Philip Rebohle
4c88335f66
[util] Shrink Nvidia HVV heap for Final Fantasy XIV
...
Fixes #2210 .
2021-11-03 13:27:39 +01:00
Philip Rebohle
778aee0372
[dxvk] Rework Nvidia HVV option
2021-11-02 00:52:25 +01:00
Joshua Ashton
8912c7adb0
[d3d9] Fix long driver/device names not being null terminated
...
Signed-off-by: Joshua Ashton <joshua@froggi.es>
2021-10-22 02:58:53 +00:00
Joshua Ashton
409a6f5c3f
[d3d11] Use atomics for NVX handles
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Primarily to make DXVK native happy, but also much cleaner.
Signed-off-by: Joshua Ashton <joshua@froggi.es>
2021-10-22 03:15:03 +02:00
Georg Lehmann
b163503f7c
[dxso] Respect SM2+ sampler source swizzle.
2021-10-20 17:43:52 +00:00
Robin Kertels
79a20c463f
[util] Enable apitrace mode for Crysis 3 Remastered
2021-10-18 18:23:58 +02:00
Robin Kertels
7f89fe1406
[d3d9+utils] Remove swvp hack
2021-10-15 10:54:18 +01:00
Robin Kertels
530f87f158
[d3d9+dxso] Rely on robustness for unset HW VS & PS constants
2021-10-15 10:54:18 +01:00
Robin Kertels
869f75895c
[d3d9+dxso] Switch constant buffer order
2021-10-15 10:54:18 +01:00
Robin Kertels
791d533a1d
[d3d9+dxso] Rely on robustness for unset SWVP constants
2021-10-15 10:54:18 +01:00
Robin Kertels
01f633289b
[d3d9] Use mapped slice when locking POOL_DEFAULT textures
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Fixes an issue where the game would end up using the wrong
buffer slice if it previously mapped the same texture with DISCARD.
Fixes #2329
2021-10-15 10:46:40 +01:00
Philip Rebohle
3e64e1b3f5
[dxvk] Explicitly stop state cache worker threads on device destruction
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Otherwise, the workers may access objects that are being destroyed an
app thread.
2021-10-08 00:54:59 +02:00
Paul Gofman
24eb875f02
[dxgi] Return success from DxgiSwapChain::Present1() if window is destroyed
2021-10-07 20:34:37 +02:00
oltolm
1ef4e60b69
[dxvk] fix barrier tracking code
2021-10-06 02:59:31 +02:00
TotalCaesar659
581f09696e
Update URL to HTTPS
2021-10-01 15:57:50 +02:00
Philip Rebohle
ec18532ed4
[dxvk] Use new barrier tracking for images
2021-10-01 15:52:41 +02:00
Philip Rebohle
30bc137f9c
[dxvk] Use new barrier tracking for buffers
2021-10-01 15:52:41 +02:00
Philip Rebohle
195b7d7155
[dxvk] Add fast versioned hash table for barrier tracking
2021-10-01 15:52:41 +02:00
Philip Rebohle
714ca48271
[dxvk] Work around device creation failure with CUDA interop extensions
2021-10-01 15:43:19 +02:00
Philip Rebohle
b36fa75d1d
[dxvk] Disable CUDA interop extensions on 32-bit builds
2021-10-01 15:32:40 +02:00
Philip Rebohle
8225891751
[dxvk] Fix copy-paste mistake when enabling bufferDeviceAddress feature
2021-10-01 15:32:40 +02:00
Philip Rebohle
aa4b7c9f92
[dxvk] Rework 32-bit check
2021-10-01 14:18:42 +02:00
Philip Rebohle
7193962381
[d3d11] Enable VK_KHR_buffer_device_address if necessary
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Just enabling the extension doesn't necessarily do anything.
2021-10-01 14:12:17 +02:00
Philip Rebohle
1fefdf2ab6
[dxvk] Add VK_KHR_buffer_device_address extension info
2021-10-01 14:12:17 +02:00
Robin Kertels
c8341e4be3
[d3d9] Fix lenient clears
2021-09-28 21:14:02 +01:00
Robin Kertels
c4449faf5a
[d3d9] Don't clamp clears to the size of RT 0
2021-09-27 21:57:15 +01:00
Robin Kertels
29ee1a74e6
Revert "[d3d9] Avoid depth degenerate viewports"
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This reverts commit 78d22cc7a5
.
2021-09-27 14:55:49 +01:00
Robin Kertels
d799b44d91
[dxso] Ensure pow base is >= 0 in LIT
2021-09-26 22:33:01 +01:00
Robin Kertels
2735988fa2
[d3d11] Only use cube arrays for regular cubemap views when enabled
2021-09-26 23:17:16 +02:00
Adam Moss
86148ec070
[d3d11,dxvk] Implement DXVK pieces required for DX11 DLSS support
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Notably, fairly generic functions to create/launch/destroy Cuda kernels,
and methods to fetch GPU virtual addresses and handles for DX11 resources.
Note: Requires some corresponding dxvk-nvapi changes for DLSS to
be initialized successfully.
2021-09-24 15:10:07 +02:00
Philip Rebohle
3a712b766e
[dxvk] Introduce accessMemory for barrier tracking
2021-09-24 15:07:59 +02:00
Philip Rebohle
b79ce7af8a
[meta] Release 1.9.2
2021-09-20 15:07:25 +02:00
Philip Rebohle
9eb83c187c
[util] Make bool and tristate options case-insensitive
2021-09-19 19:21:49 +02:00
Philip Rebohle
dd7ffbc803
[d3d11] Also validate draw buffer for DispatchIndirect
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Oversight.
2021-09-12 16:18:25 +02:00
Philip Rebohle
de7fb51e64
[d3d11] Validate indirect draw buffer size
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Otherwise, if the draw parameter offset is out of bounds, we
may hang the GPU.
Fixes #2286 .
2021-09-12 01:23:04 +02:00
Adam Moss
3c7e5c9300
Update Vulkan headers to v182
2021-09-11 15:00:45 +02:00
Georg Lehmann
827c7a892c
[util] Replace countof with std::size
2021-09-10 11:58:46 +01:00
Philip Rebohle
5f9d5f1053
[dxvk] Fix IgnoreWriteAfterWritw check for indirect dispatches
2021-09-10 02:50:52 +02:00
Philip Rebohle
2f01df82d2
[dxbc] Fix invalid NonReadable/NonWritable decorations
2021-09-09 19:35:51 +02:00
Philip Rebohle
5db76784bd
[dxbc] Accurately determine access flags for UAVs
2021-09-09 15:53:02 +02:00
Philip Rebohle
c9f7ccc7f9
[dxvk] Fix hazard detection for shader resources
2021-09-09 14:58:04 +02:00
Philip Rebohle
67391a7bb0
[d3d11] Introduce d3d11.ignoreGraphicsBarriers option
2021-09-09 14:28:25 +02:00
Philip Rebohle
5109000747
[dxvk] Add IgnoreGraphicsBarriers flag
2021-09-09 14:28:25 +02:00
Philip Rebohle
fe68b43335
[dxvk] Deduplicate buffer and image slices in barrier array
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Fixes some major performance issues when dealing with many
consecutive dispatch calls.
2021-09-09 14:24:55 +02:00
Vincent Grande
f0e9700f34
[d3d10] Add missing include
2021-09-03 12:54:50 +02:00
Philip Rebohle
c0a7143d1b
[vulkan] Fix missing include
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Fixes #2269 .
2021-09-02 16:34:55 +02:00
pingubot
69588b02fe
Update config.cpp ( #2256 )
2021-08-27 13:10:24 +02:00
Georg Lehmann
b498040f7d
[d3d9] Disable explicit front buffer for Fantasy Grounds
2021-08-26 09:26:10 +01:00
tayarani
2786bbda64
Fix DxvkShaderConstData garbage pointer for default constructor
2021-08-25 02:20:26 +02:00
Mahdi Tayarani
ae881981f9
Fix raw() accessor on the Flags class
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The current implementation has a bug where it casts the underlying
int type to a uint32_t. The is incorrect for enums like DxvkShaderFlag
which are based on uint64_t.
2021-08-24 22:23:20 +02:00