The uses deferred contexts for rendering if driver command lists are enabled,
but when AMDAGS is loaded, it will also unconditionally use MultiDrawIndirect
functions. Since the AGS version in use does not support deferred contexts,
this breaks rendering, so we will have to force it into the immediate context
path.
Testing also shows slightly higher performance (~3-5%) with this path in
CPU-bound scenarios.
Non-explicit conversion operators in general can participate in very
surprising conversion chains. Explicit bool operator is a good place to
start with, because even with explicit they do get automatic contextual
conversion in a lot of places, e.g., if conditions.
When assigning to a BOOL (which is an uint in disguise) and using explicit
bool conversion operators (introduced in a latter commit) an explicit cast
is required.
* The Settlers submits (possibly incorrectly) an SRV to ClearUnorderedAccessViewUint. The static_cast in the function does not translate correctly and crashes.
Native D3D11 behavior is to ignore the bad parameter entirely. It does not clear the SRV nor does it fault or even error with the DEBUG validator.
When a fence has been missed, we can avoid locking *most* of the time
via the double-checked locking pattern. We still lock before a second
check in case the scheduler caused us to miss the fence. If the
scheduler did cause us to miss the fence, we can drop the lock prior to
executing the callback function, as a second micro-optimization.
Signed-off-by: Richard Yao <richard.yao@alumni.stonybrook.edu>
Game engine physics/speed for Sonic CD is tied to frame rate so limit max frame rate to 60 fps. Otherwise, the game runs too quickly for high refresh rate monitors.
HDR in Control (a patch released by a developer post-launch, not
actually in the game sadly) tries to set a video mode with
DXGI_FORMAT_R16G16B16A16_FLOAT.
This seemingly works on Windows, and based on FindClosestMode etc
documentaton, this seems required to work for any format that scanout
it supported for.
It's really not like the bpp is meaningful on Windows with the
distinction of 8bit and 10bit not working in GDI modes at all.
Nor does it end up actually setting anything on Linux/Deck where
modesets are emulated.
So, treat DXGI_FORMAT_R16G16B16A16_FLOAT as 32bpp so the
FindClosestMatchingMode and EnterFullscreenMode calls succeed.