Philip Rebohle
0d230eb447
[spirv] Add OpArrayLength instruction
2018-12-14 23:45:34 +01:00
Philip Rebohle
328871de7e
[d3d11] Re-introduce support for dxgi.numBackBuffers option
2018-12-14 14:58:36 +01:00
Philip Rebohle
64aefcc2a1
[dxgi] Catch exception when instance creation fails
...
Fixes #810 .
2018-12-12 18:36:37 +01:00
Philip Rebohle
f276bcd0e7
[dxbc] Check for RADV/Nvidia drivers explicitly using the new function
...
This way, only RADV gets locked out of using early discard whereas
AMDVLK and -PRO are able to use it.
2018-12-12 16:27:01 +01:00
Philip Rebohle
598280dc3f
[dxvk] Add function to check for a specific driver / driver version
2018-12-12 15:43:39 +01:00
Philip Rebohle
6c992c7b02
[dxvk] Enable VK_KHR_driver_properties
2018-12-12 15:16:25 +01:00
Philip Rebohle
d16323f56b
[dxgi] Clean up DxgiAdapter
2018-12-11 16:03:37 +01:00
Philip Rebohle
a29b9f6779
[dxgi] Use new mode switch API for DxgiOutput
...
Also removes the old functions which are no longer needed.
2018-12-11 16:02:46 +01:00
Philip Rebohle
d9cf8fdc58
[dxgi] Use new mode switch API for DxgiSwapChain
2018-12-11 16:02:46 +01:00
Philip Rebohle
1594a20b94
[dxgi] Add new functions to change the display mode of a monitor
2018-12-11 16:02:35 +01:00
Philip Rebohle
1db3c6d883
[dxgi] Remove SetOutputData and GetOutputData methods
2018-12-11 15:33:54 +01:00
Philip Rebohle
aa2ec3f998
[dxgi] Port DxgiOutput and DxgiSwapChain to new monitor data API
...
This allows us to remove the dependency between DxgiSwapChain
and DxgiVkAdapter without losing gamma control emulation.
2018-12-11 15:32:54 +01:00
Philip Rebohle
e30bb498b6
[dxgi] Add functions to share per-monitor data between DXGI objects
2018-12-11 15:32:00 +01:00
Philip Rebohle
57e814717e
[dxgi] Move GetOutputFromMonitor to swap chain class
...
Not a great solution, but we only need it for the swap chain anyway.
2018-12-10 12:38:33 +01:00
Philip Rebohle
9e9e17348f
[dxgi] DxgiSwapchain: Remove SetGammaControl methods
...
These were only used internally to forward stuff to the presenter
anyway, so we might as well call that method directly.
2018-12-10 12:34:57 +01:00
Philip Rebohle
7eb60daf63
[dxgi] DxgiSwapchain: Take factory as IDXGIFactory
...
No need to be specific about the exact type of factory.
2018-12-10 12:10:15 +01:00
Philip Rebohle
9572425912
[dxvk] Clear color write mask if fragment shader output is undefined
...
Fallout 76 writes undefined data to one specific render target
otherwise. Refs #779 .
2018-12-07 13:43:27 +01:00
Philip Rebohle
ef63328eb8
[d3d10] Initialize DSV pointer in OMGetRenderTargets
...
Completely redundant, but apparently MSVC refuses to compile the
code otherwise. Refs #801 .
2018-12-07 13:43:14 +01:00
Philip Rebohle
86d4d31b7c
[dxgi] Ignore scaling and scanline order during fullscreen transitions
...
Games usually don't use these correctly anyway, so we might as well
ignore them, since DXVK's DXGI does not report scanline modes other
than UNSPECIFIED. Fixes #291 .
2018-12-06 16:38:45 +01:00
Philip Rebohle
171cf53bc0
[dxvk] Don't re-initialize 3D images when clearing render targets
...
Layout transitions apply to the full subresource, even if we only
render to one slice. Fixes #775 on Nvidia Kepler and Maxwell cards.
2018-12-04 23:25:50 +01:00
Philip Rebohle
df667b7b0e
[dxgi] Report Adapter LUID if available
2018-12-04 19:39:09 +01:00
Philip Rebohle
033ea0c31b
[d3d11] Find Vulkan device if DXGI adapter was not created by DXVK
...
Tests the LUID, then the PCI device IDs, and finally falls back
to the first Vulkan device available on the system. This allows
DXVK's d3d11.dll to be used without its own dxgi.dll, as long
as presentation support is implemented in some way.
With the previous changes, based on zzhiyi/dxvk@0fc3a24d96
Co-authored-by: Zhiyi Zhang <zzhang@codeweavers.com>
2018-12-04 19:38:52 +01:00
Philip Rebohle
f7b3b9ca5c
[dxvk] Add new methods to find adapters by LUID or device ID
...
Co-authored-by: Zhiyi Zhang <zzhang@codeweavers.com>
2018-12-04 19:38:52 +01:00
Philip Rebohle
bb1f431e44
[dxvk] Query device ID information if available
...
Co-authored-by: Zhiyi Zhang <zzhang@codeweavers.com>
2018-12-04 19:38:52 +01:00
Philip Rebohle
1cc0455c8a
[dxgi] Remove old DXGIDevice implementation and IDXGIVkDevice
...
Both have been moved to the D3D11 module and are no longer needed.
2018-12-04 19:38:52 +01:00
Philip Rebohle
c5deedef2d
[d3d11] Move IDXGIDevice implementation to D3D11 module
...
Helps decouple the D3D11 module from the DXGI implementation. This
also allows us to clean up D3D11 device creation, which is much needed.
Based on zzhiyi/dxvk@fa441937f1
Co-authored-by: Zhiyi Zhang <zzhang@codeweavers.com>
2018-12-04 19:38:38 +01:00
Philip Rebohle
de29174d42
Revert "[vr] Cosmetic code cleanup"
...
This reverts commit a3bf90f5a3
.
Crashes SuperHot VR for some reason.
2018-12-04 18:50:11 +01:00
Philip Rebohle
556e0d1dba
Revert "[util] Report Nvidia GPU for Battlefield 1"
...
This reverts commit 500d67e002
.
This game has some built-in driver detection on Nvidia which makes it
fail to start on non-Nvidia hardware or when nvapi is not present.
Fixes #795 .
2018-12-02 20:27:39 +01:00
Philip Rebohle
835d92b802
[d3d10] D3D10CreateDeviceAndSwapChain: Ignore swap chain if null
...
Like e4b91057ac
, this might fix some
issues with ReShade in D3D10 games.
2018-12-02 15:52:17 +01:00
Philip Rebohle
e4b91057ac
[d3d11] D3D11CreateDeviceAndSwapChain: Ignore swap chain if null
...
Fixes some issue with ReShade.
2018-12-02 13:43:55 +01:00
Philip Rebohle
cf21111401
[d3d11] Implement ID3D11Multithread for D3D11 contexts
2018-11-30 11:38:00 +01:00
Philip Rebohle
28216909bd
[d3d10] Implement D3D10Multithread
2018-11-30 11:37:57 +01:00
Philip Rebohle
d1f179c5af
[util] Add likely/unlikely macros
2018-11-29 22:53:04 +01:00
Philip Rebohle
af2f5cc77f
[dxgi] Remove format lookup methods from IDXGIVkAdapter interface
2018-11-28 19:06:34 +01:00
Philip Rebohle
cc7f5c4bb1
[d3d11] Duplicate format table into D3D11 device
...
Removes the direct D3D11Device->DXGIAdapter dependency.
2018-11-28 18:34:05 +01:00
Philip Rebohle
193d24a3e2
[dxgi] Remove IDXGIVkBackBuffer
2018-11-28 18:15:27 +01:00
Philip Rebohle
092cad0e76
[dxvk] Remove DxvkSemaphore
2018-11-28 12:44:18 +01:00
Philip Rebohle
80b9f1d03b
[dxvk] Remove DxvkSurface
2018-11-28 12:44:18 +01:00
Philip Rebohle
9b923bb386
[dxvk] Remove DxvkSwapChain
2018-11-28 12:44:17 +01:00
Philip Rebohle
9139fbf95d
[d3d11] Use new Vulkan presenter
2018-11-28 12:44:17 +01:00
Philip Rebohle
81306cdc11
[dxvk] Support new Vulkan presenter in DxvkDevice
2018-11-28 12:44:17 +01:00
Philip Rebohle
746529b71b
[dxvk] Pass raw semaphore handles to submitCommandList
2018-11-28 12:44:17 +01:00
Philip Rebohle
a5c17f2753
[d3d11] Use flushCommandList method to flush initializer context
2018-11-28 12:44:17 +01:00
Philip Rebohle
979ccf23e3
[vulkan] Implement new Vulkan presenter / swap chain
2018-11-28 12:44:11 +01:00
Philip Rebohle
7096937c11
[dxbc] Use ballot to determine early-discard condition in fragment shaders
2018-11-27 11:50:01 +01:00
Philip Rebohle
0113e8f360
[spirv] Add subgroup ballot instructions
2018-11-27 11:50:01 +01:00
Philip Rebohle
4057937d2d
[dxvk] Refactor descriptor set allocation
...
With this new approach, descriptor pools are decoupled from the
command list they are used with. Instead, the DXVK context takes
ownership of a single descriptor pool until it runs out of memory.
This reduces the amount of memory wasted for under-utilized pools
and should this reduce an application's memory footprint.
2018-11-27 11:42:13 +01:00
Philip Rebohle
eb7a5da975
[dxvk] Rebalance descriptor set allocation
...
This should more closely reflect what applications actually use.
The basic idea here is that it is better for apps to run out of
descriptors before running out of sets and thus reduce the
overall memory footprint of the application.
2018-11-27 10:04:16 +01:00
Philip Rebohle
08b403f655
[d3d11] Fix potential UAV binding issue
...
When rebinding an already active UAV, we still need to
update the counter unless the app passed a value of -1.
Ref #712 .
2018-11-26 17:18:35 +01:00
Philip Rebohle
500d67e002
[util] Report Nvidia GPU for Battlefield 1
...
Reportedly improves performance for some weird reason.
2018-11-26 08:04:30 +01:00
Philip Rebohle
2d55852777
[dxvk] Disable state cache for Anno 2205
...
Fixes #686 .
2018-11-24 20:04:21 +01:00
Philip Rebohle
10b272b4c9
[meta] Release 0.93
2018-11-24 10:41:41 +01:00
Philip Rebohle
2424cf0289
[dxbc] Disable early discard on AMD cards
...
Causes GPU hangs.
2018-11-24 10:09:33 +01:00
Philip Rebohle
ce3642edd0
[dxvk] Don't put rendering stage/access masks into image info
...
Not needed since these stages and access flags are handled by render
pass transitions.
2018-11-24 00:40:59 +01:00
Philip Rebohle
8081dc1591
[util] Enable TGSM initialization for Quantum Break
...
Fixes artifacting on Mesa 18.3.
2018-11-23 16:12:09 +01:00
Philip Rebohle
a75c596132
[d3d11] Add config option to enable TGSM initialization
2018-11-23 16:12:02 +01:00
Philip Rebohle
ea5f11d091
[dxbc] Implement function to clear thread-group shared memory
...
Can be enabled in case a game reads undefined data from TGSM.
2018-11-23 15:57:54 +01:00
Philip Rebohle
79a6dd111e
[dxbc] Store workgroup size for compute shaders
2018-11-23 14:39:33 +01:00
Philip Rebohle
3e686098cc
[dxbc] Disable subgroup early discard on Nvidia GPUs
...
People report performance regressions up to 5% with it enabled.
2018-11-23 12:28:48 +01:00
Philip Rebohle
6dd82dfe03
[dxbc] Clamp written depth value to (0.0, 1.0)
...
Fixes shadow issue in Overwatch (#738 ).
2018-11-23 12:00:23 +01:00
Philip Rebohle
0418c02ac3
[dxbc] Use clustered subgroup operations on supported hardware
2018-11-21 11:17:09 +01:00
Philip Rebohle
ab17c49c4e
[dxbc] Fix compiler warning about uninitialized values
2018-11-21 11:17:09 +01:00
Philip Rebohle
4f76b89941
[dxbc] Use subgroup operations for early discard
...
Can improve performance in some complex fragment shaders.
2018-11-21 11:17:09 +01:00
Philip Rebohle
a574829bb6
[dxbc] Remove DeferKill flag
...
This behaviour is correct, and needs to be enabled by default.
2018-11-21 11:17:09 +01:00
Philip Rebohle
968a085f1e
[dxvk] Query device subgroup properties
...
Also query the device properites for this extension as well
as support for subgroup operations on this device.
2018-11-21 11:17:09 +01:00
Philip Rebohle
67e10246cb
[dxvk] Request Vulkan 1.1 instance
...
Falls back to a regular 1.0 instance on old drivers.
We need to do this in order to legally use SPIR-V 1.3.
2018-11-21 11:17:09 +01:00
Philip Rebohle
59d0ad4413
[spirv] Add non-uniform group instructions
2018-11-21 11:17:09 +01:00
Philip Rebohle
dbd7db3328
[dxvk] Fix typo around dual-src blending
...
Fixes e744117042
2018-11-20 19:55:08 +01:00
Philip Rebohle
bcd5a9235c
[dxvk] Make use of VK_AMD_memory_overallocation_behavior
...
Currently only supported on AMDVLK. Enforces memory limits on a driver
level unless the corresponding dxvk.allowMemoryOvercommit option is enabled.
2018-11-20 15:50:41 +01:00
Philip Rebohle
99f6953e89
[dxvk] Store DXVK options directly with the instance object
2018-11-20 15:50:01 +01:00
Philip Rebohle
81765de35b
[util] Remove default options that spoof AMD GPUs
...
This is no longer necessary due to the nvapi workaround.
2018-11-20 13:17:36 +01:00
Philip Rebohle
5d49644cdc
[dxgi] Hack: Report Nvidia cards as AMD cards by default
...
Prevents UE4 games from repeatedly trying to load nvapi.dll
on a performance-critical code path.
2018-11-20 13:15:39 +01:00
Philip Rebohle
bfb7e54218
[d3d11] Rename dcMapSpeedHack to dcSingleUseMode
2018-11-20 11:37:48 +01:00
Philip Rebohle
ad5688764c
[d3d11] Use single-use submission mode for CS chunks where possible
2018-11-20 10:44:04 +01:00
Philip Rebohle
c61200d35f
[dxvk] Introduce single-use mode for CS chunks
...
This allows us to reset the CS chunk immediately while executing it,
which can reduce the overhead of the reset operation and may lead to
resources being released earlier.
2018-11-20 10:35:23 +01:00
Philip Rebohle
e744117042
[dxvk] Patch fragment shader for dual-source blending
2018-11-19 17:07:05 +01:00
Philip Rebohle
f69c5e4c4e
[dxbc] Emit Index decoration for pixel shader outputs
...
Simplifies shader patching when dual-source blending is used.
2018-11-19 16:57:11 +01:00
Philip Rebohle
3e3c31f365
[spirv] Add support for Index decoration
...
Needed for dual-source blending
2018-11-19 16:57:08 +01:00
Philip Rebohle
5aad615aef
[dxvk] Unbind graphics pipeline when spilling render pass
...
Otherwise we may in some very rare cases continue using an incorrect
pipeline in subsequent render passes if the same shaders are used for
drawing.
2018-11-19 01:35:41 +01:00
Philip Rebohle
85f0fe729c
[dxvk] Move DxvkEventTracker to dxvk_event.{h,cpp}
...
The upcoming new event and query classes will follow this design.
Reduces the number of files around these small classes.
2018-11-17 01:17:03 +01:00
Andrew Eikum
aea4162198
[dxgi] MultiByteToWideChar counts length in characters
2018-11-16 19:53:37 +01:00
Philip Rebohle
e4d3357e55
[dxgi] Query window size before creating presenter
...
Otherwise we may pass a size of zero to the presenter.
2018-11-16 15:03:09 +01:00
Derek Lesho
66bcc4b3d8
Use std::string for util::getEnvVar input
...
This allows cleaner code when implementing DXVK as a native library
2018-11-16 06:43:45 +01:00
Philip Rebohle
c25483e856
[dxgi] Implement IDXGISwapChain3
...
- Stub IDXGISwapChain3::ResizeBuffers1
2018-11-15 18:02:27 +01:00
Philip Rebohle
81bb561c75
[dxgi] Implement IDXGIAdapter3
2018-11-15 18:02:21 +01:00
Philip Rebohle
171251bc83
[dxgi] Implement IDXGIFactory4
...
Do not support WARP adapters for the moment.
2018-11-15 17:08:36 +01:00
Philip Rebohle
0b7e114cb0
[dxgi] Implement IDXGIDevice3
2018-11-15 17:08:36 +01:00
Philip Rebohle
23ac9b5277
[dxgi] Implement IDXGISwapChain2 stubs
...
Most of the additions are stubs for now, but we should be
able to implement most of the functionality at a later time.
None of the backends implement this yet, but this should be
relatively easy to do.
2018-11-15 17:08:35 +01:00
Philip Rebohle
a849ffc56c
[dxgi] Implement IDXGIOutput3
2018-11-15 17:08:35 +01:00
Philip Rebohle
9af842801c
[dxgi] Implement IDXGIFactory3
2018-11-15 17:08:35 +01:00
Philip Rebohle
f03d87b918
[dxgi] Implement IDXGIOutput1
...
Required for DXGI 1.2.
2018-11-15 17:08:35 +01:00
Philip Rebohle
f7b2194e0b
[dxgi] Include DXGI 1.4 headers
2018-11-15 17:08:27 +01:00
Philip Rebohle
1af96347e1
[dxvk] Forward memory allocation statistics to the adapter
2018-11-15 17:08:05 +01:00
Philip Rebohle
d49de734b7
[dxvk] Set low thread priority for pipeline compiler threads
...
This currently does not have any effect when using regular wine, but
if it ever gets supported then these background jobs should have less
of an influence on the game's performance when they kick in.
2018-11-15 12:19:24 +01:00
Philip Rebohle
305168d2bb
[util] Add method to set thread priority
2018-11-15 12:17:18 +01:00
Philip Rebohle
6adf534589
[dxvk] Add option to set number of pipeline compiler threads
2018-11-15 09:24:11 +01:00
Philip Rebohle
4db5c21ec5
[dxvk] Use ticket lock to synchronize access to query objects
...
Lowers overhead in the uncontested case compared to std::mutex, and
prevents the main rendering thread from blocking updates for too long.
2018-11-13 17:05:37 +01:00
Philip Rebohle
63d42073b8
[util] Add ticket lock implementation
2018-11-13 17:05:06 +01:00
Philip Rebohle
1724d51079
[dxgi] Refactor presenter creation
...
This change is needed to support non-D3D11 presenters in our DXGI code.
2018-11-12 11:39:34 +01:00
Philip Rebohle
8d2f8fca64
[meta] Release v0.92
2018-11-11 16:16:01 +01:00