1
0
mirror of https://github.com/doitsujin/dxvk.git synced 2024-12-14 00:48:44 +01:00
Commit Graph

3892 Commits

Author SHA1 Message Date
Robin Kertels
0bc8b0b33a [d3d9] Align pitch to 4 2021-04-22 17:44:58 +01:00
Robin Kertels
2ba433bbd8 [d3d9+util] Remove option to disable implicit discard 2021-04-22 17:44:58 +01:00
Robin Kertels
03f5893011 [d3d9] Remove implicit discard 2021-04-22 17:44:58 +01:00
Robin Kertels
b9512a4063 [d3d9] Only copy dirty parts of managed/sysmem resources 2021-04-22 17:44:58 +01:00
Robin Kertels
4261ff6ec1 [d3d9] Use staging buffer for managed copies 2021-04-22 17:44:58 +01:00
Robin Kertels
bb11d7dee8 [d3d9] Refactor AllocUpBuffer so it can be used for managed uploads 2021-04-22 17:44:58 +01:00
Robin Kertels
8cc0c9a0f1 [d3d9] Clamp dirty buffer range
And always maintain dirty range.
2021-04-22 17:44:58 +01:00
Philip Rebohle
4eb884303a
[util] Enable d3d9.deferSurfaceCreation for even more Atelier games 2021-04-22 15:37:40 +02:00
Philip Rebohle
cb7adeef08
[d3d11] Add range checking to GetShaderResources 2021-04-22 12:56:11 +02:00
Philip Rebohle
65655ce37c
[d3d11] Add range checking to GetSamplers 2021-04-22 12:56:11 +02:00
Philip Rebohle
ef9ad29b7f
[d3d11] Add range checking to GetConstantBuffers 2021-04-22 12:56:11 +02:00
Philip Rebohle
2d9c229eaa
[d3d11] Add range checking to SOGetTargets 2021-04-22 12:56:11 +02:00
Philip Rebohle
11a02831a9
[d3d11] Add range checking to UAV and render target methods 2021-04-22 12:56:11 +02:00
Philip Rebohle
b51fd4d06c
[d3d11] Add range checking to IAGetVertexBuffers 2021-04-22 12:56:11 +02:00
Philip Rebohle
a13dad07cc
[d3d11] Add some missing STDMETHODCALLTYPE declarations 2021-04-22 12:56:11 +02:00
Philip Rebohle
65cc03a707
[util] Add app profile for Dal Segno
Fixes #2022.
2021-04-22 12:55:04 +02:00
Georg Lehmann
730f5cc418 [build] conditionally enable --quiet for glslang 2021-04-21 13:43:08 +02:00
Andrew Sheldon
6339c8ec17 [util] Enable apitraceMode for a couple of CryEngine games
Kingdom Come: Deliverance and Sniper Ghost Warrior Contracts
2021-04-16 10:49:14 +02:00
Georg Lehmann
18466d4ae4 [util] remove some movs in matrix add/sub assignment 2021-04-15 22:25:11 +01:00
Georg Lehmann
77d80acf75 [d3d9] respect Vector4 alignment in UpdateStateConstants 2021-04-15 22:25:11 +01:00
Georg Lehmann
1ed6edf096 [d3d9] respect Vector4 alignment in GetShaderConstants 2021-04-15 22:25:11 +01:00
Georg Lehmann
d682ab0402 [util] static assert size of Vector4 and Matrix4 2021-04-15 22:25:11 +01:00
Georg Lehmann
5d3b130ec8 [d3d9] respect Matrix4 alignment in ConvertMatrix 2021-04-15 22:25:11 +01:00
Georg Lehmann
02eebb8595 [util] introduce a raw constructor for Matrix4 2021-04-15 22:25:11 +01:00
Georg Lehmann
c7271d94c1 [util] move Matrix4 constructors to header 2021-04-15 22:25:11 +01:00
Liam Middlebrook
fb0b11903b [d3d11] Implement D3D11UserDefinedAnnotation
Reviewed-by: Oleg Kuznetsov <okouznetsov@nvidia.com>
2021-04-08 14:25:02 +02:00
Liam Middlebrook
5ce5999232 [dxvk] Add support for debug utils labels
Reviewed-by: Oleg Kuznetsov <okouznetsov@nvidia.com>
2021-04-08 14:25:02 +02:00
Liam Middlebrook
c89b274325 [dxvk] Track enabled instance extensions
Reviewed-by: Oleg Kuznetsov <okouznetsov@nvidia.com>
2021-04-08 14:25:02 +02:00
Philip Rebohle
c3feea2bce [dxvk] Make samplerAnisotropy feature optional 2021-04-04 20:01:30 +01:00
Philip Rebohle
0a787683b6 [dxvk] Don't require shaderStorageImageExtendedFormats
No real reason to, not sure why we did this in the first place.
2021-04-04 20:01:30 +01:00
Robin Kertels
9d0c46b9c6 [d3d9] FF: use correct vector type when dealing with tex coords 2021-04-04 16:31:39 +01:00
Robin Kertels
8e352d0260 [util] Enable memory track test for Dragon Nest 2021-04-04 15:45:24 +01:00
Joshua Ashton
a690210eae [dxgi] Implement swapchain dispatcher
Some overlays and hooks check if the vtable funcs reside in the dxgi.dll module.

Fixes: #1996
2021-03-30 17:48:10 +02:00
Rémi Bernon
9e646a3415 [util] Override default thread stack reserve size.
Some applications (Dragon Quest Builder 2 for instance) use an oversized
default thread stack reserve size (2G in this case), which cause every
DXVK thread to allocate as much memory, quickly exhausting system memory.
2021-03-29 17:59:06 +01:00
Joshua Ashton
6b833062a0
build: Enable SSE3 for x86_64
Some minor codegen improvements around vector/matrix math in DX9.
2021-03-27 13:34:17 +00:00
Joshua Ashton
403af8820b
build: Disable SSSE3
Apparently people are still using Phenoms in 2021. *sigh*
2021-03-27 13:23:27 +00:00
Joshua Ashton
dd2823287a
build: Enable -mfpmath=sse 2021-03-27 12:33:37 +00:00
Joshua Ashton
f8c7e29d6f
build: Enable SSE3 and SSSE3 for x86 2021-03-27 12:33:05 +00:00
Robin Kertels
d17f62902d [d3d9+util] Remove AllowLockFlagReadonly option 2021-03-22 17:43:07 +00:00
Robin Kertels
dba7525954 [d3d9] Mark non default resources as dirty by default 2021-03-22 17:43:07 +00:00
Robin Kertels
8159e87331 [d3d9] Fix some issues with dirty box handling
- The dst texture in UpdateSurface must be in D3DPOOL_DEFAULT
  which doesn't do dirty tracking. So we don't need to
  call AddDirtyBox there.
- Clear DirtyBox when we flush managed textures with EvictManagedOnUnlock.
- Do nothing in AddDirtyBox for D3DPOOL_DEFAULT textures
2021-03-22 17:43:07 +00:00
Robin Kertels
cb5f8aa392 [d3d9] Properly scale dirty box 2021-03-22 17:43:07 +00:00
Robin Kertels
3f57a3a8cc [d3d9] Use buffer DirtyRange to track managed uploads 2021-03-22 17:43:07 +00:00
Robin Kertels
4f45e74d96 [d3d9] Improve naming of texture dirty flag and dirty boxes 2021-03-22 17:43:07 +00:00
Robin Kertels
6f139791d2 [d3d9] Improve naming of buffer flags and ranges 2021-03-22 17:43:07 +00:00
Philip Rebohle
cf4ff820be
[dxbc] Handle shaders without refactoringAllowed flag 2021-03-18 17:46:45 +01:00
Philip Rebohle
38649372bf
[dxvk] Allow different but matching views in findAttachment as well
Allows us to merge clears in some further edge cases.
2021-03-18 16:06:21 +01:00
Philip Rebohle
8be777b8e2
[dxvk] Move inline clears out of performClear
It is easier to reason about this code when there is no way for
performClear to be called within an active render pass instance.
2021-03-18 16:06:21 +01:00
Philip Rebohle
b9360bacc2
[dxvk] Do not clear read-only aspects inside render pass
Instead, end the render pass as necessary and clear outside of it.
May fix validation errors in some very rare scenarios where the game
performs a clear and then uses a read-only depth-stencil view.
2021-03-18 16:06:18 +01:00
Georg Lehmann
f48e3f596f [vulkan] relax warning about exclusive fullscreen
Only warn if it's actually available.
2021-03-16 12:23:32 +01:00