Philip Rebohle
0adf64f085
[dxvk] Add flat shading parameter to rasterizer state
2022-08-08 13:34:59 +02:00
Joshua Ashton
4f0c217633
[d3d9] Fix recording MultiplyTransform
2022-08-08 03:53:25 +01:00
Philip Rebohle
43df6cfa45
[dxvk] Fix indentation
...
Thanks, VSCode.
2022-08-08 04:50:50 +02:00
Philip Rebohle
2b2c44aa99
[dxvk] Move image view cookie to DxvkResource
2022-08-07 21:24:57 +02:00
Philip Rebohle
4831909656
[d3d9] Enable apitrace mode for The Witcher
2022-08-07 20:04:37 +02:00
Philip Rebohle
a74f8da7b7
[d3d11] Use bindVertexBufferRange whenever possible
2022-08-07 19:03:51 +02:00
Philip Rebohle
97f0d1dfb8
[d3d11] Use bindIndexBufferRange whenever possible
2022-08-07 19:03:51 +02:00
Philip Rebohle
35dde3e1b9
[d3d11] Change how resourece binding treats null resources
2022-08-07 19:03:51 +02:00
Philip Rebohle
897e7816f0
[d3d11] Don't return undefined slices from GetBufferSlice
...
Instead, return a slice with length zero.
2022-08-07 19:03:51 +02:00
Philip Rebohle
08b9b0eb44
[dxvk] Introduce bindVertexBufferRange and bindIndexBufferRange
2022-08-07 19:03:51 +02:00
Philip Rebohle
26d46e7f80
[dxvk] Handle bound buffers with zero size in the backend
2022-08-07 18:45:17 +02:00
Philip Rebohle
d314bee86d
[d3d11] Fix bad signature of various BindToContext methods
2022-08-07 18:44:47 +02:00
Philip Rebohle
45a1587b88
[d3d11] Fix some possible constant buffer binding bugs
2022-08-07 18:44:47 +02:00
Philip Rebohle
2e6a2f1be3
[dxvk] Make shader stage parameter in bindShader a template parameter
2022-08-07 18:44:44 +02:00
Philip Rebohle
29a2cb9a5e
[d3d9,d3d11] Make GetShaderStage functions constexpr
2022-08-07 18:44:44 +02:00
Philip Rebohle
12c2d24d5c
[dxvk] Remove bindResourceView method
2022-08-07 17:59:20 +02:00
Philip Rebohle
69b15b7fe6
[dxvk] Use new resource view binding methods in swapchain blitter
2022-08-07 17:59:20 +02:00
Philip Rebohle
eebcfcf973
[hud] Use new resource view binding methods
2022-08-07 17:59:20 +02:00
Philip Rebohle
1c1958be44
[d3d9] Use new resource view binding methods
2022-08-07 17:59:20 +02:00
Philip Rebohle
28ecf8268d
[d3d11] Use new resource view binding methods
2022-08-07 17:59:20 +02:00
Philip Rebohle
317850e16f
[dxvk] Introduce bindResourceImageView and bindResourceBufferView methods
2022-08-07 17:59:20 +02:00
Philip Rebohle
88bdf2b592
[dxvk] Use vertex extent from vertex binding info
...
Computing this at runtime is fairly expensive, so try to avoid.
2022-08-07 17:58:19 +02:00
Philip Rebohle
6bcb0a0d61
[d3d11] Compute vertex extent in CreateInputLayout
2022-08-07 17:58:19 +02:00
Philip Rebohle
64169316e6
[d3d9] Compute vertex extent in BindInputLayout
2022-08-07 17:58:19 +02:00
Philip Rebohle
bb8a87196f
[dxvk] Add vertex extent to vertex binding info
2022-08-07 17:58:19 +02:00
Robin Kertels
ddb528cc8e
[d3d9] Change texture before updating fetch4
2022-08-07 00:56:38 +01:00
Blisto91
7b28bbae11
[util] Disable unmapping for Saints Row 2
2022-08-06 21:13:32 +01:00
Georg Lehmann
135b8a0e53
[dxso] Setup spec ubo for pixel shaders
2022-08-06 12:35:23 +02:00
Georg Lehmann
6589966fce
[d3d9] Fix FF VS fog with GPL
2022-08-06 12:35:23 +02:00
Joshua Ashton
65da0da954
[d3d9] Support for graphics pipeline libraries
2022-08-06 01:20:22 +00:00
Joshua Ashton
9108f8c76c
[d3d9] Clean up fetch4 handling
2022-08-06 01:35:43 +01:00
Joshua Ashton
8c9601b4cd
[d3d9] Remove generalHazards option
...
Move everything into MarkRenderHazard.
We are doing a big bump for driver support anyway, no reason to keep this around. Old drivers can take the perf penalty.
2022-08-06 01:33:30 +01:00
Joshua Ashton
63d582a6e7
[d3d9] Use VK_IMAGE_LAYOUT_ATTACHMENT_FEEDBACK_LOOP_EXT for hazards if available
2022-08-06 01:33:30 +01:00
Joshua Ashton
90abd993d4
[d3d9] Pass feedback loop aspect mask to backend
2022-08-06 01:33:30 +01:00
Joshua Ashton
8d070e54a1
[d3d9] Enable extAttachmentFeedbackLoopLayout feature if available
2022-08-06 01:33:30 +01:00
Joshua Ashton
31d17efb48
[dxvk] Add feedback loop aspect flags to bindRenderTargets
2022-08-06 01:33:30 +01:00
Joshua Ashton
dff514c924
[dxvk] Add hazard tracking to fragment output state
...
We need this to set the right pipeline bits for supporting attachment feedback loops on some vendors.
2022-08-06 01:33:30 +01:00
Joshua Ashton
43f53f3c0e
[dxvk] Enable VK_EXT_attachment_feedback_loop_layout if available
2022-08-06 01:33:30 +01:00
Joshua Ashton
49b76fdd07
[dxvk] Support feedback loop layout in pickLayout
2022-08-06 01:33:30 +01:00
Joshua Ashton
9cf5c648d3
[vulkan] Add feedback loop layout to getWritableAspectsForLayout
2022-08-06 01:33:30 +01:00
Joshua Ashton
3c4e85d630
[meta] Update Vulkan headers to 1.3.224
2022-08-06 01:33:30 +01:00
Philip Rebohle
e7b7299ec1
[dxvk] Also consider built-ins declared via OpMemberDecorate
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Otherwise we'll miss D3D11 shaders. Oops...
2022-08-06 02:28:39 +02:00
Philip Rebohle
4d9c09b5e7
[dxvk] Don't use pipeline libraries for VS that doesn't export position
2022-08-06 02:09:55 +02:00
Philip Rebohle
3aa786fb6f
[dxvk] Get rid of MaxNumActiveBindings
...
This only existed due to the binding mask, which we removed with
the null descriptor rework. We can basically support an unlimited
number of descriptors now.
2022-08-06 01:53:08 +02:00
Philip Rebohle
b950102233
[dxvk] Don't use MaxNumActiveBindings for descriptor updates
2022-08-06 01:44:56 +02:00
Philip Rebohle
6fba4c47fe
[dxvk] Don't use MaxNumActiveBindings when creating descriptor set layouts
2022-08-06 01:37:17 +02:00
Philip Rebohle
2fe61675bf
[dxvk] Use existing bit mask iterator when updating descriptor sets
...
And clean up the code a little.
2022-08-05 21:43:11 +02:00
Robin Kertels
9e1ecec79f
[d3d9] Disable fetch4 when binding an incompatible texture
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Fixes lighting in Spider-Man: Shattered Dimensions.
2022-08-05 19:33:32 +01:00
Philip Rebohle
d498551a23
[dxso] Add bit selectors to D3D9ShaderSpecConstantManager
...
Avoids doing double bitfield extractions which isn't
optimized right now.
2022-08-05 19:31:02 +01:00
Joshua Ashton
9619377723
[dxso] Convert opIEqual 1 -> opINotEqual 0
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Better chance of getting optimized
2022-08-05 19:31:02 +01:00