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Commit Graph

3401 Commits

Author SHA1 Message Date
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
Philip Rebohle
8a4beefd3a
[dxvk] Store new image view when deferring clear/discard with matching subresources
Otherwise, if the view used for the second clear has a different format than
the first one, we'll end up clearing to the wrong colur. Assumes that images
with more than one aspect never have views with mismatching formats.

Also potentially improves logic around render pass clears depending on usage
patterns.
2021-03-06 02:37:02 +01:00
Philip Rebohle
b579b03047
[dxvk] Spill render pass when clearing overlapping views
Since we're flushing all pending clears, we need to make sure
that all images are in the correct layout. Found by inspection.
2021-03-06 01:31:55 +01:00
Philip Rebohle
5f0f90f8d4
[dxvk] Merge clears with different views but identical subresources 2021-03-05 19:50:11 +01:00
Liam Middlebrook
1c2edabbcb [dxvk] Disable NVIDIA HVV bug workaround on fixed drivers
Reviewed-by: Arthur Huillet <ahuillet@nvidia.com>
2021-03-05 11:21:50 +01:00
Liam Middlebrook
b25d6ba615 [dxvk] Add option to disable workaround for NVIDIA HVV bug
Adds a new dxvk.halveNvidiaHVVHeap option.

Reviewed-by: Arthur Huillet <ahuillet@nvidia.com>
2021-03-05 11:21:50 +01:00
Philip Rebohle
3acdf6e22a
[d3d11] Perform bound-checking in GetBufferSlice
Ensures that we don't pass invalid buffer slices to the backend.
2021-03-04 17:37:13 +01:00
Philip Rebohle
049fda9218
[d3d11] Revert index buffer optimization
This causes some problems when the app uses a combination of index
buffer offset and StartIndexLocation that overflows 32-bit integers.

In my testing, there haven't been many games benefitting from this
optimization anyway, so just reverting it should not have tangible
effects on performance.
2021-03-04 15:47:39 +01:00
DadSchoorse
e44a1e614b [dxvk] preserve order of devices with the same type 2021-03-03 23:17:44 +01:00
Philip Rebohle
94049c0c90
[dxvk] Fix incorrect barrier for fragment shader resolve 2021-03-03 23:16:25 +01:00
Joshua Ashton
0367bf95c4 [build] MSVC check cleanup 2021-03-03 18:57:42 +01:00
Rémi Bernon
1589f516c9 [d3d9] Convert window position relative to its parent. 2021-03-03 15:49:52 +00:00
Philip Rebohle
5083b8474c
[meta] Release 1.8.1 2021-03-01 16:49:02 +01:00
Philip Rebohle
9bdc491cb7
[dxvk] Fix potential iterator invalidation in deferClear/Discard
flushClears clears the deferred clear list, so we need to
break out of the loop on that code path.
2021-03-01 16:49:02 +01:00
Joshua Ashton
31063252eb
[d3d9] Don't implicit discard if read locked 2021-02-28 15:06:23 +00:00
Joshua Ashton
741070785a
[d3d9] Allow implicit discard for all backed buffers 2021-02-28 13:01:00 +00:00
Joshua Ashton
572315567c
[util] Add custom vendor id for Warhammer Online 2021-02-28 09:54:33 +00:00
Joshua Ashton
375f8323e2
[dxso] Don't warn about Phase opcode 2021-02-27 21:17:01 +00:00
Joshua Ashton
6bb271b299
[d3d9] Cleanup options code 2021-02-27 20:35:37 +00:00
Joshua Ashton
c7bebe8267
[util] Add config for Warhammer Online 2021-02-27 20:31:13 +00:00
Joshua Ashton
8c2ec5d9c9
[d3d9] Clean up resource locking code 2021-02-27 20:15:39 +00:00
Joshua Ashton
e8fc7ea23a
[d3d9] Add d3d9.allowImplicitDiscard option 2021-02-27 20:08:57 +00:00
Joshua Ashton
50d223e614
[d3d9] Add option to use device local memory for constant buffers
Useful for testing performance.
2021-02-27 19:29:52 +00:00
Robin Kertels
eec4481ca0 [d3d9] Fix various issues in UpdateTexture
- Skip copies for empty or invalid rects
- align up the extent
- use util functions to slightly clean up the code
2021-02-27 17:31:15 +00:00
Philip Rebohle
12693b17f9 [d3d9] Use DxvkSwapchainBlitter for presentation 2021-02-27 14:54:14 +00:00
Philip Rebohle
148272fbce [d3d11] Use DxvkSwapchainBlitter for presentation 2021-02-27 14:54:14 +00:00
Philip Rebohle
49f2b4c4a6 [dxvk] Introduce DxvkSwapchainBlitter and new presentation shaders
This is meant to provide a common rendering code for D3D9 and D3D11 presentation.
2021-02-27 14:54:14 +00:00
Philip Rebohle
277a4f0206 [hud] Explicitly set up viewport state 2021-02-27 14:54:14 +00:00
Joshua Ashton
d51562fc9a [dxvk] Only pass needed amount of clear values when binding a framebuffer
Works around a Renderdoc bug and should hopefully make more sense.

The views are compacted in a framebuffer so it should be fine to do this.
2021-02-26 18:43:45 +01:00
Philip Rebohle
db69ade7e7
[dxvk] Include fragment shader stage in render pass barrier as necessary
If we have readable depth, we need to make sure that the fragment shader
can actually, well, read the image.
2021-02-26 12:59:12 +01:00
Paul Gofman
71ffffb832
[vr] Use registry key to get OpenVR extensions list if available. 2021-02-26 12:46:22 +01:00
Philip Rebohle
dcf4599c98 [d3d9] Use ATTACHMENT_OPTIMAL layout for render targets
Significantly improves GPU-bound performance on RADV in a number of games.
2021-02-26 05:02:32 +00:00
Philip Rebohle
1b97ca253f [dxvk] Actually transition source image in fragment shader blits
All meta ops should transition all involved images to the correct
image layout.
2021-02-26 05:02:32 +00:00
Philip Rebohle
9c6d3a2bf6
[d3d11] Fix RSGetViewports and RSGetScissorRects
If the output array is non-null, these functons always return the
number of valid viewports or scissors actually written to the array.

Fixes a wine test failure.
2021-02-26 03:35:57 +01:00
Philip Rebohle
d118d35820
[d3d11] Fix IAGetIndexBuffer with optimized index buffers 2021-02-26 02:39:14 +01:00
Joshie
5ac9c45f65
[util] Add config for Mafia 2
https://gitlab.freedesktop.org/mesa/mesa/-/issues/1325
2021-02-25 15:09:00 +00:00
Philip Rebohle
5e55ced8b2
[dxvk] Fix deferred clear logic for overlapping image views
If we clear the same image subresources twice with different views
and then start rendering to one view, we may end up clearing to
the wrong clear value.
2021-02-21 14:53:03 +01:00
Philip Rebohle
96e1079526
[dxbc] Set usesDerivatives for gather and LOD query operations as well
Because these do implicitly use derivatives.
2021-02-21 14:24:54 +01:00
Philip Rebohle
5643bf47fe
[d3d11] Use discardImageView in DiscardView1 2021-02-21 02:51:59 +01:00
Philip Rebohle
5d4d32c613
[d3d11] Remove explicit spec constant for gamma texture
No longer needed.
2021-02-21 02:20:14 +01:00
Philip Rebohle
7168cc160f
[dxvk] Remove layout transition hack for presentable images 2021-02-21 02:19:44 +01:00
Philip Rebohle
ab3de5e94b
[d3d11] Manually discard swap chain image view on present 2021-02-21 02:19:23 +01:00
Philip Rebohle
73a06aea72
[d3d9] Manually discard swap chain image view on present 2021-02-21 02:18:55 +01:00
Philip Rebohle
e46bf78f31
[dxvk] Implement discardImageView
Built on top of the deferred clear logic.
2021-02-21 01:56:52 +01:00
Philip Rebohle
0ba3e693c9
[dxbc] Clean up some texture handling code 2021-02-20 23:39:15 +01:00
Joshua Ashton
80049c360e [dxvk] Fix resource tracking in attachment transitions
Fixes a crash in Portal 2 on DXVK native in which an old depth stencil is used after free after a device reset.
2021-02-20 19:34:49 +01:00
Joshua Ashton
e9c91daba7
[dxvk] Fix out of bounds read when uploading HUD texture
The width + height does not add up to the size of the global array.
2021-02-20 14:37:00 +01:00
Philip Rebohle
5fc83a6075
[dxvk] Add missing trackImage to changeImageLayout 2021-02-20 14:35:57 +01:00
Philip Rebohle
1a1cc32b11
[dxvk] Store VkImage in barrier set rather than DxvkImage*
Avoids some accidental ref counting.
2021-02-20 14:35:22 +01:00
Philip Rebohle
d66ecf4a94
[meta] Release 1.8 2021-02-19 05:29:50 +01:00
Joshua Ashton
59816a71b9
Revert "[d3d9] Don't minimise in WM_ACTIVATEAPP"
Not needed as this was an FSHack bug.

This reverts commit d87200c4d9.
2021-02-19 03:14:56 +00:00
Philip Rebohle
fe5e215dfc [dxgi] Support multiple outputs per adapter 2021-02-18 14:19:55 +01:00
Joshua Ashton
d87200c4d9
[d3d9] Don't minimise in WM_ACTIVATEAPP
Sometimes mode-setting jank can occur and technically we'd need to re-set the mode on the next present if the game gets actually minimised.
2021-02-15 17:29:45 +00:00
Philip Rebohle
df76a5252a
[dxvk] Use default layout for depth-stencil image descriptors
Apparently the image layout matching rules were relaxed at some point,
so just using DEPTH_STENCIL_READ_ONLY_OPTIMAL for descriptors is legal
even if the image is in DEPTH_READ_ONLY_STENCIL_ATTACHMENT_OPTIMAL or
DEPTH_ATTACHMENT_STENCIL_READ_ONLY_OPTIMAL in the current render pass.
2021-02-15 17:00:35 +01:00
Robin Kertels
ec5c324643 [d3d9] Mark generated mip maps as dirty 2021-02-14 23:55:00 +00:00
Robin Kertels
021ffe7350 [d3d9] Regenerate auto mip gen textures in UpdateTexture
.. instead of copying them
2021-02-14 23:55:00 +00:00
Robin Kertels
338f6dfb0e [d3d9] Track dirty regions for UpdateTexture 2021-02-14 23:55:00 +00:00
Philip Rebohle
a0cf5926d8
[dxvk] Add parameter to prepareImage to ignore clears
Otherwise we may flush clears while clearing a render target,
which is silly and undoes the layout optimizations.
2021-02-14 04:22:52 +01:00
Philip Rebohle
2b401725dc [dxvk] Do not transition non-shared images at the end of the command buffer
Currently, if the frontend flushes the command list, we always transition
render targets to their default layout. This may lead to some arbitrary
GPU performance issues if the transitions are not free.

Instead, keep all images that are only used internally in their attachment
layout across command list boundaries, until they are unbound.
2021-02-14 04:00:02 +01:00
Philip Rebohle
bce80b523f [d3d11] Mark images as shared if necessary 2021-02-14 04:00:02 +01:00
Philip Rebohle
4f184b3424 [d3d9] Mark images as shared if necessary 2021-02-14 04:00:02 +01:00
Philip Rebohle
6564895a32 [dxvk] Add shared flag to images
Indicates that images can be accessed by more than one context
internally, or through the interop interfaces without explicit
image layout transitions.
2021-02-14 04:00:02 +01:00
Philip Rebohle
6efc2588f8 [dxvk] Remove checkFramebufferBarrier
No longer serves any practical purpose.
2021-02-14 04:00:02 +01:00
Philip Rebohle
95676bf1e6 [dxvk] Always prepare images not bound to the current FB when clearing
Fixes a potential bug when clearing a render target after the
last render pass using it gets suspended.

Also, for some reason we were checking for <1 instead of <0.
2021-02-14 04:00:02 +01:00
Christopher Egert
594d09ae3a [util] Spoof a nvidia card for DIRT 5 2021-02-14 03:54:14 +01:00
Philip Rebohle
0c18a86090
[dxvk] Fix render target clears if attachments are not tightly packed
We do actually need to use the color target indices here rather than
the attachment index, since the repacking happens inside DxvkRenderPass.
Clear values still need to be tightly packed.
2021-02-12 03:13:11 +01:00
Philip Rebohle
436820d233
[dxvk] Add method to query color attachment index from attachment index 2021-02-12 03:13:11 +01:00
Philip Rebohle
0956050db6
[dxvk] Fix actual render target layout transitions for 3D images
Also, only emit transitions if the layouts differ.
2021-02-12 03:13:11 +01:00
Philip Rebohle
bd87c12138
[dxvk] Make suspend parameter of spillRenderPass not optional 2021-02-12 03:13:11 +01:00
Philip Rebohle
aa0296b7ca
[dxvk] Suspend render pass for most image operations
We can big brain this and only explicitly transition the render targets
that are used within the copy operation, if any, and leave the rest intact.
2021-02-12 03:13:11 +01:00
Philip Rebohle
96dfac7fea
[dxvk] Suspend render pass for certain render target clears 2021-02-12 03:13:11 +01:00
Philip Rebohle
d7db413cac
[dxvk] Introduce prepareImage
This transitions any framebuffer attachment that is currently in
the wrong layout back to its default layout before it is used by
functions that expec it to be in the default layout.
2021-02-12 03:13:10 +01:00
Philip Rebohle
fe43abbf32
[dxvk] Suspend render pass for buffer copies and render pass barriers
No images are directly involved in these, so we can save some layout
transitions.
2021-02-12 03:13:10 +01:00
Philip Rebohle
ba698430cb
[dxvk] Suspend render pass when updating framebuffer
Saves barriers in case some of the previously bound framebuffer
arre reused in the new one.
2021-02-12 03:13:10 +01:00
Philip Rebohle
d3b2db5978
[dxvk] Loosen render pass barriers
Still use ALL_COMMANDS_BIT at the end to avoid potential WAR hazards
for things like vertex buffers.
2021-02-12 03:13:10 +01:00
Philip Rebohle
29afaea338
[dxvk] Track current render target image layouts
This can be used to optimize away some barriers and layout transitions.
2021-02-12 03:13:10 +01:00
Philip Rebohle
2787ba8450
[d3d11] Fix D3D11 bind flags and DXGI usage for swap chain images 2021-02-12 03:12:48 +01:00
Philip Rebohle
c98c5f5d17
[d3d11] Add internal DXGI usage flags to textures
We need this for swap chain images.
2021-02-12 03:12:48 +01:00
Philip Rebohle
a60916f7ee
[dxvk] Improve device ordering
Make sure that integrated GPUs are preferred over CPU
implementations on systems that have no dedicated GPU.
2021-02-11 14:58:11 +01:00
Philip Rebohle
bcadc04932
[dxvk] Validate vertex attribute alignment 2021-02-08 14:55:18 +01:00
Philip Rebohle
a045cac281
[d3d11] Fix vertex input alignment for small formats
Fixes #1922.
2021-02-08 14:28:55 +01:00
Joshua Ashton
fcaab6aa46
[d3d9] Expose adapter/backbuffer formats properly
Matches native behaviour in my testing.
2021-02-06 08:57:32 +00:00
Joshua Ashton
58d6f018bb
[d3d9] Allow A2R10G10B10 backbuffer format in Windowed 2021-02-06 08:43:37 +00:00
Joshua Ashton
ff9d451a4e
[util] Force saner SWVP limits for TrackMania Forever
Closes: #1910
2021-02-06 08:28:03 +00:00
Joshua Ashton
bba3f9f3db
[util] Defer surface creation for Nioh 2
Fixes black screen on startup.
2021-02-06 07:48:52 +00:00
Joshua Ashton
9bee3e1cb9
[util] Add config for Dark Messiah of Might & Magic
Same problem as other early Source titles, infinitely makes resources at startup to measute VRAM.
2021-01-30 04:36:26 +00:00
Philip Rebohle
01a511aa99
[dxvk,dxgi,d3d9] Fix shader spec constant IDs
These changed after changing the render target output swizzle stuff.
2021-01-29 16:46:01 +01:00
Philip Rebohle
2d670ec3db
[dxbc] Enable capabilities for float control modes
Fixes some validation errors (but seriously, why does everything
have to be a capability in SPIR-V?)
2021-01-29 16:29:39 +01:00
Philip Rebohle
c1073455bf
[spirv] Add hasCapability method 2021-01-29 16:29:26 +01:00
Philip Rebohle
3a993d0c5c
[dxvk] Use only one spec constant for fragment shader output component mapping
Let's trust the driver to be able to constant-fold bitfieldExtract operations.
2021-01-29 16:17:07 +01:00
Philip Rebohle
307f43ff1e [d3d11] Introduce option to disable float controls
And disable for SotTR since it introduces rendering issues.
2021-01-28 20:32:38 +01:00
Philip Rebohle
8de9dc9378
[d3d11] Enable d3d11.invariantPosition by default 2021-01-28 20:09:47 +01:00
Philip Rebohle
1478011822
[dxbc] Enable NaN fixup by default on older RADV versions
And get rid of a whole bunch of game-specific workarounds.
2021-01-28 19:37:10 +01:00
Philip Rebohle
f5fa7a9099
[dxbc] Set float control bits as necessary 2021-01-28 19:37:10 +01:00
Philip Rebohle
849fb329ec
[dxvk] Enable VK_KHR_shader_float_controls if supported 2021-01-28 19:37:10 +01:00
dom
7d7c057d46 [util] Enable dxgi.customVendorId for Hitman 3 2021-01-28 14:07:52 +01:00
Philip Rebohle
a17ec95f21
[utils] Enable d3d9.deferSurfaceCreation for Atelier Ryza 2 2021-01-26 12:06:20 +01:00