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mirror of https://github.com/doitsujin/dxvk.git synced 2024-12-14 18:23:52 +01:00
Commit Graph

1617 Commits

Author SHA1 Message Date
Philip Rebohle
753769aee4
[d3d10] Implement SOSetTargets and SOGetTargets 2018-08-13 17:22:41 +02:00
Philip Rebohle
d13fdf8884
[d3d10] Implement IA(Set|Get)(Vertex|Index)Buffers 2018-08-13 17:22:41 +02:00
Philip Rebohle
553c90307a
[d3d10] Implement D3D10Buffer 2018-08-13 17:22:41 +02:00
Philip Rebohle
7754cb1115
[d3d10] Implement RS(Set|Get)(Viewports|ScissprRects) 2018-08-13 17:22:41 +02:00
Philip Rebohle
c80156ebce
[d3d10] Implement IASet|GetPrimitiveTopology 2018-08-13 17:22:41 +02:00
Philip Rebohle
b97f9a702a
[d3d10] Implement D3D10 texture interfaces 2018-08-13 17:22:36 +02:00
Philip Rebohle
257ac9ad6c
[dxgi] Report ID3D10Device and ID3D10Device1 as supported 2018-08-13 17:22:03 +02:00
Philip Rebohle
1e857f6342
[d3d10] Add D3D10Device stub 2018-08-13 17:22:03 +02:00
Philip Rebohle
8c1063b512
[d3d10] Add build files and implement D3D10CreateDevice functions 2018-08-13 17:22:00 +02:00
Andrew Eikum
262797f9d5 [dxgi] SetFullscreenState succeeds if not changing state
This fixes an error dialog on exiting Unreal Engine 4 games.
2018-08-13 17:06:55 +02:00
Jacek Caban
a12b3cc5a0 [dxgi] Don't use std::mbstowcs.
This will not work in winelib build.
2018-08-13 15:13:22 +02:00
Philip Rebohle
294bdf5bd4
[meta] Release v0.65 2018-08-12 13:06:44 +02:00
Philip Rebohle
031964b038
[dxgi] Fix BGRA view format compatibility 2018-08-11 03:23:52 +02:00
Philip Rebohle
18b39d8239
[dxvk] Fix base pipeline assignment when compipling new pipelines
We might otherwise end up destroying our base pipeline.
2018-08-10 23:29:45 +02:00
Philip Rebohle
50dfab2797
[dxgi] Re-enable SRGB-to-UNORM compatibility
D3D11 is highly inconsistent here and seems to allow UNORM
render target views for SRGB images, but not UAVs.
2018-08-10 19:04:38 +02:00
Philip Rebohle
a22d3059a1
[meta] Update README 2018-08-10 12:52:09 +02:00
Philip Rebohle
6e74db4c6f
[util] Update default per-app quirks 2018-08-10 12:50:31 +02:00
Philip Rebohle
7a28f01eca
[d3d11] Enable drawIndirectFirstInstance for FL11_0 and higher 2018-08-10 04:34:54 +02:00
Philip Rebohle
e1479f41c1
[dxbc] Fix case labels when case blocks are terminated with ret
Fixes incorrect shader in Monster Hunter World, which caused
RADV to crash.
2018-08-10 03:31:35 +02:00
Philip Rebohle
82c891b1fb
[d3d11] Fix structured buffer view validation 2018-08-10 02:39:35 +02:00
Philip Rebohle
40050e4e3f
[d3d11] Report bind flags instead of usage when view creation fails 2018-08-10 02:39:14 +02:00
Philip Rebohle
cc5219f8c0
[d3d11] Add meaningful error messages when view creation fails 2018-08-10 02:15:51 +02:00
Philip Rebohle
5276a90195
[d3d11] Add format and resource type to D3D11_COMMON_RESOURCE_DESC 2018-08-10 02:15:30 +02:00
Philip Rebohle
f9e096e954
[d3d11] Validate buffer view format compatibility
Prevents the app from creating illegal buffer views.
2018-08-09 23:37:41 +02:00
Philip Rebohle
9373bab3e3
[d3d11] Validate image view format compatibility correctly
Prevents the application from creating illegal image views.
2018-08-09 23:34:03 +02:00
Philip Rebohle
7e0a2a9165
[d3d11] Added GetBufferFormatFeatures and GetImageFormatFeatures helpers 2018-08-09 23:33:36 +02:00
Philip Rebohle
f586970c59
[d3d11] Validate buffer view bind flags 2018-08-09 22:04:03 +02:00
Philip Rebohle
b06eb4fe2a
[d3d11] Validate image view bind flags
Since the bind flags of the texture may not always match the
image usage flags of the underlying Vulkan image, we should
use the latter to check whether a view can be created.
2018-08-09 21:58:58 +02:00
Philip Rebohle
cdc85a1238
[d3d11] Add GetImageUsageFlags and GetBufferUsageFlags helpers 2018-08-09 21:49:31 +02:00
Philip Rebohle
1a4b17d607
[d3d11] Use user config to determine the maximum feature level 2018-08-09 21:08:03 +02:00
Philip Rebohle
73c91138db
[d3d11] Allow creation of SRGB textures with D3D11_BIND_UNORDERED_ACCESS
Should fix a crash in Call of Duty: Advanced Warfare.
2018-08-09 17:13:35 +02:00
Philip Rebohle
24dd173d12
[dxgi] Fix resolve image usage flags
When meta-resolve is used for the back buffer, it will
be used as a color attachment, and we need to set up
the usage and stage/access flags accordingly.
2018-08-07 19:26:59 +02:00
Philip Rebohle
f08add9c34
[dxgi] Add custom device/vendor IDs to DxgiOptions 2018-08-07 17:33:19 +02:00
Philip Rebohle
fb9b520f60
[util] Move getAppConfig and getUserConfig to Config class
Fixes linker errors with winelib builds.
2018-08-07 16:59:49 +02:00
Philip Rebohle
54be0a4984
[meta] Update README 2018-08-07 16:59:49 +02:00
Philip Rebohle
b2c4855490
[dxvk] Use global user config for backend options 2018-08-07 16:59:49 +02:00
Philip Rebohle
10f7e4d91b
[meta] Update README 2018-08-07 15:35:43 +02:00
Philip Rebohle
dc31be7118
[d3d11] Use global user config for D3D11 options 2018-08-07 14:59:09 +02:00
Philip Rebohle
524ff9e233
[dxgi] Use global user config for DXGI options 2018-08-07 14:59:09 +02:00
Philip Rebohle
c0398caa2b
[dxvk] Load user config as well as per-app options in DxvkInstance 2018-08-07 14:59:09 +02:00
Philip Rebohle
5e58083c01
[util] Add classes and functions to support configuration files 2018-08-07 14:59:03 +02:00
Philip Rebohle
3359b89166
[d3d11] Do not hold strong references to the ID3D11Resource in views
Emulates Windows behaviour more closely. Fixes refcount-related
error messages in Unreal Engine 4 (see #302), as well as a crash
in Yakuza 0 (see #533).
2018-08-05 21:31:13 +02:00
Philip Rebohle
ffc87faed0
[d3d11] Add private ref count helpers for ID3D11Resource 2018-08-05 21:31:13 +02:00
Philip Rebohle
c223e35608
[d3d11] Do not keep a strong reference to the swap chain back buffer
Fixes crash in Yakuza 0 with fullscreen mode enabled. SEGA, please,
stop being lazy and learn to use reference counting correctly.
2018-08-05 21:31:13 +02:00
Philip Rebohle
cdf6ffb9bc
[util] Add private reference count to COM object
This can be used in case DXVK needs to keep a strong reference
to an object but may not expose that reference to the application.
2018-08-05 21:31:09 +02:00
Philip Rebohle
871c96b130
[d3d11] Refactor Unordered Access View Creation
Part 4 / 4 of the refactor.
2018-08-05 19:28:39 +02:00
Philip Rebohle
55203eb458
[d3d11] Refactor Shader Resource View Creation
Part 3 / 4 of the refactor.
2018-08-05 19:20:12 +02:00
Philip Rebohle
1038bf2ef5
[d3d11] Refactor Render Target View Creation
Part 2 / 4 of the refactor.
2018-08-05 19:07:53 +02:00
Philip Rebohle
0598982f35
[d3d11] Refactor Depth-Stencil View Creation
Part 1 of 4 of a much needed refactor. Instead of translating
the structures in the D3D11Device class, we'll move the code
to the respective view classes in order to clean up.
2018-08-05 19:02:45 +02:00
Philip Rebohle
16315a39a0
[d3d11] Use new resource helper functions during view creation
This simplifies things when both buffers and textures are allowed.
2018-08-05 18:56:42 +02:00