Philip Rebohle
5d7c83855e
[dxgi] Use 1D texture to implement the gamma lookup table
...
This allows us to abuse hardware texture filters for linear
interpolation. Should fix an issue with the latest Nvidia
beta drivers.
2018-04-13 13:47:15 +02:00
Philip Rebohle
4a0c9dbaba
[d3d11] Validate texture sample count
...
Fixes incorrect return values in case a game tries to create
a texture with an unsupported number of samples.
2018-04-13 13:46:45 +02:00
Philip Rebohle
ebf474ae9e
[dxvk] Enable VK_KHR_sampler_mirror_clamp_to_edge
...
Fixes validation errors in The Witcher 3.
2018-04-13 13:46:20 +02:00
Philip Rebohle
8508994a63
[d3d11] Cap mip level count for textures and views
...
Some games do not compute the number of mip levels of
a texture or texture view correctly, so we should work
around this by capping it to the highest possible value.
2018-04-12 23:42:11 +02:00
Philip Rebohle
56a1433d3f
[d3d11] ClearUnorderedAccessViewUInt: Create temp view if necessary
...
If this method is used to clear a view with a floating point format,
we need to create a compatible view with an integer format in order
to clear the resource with the correct value. Fixes some calls to
this function in Rise of the Tomb Raider and other games.
2018-04-12 23:31:15 +02:00
pchome
f806c8eafc
[dxgi] Use GetMonitorInfoW function explicitly ( #271 )
...
No `std::mbstowcs` string conversion needed than.
W/o this change I have different output when running `dxgi-factory.exe` compiled with MinGW:
* `Output 0:`
```
\\.\DISPLAY1 (default)
\\.\DISPLAY1 (DXVK MinGW)
\ (DXVK winebuild)
```
With this patch all three variants are identical (`\\.\DISPLAY1`)
p.s. same problem in dxgi_adapter.cpp, but `deviceProp.deviceName` is vulkan structure parameter (char deviceName[VK_MAX_PHYSICAL_DEVICE_NAME_SIZE]).
2018-04-12 20:12:48 +02:00
Philip Rebohle
db541d188f
[dxgi] Added static format mapping table
2018-04-12 17:49:14 +02:00
Philip Rebohle
3405b89494
[dxgi] Rename and move DXGI format lookup related structures
...
This is part of a major refactoring process regarding DXGI->Vulkan
format conversions. Since we don't patch format lookup tables any
longer, we can create a global lookup table.
2018-04-12 15:36:01 +02:00
Philip Rebohle
adb1789571
[dxbc] Fixed incorrect result vector dimension for OpImageQuerySize
2018-04-12 13:57:15 +02:00
Philip Rebohle
f5679211cd
[dxgi] Re-implement gamma control functions
2018-04-12 13:38:22 +02:00
Philip Rebohle
654e9e6fd8
[dxgi] Re-enable strong reference to DxgiAdapter in DxgiOutput
2018-04-12 01:51:28 +02:00
Philip Rebohle
c9c3bc12cc
Revert "[dxgi] Create persistent DxgiOutput object"
...
This reverts commit ad7f0971cf
.
Causes crashes in Overwatch due to weird refcount behaviour.
2018-04-12 01:48:57 +02:00
Philip Rebohle
3c6eb91c63
[dxgi] Remove Output reference from DxgiSwapChain
2018-04-12 01:28:44 +02:00
Philip Rebohle
c88170966f
[dxgi] Remove gamma control methods from DxgiOutput
2018-04-12 01:15:40 +02:00
Philip Rebohle
015e67fc7c
[dxgi] Replaced ugly pointer cast by more reasonable code
2018-04-12 00:45:23 +02:00
Philip Rebohle
ef4a3c5bfc
[d3d11] Use meta clear for ClearUnorderedAccessView* methods
2018-04-11 23:39:12 +02:00
Philip Rebohle
9d84e1bfaa
[dxvk] Implement clearBufferView and clearImageView
2018-04-11 23:13:34 +02:00
Philip Rebohle
cce578d67a
[dxvk] Increase workgroup size for buffer clear shaders
2018-04-11 23:12:55 +02:00
Philip Rebohle
2f7dcd2caf
[dxgi] Disable gamma curve in presenter
...
Causes regressions in many games for unknown reasons.
2018-04-11 20:55:03 +02:00
Philip Rebohle
021ea64103
[dxbc] Remove Nvidia driver version check
...
Apparently this causes a regression in Overwatch for some.
2018-04-11 19:44:45 +02:00
Philip Rebohle
140dc27ea3
[dxvk] Create compute pipelines for meta clear ops
2018-04-11 18:58:01 +02:00
Philip Rebohle
7c1919eaa1
[dxvk] Added missing shader files
2018-04-11 18:57:31 +02:00
Philip Rebohle
ac8447b32e
[dxvk] Add separate clear shaders for array views
...
Creating one shader per image view type may help in case we
get an already compatible image view from the D3D11 application.
2018-04-11 17:16:18 +02:00
Philip Rebohle
676b0cb476
[dxvk] Added DxvkMetaClearObjects stub
2018-04-11 17:05:12 +02:00
Philip Rebohle
9970dfaeca
[dxvk] Add format info flag for integer formats
2018-04-11 16:21:59 +02:00
Philip Rebohle
6a0ab19049
[dxvk] Added meta shaders for image/buffer clear operations
...
The D3D11 ClearUnorderedAccessView* and ClearView functions
will have to be emulated using compute shaders rather than
clear operations, since Vulkan clear operations do not take
image views and their format into account.
2018-04-11 13:07:04 +02:00
Philip Rebohle
4797645bd2
[dxvk] Removed unused DxvkOptions
2018-04-11 13:06:43 +02:00
Philip Rebohle
8ea17e7a25
[dxbc] Implemented Nop instruction
...
Required for Metal Gear Solid V.
2018-04-11 01:49:39 +02:00
Philip Rebohle
f3544cc8e1
[dxbc] Fix __GL_NextGenCompiler check...
2018-04-11 01:17:07 +02:00
Philip Rebohle
3ff437ddbe
[dxbc] Re-enable Nvidia workarounds if __GL_NextGenCompiler is '0'
...
Fixes potential regressions when using the old SPIR-V compiler.
2018-04-11 00:26:42 +02:00
Philip Rebohle
1b6442b859
[dxbc] Disable Nvidia-specific workarounds for 396.18 and above
2018-04-11 00:20:24 +02:00
Philip Rebohle
a2f96f9728
[dxgi] Remove unnecessary debug output
2018-04-10 22:10:32 +02:00
Philip Rebohle
dd3f4c89ac
[dxgi] Implement gamma control methods for DxgiOutput
2018-04-10 22:07:25 +02:00
Philip Rebohle
ad7f0971cf
[dxgi] Create persistent DxgiOutput object
2018-04-10 22:07:00 +02:00
Philip Rebohle
f13011f487
[dxgi] Implement gamma ramp in presenter
...
Will be used to fake IDXGIOutput::SetGammaControl.
2018-04-10 20:44:55 +02:00
Philip Rebohle
41132b8c13
[dxgi] Re-implement presentation shaders in GLSL
2018-04-10 18:46:39 +02:00
Philip Rebohle
f6c6f5eb1f
[general] Updated README
...
Fixed a typo + minor fixes.
2018-04-10 17:10:47 +02:00
Managor
6f4a204419
Added instructions for installing from the easy build script. ( #264 )
...
* Added instructions for installing from the easy build script.
* Skipped the packaging part by adding --no-package
* Update README.md
Rephrased some things a bit.
2018-04-10 17:08:04 +02:00
Philip Rebohle
a28303c4bd
[dxvk] Optimize binding ID remapping
...
We don't need to iterate over the full shader code when creating
a new shader module. This optimization may slightly reduce the
initial pipeline creation time.
2018-04-10 12:48:46 +02:00
Philip Rebohle
5d1642af1f
[spirv] Track instruction offset in instruction iterator
2018-04-10 12:48:24 +02:00
Philip Rebohle
1fb22a6022
[dxbc] Refactored opcode controls
2018-04-10 08:01:54 +02:00
Philip Rebohle
5cb65a6c19
[dxbc] Fix sampleinfo_uint instruction
2018-04-09 22:52:59 +02:00
Philip Rebohle
d68d62f837
[dxvk] Removed on-disk pipeline cache
...
Drivers from both major vendors implement their own shader cache
already, and storing a cache per game causes more issues than it
solves. Should fix #261 .
2018-04-09 19:38:32 +02:00
Philip Rebohle
8a4e1d11b7
[dxbc] Add missing component count to gs_layer variable type
...
Fixes an incorrect geometry shader in Overwatch.
2018-04-09 00:20:27 +02:00
Philip Rebohle
bd5254f8d3
[d3d11] Fixed compiler errors
...
Why the hell did my GCC not complain about this earlier?
2018-04-08 22:26:35 +02:00
Philip Rebohle
687ef77860
[dxvk] Enable sample rate shading if needed
2018-04-08 21:49:30 +02:00
Philip Rebohle
797d7ec81d
[dxbc] Enable CapabilitySampleRateShading capability when needed
...
Fixes SPIR-V validation errors in the Final Fantasy XV benchmark.
2018-04-08 21:06:58 +02:00
Philip Rebohle
4c3e77e9e3
[dxvk] Add missing format info for the *_422_UNORM formats
2018-04-08 20:40:12 +02:00
Philip Rebohle
e38cc4a0e0
[dxbc] Implement support for SV_PrimitiveID
...
Fixes some geometry/tessellation shaders in The Witcher 3.
2018-04-08 18:25:44 +02:00
Philip Rebohle
83a0eda4f6
[dxgi] Fixed packed 16-bit format mappings
2018-04-08 15:19:26 +02:00