Philip Rebohle
5ef0f31c66
[dxvk/d3d11] Refactored resource binding
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Slightly reduces overhead of D3D11 *SetShaderResources methods.
2018-03-10 11:16:52 +01:00
Philip Rebohle
b72f11a0bf
[d3d11] RestoreState: Restore vertex and index buffer bindings
2018-03-10 10:39:07 +01:00
Philip Rebohle
d1a2cff9ac
[d3d11] RestoreState: Restore framebuffer and shader bindings
2018-03-10 10:19:07 +01:00
Philip Rebohle
3b42011c50
[d3d11] Implemented OMGetRenderTargetsAndUnorderedAccessViews and predication stub
2018-03-09 16:47:20 +01:00
Philip Rebohle
85d28f7328
[d3d11] Implemented ClearUnorderedAccessViewUint for raw and structured buffers
2018-03-07 16:29:13 +01:00
Philip Rebohle
95e2c641e0
[d3d11] Partially implement SOSetTargets/SOGetTargets
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This does not implement any stream output functionality yet,
but it allows games to set and query stream output buffers.
2018-03-07 15:32:19 +01:00
Mikhail Paulyshka
9deb73a2a7
Add support for MSVC, attempt 3 ( #130 )
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* [dxvk] fixes for MSVC
* nullptr -> int is illegal conversion for MSVC. nullptr was replaced with VK_NULL_HANDLE
* MSVC does not support source code strings longer than 65535 chars. String was replaced with array of chars.
* [utils] fixes for MSVC
* __mingw_uuidof() does not exists in MSVC
* apply GCC pragma only for GCC
* added missing header
* [dxbc] fixes for MSVC
*added missing header
* [dxgi] fixes for MSVC
* user __declspec(uuid()) instead of _mingw_uuidof()
* do not use DLLEXPORT macro for MSVC
* [d3d11] fixes for MSVC
* replace WINBOOL with BOOL
* do not declare D3D11 structs for MSVC
* do not use DLLEXPORT macro for MSVC
* [meson] fix build scripts for MSVC
* change cpp version from c++1z to c++latest for MSVC
* set -DOMINMAX definition for MSVC
* disable test and wine_utils for MSVC
* use .def files instead of __declspec(dllexport) for MSVC (bypass 'C2375: redefinition; different linkage' error)
* fix .def files for MinGW
* add --enable-stdcall-fixup linker flag for MinGW
2018-03-06 18:34:34 +01:00
Philip Rebohle
1cbe6829eb
Revert "Add MSVC support ( #123 )"
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This reverts commit c63d4361a0
.
2018-03-05 14:32:28 +01:00
Mikhail Paulyshka
c63d4361a0
Add MSVC support ( #123 )
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* [utils] fixes for MSVC
* __mingw_uuidof() does not exists in MSVC
* apply GCC pragma only for GCC
* added missing header
* [dxvk] fixes for MSVC
* nullptr -> int is illegal conversion for MSVC. nullptr was replaced with VK_NULL_HANDLE
* MSVC does not support source code strings longer than 65535 chars. String was replaced with array of chars.
* [dxbc] fixes for MSVC
*added missing header
* [dxgi] fixes for MSVC
* user __declspec(uuid()) instead of _mingw_uuidof()
* [d3d11] fixes for MSVC
* replace WINBOOL with BOOL
* do not declare D3D11 structs
* [meson] fix build scripts for MSVC
* change cpp version from 1z to 17 for MSVC
* set -DOMINMAX definition for MSVC
* disable test and wine_utils for MSVC
* use .def files instead of __declspec(dllexport) (bypass 'C2375: redefinition; different linkage' error)
2018-03-05 14:28:51 +01:00
Mikhail Paulyshka
6c62d7608e
[d3d11] add stub for ID3DUserDefinedAnnotation ( #122 )
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* [d3d11] D3D11DeviceContext::QueryInterface: log missing GUID
* [d3d11] suppress warnings for ID3DUserDefinedAnnotation and ID3D11Debug
2018-03-05 01:07:09 +01:00
Philip Rebohle
82ac381919
[d3d11] Move framebuffer creation out of OMSetRenderTargets
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This might be useful when restoring context state.
2018-03-03 22:15:41 +01:00
Philip Rebohle
b469cfac0b
[d3d11] Implemented FinishCommandList/ExecuteCommandList
2018-03-03 20:59:17 +01:00
Philip Rebohle
d74db72add
[d3d11] Implemented CSGetUnorderedAccessViews
2018-03-01 07:02:39 +01:00
Philip Rebohle
43b7e84bb5
[d3d11] Return fake tessellation shader obejects to the application
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Prevents crashes in applications that use domain and hull shaders for
more than just rendering. Allows Fallout 4 tp run.
2018-02-26 17:29:10 +01:00
Philip Rebohle
eadf74264b
[d3d11] Return early for clear operations on NULL views
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Fixes a crash in Fallout 4 when loading into the game.
2018-02-24 23:39:22 +01:00
Philip Rebohle
82fc851f32
[d3d11] Fixed CopySubresourceRegion for partial buffer updates
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Fixes a subtle bug that caused the Fallout 4 menu to render random
geometry.
2018-02-23 15:16:44 +01:00
Philip Rebohle
cb3daaf856
[dxvk] Change resolveImage interface to accept an explicit format
2018-02-20 22:26:23 +01:00
Philip Rebohle
43dbc9f1d6
[dxvk] Support depth-to-color image copies and vice versa
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Fixes validation errors and depth of field effect in Neptunia VII
and potentially other games which do not use all depth images for
rendering.
2018-02-20 13:08:50 +01:00
Philip Rebohle
5334ff57bf
[d3d11] Wired up D3D11Query to backend
2018-02-18 22:34:23 +01:00
Philip Rebohle
61ce7022e2
[d3d11] Fix optional write issue in GetData()
2018-02-07 12:35:40 +01:00
Philip Rebohle
b31ebbb690
[d3d11] Add support for DSV read-only flags
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Games need this in order to use the depth buffer as both
a framebuffer attachment and a shader resource.
2018-02-06 17:31:23 +01:00
Philip Rebohle
e25f4b2299
[d3d11] Implemented ClearUnorderedAccessViewUint for images
2018-02-04 23:57:43 +01:00
Philip Rebohle
495f58370c
[d3d11] Implemented CopySubresourceRegion for buffers
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Also fixed a typo where ResolveSubresource would do the
wrong thing.
2018-02-03 21:14:55 +01:00
Philip Rebohle
78c46f444a
[d3d11] Added missing CS thread sync for non-discard Map()
2018-01-31 16:39:47 +01:00
Philip Rebohle
08436ad1e1
[d3d11] Get rid of duplicate code in ResolveSubresource
2018-01-30 02:20:28 +01:00
Philip Rebohle
6c6b108cdd
[d3d11] Handle non-multisampled source images in ResolveSubresource
2018-01-30 01:18:43 +01:00
Philip Rebohle
4aaa351225
[d3d11] Fixed query-related logging
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Log messages in GetData did not take into account that
writing back data is actually optional.
2018-01-29 17:04:07 +01:00
Philip Rebohle
ca53eaf878
[general] Minor COM pointer improvements
2018-01-29 16:31:25 +01:00
Philip Rebohle
52e8918b57
[d3d11] Added support for tessellation patch primitives
2018-01-29 11:31:00 +01:00
Philip Rebohle
8f554a210b
[d3d11] Silence unnecessary SOSetTargets errors
2018-01-29 01:15:51 +01:00
Philip Rebohle
6d75178870
[d3d11] Remove default sampler
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This is handled in the backend now.
2018-01-28 22:05:08 +01:00
Philip Rebohle
b8e49f1eb8
[d3d11] Fixed incorrect aspect mask for depth-stencil clear ops
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Application may specify a clear flag that the image format does
not support, in which case it should just be ignored. Fixes
validation errors in Microsoft's MultiThreadedRendering demo.
2018-01-28 21:13:37 +01:00
Philip Rebohle
b63346b052
[d3d11] Implmented ResolveSubresource for typed resources
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Enables MSAA support in Nier:Automata and potentially other games.
2018-01-28 18:06:41 +01:00
Philip Rebohle
363a0f8a6b
[d3d11] Implemented IAGetIndexBuffer an IAGetVertexBuffers
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TressFX needs this.
2018-01-23 19:10:48 +01:00
Philip Rebohle
14bb4ed9c2
[d3d11] Fixed depth-stencil clear outside renderpasses
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Fixes rendering in Tomb Raider (2013).
2018-01-23 19:01:07 +01:00
Philip Rebohle
e198bd2d55
[d3d11] Sub-allocate from larger update buffers for UpdateSubresources
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Reduces the allocation overhead when applications frequently
call UpdateSubresources to update small buffers and textures.
2018-01-23 16:43:55 +01:00
Philip Rebohle
2c20bf4dcb
[d3d11] Use Map() for host-visible buffers in UpdateSubresource
2018-01-23 12:16:28 +01:00
Philip Rebohle
5b1311b71e
[d3d11] Added stubs for deferred contexts and command lists
2018-01-23 09:23:31 +01:00
Philip Rebohle
b923a2004f
[d3d11] Fixed image copy operation
2018-01-21 01:57:12 +01:00
Philip Rebohle
b7a00e32ec
[dxvk] Limit size of the CS command queue
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Prevents memory leaks and fixes stuttering in Heaven.
2018-01-21 00:49:07 +01:00
Philip Rebohle
6ab7897127
[d3d11] Enabled command stream thread
2018-01-20 23:12:03 +01:00
Philip Rebohle
7d7cc1ceda
[d3d11] Record commands into a CS chunk
2018-01-20 22:52:18 +01:00
Philip Rebohle
f25b3c8b32
[d3d11] Use EmitCs for resource updates
2018-01-20 21:42:11 +01:00
Philip Rebohle
496acd71b1
[d3d11] Use EmitCs for some Copy/Clear operations
2018-01-20 19:30:31 +01:00
Philip Rebohle
9441974497
[d3d11] Use EmitCs for state object updates
2018-01-20 19:11:42 +01:00
Philip Rebohle
cbbfefbbb7
[d3d11] Use EmitCs for shader and resource binding methods
2018-01-20 18:54:37 +01:00
Philip Rebohle
7fad731096
[d3d11] Use EmitCs for Input Assembly methods
2018-01-20 18:34:25 +01:00
Philip Rebohle
e951a5ea0c
[d3d11] Use EmitCs for draw and dispatch calls
2018-01-20 18:26:17 +01:00
Philip Rebohle
4d17b1752f
[d3d11] Use EmitCs for general setup and synchronization methods
2018-01-20 18:01:43 +01:00
Philip Rebohle
2dd24a14d2
[dxvk] Refactored blend constants
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This will make things a little less painful when capturing
blend constants in a lambda function, as required for CSMT.
2018-01-20 15:41:06 +01:00