Philip Rebohle
be875cd7e6
[dxvk] Enable VK_EXT_swapchain_maintenance1 and surface_maintenance1
2023-06-01 17:48:51 +02:00
WinterSnowfall
8b6cbda6de
[d3d9] Properly expose the MaxVertexBlendMatrixIndex capability
2023-05-30 23:56:26 +01:00
Robin Kertels
4b10846008
[dxso] Fix RT mask for SM1
2023-05-26 04:28:49 +01:00
Joshua Ashton
e0654977c9
[d3d9] Stub out D3D9On12 interfaces
...
Closes : #3445
2023-05-24 14:36:45 +01:00
Joshua Ashton
b5c18a02ae
[d3d9] Optimize UpdateAnyColorWrites for 0th case
...
This is the most common
2023-05-24 14:21:30 +01:00
Joshua Ashton
cafd104783
[d3d9] Pack RT bitmasks tightly
...
No need to waste a whole 32-bits for each entry here when we only have 4 possible RTs at a time.
2023-05-24 14:10:41 +01:00
Joshua Ashton
269bab2c34
[d3d9] Track if any color writes are enabled for an RT
...
Use this for determining whether to rebind FB and in checks, otherwise we can miss stuff for pure surface RTs
2023-05-24 14:05:13 +01:00
Joshua Ashton
075c0bf203
[d3d9] Use m_boundRTs for COLORWRITEENABLE checks
...
Also allows us to check for NULL RTs with this too and avoid extra work!
2023-05-24 13:42:42 +01:00
Joshua Ashton
8560efa3c7
[d3d9] Unbind RTs which are unwritten by a PS
...
Otherwise we can end up with feedback loops on RTs with a 0 color mask.
Closes : #3447
2023-05-24 13:40:17 +01:00
Blisto91
b9b2db510e
[util] Limit fps for some Tomb Raider games
2023-05-24 14:31:38 +02:00
Lilium
d5c6ae2e4d
[dxvk] dxvk_adapter: implement macro to check for feature need in checkFeatureSupport
2023-05-24 11:53:34 +01:00
Lilium
633f6663a4
[dxvk] fix copy mistake in dxvk_adapter
2023-05-24 11:53:34 +01:00
Robin Kertels
d2759c20ba
[d3d9+d3d11] Remove DEVICE_LOCAL flag when forcing cached memory
...
Otherwise DXVK removes both flags at once
and we may end up with uncached memory.
2023-05-22 23:53:01 +02:00
Robin Kertels
1a2e724c16
[util] Enable apitrace mode for Tomb Raider Anniversary
...
... and Underworld.
2023-05-22 12:24:49 +02:00
Blisto91
6449f583f8
[util] Set dcSingleUseMode to false for SnowRunner
2023-05-21 16:05:41 +02:00
Joshua Ashton
f2bb1d4b69
[d3d9] Add extended swapchain interfaces
...
Allows for controling colorspace, etc.
2023-05-19 19:26:27 +01:00
Joshua Ashton
495dc75ab2
[wsi] Pull out NormalizeDisplayMetadata
2023-05-19 19:26:27 +01:00
Paul Gofman
550e04c579
[dxgi] Preserve system monitor sort order in enumMonitors()
2023-05-19 18:17:40 +02:00
WinterSnowfall
d4a7346198
[dxvk] Add configurable HUD opacity
2023-05-19 18:11:25 +02:00
Blisto91
99b367cdd6
[util] Set floatEmulation to Strict for Halo Online
2023-05-18 17:40:01 +01:00
Blisto91
65520fa18e
[util] Fix BlazBlue Centralfiction config
2023-05-16 18:56:23 +02:00
Joshua Ashton
f30376a1e4
[d3d11] Fix min luminance of HDR Metadata
...
This should be a multiply instead of a divide. Values are 1/10000th of a nit (0.0001 nit).
2023-05-13 21:16:29 +00:00
Philip Rebohle
cae0a1cef3
[meta] Release 2.2
2023-05-12 11:26:07 +02:00
Philip Rebohle
14eb469005
[dxgi] Be more robust against monitor enumeration issues.
...
If there are monitors on the system that are not associated with
any adapter, enumerate all monitors for all adatpers. May solve
some issues if device filter options are used on multi-GPU systems.
2023-05-11 16:38:45 +02:00
Oleksii Bozhenko
80f7d2abd8
[d3d9] fix opCompositeExtract out of bound
...
Closes: https://github.com/doitsujin/dxvk/issues/3293
Signed-by: Oleksii Bozhenko <oleksii.bozhenko@globallogic.com>
2023-05-09 20:39:55 +00:00
Alpyne
2b09932d51
[d3d9] Fix crash if device is freed with bound textures
2023-05-09 00:12:35 +00:00
Robin Kertels
bef2ef69ab
[d3d9] Fix stupid variable name
2023-05-07 14:05:39 +02:00
Robin Kertels
b08665c808
[d3d9] Fix compiler warning in Clear size check
2023-05-06 14:16:54 +01:00
Robin Kertels
96e22e7c67
[d3d9+util] Remove a bunch of redundant config options
2023-05-06 14:16:54 +01:00
Robin Kertels
5443a2f9f5
[d3d9] Don't swap buffers for SWAPEFFECT_COPY & DISCARD with 1 backbuffer
2023-05-06 14:16:54 +01:00
Paul Gofman
83a294285e
[dxgi] Only enumerate outputs which belong to the adapter or associated iGPU
2023-05-05 16:44:51 +02:00
Robin Kertels
242ac20752
[d3d9] Release DC in fallback present path
2023-05-04 18:42:04 +02:00
Robin Kertels
b357d16940
[util] Enable deviceLost for DC Universe Online and GTA IV
2023-05-03 13:04:00 +01:00
Robin Kertels
b4366db398
[d3d9] Implement rudimentary device loss
2023-05-03 13:04:00 +01:00
Blisto91
b5f43063b1
[util] Spoof Nvidia for Modern Warfare 2 Campaign Remastered
2023-05-03 13:02:08 +01:00
Joshua Ashton
f140d2de0d
[d3d9] Handle swapchain OOM and other errors more gracefully
...
Supercedes: #2964
2023-05-03 12:59:02 +01:00
Robin Kertels
9ce1c4df0d
[dxvk] Update tracked rtLayouts when changing image layout
2023-05-03 13:23:47 +02:00
Robin Kertels
860237e775
[d3d9] Skip 0x0 clears
2023-05-03 13:23:47 +02:00
Robin Kertels
ceb3a7f8c6
[dxvk] Do direct FB resolve if resolve format is UNDEFINED
...
If the format is undefined, we use the format of each image
which is obviously also view compatible with the imge.
2023-05-03 13:23:47 +02:00
Robin Kertels
a42643b235
[d3d9] Fall back to GDI blit for partial presents
2023-05-03 12:18:11 +01:00
Philip Rebohle
5c8ed491ab
[dxvk] Rewrite thread wrapper
...
Addresses some issues raised in #3378 .
2023-04-26 10:48:47 +02:00
Joshua Ashton
b44c5bbd18
[dxgi] Fallback to P3 color primaries for HDR displays without chroma info in edid
2023-04-21 04:21:16 +01:00
mbriar
16d2a6045c
[util] Switch Nioh deferSurfaceCreation from dxgi to d3d9
...
This game seems to behave similar to all the Tecmo Koei Atelier games
and not deferring surface creation for d3d9 prevents VRR from working on
X11.
2023-04-19 16:42:42 +02:00
mbriar
1971a5d187
[util] Also add d3d9.deferSurfaceCreation for Atelier Ryza 3
...
Reported to help with VRR, see https://github.com/ValveSoftware/Proton/issues/6648#issuecomment-1514394149
2023-04-19 16:42:42 +02:00
Philip Rebohle
e074d83d0b
[dxvk] Introduce GetContext method to retrieve immediate context.
...
Bypasses vtable hooks when retrieving the immediate context internally.
Remaining uses of GetImmediateContext are fine since those only interact
with public methods.
2023-04-18 12:42:24 +02:00
Robin Kertels
990a720525
[d3d9] Handle a bunch of texture converter edge cases
2023-04-16 09:18:30 +01:00
Rémi Bernon
0cf563d5df
[dxgi] Leave current fullscreen mode when SetFullscreenState changes monitors
...
This fixes RiME not moving its window when output display is
changed in the game settings.
2023-04-14 00:41:18 +02:00
Florian Will
01dc9ddc7d
[util] Add new "Zusi 3" exe filename
...
In addition to the legacy "ZusiSim.exe" executable, the recent 3.5
release added a 64-bit "ZusiSim.64.exe" executable. This is now the
default executable when launching the game in Steam. The game is
unplayable without this option, so update the regex for Zusi 3.
Fixes #3250 .
2023-04-13 13:37:07 +02:00
oltolm
6b779206d9
remove unneeded definitions
2023-04-11 18:30:46 +02:00
Blisto91
8508633ba3
[util] Disable allowDirectBufferMapping for Dark Romance: Vampire in Love
2023-04-11 08:37:50 +01:00
Robin Kertels
af0009c5de
[d3d9] Use DxvkFormatInfo for video formats
...
And fix UYUY and YUY2 in the process.
2023-04-08 03:15:44 +01:00
Robin Kertels
31af522cbc
[dxvk] Add VK_FORMAT_G8_B8_R8_3PLANE_420_UNORM
2023-04-08 03:15:44 +01:00
Philip Rebohle
d9a6b40ae3
[dxvk] Create and copy temporary image for resolves as necessary
...
Fixes #3337 .
2023-04-06 21:04:56 +02:00
Tatsuyuki Ishi
6d14fffdbd
[spirv] Declare defaulted copy and move constructor for SpirvCodeBuffer.
...
If a type has a destructor it will not get an implicit move constructor.
But if we declare a defaulted move constructor then we will get the copy
constructor deleted. So declare both to be defaulted.
Cuts 8.8% off shader translation time during loading in Overwatch 2.
2023-04-06 10:23:11 +02:00
Blisto91
3ce3209e3e
[util] Set syncInterval to 1 for Crash Bandicoot N sane trilogy
2023-04-05 16:25:05 +01:00
Philip Rebohle
f212cc8f7d
[dxvk] Only enable dynamic MSAA state if sample shading is enabled
...
Otherwise, create a more specialized fragment output library on demand.
May help RADV since dynamic alpha-to-coverage triggers a less efficient
code path.
2023-04-04 17:34:07 +02:00
Philip Rebohle
306919047b
[dxvk] Log driver name in addition to version
...
Fixes #3313 .
2023-03-27 15:44:19 +02:00
Philip Rebohle
977669c613
[util] Enable cached dynamic vertex/index buffers in GTA V
...
Fixes #3311 .
2023-03-25 22:40:43 +01:00
Zhiyi Zhang
631171cf45
[util] Disable nvapiHack for Tom Clancy's Ghost Recon Breakpoint.
...
Otherwise, it shows a DirectX error dialog and exits when using an NVIDIA GPU.
2023-03-25 22:38:07 +01:00
František Zatloukal
1a5afc77b1
[util] Include cstdint to fix compilation with GCC 13
2023-03-23 23:37:10 +01:00
Robin Kertels
d11878e793
[d3d9] Only apply viewport zBias if minZ is below 0.5
...
Fixes Space Marine shadows.
Tests show that Windows D3D9 (Nvidia) works like that.
2023-03-23 03:52:08 +00:00
Blisto91
b0ed97e070
[util] Disable nvapiHack for Diablo 4
2023-03-22 17:10:18 +01:00
Philip Rebohle
3d5becaf6a
[d3d11] Implement Acquire/ReleaseWrappedResource
2023-03-18 00:50:42 +01:00
Philip Rebohle
5595844f75
[dxvk] Add explicit buffer/image memory barrier methods
...
Useful for interop.
2023-03-18 00:50:42 +01:00
Philip Rebohle
9bdad71dc6
[d3d11] Implement CreateWrappedResource for D3D12 textures
2023-03-18 00:50:42 +01:00
Philip Rebohle
3c99314332
[d3d11] Implement CreateWrappedResource for D3D12 buffers
2023-03-18 00:50:42 +01:00
Philip Rebohle
fa8cf50263
[dxvk] Implement functionality to import foreign buffers
2023-03-18 00:50:42 +01:00
Philip Rebohle
3f9d2269f6
[d3d11] Synchronize queue submissions for 11on12 devices as necessary
...
When the app explicitly calls Flush, Signal or Wait, we need to wait
for the submission to actually take place so that subsequent D3D12
submissions execute in the correct order.
2023-03-18 00:50:42 +01:00
Philip Rebohle
6432787ac3
[d3d11] Implement D3D11on12 device creation
2023-03-18 00:50:42 +01:00
Philip Rebohle
da32453b42
[dxvk] Add submission feedback to command submissions
2023-03-16 20:59:43 +01:00
Philip Rebohle
27f3648a44
[dxvk] Check instance extensions for feature enablement as necessary
2023-03-16 20:59:43 +01:00
Philip Rebohle
35895ba05b
[dxvk] Add callback to lock submission queue
...
Can be used to perform additional synchronization as necessary.
2023-03-16 20:59:43 +01:00
Philip Rebohle
56a8fa2e6f
[dxvk] Implement functionality to import existing Vulkan device
2023-03-16 20:59:43 +01:00
Philip Rebohle
d8f3a1c83d
[dxvk] Rework device queue initialization
2023-03-16 20:59:43 +01:00
Philip Rebohle
ef9d5048f3
[dxvk] Rework instance creation
...
Allows importing foreign Vulkan instances.
2023-03-16 20:59:43 +01:00
Philip Rebohle
f50f5bc9bc
[vulkan] Allow importing existing Vulkan dispatch tables
2023-03-16 20:59:43 +01:00
Philip Rebohle
687d32cac5
[dxvk] Fix memory reporting derp
2023-03-15 02:14:54 +01:00
WinterSnowfall
243c2f3cf5
[d3d9] remove support for the A1/X1R5G5B5 formats
2023-03-14 13:17:13 +00:00
Philip Rebohle
05fb634f91
[util] Use __wine_dbg_output if available
2023-03-13 16:32:32 +01:00
Blisto91
3a123222e5
[util] Enable cached vertex buffers for SpellForce 3
2023-03-13 13:22:39 +01:00
Philip Rebohle
4faa598e09
[dxvk] Report memory used rather than allocated for heap properties
...
We can do this at least for DXVK's own memory allocations.
2023-03-12 13:59:47 +01:00
Philip Rebohle
6783123654
[dxgi] Use heap size to determine reservable memory
...
Budgets can change dynamically, so this should be more robust.
2023-03-12 13:59:17 +01:00
Robin Kertels
d14dcf5d47
[d3d9] Fix redundant copy of SWVP VS consts
...
Fixes performance regression caused by state block changes.
2023-03-10 03:24:32 +00:00
Joshua Ashton
996acbe3f2
[d3d9] Refactor state blocks to allocate dynamically.
2023-03-07 23:24:01 +00:00
Blisto91
8ecd1b3b6b
[util] enableDialogMode for Codename Panzers Phase One/Two
2023-03-07 22:51:23 +00:00
Philip Rebohle
7f21a6c491
[dxvk] Accumulate query data into query object
...
And do so when adding additional query handles, in order
to avoid allocating queries indefinitely if End is never
called, which Halo:MCC supposedly does.
Co-authored-by: Sam Edwards <CFSworks@gmail.com>
2023-03-06 12:35:22 +01:00
Philip Rebohle
e430ff5cfd
[dxvk] Use small_vector to store query handles.
2023-03-06 12:35:22 +01:00
Joshua Ashton
1acf885109
[dxvk] Call SDL_Vulkan_LoadLibrary in getInstanceExtensions for SDL WSI
...
Closes : #3275
2023-03-03 00:14:22 +00:00
Robin Kertels
1c6fc7b5b8
[d3d9] Clamp stage and type in [G,S]etTextureStageState
...
This is what happens on the Nvidia D3D9 driver.
Dawn of Magic 2 calls SetTextureStageState with a
stage > 7 and expects that to succeed.
2023-03-02 13:41:32 +00:00
Guy1524
5609c5e076
[util] Reduce maximum chunk size for WILD HEARTS.
...
Co-authored-by: Blisto91 <47954800+Blisto91@users.noreply.github.com>
2023-03-01 15:38:14 +01:00
Philip Rebohle
55e7cb1d54
[dxgi] Only log QueryInterface errors once
2023-03-01 13:25:56 +01:00
Philip Rebohle
4c78964679
[d3d9] Only log QueryInterface errors once
2023-03-01 13:25:56 +01:00
Philip Rebohle
cc78276897
[d3d11] Only log QueryInterface errors once
2023-03-01 13:25:56 +01:00
Philip Rebohle
aa92cf48f5
[util] Add function to cache QueryInterface errors
2023-03-01 13:25:56 +01:00
Philip Rebohle
81440340ac
[d3d9,dxvk,util] Actually use dxvk::mutex
2023-03-01 13:03:43 +01:00
Philip Rebohle
2356d34f2e
[d3d11] Create video context resources on demand
...
Saves another memory allocation that we will often not need.
2023-03-01 12:37:06 +01:00
Philip Rebohle
f4b91817fe
[dxvk] Create dummy sampler and buffer on demand
...
We only need the dummy buffer for transform feedback, all other cases
are handled by null descriptors. May save a memory allocation.
2023-03-01 12:10:48 +01:00
Philip Rebohle
2be0d6842e
[dxvk] Add option to limit memory chunk size
2023-03-01 11:53:18 +01:00
Robin Kertels
0d28be4ab8
[d3d9] Fix capturing lights in state block
2023-02-23 13:15:17 +00:00
Blisto91
081181313e
[util] Limit Battle Fantasia Revisited Edition to 60fps ( #3256 )
2023-02-18 10:54:14 +01:00