Philip Rebohle
0648314451
[dxvk] Refactor DxvkSampler::getBorderColor
2020-05-04 19:46:57 +02:00
Philip Rebohle
7b81db2c75
[dxvk] Pass device to sampler constructor
2020-05-04 19:46:57 +02:00
Philip Rebohle
a968f29754
[dxvk] Enable VK_EXT_custom_border_color if available
2020-05-04 13:27:35 +02:00
Philip Rebohle
513f3f552d
[meta] Update Vulkan headers
2020-05-04 13:16:08 +02:00
Philip Rebohle
7239066c5c
[dxvk] Don't stall SDMA command buffer for image initialization
2020-05-02 20:20:56 +02:00
Philip Rebohle
4fafeb21d0
[dxvk] Optimize clearDepthStencilImage barrier
2020-05-02 20:13:13 +02:00
Philip Rebohle
e24954ca39
[dxvk] Optimize clearColorImage barrier
2020-05-02 20:13:13 +02:00
Philip Rebohle
52cad95f2c
[dxvk] Use initializeImage in clearColorImage
2020-05-02 20:13:13 +02:00
Philip Rebohle
bbd5762d3d
[dxvk] Add initializeImage helper
...
Allows us to use TOP_OF_PIPE -> xxx barriers more often.
2020-05-02 20:10:19 +02:00
Philip Rebohle
a208f45fe4
[dxvk] Actually reinitialize image if necessary
2020-05-02 19:27:45 +02:00
Philip Rebohle
651646ca7f
[dxvk] Fix acquire barrier in clearCompressedColorImage
2020-05-02 19:06:22 +02:00
Philip Rebohle
dcc38c98e7
[dxvk] Fix acquire barriers in resolveImageHw
2020-05-02 18:58:38 +02:00
Philip Rebohle
b370d13743
[dxvk] Fix acquire barrier in updateImage
2020-05-02 18:52:35 +02:00
Philip Rebohle
8921be81bd
[dxvk] Fix blit acquire barriers
2020-05-02 18:49:58 +02:00
Philip Rebohle
85db84a1b3
[dxvk] Fix access mask in clearImageViewFb
...
VK_ATTACHMENT_LOAD_OP_LOAD requires the read flags to be set.
2020-05-02 18:48:59 +02:00
Philip Rebohle
5bab5ae7a5
[dxvk] Fix acquire barriers in copyImageHw
2020-05-02 18:46:35 +02:00
Philip Rebohle
c1fcc3fc98
[dxvk] Simplify barriers around meta copy operations
2020-05-02 18:46:21 +02:00
Philip Rebohle
f6007e4f1a
[dxvk] Emit graphics barriers upon spilling render pass
...
We actually need to do this now since we no longer set
all the access flags in the render pass barrier.
2020-05-02 11:36:32 +02:00
Philip Rebohle
0245273ab7
[dxvk] Remove store op from render pass ops
...
This is always going to be VK_ATTACHMENT_STORE_OP_STORE anyway.
2020-05-02 11:36:32 +02:00
Philip Rebohle
c0f72940dd
[dxvk] Optimize regular render pass barriers
...
Only applies the depth/color attachment stage and access mask
if necessary, and removes a bunch of pointless read-only flags.
2020-05-02 11:36:32 +02:00
Philip Rebohle
94077ed42b
[dxvk] Reintroduce EXTERNAL->0 subpass dependency
...
Ensures that the layout transition happens at the right time, and
otherwise relaxes the barrier since it is assumed that the backend
will emit barriers with the appropriate as necessary.
2020-05-02 11:36:32 +02:00
Philip Rebohle
2089426420
[dxvk] Simplify render pass barriers after clears
...
This wasn't really doing what we intended.
2020-05-02 11:36:32 +02:00
Philip Rebohle
b9c56e3e97
[dxvk] Improve deferred clear logic
...
Ignores currently bound render targets until we actually begin a
render pass. This allows us to use LOAD_OP_CLEAR in more situations,
including when games clear their RTs before binding them.
2020-05-02 11:36:32 +02:00
Philip Rebohle
3cbd109020
[dxvk] Remove redundant null pointer check for framebuffer
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Not necessary because we're *always* calling updateFramebuffer
before startRenderPass.
2020-05-02 11:36:31 +02:00
Philip Rebohle
2967f567d8
[dxvk] Introduce performClear helper
2020-05-02 11:36:31 +02:00
Philip Rebohle
46f860f93e
[dxvk] Don't flush memory in changeImageLayout
2020-05-02 11:36:28 +02:00
DadSchoorse
9b602ef850
[util] Rework tearFree as a Tristate
...
PR #1606 .
2020-05-02 10:18:13 +02:00
Philip Rebohle
c9dde91760
[d3d11] Disable null descriptors again
...
Breaks ELEX due to incorrect image query results.
2020-05-02 01:02:46 +02:00
Philip Rebohle
f1e069568d
[build] Remove .spec files
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No longer needed now that we don't support winelib builds anymore.
2020-05-01 00:52:33 +02:00
Philip Rebohle
6face8a1dc
[d3d11] Enable new robustness features if available
2020-04-30 16:36:59 +02:00
Philip Rebohle
80009831d4
[d3d11] Use explicit spec constant for gamma texture
...
With null descriptors, the "bound" spec constants would always be 1.
2020-04-30 16:36:59 +02:00
Philip Rebohle
7b8a65589e
[dxvk] Use null descriptors for unbound resources
...
This way we won't have to recompile pipelines any time the app
unbinds a resource.
2020-04-30 16:36:59 +02:00
Philip Rebohle
6ea9d83f94
[dxvk] Enable VK_EXT_robustness2 if available
2020-04-30 16:36:59 +02:00
Philip Rebohle
6d9a1e69d6
[meta] Update Vulkan headers
2020-04-30 16:36:59 +02:00
Philip Rebohle
2a25e3f899
[dxvk] Skip draws if no index buffer is bound
...
It doesn't make much sense to bind the null buffer here, as we'd
just draw the same vertex over and over again.
2020-04-30 16:36:59 +02:00
Philip Rebohle
ca59d8e74b
[dxgi] Implement DXGIDeclareAdapterRemovalSupport
2020-04-28 15:20:43 +02:00
Philip Rebohle
5d0efd87c2
[dxgi] Implement IDXGIOutput6
2020-04-28 15:00:57 +02:00
Philip Rebohle
15f5efe4c3
[dxgi] Implement IDXGIAdapter4
2020-04-28 14:50:36 +02:00
Philip Rebohle
26ea12b18e
[dxgi] Include DXGI 1.6 headers
2020-04-28 14:44:20 +02:00
Joshua Ashton
9f4baf3f55
[d3d9] Fix swapchain surface refs once and for all
...
The refcounting for d3d9 swapchain surfaces is very funny.
They don't actually hold any form of reference to their parent, unlike the surface->texture relationship.
When a swapchain is destroyed, the surfaces become orphans (like offscreen rendertargets) if they are still reffed.
Calling GetContainer on them when orphaned will return E_NOINTERFACE and nullptr for __uuidof(IDirect3DSwapChain)
Fixes some potential lingering refs on the device.
2020-04-26 13:32:22 +01:00
Joshua Ashton
353c7f7671
[tests] Add D3D9 swapchain refcounting tests
2020-04-26 13:32:22 +01:00
Philip Rebohle
6d5f5580fb
[dxvk] Use correct size to clear zero buffer
2020-04-23 20:49:59 +02:00
Philip Rebohle
9a76645228
[d3d11] Simplify ClearView implementation
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Removes some code duplication for the no-clear-rect case.
2020-04-22 22:32:53 +02:00
Philip Rebohle
b3c19ba5e8
[d3d11] Optimize ClearView for render target and depth-only views
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We should use clearRenderTarget whenever we clear the entire view.
The Talos Principle uses ClearView to clear its render targets for
some reason, and we were hitting a slow path there.
2020-04-22 21:02:46 +02:00
Tk-Glitch
6b6347ea2c
[meta] Restore .a files removal on non-devbuilds.
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This was -supposedly mistakenly- removed with 436357e280
2020-04-22 10:04:40 +02:00
Philip Rebohle
bea16263e4
[dxvk] Use GPU-local buffer in clearCompressedColorImage
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Saves VA space in applications that do not initialize their textures..
2020-04-21 18:10:09 +02:00
Philip Rebohle
436357e280
[meta] Remove support for winelib builds
...
Untested, unmaintained, and constantly causing issues on various
setups for no apparent reason. Time to get rid of it for good.
Closes #1584 .
2020-04-20 17:35:08 +02:00
Philip Rebohle
dbc9f40aa1
[meta] Release 1.6.1
2020-04-19 21:43:03 +02:00
Philip Rebohle
b0503b54ce
[dxvk] Don't pad dedicated image allocations
...
Fixes validation errors on Nvidia.
2020-04-19 17:19:06 +02:00
Joshua Ashton
409eac9d20
[d3d9] Use if/else in GetCommonTexture and TextureRefPrivate
...
These are the only things it can be, and they all end up calling what the compiler will optimize to the same function so we can avoid a branch here.
2020-04-19 01:11:11 +01:00