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Commit Graph

3597 Commits

Author SHA1 Message Date
Philip Rebohle
9e15831a2d
[d3d11] Store packed format info in D3D11CommonTexture 2021-06-24 21:07:48 +02:00
Philip Rebohle
f155b8a8b9
[d3d11] Introduce DiscardSlice and GetMappedSlice for image resources
These do the same as they do for buffer resources, but for a mapped
image subresource instead.
2021-06-24 21:07:48 +02:00
Philip Rebohle
11aa2a703a
[d3d11] Introduce D3D11_COMMON_TEXTURE_MAP_MODE_STAGING
This map mode can be used when no Vulkan image is needed to back a
staging resource, which can save a significant amount of memory.
2021-06-24 21:07:48 +02:00
Philip Rebohle
b384f5372e
[d3d11] Zero-initialize mapped buffers for images correctly 2021-06-24 21:07:48 +02:00
Philip Rebohle
f50c5234dc
[dxvk] Add source offset/extent to copyPackedBufferToDepthStencilImage 2021-06-24 21:07:48 +02:00
Philip Rebohle
a14884c652
[dxvk] Add destination offset/extent to copyDepthStencilImageToPackedBuffer
Needed to support partial copies between buffers and depth-stencil images.
2021-06-24 21:07:47 +02:00
Philip Rebohle
ba9d670157
[dxvk] Introduce copyPackedBufferImage 2021-06-24 21:07:47 +02:00
Philip Rebohle
27155539b6
[dxvk] Add meta copy pipeline for packed buffer image copies 2021-06-24 21:07:47 +02:00
Philip Rebohle
9f7a5a077f
[dxvk] Fix broken row/slice alignment in buffer<->image copies
If the specified row or slice alignment matches the row size exactly
but is not a power of two, we could accidentally screw up the alignment.
2021-06-24 21:07:47 +02:00
Philip Rebohle
ba4938e201
[dxvk] Add slice alignment to copyImageToBuffer 2021-06-24 21:07:47 +02:00
Philip Rebohle
4840cdaf8c
[dxvk] Add slice alignment to copyBufferToImage 2021-06-24 21:07:45 +02:00
Philip Rebohle
87d32a234d
[dxvk] Handle discard aspects correctly when performing clears
Should fix an Nvidia driver crash, see #2118.
2021-06-24 17:15:52 +02:00
Robin Kertels
8a93bbd8fa [d3d9] Make sure clear extent does not exceed rt size 2021-06-19 16:11:11 -07:00
Robin Kertels
7dd443802c [util] Report Nvidia GPU to Far Cry 1 2021-06-19 10:43:31 -07:00
Robin Kertels
d7c4afbeba [d3d9] Pass correct element size to texture converter 2021-06-19 10:43:31 -07:00
Philip Rebohle
81664fce44
[dxbc] Remove atomic counter workaround for ancient Mesa versions
No one should be using Mesa 19.0 at this point.
2021-06-18 15:44:58 +02:00
Philip Rebohle
7beb344f6f
[dxbc] Remove dxvk.useEarlyDiscard option
No longer relevant on drivers that support DemoteToHelperInvocation.
Closes #2109.
2021-06-18 15:44:27 +02:00
Georg Lehmann
6b8ab4fd38 [d3d11] Remove mingw-w64 < 6 workarounds 2021-06-15 20:41:34 +02:00
Philip Rebohle
dca63464b4
[meta] Release 1.9 2021-06-15 15:32:19 +02:00
Georg Lehmann
7a688bd74c [util] force 60fps for Demon Stone 2021-06-15 02:54:14 -07:00
Samuel Pitoiset
dba539471d [dxso] Remove old RADV/LLVM workaround for early discard
This workaround has been removed for DXBC few weeks ago. Note that
RADV/ACO is no longer a thing with latest Mesa git anyways.

Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
2021-06-15 01:07:35 -07:00
Philip Rebohle
de05728c8c
[dxvk] Check view format as well when deferring clears
Otherwise, we may accidentally clear to an incorrect value.
Fixes #2100.
2021-06-14 16:41:31 +02:00
Philip Rebohle
30a1a29aa6 [util] Add DXVK_FRAME_RATE environment variable to limit frame rate 2021-06-12 13:50:08 +02:00
Philip Rebohle
12c51f1c3d [util] Enable frame rate limiter for Nier Replicant
The game does not run properly at frame rates above 60 and uses the sync
interval in a weird way that sometimes leads to the game being stuck at
31 FPS, and in the menus it displays content at weird refresh rates that
it was clearly not designed to run at.
2021-06-12 13:50:08 +02:00
Philip Rebohle
6044e63eb0 [dxgi] Notify presenter about display mode changes 2021-06-12 13:50:08 +02:00
Philip Rebohle
e281eee795 [dxgi] Add NotifyModeChange method to IDXGIVkSwapChain 2021-06-12 13:50:08 +02:00
Philip Rebohle
8b67ef724e [d3d11] Add frame rate limiter and dxgi.maxFrameRate option 2021-06-12 13:50:08 +02:00
Philip Rebohle
4f5f85925b [d3d9] Add frame rate limiter and d3d9.maxFrameRate option 2021-06-12 13:50:08 +02:00
Philip Rebohle
b537f19a3c [vulkan] Add frame rate limiter to Vulkan presenter 2021-06-12 13:50:08 +02:00
Philip Rebohle
a16c861358 [util] Implement frame rate limiter
This tries to be sophisticated and disables itself when it notices
that the frame rate is going to be limited by presentation anyway.
2021-06-12 13:50:08 +02:00
Robin Kertels
6f468ec5e0 [d3d9] Fix texture converter 2021-06-12 03:48:01 -07:00
Philip Rebohle
9eeaedeeb7
[util] Remove FFXIV workaround
Looks like whatever caused this in Mesa got fixed quite a while ago.
2021-06-11 01:59:56 +02:00
Thomas Crider
63fd2b9d32 [util] Enable d3d9.deferSurfaceCreation for Ninja Gaiden Sigma/Sigma 2
Co-authored-by: Georg Lehmann <49841484+DadSchoorse@users.noreply.github.com>
2021-06-10 01:35:48 -07:00
Joshua Ashton
f1a9d72d38 [d3d9] Don't scale z to [0, 1] for POSITIONT
I originally thought the depth clipping region was always [0, 1] when I first implemented this nearly 2 years ago.

The depth clipping region is already in the viewport's depth range, so just don't do anything here if we are z-testing.

( We still need to keep the flattening around for when ztest is disabled though :( )

Fixes: #2056
2021-06-06 09:31:01 -07:00
Philip Rebohle
fe00919d5f [util] Handle upper-case file extensions correctly 2021-06-06 03:57:15 -07:00
Joshua Ashton
f4cbc9ae9d [util] Enable emulateUMA for GTA IV
This game thinks we are on Intel, so report memory like they do.
2021-06-01 19:26:41 +02:00
Joshua Ashton
15e0594ec4 [dxgi] Add emulateUMA option
Some games think we are on Intel given a lack of NVAPI or AGS/atiadlxx support. Report our device memory as shared memory, and some small amount for a "carveout".
2021-06-01 19:26:41 +02:00
Joshua Ashton
fe0dc2d579 [dxvk] Move isUnifiedMemoryArchitecture to adapter 2021-06-01 19:26:41 +02:00
Joshua Ashton
e624cfa0b4 [util] Return custom device description for Crazy Machines 3
Otherwise the game decides it wants to crash.
2021-06-01 19:26:41 +02:00
Joshua Ashton
1d4c540b21 [dxgi] Add custom device description option 2021-06-01 19:26:41 +02:00
Joshua Ashton
747834e9b0 [d3d9] Bump frame id before presentation 2021-06-01 18:31:29 +02:00
Joshua Ashton
e64a8ee61a [d3d11] Bump frame id before presentation 2021-06-01 18:31:29 +02:00
Joshua Ashton
fcb7639106 [d3d9] Synchronize frame latency on latency change 2021-06-01 18:16:35 +02:00
Joshua Ashton
787de33022 [d3d9] Sync frame latency after presentation 2021-06-01 18:16:35 +02:00
Joshua Ashton
f98a45b305 [d3d11] Sync frame latency after presentation 2021-06-01 18:16:35 +02:00
Philip Rebohle
0fe8f2e40c
[vulkan] Acquire next image immediately after presentation
vkAcquireNextImageKHR is a blocking call, so doing this immediately after
presentation may reduce the amount of time that passes between the application
requesing presentation and presentation actually happening on the Vulkan device.

Idea based on PR #2075.
2021-06-01 04:52:09 +02:00
Philip Rebohle
0b88d0deab
[vulkan] Remove getSyncSemaphores from presenter
Instead, return the semaphores in acquireNextImage.
2021-06-01 04:32:50 +02:00
Philip Rebohle
253884a8c7
[vulkan] Remove fence from presenter
We don't use these anywhere.
2021-06-01 03:51:16 +02:00
Philip Rebohle
0af7229b8e
[util] Restore display modes of all monitors in RestoreMonitorDisplayMode
Fixes #2064.
2021-06-01 01:48:12 +02:00
Philip Rebohle
383cde2051
[d3d11] Allow creation of render target views for planar images 2021-05-30 19:42:44 +02:00
Philip Rebohle
01051bac99
[d3d11] Allow creation of unordered access views for planar images 2021-05-30 19:42:44 +02:00
Philip Rebohle
6d72bc94f4
[d3d11] Allow creation of shader resource views for planar images 2021-05-30 19:42:44 +02:00
Philip Rebohle
2740030fca
[d3d11] Support video processor output views in ClearView 2021-05-30 19:42:44 +02:00
Philip Rebohle
b04721f9a2
[d3d11] Use staging buffer for MapImage on deferred contexts 2021-05-30 19:42:44 +02:00
Philip Rebohle
ff9d6e3226
[d3d11] Use staging buffer and copyBufferToImage for UpdateSubresource
Reduces number of copies and also fixes problems with multi-plane formats.
2021-05-30 19:42:44 +02:00
Philip Rebohle
e749a4a4ac
[d3d11] Create shadow copy of video input images if sampled bit is not set
This can happen with RGB input views since not having any bind flags set
is legal for video input views, and SHADER_RESOURCE is actually explicitly
disallowed, but we don't always want to set sampled bit for those resources.
2021-05-30 19:42:44 +02:00
Philip Rebohle
3c22f4066b
[d3d11] Lock context in video context entry points 2021-05-30 19:42:44 +02:00
Philip Rebohle
25607a0692
[d3d11] Report video processor capabilities for image formats 2021-05-30 19:42:44 +02:00
Philip Rebohle
6d9da5a8d7
[d3d11] Don't use MAP_MODE_DIRECT for multi-plane images 2021-05-30 19:42:44 +02:00
Philip Rebohle
01236fbd84
[d3d11] Use correct method to clear multi-plane images 2021-05-30 19:42:44 +02:00
Philip Rebohle
ee30acf120
[d3d11] Use new packImageData for initializing mapped image buffers 2021-05-30 19:42:44 +02:00
Philip Rebohle
7184b75f8f
[d3d11] Use GetSubresourceLayout for image maps on the immediate context 2021-05-30 19:42:44 +02:00
Philip Rebohle
1b296f8338
[d3d11] Introduce GetSubresourceLayout 2021-05-30 19:42:44 +02:00
Philip Rebohle
e87aa08fd2
[d3d11] Implement basic video processor blitting 2021-05-30 19:42:43 +02:00
Philip Rebohle
969ac59667
[d3d11] Add ID3D11VideoContext stub 2021-05-30 19:42:43 +02:00
Philip Rebohle
1df26a3605
[d3d11] Implement video processor views 2021-05-30 19:42:43 +02:00
Philip Rebohle
09cf2cd11e
[d3d11] Add ID3D11VideoProcessor stub 2021-05-30 19:42:43 +02:00
Philip Rebohle
bdb7eef874
[d3d11] Add ID3D11VideoProcessorEnumerator stub 2021-05-30 19:42:43 +02:00
Philip Rebohle
1eaf2545c3
[d3d11] Add ID3D11VideoDevice stub 2021-05-30 19:42:43 +02:00
Philip Rebohle
e988895e51
[d3d11] Set mutable and extended usage bits for multi-plane images 2021-05-30 19:42:43 +02:00
Philip Rebohle
2764f4abb5
[dxgi] Add format mapping for DXGI_FORMAT_AYUV 2021-05-30 19:42:43 +02:00
Philip Rebohle
d859361a37
[dxgi] Add format mapping for DXGI_FORMAT_YUY2
And fix some existing 422 mappings.
2021-05-30 19:42:43 +02:00
Philip Rebohle
9b236078c2
[dxgi] Add format mapping for DXGI_FORMAT_NV12 and DXGI_FORMAT_420_OPAQUE 2021-05-30 19:42:43 +02:00
Philip Rebohle
8116927ec6
[dxvk] Introduce new version of packImageData 2021-05-30 19:42:43 +02:00
Philip Rebohle
4630bbc427
[dxvk] Support multi-plane formats in updateImage 2021-05-30 19:42:43 +02:00
Philip Rebohle
55a67988b2
[dxvk] Support multi-plane formats in computeImageSize 2021-05-30 19:42:43 +02:00
Philip Rebohle
6462174c13
[dxvk] Support multi-plane formats in copyImageToBuffer 2021-05-30 19:42:43 +02:00
Philip Rebohle
a660b35f6e
[dxvk] Support multi-plane formats in clearCompressedColorImage 2021-05-30 19:42:43 +02:00
Philip Rebohle
ed57019e13
[dxvk] Support multi-plane formats in copyImage 2021-05-30 19:42:43 +02:00
Philip Rebohle
41e28cb280
[dxvk] Support multi-plane formats in uploadImage 2021-05-30 19:42:43 +02:00
Philip Rebohle
86542248df
[dxvk] Support multi-plane formats in copyBufferToImage 2021-05-30 19:42:43 +02:00
Philip Rebohle
cd2ea98670
[dxvk] Add helper functions to deal with plane aspects 2021-05-30 19:42:43 +02:00
Philip Rebohle
1d6da6f83e
[dxvk] Add format definition for VK_FORMAT_G8_B8R8_2PLANE_420_UNORM 2021-05-30 19:42:43 +02:00
Philip Rebohle
0f5e126735
[dxvk] Introduce flushSharedImages
Fixes problems with images not being cleared prior to presentation
if the clear is the last command issued in the frame.
2021-05-30 19:42:43 +02:00
Philip Rebohle
a1f3f6c971
[dxbc] Remove old RADV/LLVM workaround for early discard
We have Demote now, and ACO is the default.
2021-05-27 00:40:59 +02:00
Philip Rebohle
94674ac45e [dxvk] Skip CPU adapters if GPUs are present
Because some games try (and fail) to run on Lavapipe despite it already
being the lowest priority device in the list.
2021-05-21 22:55:54 +02:00
Joshua Ashton
c51080068e [dxgi] Handle DXGI_PRESENT_TEST and failures in GetFrameStatistics 2021-05-20 23:02:07 +01:00
Philip Rebohle
401edc53fe [dxgi] Show warning in DxgiOutput::GetFrameStatistics 2021-05-20 22:27:36 +01:00
Philip Rebohle
db3654a07f [dxgi] Implement present count and frame statistics for swap chains 2021-05-20 22:27:36 +01:00
Joshua Ashton
0520ce9448
[d3d9] Treat largest element in Stream 0 as vertex decl size
Closes #2059
2021-05-13 01:32:56 +01:00
orbea
b84a03b4d4 [util] Enable d3d9.deferSurfaceCreation for Nights of Azure 2021-05-07 22:15:58 +01:00
Joshua Ashton
f0c1e89443 [d3d9] Handle zero-sized draws
These return S_OK, because ofc they do.
2021-05-05 19:25:46 +01:00
Joshua Ashton
0f52c85d21 [d3d9] Account for vertex declaration size for UP draws
The stride may not give us the full picture here as the stride
may not encompass the vertex declaration entirely.

Consider a vertex declaration of size 20, and a stride of 12,
we may not have covered the whole range of space the draw wants with
VertexCount * Stride.

Some games such as FF13 Lightning Returns have two float3s in the vertex decl
and draw two triangles with the last float being out of bounds. This causes
the whole vertex element to be set to 0 on NVIDIA which breaks their fullscreen passes.

Instead, take (VertexCount - 1) * Stride + VertexDeclSize for the buffer size
and pad with 0s outside of the VertexCount * Stride range.

Closes: #2046
Closes: #1908
2021-05-05 19:25:46 +01:00
Joshua Ashton
4a4b96611d
[d3d9] Only log WaitForVBlank stub once 2021-04-30 19:33:24 +01:00
Joshua Ashton
a980282ebe
[util] Increase constants for TrackMania Forever
Bump this to 256.

Fixes rendering issues.

Closes: #1910
2021-04-30 18:51:09 +01:00
Joshua Ashton
54d3ad1295
[util] Enable d3d9.memoryTrackTest for Kohan II
Closes: #2030
2021-04-30 18:49:39 +01:00
Robin Kertels
525fd53bbc [d3d9] Fix FlushBuffer
Use stored mapped slice and use correct dst offset.
2021-04-23 18:06:29 +01:00
Robin Kertels
da23771df4 [d3d9] Remove unused variable 2021-04-23 18:06:29 +01:00
Robin Kertels
13f53531e5 [d3d9] Fix offset in UpdateSurface 2021-04-22 20:18:50 +01:00
Robin Kertels
0bc8b0b33a [d3d9] Align pitch to 4 2021-04-22 17:44:58 +01:00
Robin Kertels
2ba433bbd8 [d3d9+util] Remove option to disable implicit discard 2021-04-22 17:44:58 +01:00
Robin Kertels
03f5893011 [d3d9] Remove implicit discard 2021-04-22 17:44:58 +01:00
Robin Kertels
b9512a4063 [d3d9] Only copy dirty parts of managed/sysmem resources 2021-04-22 17:44:58 +01:00
Robin Kertels
4261ff6ec1 [d3d9] Use staging buffer for managed copies 2021-04-22 17:44:58 +01:00
Robin Kertels
bb11d7dee8 [d3d9] Refactor AllocUpBuffer so it can be used for managed uploads 2021-04-22 17:44:58 +01:00
Robin Kertels
8cc0c9a0f1 [d3d9] Clamp dirty buffer range
And always maintain dirty range.
2021-04-22 17:44:58 +01:00
Philip Rebohle
4eb884303a
[util] Enable d3d9.deferSurfaceCreation for even more Atelier games 2021-04-22 15:37:40 +02:00
Philip Rebohle
cb7adeef08
[d3d11] Add range checking to GetShaderResources 2021-04-22 12:56:11 +02:00
Philip Rebohle
65655ce37c
[d3d11] Add range checking to GetSamplers 2021-04-22 12:56:11 +02:00
Philip Rebohle
ef9ad29b7f
[d3d11] Add range checking to GetConstantBuffers 2021-04-22 12:56:11 +02:00
Philip Rebohle
2d9c229eaa
[d3d11] Add range checking to SOGetTargets 2021-04-22 12:56:11 +02:00
Philip Rebohle
11a02831a9
[d3d11] Add range checking to UAV and render target methods 2021-04-22 12:56:11 +02:00
Philip Rebohle
b51fd4d06c
[d3d11] Add range checking to IAGetVertexBuffers 2021-04-22 12:56:11 +02:00
Philip Rebohle
a13dad07cc
[d3d11] Add some missing STDMETHODCALLTYPE declarations 2021-04-22 12:56:11 +02:00
Philip Rebohle
65cc03a707
[util] Add app profile for Dal Segno
Fixes #2022.
2021-04-22 12:55:04 +02:00
Andrew Sheldon
6339c8ec17 [util] Enable apitraceMode for a couple of CryEngine games
Kingdom Come: Deliverance and Sniper Ghost Warrior Contracts
2021-04-16 10:49:14 +02:00
Georg Lehmann
18466d4ae4 [util] remove some movs in matrix add/sub assignment 2021-04-15 22:25:11 +01:00
Georg Lehmann
77d80acf75 [d3d9] respect Vector4 alignment in UpdateStateConstants 2021-04-15 22:25:11 +01:00
Georg Lehmann
1ed6edf096 [d3d9] respect Vector4 alignment in GetShaderConstants 2021-04-15 22:25:11 +01:00
Georg Lehmann
d682ab0402 [util] static assert size of Vector4 and Matrix4 2021-04-15 22:25:11 +01:00
Georg Lehmann
5d3b130ec8 [d3d9] respect Matrix4 alignment in ConvertMatrix 2021-04-15 22:25:11 +01:00
Georg Lehmann
02eebb8595 [util] introduce a raw constructor for Matrix4 2021-04-15 22:25:11 +01:00
Georg Lehmann
c7271d94c1 [util] move Matrix4 constructors to header 2021-04-15 22:25:11 +01:00
Liam Middlebrook
fb0b11903b [d3d11] Implement D3D11UserDefinedAnnotation
Reviewed-by: Oleg Kuznetsov <okouznetsov@nvidia.com>
2021-04-08 14:25:02 +02:00
Liam Middlebrook
5ce5999232 [dxvk] Add support for debug utils labels
Reviewed-by: Oleg Kuznetsov <okouznetsov@nvidia.com>
2021-04-08 14:25:02 +02:00
Liam Middlebrook
c89b274325 [dxvk] Track enabled instance extensions
Reviewed-by: Oleg Kuznetsov <okouznetsov@nvidia.com>
2021-04-08 14:25:02 +02:00
Philip Rebohle
c3feea2bce [dxvk] Make samplerAnisotropy feature optional 2021-04-04 20:01:30 +01:00
Philip Rebohle
0a787683b6 [dxvk] Don't require shaderStorageImageExtendedFormats
No real reason to, not sure why we did this in the first place.
2021-04-04 20:01:30 +01:00
Robin Kertels
9d0c46b9c6 [d3d9] FF: use correct vector type when dealing with tex coords 2021-04-04 16:31:39 +01:00
Robin Kertels
8e352d0260 [util] Enable memory track test for Dragon Nest 2021-04-04 15:45:24 +01:00
Joshua Ashton
a690210eae [dxgi] Implement swapchain dispatcher
Some overlays and hooks check if the vtable funcs reside in the dxgi.dll module.

Fixes: #1996
2021-03-30 17:48:10 +02:00
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
Robin Kertels
dba7525954 [d3d9] Mark non default resources as dirty by default 2021-03-22 17:43:07 +00:00
Robin Kertels
8159e87331 [d3d9] Fix some issues with dirty box handling
- The dst texture in UpdateSurface must be in D3DPOOL_DEFAULT
  which doesn't do dirty tracking. So we don't need to
  call AddDirtyBox there.
- Clear DirtyBox when we flush managed textures with EvictManagedOnUnlock.
- Do nothing in AddDirtyBox for D3DPOOL_DEFAULT textures
2021-03-22 17:43:07 +00:00
Robin Kertels
cb5f8aa392 [d3d9] Properly scale dirty box 2021-03-22 17:43:07 +00:00
Robin Kertels
3f57a3a8cc [d3d9] Use buffer DirtyRange to track managed uploads 2021-03-22 17:43:07 +00:00
Robin Kertels
4f45e74d96 [d3d9] Improve naming of texture dirty flag and dirty boxes 2021-03-22 17:43:07 +00:00
Robin Kertels
6f139791d2 [d3d9] Improve naming of buffer flags and ranges 2021-03-22 17:43:07 +00:00
Philip Rebohle
cf4ff820be
[dxbc] Handle shaders without refactoringAllowed flag 2021-03-18 17:46:45 +01:00
Philip Rebohle
38649372bf
[dxvk] Allow different but matching views in findAttachment as well
Allows us to merge clears in some further edge cases.
2021-03-18 16:06:21 +01:00
Philip Rebohle
8be777b8e2
[dxvk] Move inline clears out of performClear
It is easier to reason about this code when there is no way for
performClear to be called within an active render pass instance.
2021-03-18 16:06:21 +01:00
Philip Rebohle
b9360bacc2
[dxvk] Do not clear read-only aspects inside render pass
Instead, end the render pass as necessary and clear outside of it.
May fix validation errors in some very rare scenarios where the game
performs a clear and then uses a read-only depth-stencil view.
2021-03-18 16:06:18 +01:00
Georg Lehmann
f48e3f596f [vulkan] relax warning about exclusive fullscreen
Only warn if it's actually available.
2021-03-16 12:23:32 +01:00
Philip Rebohle
2f553b5b16
[d3d11] Implement conservative rasterization
Needed for Nvidia ShadowLibs in Final Fantasy XV.
2021-03-13 20:22:32 +01:00
Philip Rebohle
e3b92bcfac
[dxvk] Add conservative rasterization mode to rasterizer state 2021-03-13 20:22:32 +01:00
Philip Rebohle
a77c80f08a
[dxvk] Enable VK_EXT_conservative_rasterization if available 2021-03-13 20:22:32 +01:00
Philip Rebohle
787297ee4e
[dxvk] Fix wrong aspect mask for clear copies 2021-03-07 16:29:21 +01:00
Philip Rebohle
a520c5160e
[dxvk] Pack vertex binding divisor into reserved 14-bit field
Technically an illegal optimization since it limits the maximum
divisor to 16383, but there are no known applications relying
on very large divisors. Reduces state vector size by 128 bytes,
or roughly 20%.

This also bumps the state cache version to v10.
2021-03-06 16:59:12 +01:00
Philip Rebohle
95740eb78c
[dxvk] Use clears to impelemnt image copies if possible
Optimizes away a large amount of redundant depth-stencil clear+copy
madness in Final Fantasy XIV for a small performance improvement.
2021-03-06 02:43:28 +01:00