
a4a4f5a822
[util] Correct return value of SetThreadDescription
2019-06-19 19:43:36 +02:00
Philip Rebohle
3b1e03f988
[util] Report correct GPU vendor to Far Cry 3, 4 and Blood Dragon
...
Now that fast clear behaviour has been fixed in RADV, reporting an
Nvidia GPU breaks rendering again since the game expects the clear
behaviour to match that of the Windows D3D11 drivers exactly. To
recap, clear(0.5) on an R8_UNORM render target results in 127 on
Nvidia GPUs and 128 on AMD GPUs.
2019-06-12 12:32:30 +02:00
Philip Rebohle
96b9058fbf
[util] Fix COM private data bug when passing NULL interface
...
Fixes test failure in wine's DXGI tests.
2019-06-11 16:08:28 +02:00
Philip Rebohle
19adccea8f
[util] Add unlikely() around COM ref counting code
...
Improves code generation for the common case.
2019-06-02 23:34:53 +02:00
Philip Rebohle
7d91ff06a3
[util] Fix return value of AddRef
...
We're supposed to return the new ref count, not the old one.
2019-06-01 22:12:32 +02:00
Robin
6a4fafba3d
[util] Enable D3D11_MAP_FLAG_DO_NOT_WAIT for The Surge
2019-05-17 12:56:57 +02:00
Philip Rebohle
905f3fe520
[util] Spoof Nvidia GPUs for Mirror's Edge Catalyst
...
Closes #1062 .
2019-05-17 11:40:35 +02:00
Philip Rebohle
192310d481
[util] Don't use if constexpr
...
Fixes compilation on GCC 6.3.
2019-05-15 03:18:23 +02:00
Philip Rebohle
61b97e5dd1
[util] Add support for private references in Com<...> wrapper
2019-05-14 15:20:27 +02:00
Philip Rebohle
54d3103b04
[util] Fix COM reference count type
...
On Windows, ref counts are only 32 bits wide.
2019-05-14 14:48:42 +02:00
Philip Rebohle
dcd75a4f09
[util] Optimize popcnt operation
2019-05-09 18:04:33 +02:00
Sam Fomenko
078bc27b14
[util] Disable NvAPI hack for Mirror's Edge Catalyst
...
#893
2019-05-07 22:34:56 +02:00
Philip Rebohle
0224dbc371
[dxvk] Optimize spinlock implementation
2019-05-07 13:38:02 +02:00
Philip Rebohle
edbbdef787
[d3d11] Add interfaces to support D3D11 extensions
2019-05-06 00:08:57 +02:00
Eero Kelly
b92dc14c4d
[util] Enable constant buffer range check for NieR:Automata
...
This fixes a graphical corruption issue where Operator 6O's portrait
displays as a large flashing circle due to uninitialized buffer reads.
Fixes issue: https://github.com/ValveSoftware/Proton/issues/1543
Reviewed-by: Liam Middlebrook <lmiddlebrook@nvidia.com>
2019-04-30 16:08:52 +02:00
Philip Rebohle
ed0719432d
[dxvk] Add support for per-app configuration
...
Feature request by Alexandr Oleynikov (@tannisroot).
2019-04-26 19:17:32 +02:00
Philip Rebohle
2c0ddbd072
[util] Enable D3D11_MAP_FLAG_DO_NOT_WAIT for Anno 1800
...
Removes a sync point and almost doubles performance as a result.
2019-04-12 10:52:25 +02:00
Philip Rebohle
b89646584b
[util] Enable constant buffer range check for Dark Souls Remastered ans Grim Dawn
2019-04-05 20:56:32 +02:00
Philip Rebohle
d2395180af
[util] Add helpers to pack/unpack data to/from larger units
2019-04-04 13:00:31 +02:00
Marin Baron
1c434d86cb
[util] Enable deferred surface creation for "Dissidia Final Fantasy NT Free Edition".
...
Avoid white screen, "D3D11Device: No such vertex shader semantic: COLOR0"...
https://www.reddit.com/r/archlinux/comments/b7e38x/protondxvk_dissidia_nt/
2019-03-31 03:27:05 +02:00
Philip Rebohle
a646f8cf2c
[util] Enable deferred surface creation for Nioh
...
See discussion in #284 .
2019-03-29 08:49:37 +01:00
Philip Rebohle
cfdac13ea5
[dxgi] Add new COM interface for per-monitor data
2019-03-14 18:26:37 +01:00
Philip Rebohle
c35af973bb
[util] Disable NvAPI hack for Star Wars Battlefront 2015
...
Fixes #968 .
2019-03-14 16:33:35 +01:00
Philip Rebohle
833c433556
[util] Enable relaxed barriers for Devil May Cry 5
...
Same engine as RE2, same ~10% performance improvement.
2019-03-11 18:36:09 +01:00
Philip Rebohle
d9931e3621
[utils] Report Nvidia GPUs for Far Cry 3 and Far Cry 4
...
Both games make assumptions about the exact clear value for UNORM
render targets, which is incorrect on most Vulkan drivers.
2019-02-18 18:04:36 +01:00
Philip Rebohle
fe781df591
[util] Enable relaxed barriers for Resident Evil 7
...
Same engine as Resident Evil 2, although the impact will be lower.
2019-02-15 20:59:33 +01:00
Philip Rebohle
9bfa470581
[util] Implement createDirectory function
2019-02-11 21:59:46 +01:00
Philip Rebohle
629238ac36
[util] Implement tows method to convert strings to wide strings
2019-02-11 21:35:32 +01:00
Philip Rebohle
746562de5a
[dxgi,d3d11] Remove IDXGIVkPresentDevice
2019-02-11 20:06:12 +01:00
Philip Rebohle
f6380fa152
[util] Enable relaxed barriers for Resident Evil 2
...
Improves performance by up to 10% when GPU-bound.
2019-02-08 01:38:03 +01:00
Philip Rebohle
9c4a6ee950
[utils] Enable strict division for Final Fantasy XIV
...
Fixes #904 .
2019-02-05 21:28:27 +01:00
Philip Rebohle
405bd737e0
[util] Disable nvapi hack for Far Cry 4 / Primal
...
Dunia engine games don't seem to like this either.
2019-02-04 07:09:37 +01:00
Philip Rebohle
af92bc9d9b
[utils] Disable nvapi hack for Mass Effect Andromeda
...
Fixes #886 .
2019-01-26 18:38:58 +01:00
Philip Rebohle
cfc3f686bb
[util] Update per-app config overrides
2019-01-19 17:45:26 +01:00
Entryhazard
7306c3153c
[util] Change getEnvVar to use getenv ( #859 )
2019-01-13 21:27:59 +01:00
Philip Rebohle
3935d2540e
[util] Get rid of explicit wchar_t parameter
...
We shouldn't be catering to Windows' weird string encoding mechanisms.
2019-01-11 13:43:15 +01:00
Philip Rebohle
d12b2c6149
[util] Disable NVAPI hack for NFS2015 and CoD:WW2
...
Fixes #850 .
Fixes #832 .
2019-01-10 11:59:35 +01:00
Philip Rebohle
6282280f8d
[util] Enable raw SSBOs for FIFA 19
...
This game incorrectly binds a typed buffer view when the shader
expects a structured buffer. Using raw SSBOs matches Windows
behaviour in this case. Fixes #642 .
2019-01-08 23:18:46 +01:00
Philip Rebohle
524227d21c
[util] Add tristate config option type
2019-01-08 20:57:38 +01:00
Philip Rebohle
1e393bf24d
[d3d11] Implement IWineDXGISwapChainFactory
...
See #822 .
2018-12-21 14:03:28 +01:00
Philip Rebohle
1cc0455c8a
[dxgi] Remove old DXGIDevice implementation and IDXGIVkDevice
...
Both have been moved to the D3D11 module and are no longer needed.
2018-12-04 19:38:52 +01:00
Philip Rebohle
556e0d1dba
Revert "[util] Report Nvidia GPU for Battlefield 1"
...
This reverts commit 500d67e002
.
This game has some built-in driver detection on Nvidia which makes it
fail to start on non-Nvidia hardware or when nvapi is not present.
Fixes #795 .
2018-12-02 20:27:39 +01:00
Philip Rebohle
d1f179c5af
[util] Add likely/unlikely macros
2018-11-29 22:53:04 +01:00
Philip Rebohle
193d24a3e2
[dxgi] Remove IDXGIVkBackBuffer
2018-11-28 18:15:27 +01:00
Philip Rebohle
500d67e002
[util] Report Nvidia GPU for Battlefield 1
...
Reportedly improves performance for some weird reason.
2018-11-26 08:04:30 +01:00
Philip Rebohle
2d55852777
[dxvk] Disable state cache for Anno 2205
...
Fixes #686 .
2018-11-24 20:04:21 +01:00
Philip Rebohle
8081dc1591
[util] Enable TGSM initialization for Quantum Break
...
Fixes artifacting on Mesa 18.3.
2018-11-23 16:12:09 +01:00
Philip Rebohle
81765de35b
[util] Remove default options that spoof AMD GPUs
...
This is no longer necessary due to the nvapi workaround.
2018-11-20 13:17:36 +01:00
Philip Rebohle
bfb7e54218
[d3d11] Rename dcMapSpeedHack to dcSingleUseMode
2018-11-20 11:37:48 +01:00
Derek Lesho
66bcc4b3d8
Use std::string for util::getEnvVar input
...
This allows cleaner code when implementing DXVK as a native library
2018-11-16 06:43:45 +01:00
Philip Rebohle
305168d2bb
[util] Add method to set thread priority
2018-11-15 12:17:18 +01:00
Philip Rebohle
63d42073b8
[util] Add ticket lock implementation
2018-11-13 17:05:06 +01:00
Philip Rebohle
3d2e5a7cde
[util] Spoof Nvidia card for Elite Dangerous
2018-11-06 17:03:01 +01:00
Philip Rebohle
422cf71c55
[util] Spoof Nvidia GPU for The Vanishing of Ethan Carter Redux
...
For some reason it crashes with AMD cards, but apparently not in D3D code.
Closes #732 .
2018-10-25 18:31:55 +02:00
Philip Rebohle
7eeeeaa625
[util] Provide method to compute SHA-1 hash from multiple data chunks
...
The underlying implementation supports this trivially, so we should
provide a way to use this feature.
2018-10-25 10:34:38 +02:00
Philip Rebohle
7b9726fd93
[d3d11] D3D11Presenter -> D3D11PresentDevice
2018-10-23 15:10:01 +02:00
Philip Rebohle
967b276acb
[d3d11] Add COM interface for API-agnostic presenter
2018-10-23 14:58:57 +02:00
Andreas Heider
ac0f8d6a64
Spoof AMD GPU for Assetto Corsa Competizione
2018-10-22 10:57:54 +02:00
Błażej Szczygieł
57718dcf84
[util] Spoof AMD GPU for SAO FB
...
Improves performance by not trying to load nvapi.
2018-10-22 10:51:48 +02:00
Philip Rebohle
8630ee235a
[util] Re-enable D3D10 for Bioshock
2018-10-12 19:06:53 +02:00
Tk-Glitch
502af0f866
[util] Spoof AMD GPU for Dauntless and Redout.
...
It silences some nvapi related warnings and improves performance on both titles by up to 10%.
Also fixes a random crash on Redout.
2018-10-12 12:43:58 +02:00
Fredrick Lockert
27026f48a2
[util] Spoof AMD card for Star Citizen
2018-10-12 07:10:13 +02:00
Philip Rebohle
08b241b3ea
[d3d11] Add option to disable deferred context mapping speed hack
...
Fixes a regression in The Evil Within.
We should probably find a proper solution, but for now this is the best
thing we can do for games which reuse command lists.
2018-10-09 17:07:50 +02:00
Philip Rebohle
1e40a14a50
[d3d10] Disable D3D10 support for Bioshock
2018-09-24 15:30:13 +02:00
Philip Rebohle
f3a23ab81f
[util] Add convenience method for SHA1 hash compulation
2018-09-22 12:04:06 +02:00
Jens Peters
d4947261c6
[util] Improve logging of configuration options
2018-09-14 15:34:46 +02:00
Philip Rebohle
2d93452cba
[util] Spoof Nvidia card for Assassin's Creed Syndicate
...
This one actually doesn't work properly when the AMD AGS library
is not present, but is fine with nvapi not being there.
2018-09-12 14:10:49 +02:00
Philip Rebohle
6532302e34
[util] Implement dxvk: 🧵 :hardware_concurrency
2018-09-10 17:02:51 +02:00
Jens Peters
e48c27ac30
[util] Spoof AMD card for Batman: Arkham Knight ( #627 )
...
This prevents game crashes in "Detective Mode" for NVidia cards.
Fixes https://github.com/doitsujin/dxvk/issues/580
2018-09-08 16:33:44 +02:00
MartinPL
f949240b2f
Spoof AMD card for GTA V
...
GTA V working out of box on Proton for Nvidia users. Tested
#624
https://github.com/ValveSoftware/Proton/issues/37#issuecomment-415833819
2018-09-08 12:51:39 +02:00
Philip Rebohle
60796a8143
[util] Spoof AMD card for Dragon Quest XI
...
This game for some reason seems to keep searching for NVAPI DLLs
and runs at an extremely low framerate as a result. Fixes #622 .
2018-09-07 07:50:08 +02:00
Philip Rebohle
f74661daa4
Revert "[util] Limit device memory size to 4095 MB for Life is Feudal MMO"
...
This reverts commit 73cbf5b352
.
The workaround is no longer necessary due t a game update.
Closes #614 .
2018-08-31 22:54:16 +02:00
Jacek Caban
9fd30cf5bf
[util] Handle WCHAR strings in str::format.
2018-08-31 05:37:34 +02:00
Philip Rebohle
73cbf5b352
[util] Limit device memory size to 4095 MB for Life is Feudal MMO
...
Reporting 4GB or more VRAM causes an integer overflow in this game.
Fixes #591 .
2018-08-25 01:23:22 +02:00
Philip Rebohle
55632c6b61
[util] Add log message when loading a configuration file
2018-08-17 19:42:32 +02:00
Philip Rebohle
7fa6dddc9e
[dxgi] Remove dxgi.fakeDx10Support option
...
No longer needed because we have actual Dx10 support now.
2018-08-17 12:33:53 +02:00
Philip Rebohle
6e74db4c6f
[util] Update default per-app quirks
2018-08-10 12:50:31 +02:00
Philip Rebohle
fb9b520f60
[util] Move getAppConfig and getUserConfig to Config class
...
Fixes linker errors with winelib builds.
2018-08-07 16:59:49 +02:00
Philip Rebohle
5e58083c01
[util] Add classes and functions to support configuration files
2018-08-07 14:59:03 +02:00
Philip Rebohle
cdf6ffb9bc
[util] Add private reference count to COM object
...
This can be used in case DXVK needs to keep a strong reference
to an object but may not expose that reference to the application.
2018-08-05 21:31:09 +02:00
Philip Rebohle
2b8c96fe35
[util] Fix reference counting for thread objects
...
Fixes a potential race when threads run out of scope
before the thread function has started.
2018-07-22 02:24:04 +02:00
Philip Rebohle
e4c5880ac6
[util] Fix Win32 thread helper
...
- Implements move semantics for thread objects properly.
This is necessary in order to avoid closing the thread
handle multiple times, and to avoid passing invalid
pointers to the thread function in some cases.
- More closely emulates the behaviour of std::thread.
2018-07-22 01:28:35 +02:00
Philip Rebohle
64ffcbc9ef
[util] Code cleanup for winegcc stuff
2018-07-21 12:51:50 +02:00
Mikhail Paulyshka
f38ee85a39
[build] Fix compilation on MSVC ( #505 )
...
* [build] do not use shared_library/objects property with MSVC
* [util] use ./com/com_include.h instead of windef.h
It is required for Windows 10 SDK.
* [util] store thread procedure lambda in std::function
* [dxgi] fix annoying MSVC warning
warning C4099: 'IDXGIVkInteropDevice': type name first seen using 'class' now seen using 'struct'
2018-07-21 12:43:33 +02:00
Jacek Caban
6d16bb4c87
Don't use std::thread.
...
Wine needs to setup each thread that has an access to Windows APIs. It means that in winelib builds, we can't let standard C++ library create threads and need to use Wine for that instead. I wrote a thin wrapper around Windows thread functions so that the rest of code just has to use new dxvk::thread class instead of std::thread.
2018-07-19 08:55:34 +02:00
Jacek Caban
cea1f15eab
[util] Don't use std::wstring.
...
std::wstring is problematic, because wchar_t on other platforms might not be what we need. -fshort-wchar can mitigate that partially, but it's more problematic for stdc++ classes.
2018-07-19 08:55:34 +02:00
Jacek Caban
c2c10cc207
[util] Reimplement fromws using WideCharToMultiByte and system codepage.
...
Also, using UTF-8 for convertion may not be what's intended, esp. if such strings end up being passed back to system API (eg. open file). The patch uses CP_ACP on mingw build (which is how Windows APIs will interpret it) or CP_UNIXCP on Wine (which is Wine extension to convert to whatever glibc and other host libs expect).
It's also needed for the next patch.
2018-07-19 08:55:34 +02:00
Jacek Caban
02ae42c7de
[util] Remove getTempDirectory
...
It's not used anywhere.
2018-07-19 08:55:34 +02:00
Philip Rebohle
2aa6b04fd9
[dxvk] Fix tzcnt return value when source value is 0
2018-07-09 13:32:43 +02:00
Philip Rebohle
79a1703aea
[util] Set thread names for DXVK's own threads
...
Makes it easier to identify the command stream thread and the
queue processing thread easier when using a wine build that
supports SetThreadDescription.
2018-06-21 15:12:04 +02:00
Philip Rebohle
518c260ad6
[util] Add == and != operator to Flags
2018-06-06 23:09:23 +02:00
Joshua Ashton
5cc3afcf30
Fix tzcnt intrinsic on MSVC ( #381 )
2018-05-19 09:26:25 +02:00
Philip Rebohle
ec3b7e39af
[util] Fix includes
2018-05-09 20:37:49 +02:00
Philip Rebohle
c7d2957d8f
[util] Remove duplicate tzcnt function
2018-05-09 20:09:09 +02:00
Philip Rebohle
5465ee8a85
[util] Add tzcnt function
2018-05-09 00:01:00 +02:00
Philip Rebohle
59d4f1a1fb
[util] Add method to retrieve SHA1 hashes in 32-bit chunks
2018-05-03 23:47:42 +02:00
Philip Rebohle
c2854e1fb9
[dxgi] Added IDXGIVkInteropSurface interface
2018-04-19 20:13:53 +02:00
Philip Rebohle
478a87f6d2
[dxgi] Added IDXGIVkInteropDevice interface
2018-04-19 15:46:57 +02:00
pchome
62b99c9bd2
[util] Fix compilation with WINE headers ( #246 )
...
* [util] Define typeof keyword for WINE guiddef.h
GCC: `-std options disable certain keywords`
https://gcc.gnu.org/onlinedocs/gcc/Alternate-Keywords.html
MinGW: `#define __uuidof(type) __mingw_uuidof<__typeof(type)>()`
WINE: `#define __uuidof(type) __wine_uuidof<typeof(type)>()`
* [util] Fix compilation with WINE headers
Overall definitions are the same but `__wine_` prefix used in .
MinGW: _mingw.h + guiddef.h
WINE: guiddef.h
2018-04-07 14:01:13 +02:00
Philip Rebohle
00a452ed89
[d3d11] Implement DXBC shader module cache
...
If an application compiles the same shader multiple times, we should reuse
an already existing DxvkShaderModule instead of creating a new one. This
helps keep the number of DxvkGraphicsPipeline objects low in games such
as Rise of the Tomb Raider.
2018-04-06 17:54:02 +02:00
Philip Rebohle
fc3f45c082
[hud] Added stat counters to the HUD
2018-04-03 14:49:13 +02:00
Philip Rebohle
c9465b39d1
[util] Implement spin lock
2018-04-03 11:56:02 +02:00
Philip Rebohle
267daeccad
[util] Add generic Logger::log method
2018-04-02 19:05:20 +02:00
Philip Rebohle
2973c18055
[dxgi/d3d11] Remove COM_QUERY_INTERFACE macro, reset pointers
...
May fix some crashes in applications that rely on the returned
pointer being set to nullptr before returning.
2018-04-02 12:52:02 +02:00
Philip Rebohle
77010d96e4
[dxgi/d3d11] Set returned pointers to nullptr before returning
...
May solve issues with applications which check whether the returned
pointer is null rather than checking a function's return value.
2018-04-02 12:04:20 +02:00
notaz
5eefb8530d
[general] More wine test suite fixes ( #220 )
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* [dxgi] Implement freeing private data
Done by passing null as data.
Fixes wine private data test crash and passes them.
* [dxgi] Improve private data argument handling
Fixes 7 more wine tests.
2018-03-29 07:11:21 +02:00
Philip Rebohle
8d3dcba8d5
[dxgi] Renamed private DXGI interfaces
2018-03-28 19:06:00 +02:00
Philip Rebohle
6f6e12a329
[util] Fix possible crash with null interfaces in private storage
2018-03-21 15:09:08 +01:00
Sebastian Wick
4518b1b76e
Shader cache ( #188 )
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* [util] Adds getTempDirectory() function
Will be used by on-disk pipeline caching
* [dxvk] Implement on-disk shader caching
Saving the pipeline cache to disk when the application exits
should be sufficient but the DxvkPipelineCache destructor isn't
reliably called on exit (ref-counting issue?).
As a workaround every frame we check and save the cache if the
size increased by some amount or after one minute elapsed.
* [dxvk] Periodically update shader cache file in separate thread
2018-03-21 02:45:11 +01:00
Mikhail Paulyshka
9deb73a2a7
Add support for MSVC, attempt 3 ( #130 )
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* [dxvk] fixes for MSVC
* nullptr -> int is illegal conversion for MSVC. nullptr was replaced with VK_NULL_HANDLE
* MSVC does not support source code strings longer than 65535 chars. String was replaced with array of chars.
* [utils] fixes for MSVC
* __mingw_uuidof() does not exists in MSVC
* apply GCC pragma only for GCC
* added missing header
* [dxbc] fixes for MSVC
*added missing header
* [dxgi] fixes for MSVC
* user __declspec(uuid()) instead of _mingw_uuidof()
* do not use DLLEXPORT macro for MSVC
* [d3d11] fixes for MSVC
* replace WINBOOL with BOOL
* do not declare D3D11 structs for MSVC
* do not use DLLEXPORT macro for MSVC
* [meson] fix build scripts for MSVC
* change cpp version from c++1z to c++latest for MSVC
* set -DOMINMAX definition for MSVC
* disable test and wine_utils for MSVC
* use .def files instead of __declspec(dllexport) for MSVC (bypass 'C2375: redefinition; different linkage' error)
* fix .def files for MinGW
* add --enable-stdcall-fixup linker flag for MinGW
2018-03-06 18:34:34 +01:00
Philip Rebohle
1cbe6829eb
Revert "Add MSVC support ( #123 )"
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This reverts commit c63d4361a0
.
2018-03-05 14:32:28 +01:00
Mikhail Paulyshka
c63d4361a0
Add MSVC support ( #123 )
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* [utils] fixes for MSVC
* __mingw_uuidof() does not exists in MSVC
* apply GCC pragma only for GCC
* added missing header
* [dxvk] fixes for MSVC
* nullptr -> int is illegal conversion for MSVC. nullptr was replaced with VK_NULL_HANDLE
* MSVC does not support source code strings longer than 65535 chars. String was replaced with array of chars.
* [dxbc] fixes for MSVC
*added missing header
* [dxgi] fixes for MSVC
* user __declspec(uuid()) instead of _mingw_uuidof()
* [d3d11] fixes for MSVC
* replace WINBOOL with BOOL
* do not declare D3D11 structs
* [meson] fix build scripts for MSVC
* change cpp version from 1z to 17 for MSVC
* set -DOMINMAX definition for MSVC
* disable test and wine_utils for MSVC
* use .def files instead of __declspec(dllexport) (bypass 'C2375: redefinition; different linkage' error)
2018-03-05 14:28:51 +01:00
Clément Guérin
858107278f
[util] fix GUID printing
2018-02-24 22:48:40 -08:00
Philip Rebohle
54cfdbdc51
[dxvk] Implemented more query and query pool methods
2018-02-13 13:43:27 +01:00
Philip Rebohle
ad6c45d6b1
[dxvk] Improve debuggability of shader compiler issues
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When using DXVK_LOG_LEVEL=debug, the graphics pipeline manager now
prints the names of the shaders used by the pipeline. This shall
help debug driver crashes in vkCreate*Pipelines.
2018-02-07 16:44:30 +01:00
Philip Rebohle
9fbddf57df
[dxvk] Emit dynamic state after binding a graphics pipeline
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Fixes issues with stencil references becoming undefined under
certain circumstances. This issue was encountered in Heroes
of the Storm.
2018-01-29 20:01:49 +01:00
Philip Rebohle
ca53eaf878
[general] Minor COM pointer improvements
2018-01-29 16:31:25 +01:00
Philip Rebohle
e198bd2d55
[d3d11] Sub-allocate from larger update buffers for UpdateSubresources
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Reduces the allocation overhead when applications frequently
call UpdateSubresources to update small buffers and textures.
2018-01-23 16:43:55 +01:00
Raffarti
feae2988d6
Improvements for log files ( #22 )
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* Improvements for log files
- Added exec name to log files
- Added DXVK_LOG_PATH environment variable to specify the log folder
* Remove .exe from log name
* log: add log level none
* log: corrected type for string position
2018-01-23 13:36:31 +01:00
Philip Rebohle
27573e9b25
[dxvk] Added app and device specific options
2018-01-16 13:58:57 +01:00
Philip Rebohle
8805958736
[util] Fixed message logging to file
2018-01-16 12:32:09 +01:00
Philip Rebohle
18835c324e
[util] Added getExeName() function
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This will allow DXVK to apply game-specific
features or workarounds in the future.
2018-01-16 11:33:34 +01:00
Philip Rebohle
1a40a272bd
[util] Fixed compiler issue with older GCC versions
2018-01-15 13:08:23 +01:00
Philip Rebohle
a0fafe3043
[util] Log level can now be controlled manually
2018-01-12 00:05:09 +01:00
Philip Rebohle
2c5b1c151f
[d3d11] Refactored texture creation
2017-12-19 16:01:50 +01:00
Philip Rebohle
2b6cb25675
[d3d11] Implemented D3D11_APPEND_ALIGNED_ELEMENT
2017-12-18 23:24:10 +01:00
Philip Rebohle
9827ace3b0
[d3d11] Fixed buffer bindings with non-zero offsets
2017-12-14 19:07:08 +01:00
Philip Rebohle
2a266eaad4
[general] Added 32-bit support
2017-12-12 12:50:52 +01:00
Philip Rebohle
9a86178604
[d3d11] Fixed severe reference-counting issue in state objects
2017-12-10 00:55:30 +01:00
Philip Rebohle
3d6e88428a
[com] ... yeah, almost.
2017-12-09 23:20:31 +01:00
Philip Rebohle
fa1ef8248e
[com] Fixed crashes caused by reentrant Release()
2017-12-09 22:20:40 +01:00
Philip Rebohle
4a4f5bea29
[util] Added missing files
2017-12-08 11:18:23 +01:00
Philip Rebohle
9e1cf8396b
[dxvk] Added environment variable to toggle debug layers
2017-12-08 01:32:02 +01:00
Philip Rebohle
69b938118d
[general] Fixed write conflicts in logger
2017-12-06 23:36:11 +01:00
Philip Rebohle
5944410d2c
[tests] Removed dxvk dependency for d3d11 and dxgi tests
2017-12-06 19:06:23 +01:00
Philip Rebohle
9017af51ec
[utils] Added SHA-1 implementation for shader code hashing
2017-12-06 18:13:51 +01:00
Philip Rebohle
c7e1131864
[d3d11] Implemented rasterizer state creation
2017-12-06 13:16:54 +01:00
Philip Rebohle
cf33315c0c
[d3d11] Some cleanup work
2017-12-04 13:39:37 +01:00
Philip Rebohle
b389c9ea1f
[d3d11] Experimental implementation of OMSetRenderTargets and ClearRenderTargetView
2017-11-29 20:19:40 +01:00
Philip Rebohle
b35f0c64b4
[dxgi] Refactored swap chain <-> device communication
2017-11-29 16:23:33 +01:00
Philip Rebohle
a956c1b8ac
[dxgi] Added DxgiResource for image and buffer creation
2017-11-29 15:16:07 +01:00
Philip Rebohle
ad9f71fa02
[dxgi] Implemented DxgiSwapChain::GetBuffer and more of Present
2017-11-29 07:55:44 +01:00
Philip Rebohle
0cdc13d785
[dxgi] Renamed private DXGI interfaces
2017-11-27 15:51:53 +01:00
Philip Rebohle
4052951542
[dxbc] Removed most of the DXBC compiler again
2017-11-07 15:10:38 +01:00
Philip Rebohle
bc8cc76888
[dxbc] Added operand index decoder, entry point declaration
2017-10-29 02:35:16 +02:00
Philip Rebohle
6954cfd84c
[dxbc] Added helper classes for DXBC decoding
2017-10-21 17:58:58 +02:00
Philip Rebohle
bb5b588d23
[dxbc] Added DXBC to SPIR-V compiler stub
2017-10-16 17:50:09 +02:00
Philip Rebohle
56ed80621d
[util] Flag class
2017-10-11 21:44:02 +02:00