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
d7f4e44c24
[meta] Happy New Year 🎉 💃 🎊
...
It's now 2020!
2020-01-01 01:19:15 +01:00
Joshua Ashton
ff129abaf0
[d3d9] Fix crash when trying to present with a currently invalid presenter
...
Closes #1304
2019-12-28 01:27:18 +00:00
Joshua Ashton
0993f6f25d
[dxso] Negate reflection in TexM3x3VSpec
2019-12-25 18:43:51 +00:00
Joshua Ashton
66fee8ff51
[dxso] Normalize eyeRay and normal before reflection in TexM3x3Spec
2019-12-25 18:36:34 +00:00
Joshua Ashton
e0b83b13b5
[dxso] Only track co-issue parent opcode rather than the full context
...
Tracking the full instruction ctx is slow and unnecessary
2019-12-25 18:00:46 +00:00
Joshua Ashton
724fe78ba1
[dxso] Don't emit a co-issue for CNDs parented to a CND
...
Closes #1309
2019-12-25 17:43:35 +00:00
Joshua Ashton
b4f2094c02
[d3d9] Enable bounds testing for D3DPOOL_SYSTEMMEM buffers
...
Improves performance in Halo CE.
2019-12-22 19:05:22 +00:00
Joshua Ashton
d39ff9020e
[dxso] Perform saturate after bitshift modifier
2019-12-22 18:14:46 +00:00
Joshua Ashton
3ff9c4cc43
[dxso] Track and prioritize co-issued CNDs above their parent ops
2019-12-22 17:46:57 +00:00
Joshua Ashton
4d6fbacd3a
[dxso] Keep track of the current instruction index in a decoding context
2019-12-22 17:44:30 +00:00
Joshua Ashton
abf74299e9
[dxso] Parse co-issue instruction modifier
2019-12-22 17:44:04 +00:00
Joshua Ashton
fb4d794412
[d3d9] Use VK_FORMAT_D24_UNORM_S8_UINT for D3DFMT_DF24
...
May improve performance in some instances
2019-12-22 01:46:50 +00:00
Joshua Ashton
05de0b20a0
[d3d9] Use VK_FORMAT_D24_UNORM_S8_UINT for D3DFMT_D24X8
...
May improve performance in some instances
2019-12-22 01:43:36 +00:00
Joshua Ashton
90ce37c8c9
[d3d9] Make ChangeReportedMemory actually atomic
...
Massive edge case that will never happen, but better to be safe than sorry.
Reduces the atomic ops too.
2019-12-20 18:07:35 +00:00
Joshua Ashton
fae99907da
[util] Add get to bitset
2019-12-18 23:18:01 +00:00
Joshua Ashton
5cc0fd5c25
[d3d9] Simplify SetViewport
...
pViewport == nullptr is illegal
2019-12-18 23:18:01 +00:00
Joshua Ashton
bab56433cb
[d3d9] Avoid rebinding scissor rects if the same one is re-set
2019-12-18 23:18:01 +00:00
Joshua Ashton
288a9dd547
[d3d9] Avoid rebinding viewports if the same one is re-set
2019-12-18 23:18:01 +00:00
Joshua Ashton
9ec0541b93
[d3d9] Still rebind viewport/scissor when setting the same RT
...
Closes #1290
2019-12-18 23:18:01 +00:00
Joshua Ashton
7b0723520a
[d3d9] Add operator overloads for RECT
2019-12-18 23:18:01 +00:00
Joshua Ashton
777cd4cd64
[d3d9] Add operator overloads for D3DVIEWPORT9
2019-12-18 23:01:16 +00:00
Alessandro Toia
3c8fdc2863
Report gpu vendor as Nvidia for Star Wars Battlefront II
2019-12-18 17:38:24 +01:00
Philip Rebohle
31948cae8c
[spirv] Allow specifying the SPIR-V version explicitly
...
We're going to use some SPIR-V 1.4 features for D3D11 if supported,
but 1.4 is not supported by all implementations.
2019-12-18 17:36:46 +01:00
Joshua Ashton
78e4816fc0
[d3d9] Avoid unnecessary state block constant bits when not SWVPing
2019-12-18 14:48:01 +01:00
Joshua Ashton
312905e8a3
[d3d9] Use new bitset helper + tzcnt for stateblocks
2019-12-18 14:48:01 +01:00
Joshua Ashton
b99b1d153a
[util] Add bitset helper
2019-12-18 14:48:01 +01:00
Joshua Ashton
784abe5cf4
[d3d9] Move auto depth stencil creation to after swapchain creation
...
If the app specifies w == 0 and/or h == 0 then this will be filled in by then in the presentation params.
Impacts #1278
2019-12-18 00:09:55 +00:00
Joshua Ashton
009e772fe8
[d3d9] Remove initial device reset outside of constructor
...
Allows us to funnel hresults from that to the response of CreateDevice
2019-12-17 23:59:37 +00:00
Joshua Ashton
3b119c0be6
[d3d9] Log unavailable backbuffer format if encountered when resetting swapchain
2019-12-17 22:36:27 +00:00
Joshua Ashton
3abd30bb96
[d3d9] Fix return value for invalid backbuffer formats
...
This got changed when I saw that the auto depth stencil when set to an unavailable returns D3DERR_NOTAVAILABLE.
Turns out if the backbuffer is unavailable it returns D3DERR_INVALIDCALL...
Consistent...
Closes #1278
2019-12-17 22:36:27 +00:00
Philip Rebohle
a265af74ed
[hud] Respect dxvk.hud configuration option again
...
This was accidentally dropped during the HUD refactor. Fixes #1279 .
2019-12-17 04:40:06 +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
Joshua Ashton
91b5105db5
[d3d9] Move capture struct and enum to stateblock header
...
Makes more sense for it to be here.
2019-12-17 03:16:50 +00:00
Philip Rebohle
3cdae3ae1d
[meta] Release 1.5
2019-12-16 14:41:29 +01:00
Philip Rebohle
9be0bf95ca
[util] Defer D3D9 surface creation for Atelier Ryza
2019-12-16 14:41:29 +01:00
Joshua Ashton
bcf8adf437
[meta] Add D3D9 specifics to the README
2019-12-16 12:01:17 +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
566fb84abd
[hud] Allocate vertex buffer in host-visible device memory if possible
2019-12-16 00:24:19 +01:00
Philip Rebohle
c6fb8fa5e8
[hud] Clean up HUD rendering
...
- Avoids rebinding the vertex buffer on every single draw.
- Avoids push constants. We could use MultiDrawIndirect in the future.
- Slightly reduces the vertex buffer size.
2019-12-16 00:03:21 +01:00
Philip Rebohle
13d2479ecf
[hud] Don't create uniform buffer
...
No longer used.
2019-12-15 23:17:23 +01:00
Philip Rebohle
9c6ff95bb6
[hud] Don't use vertex shader for scaling
...
Instead, do it on the CPU.
2019-12-15 23:13:59 +01:00
Philip Rebohle
aa40decc23
[d3d11] Don't present if the presenter has no swap chain.
...
Also fixes DXGI_PRESENT_TEST handling for zero-sized windows.
2019-12-15 11:38:57 +01:00
Philip Rebohle
2d0c9127f3
[vulkan] Don't create a swap chain if the window size is 0
...
This can actually happen on win32, and creating a zero-sized swap
chain is illegal.
2019-12-15 11:32:43 +01:00
Philip Rebohle
ae7189f9a4
[d3d11] Update HUD on CS thread
...
Otherwise, we may end up reading some bollocks since the CS thread
might not have finished processing the entire frame yet.
2019-12-13 15:02:45 +01:00
Philip Rebohle
2689204d74
[hud] Enable manual sRGB conversion for non-sRGB swap chains
...
We still blend in the wrong color space, but text should be a bit
more readable in some games now.
2019-12-13 14:03:00 +01:00
Philip Rebohle
08d5b4e0e7
[hud] Don't average the draw call count
...
Turns out this was a bad idea.
2019-12-13 13:14:23 +01:00
Philip Rebohle
ef99078fc4
[hud] Reduce update frequency of draw call display
2019-12-13 13:05:49 +01:00
Philip Rebohle
2c4879b58c
[hud] Reduce update frequency of queue submission display
...
Shows the maximum number of submissions encountered per frame
in the given time frame.
2019-12-13 13:01:44 +01:00
Philip Rebohle
3febca6863
[hud] Add colorful labels
2019-12-13 12:34:01 +01:00