Robin Kertels
525fd53bbc
[d3d9] Fix FlushBuffer
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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
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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
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Fixes #2022 .
2021-04-22 12:55:04 +02:00
Andrew Sheldon
6339c8ec17
[util] Enable apitraceMode for a couple of CryEngine games
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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
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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
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Reviewed-by: Oleg Kuznetsov <okouznetsov@nvidia.com>
2021-04-08 14:25:02 +02:00
Liam Middlebrook
c89b274325
[dxvk] Track enabled instance extensions
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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
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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
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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.
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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
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- 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
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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
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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
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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
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Only warn if it's actually available.
2021-03-16 12:23:32 +01:00
Philip Rebohle
2f553b5b16
[d3d11] Implement conservative rasterization
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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