Philip Rebohle
21b2a9a078
[meta] Release 1.4
2019-09-21 16:15:37 +02:00
Philip Rebohle
a74eceaf46
[dxvk] Bump state cache version to v6
2019-09-21 14:11:51 +02:00
Philip Rebohle
e253183bc2
[dxvk] Apply spec constants to compute shaders as well
2019-09-21 14:11:51 +02:00
Philip Rebohle
e926ceb9cc
[dxvk] Only time pipeline compile times if requested
...
Avoids some unnecessary calls to high_resolution_clock::now().
2019-09-21 13:10:09 +02:00
Philip Rebohle
6ecb74d2c0
[dxvk] Check if xfb buffers have actually changed on binding
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We should avoid redundant render pass spilling at all costs.
This affects all games using deferred contexts for rendering
due to their implicit use of ClearState and RestoreState.
2019-09-21 05:13:05 +02:00
Philip Rebohle
1347aeba33
[dxvk] Use separate counters for read/write resource usage
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It is not unrealistic at all to overflow the 18-bit and 14-bit
counters in modern games, so just use two 32-bit counters instead.
Avoid 64-bit atomics due to poor performance on 32-bit builts.
2019-09-21 02:45:23 +02:00
Philip Rebohle
71e74f1810
[d3d11] Disable DO_NOT_WAIT for Overwatch
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Because of course this game breaks for some people with it enabled.
2019-09-21 01:44:38 +02:00
Philip Rebohle
7514aa1ec8
[d3d11] Implement IDXGIDevice4
2019-09-20 18:06:34 +02:00
Philip Rebohle
32410a4f2b
[dxgi] Implement IDXGISwapChain4
2019-09-20 18:06:34 +02:00
Philip Rebohle
5cb7f26bb7
[dxgi] Implement IDXGIOutput5
2019-09-20 18:06:34 +02:00
Philip Rebohle
3e8a6ec463
[dxgi] Implement IDXGIFactory5
2019-09-20 18:06:34 +02:00
Philip Rebohle
9ed980a962
[dxgi] Include DXGI 1.5 headers
2019-09-20 18:06:34 +02:00
marcin mikołajczak
9941769237
[util] Update comment for FIFA 19+ workaround ( #1197 )
2019-09-20 16:20:26 +02:00
Philip Rebohle
7e7609cac0
Revert "[d3d11] Don't create linearly tiled compressed images"
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This reverts commit b8888ffe6a
.
This is no longer beneficial since initialization of a
linear image does not stall Map anymore.
2019-09-20 05:59:54 +02:00
Philip Rebohle
e82c87dc52
[d3d11] Implement GetDC / ReleaseDC
2019-09-20 01:44:18 +02:00
Philip Rebohle
028633138a
[d3d11] Implement GDI surface
2019-09-20 01:44:18 +02:00
Joshua Ashton
014870b1ff
[util] Add helpers for GDI/DDI interop
2019-09-20 01:44:18 +02:00
Philip Rebohle
c9a0f06ff4
[d3d11] Enable allowMapFlagNoWait by default
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We still keep the option around so that in case of regressions,
users can check if disabling this option fixes their issue.
2019-09-20 01:44:02 +02:00
Philip Rebohle
e9fcf64a8c
[dxvk] Only wait for writes when mapping with D3D11_MAP_READ
2019-09-20 01:44:02 +02:00
Philip Rebohle
5b5927dd41
[dxvk] Implement read-write tracking for resources
2019-09-20 01:44:01 +02:00
Philip Rebohle
63183141bc
[dxvk] Implement read/write tracking in lifetime tracker
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This way we will be able to more accurately determine how a
resource is going to be used by the GPU, and we can also cut
unnecessary atomic operations for non-resource objects.
2019-09-20 01:44:01 +02:00
Philip Rebohle
136ad3e4c9
[d3d11] Write to image memory directly in InitHostVisibleTexture
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Avoids performing a potentially expensive copy or clear operation
on the GPU.
2019-09-20 01:44:01 +02:00
Philip Rebohle
ae4a5232aa
[d3d11] Use VK_IMAGE_LAYOUT_PREINITIALIZED for mapped images
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This way we can directly write image data directly to the image
without having to do it on the GPU.
2019-09-20 01:44:01 +02:00
Philip Rebohle
eb0a492f51
[dxvk] Add initial layout to initImage
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Allows us to initialize an image from the PREINITIALIZED layout.
2019-09-20 01:44:01 +02:00
Philip Rebohle
4570b34456
[dxvk] Add initial layout to image create info
2019-09-20 01:44:01 +02:00
Philip Rebohle
51c6eb5cdb
[util] Enable FIFA 19 workaround for FIFA 20 as well
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Same procedure as every year.
2019-09-20 00:50:01 +02:00
Philip Rebohle
48417c7d19
[d3d11] Implement DiscardView1
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Basically just behave like DiscardView if no rects are passed to
the function, otherwise ignore the call since we can't discard
individual rectangles in any meaningful way.
2019-09-19 13:56:50 +02:00
Philip Rebohle
0338b70596
[dxgi] Implement IDXGIVkInteropAdapter for IDXGIAdapter
2019-09-18 14:53:44 +02:00
Philip Rebohle
9af8387e4e
[dxgi] Define IDXGIVkInteropAdapter interface
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Can be used to pull the Vulkan instance and physical device from
a DXGI adapter.
2019-09-18 14:53:44 +02:00
Philip Rebohle
9e02b6b433
[dxgi] Rename IDXGIVkAdapter -> IDXGIDXVKAdapter
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This interface exposes DXVK internals and cannot be used for
Vulkan interop. We shouldn't pretend like it could.
2019-09-18 14:07:13 +02:00
Philip Rebohle
bc853d0e48
[d3d11] Only use mapped buffer for images if bind flags are non-zero
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We really shouldn't use the intermediate buffer for DYNAMIC images
that can only ever be used for copy commands, since the copies will
be redundant.
2019-09-18 13:15:22 +02:00
Philip Rebohle
65428da3fe
[util] Enable allowMapFlagNoWait for Warhammer II
2019-09-18 13:14:53 +02:00
Philip Rebohle
abf89356cd
[d3d11] Report unified memory if all heaps are device-local
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Together with mapping default resources, this may or may not
help performance in some applications on integrated graphics.
2019-09-17 23:52:02 +02:00
Philip Rebohle
518d06b9c2
[d3d11] Enable D3D11.3 MapOnDefaultTextures feature
2019-09-17 23:39:06 +02:00
Philip Rebohle
c59ab258a5
[d3d11] Implement ReadFromSubresource and WriteToSubresource
2019-09-17 23:39:06 +02:00
Philip Rebohle
e764f05a1a
[d3d11] Allow pMappedResource to be null when mapping images
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This is required to implement mapping default textures correctly.
2019-09-17 23:39:06 +02:00
Philip Rebohle
6ce8450b12
[d3d11] Implement D3D11.2 MapOnDefaultBuffers feature
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Basically just allocates the buffer on a host-visible memory
type, like DYNAMIC or STAGING buffers depending depending on
the CPU access flags.
2019-09-17 17:47:33 +02:00
Philip Rebohle
2cdbe2e6df
[d3d11] Move GetMemoryFlagsForUsage into D3D11Buffer
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D3D11Buffer is the only user of this function and the code sharing
potential is limited. This allows us to implement the memory type
selection for buffers in one single place rather than two.
2019-09-17 17:21:10 +02:00
Philip Rebohle
f7b311499c
[d3d11] Query format support in d3d11-formats test
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Because why not. Knowing about native d3d11 feature support never hurts.
2019-09-17 16:34:41 +02:00
Philip Rebohle
dda89a075e
[d3d11] Report MapOnDefaultTextures feature as unsupported
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Bad things can happen if we leave this undefined.
2019-09-17 14:21:19 +02:00
Joshua Ashton
ebc394218a
[dxvk] Replicate R component of border color for depth compare samplers ( #1194 )
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Only the red component matters for these samplers -- this lets us pick the best colour based on that alone, as we could get garbage data that doesn't matter in the other components.
2019-09-17 11:15:09 +02:00
Philip Rebohle
2ef34a055d
[d3d11] Implement ID3D11Device5
2019-09-16 16:37:37 +02:00
Philip Rebohle
56daf44d4c
[d3d11] Implement ID3D11Device4
2019-09-16 16:26:18 +02:00
Philip Rebohle
3ba541fde6
[d3d11] Implement D3D11.4 feature queries
2019-09-16 16:22:52 +02:00
Philip Rebohle
6ab6b4a209
[d3d11] Include D3D11.4 headers
2019-09-16 16:14:47 +02:00
Philip Rebohle
fdf560150f
[d3d11] Implement ID3D11Device3
2019-09-16 16:13:34 +02:00
Philip Rebohle
b0f6655b92
[d3d11] Implement ID3D11Query1
2019-09-16 16:13:34 +02:00
Philip Rebohle
84c80a4aaf
[d3d11] Implement ID3D11UnorderedAccessView1
2019-09-16 16:13:34 +02:00
Philip Rebohle
81935e1684
[d3d11] Implement ID3D11ShaderResourceView1
2019-09-16 14:27:44 +02:00
Philip Rebohle
345f8694e8
[d3d11] Implement ID3D11RenderTargetView1
2019-09-16 14:27:44 +02:00