Paul Gofman
8319793a98
[d3d11] Always close handle in D3D11CommonTexture::ExportImageInfo()
...
For KMT handle openKmtHandle() creates new handle, for NT handle
m_image->sharedHandle() gets duplicated handle from
vkGetMemoryWin32HandleKHR().
2023-07-16 15:34:39 +02:00
Blisto91
886268fcf9
[util] Remove Secret World Legends config
2023-07-16 15:26:46 +02:00
Blisto91
6be1f6d7bd
[util] Limit fps in The Incredibles
2023-07-05 20:48:19 +02:00
Joshua Ashton
2f72115f91
[d3d9] Keep 1 presenter per swapchain window
...
Some apps such as level editors such as Hammer World Editor, some GUI apps/launchers etc use window overrides in presentation.
Previously we'd remake a new surface every time, which was incredibly slow making these apps basically unusable.
Now we keep one surface + swapchain + image views around per window/window override we have, along with the frame latency objs + frame counter.
(Obviously an app may present to multiple windows in a frame, so for frame latency purposes we track that per-window.
2023-07-04 16:44:31 +02:00
Alpyne
026aa49ef8
[util] replaceNaN: Align result
...
Otherwise _mm_store_ps can fail
2023-07-03 15:36:21 +02:00
Trevonn
3a368f4780
Bladestorm Nightmare - Game speed increases when above 60 FPS outside of missions
...
The game has 3 v-sync options but doesn't explain what they do.
0 = 60 FPS
1 = Monitor Refresh Rate
2 = 30 FPS
Framerate is capped at 60 in missions and then up to monitor refresh in the main menu and tavern area
This PR would provide a better default experience for people using option 1 with high refresh displays
2023-07-01 17:12:36 +02:00
Philip Rebohle
0f4458e173
[dxvk] Remove pending submission counter
2023-06-26 01:37:46 +01:00
Philip Rebohle
ccb87d5ea9
[d3d9] Port flush heuristic from D3D11
2023-06-26 01:37:46 +01:00
Alpyne
022bf1d134
[d3d9] Allow changing API name for d3d8
2023-06-24 18:18:38 +01:00
Alpyne
d6e7e3e780
[d3d9] Add DxvkD3D8Bridge for d3d8 interop
2023-06-24 17:58:49 +01:00
Blisto91
b77928b6fe
[util] Fix Modern Warfare 2 Campaign Remastered config
2023-06-24 13:28:49 +02:00
Philip Rebohle
987df8a487
[util] Filter out internal private ref on object destruction
...
Closes #3531 for real this time.
2023-06-24 12:45:38 +02:00
Philip Rebohle
a7278cdab1
[dxgi] Do not interact with other DXGI objects during swapchain destruction
...
This trips up Stalker Anomaly for some reason, but initializing an output
is not meaningful anyway in this situation since we either know the output
in question already, or we don't and it cannot be in a non-default state.
Closes #3531 .
2023-06-24 12:38:10 +02:00
Joshua Ashton
3b3ebc9350
[d3d9] Rename some members to be clearer
2023-06-24 04:09:04 +01:00
Joshua Ashton
00ae118655
[d3d9] Don't use m_activeRTs in SetPixelShader
...
These are just textures, not surfaces.
2023-06-24 04:07:19 +01:00
Joshua Ashton
55be12daa5
Revert "[d3d9] Use m_activeRTs in BindFramebuffer"
...
This is only textures. Oops.
This reverts commit ff65599dba
.
2023-06-24 04:06:24 +01:00
Joshua Ashton
0e36a07a93
[d3d9] Don't mark DS as hazardous if depth write is disabled
2023-06-24 03:55:16 +01:00
Joshua Ashton
ff65599dba
[d3d9] Use m_activeRTs in BindFramebuffer
...
Can roll in the anyColorWrites this way.
2023-06-24 03:42:54 +01:00
Joshua Ashton
6b60de2d31
[d3d9] Fix unbinding RTs
...
Fixes a regression with 8560efa3c7
in ND1.
Also more optimized.
2023-06-24 03:41:31 +01:00
Joshua Ashton
362743c1d6
[d3d9] Update DS hazards when PS shader masks change
2023-06-24 02:55:38 +01:00
Joshua Ashton
7f302fc350
[d3d9] Don't mark DS hazards if not used by shader
2023-06-24 02:53:14 +01:00
Philip Rebohle
8704ed7af6
[dxvk] Ignore some pipeline flags when ending render pass
2023-06-22 23:41:24 +02:00
Philip Rebohle
0895858901
[dxvk] Only decrement pending submission count for command submissions
...
Otherwise we'll underflow the integer and break the D3D9 flush heuristic.
2023-06-22 20:15:42 +02:00
Joshua Ashton
80b27f95bc
[d3d9] Fix active hazards RT only being 4 bits
2023-06-22 16:37:09 +01:00
Joshua Ashton
a791493d14
[d3d9] Don't rebind AlphaTest when changing RT if not necessary
2023-06-22 16:37:09 +01:00
Joshua Ashton
c768196251
[d3d9] Compress hazard state going into CS
...
This can potentially happen per-draw so make it as small as possible.
2023-06-22 16:37:09 +01:00
Joshua Ashton
3625c5d481
[d3d9] Optimize DS active hazard check
...
There can only be one DS, so no need to loop over.
2023-06-22 16:37:09 +01:00
Philip Rebohle
b3cbe36c08
[dxvk] Apply frame rate limit on presentation timeline
...
This may reduce latency as we no longer end up stalling subsequent
GPU submissions.
2023-06-22 16:17:03 +02:00
Philip Rebohle
166d90b04c
[d3d11] Fix frame latency based on buffer count
...
We need to ignore the front buffer here since we synchronize after
presentation.
2023-06-22 16:16:30 +02:00
Robin Kertels
60b6e98529
[d3d9] Transition DS too if there's a feedback loop
2023-06-21 15:16:43 +01:00
Robin Kertels
a20869fb93
[d3d9] Track textures in m_activeHazardsRT instead of RT
...
There's 21 textures and only 4 RTs.
Tracking the textures allows us to mask off the active texture bitfield
instead of the active render target one, potentially resulting in fewer iterations.
2023-06-21 15:16:43 +01:00
Philip Rebohle
a287566c65
[dxgi] Implement frame statistics based on IDXGIVkSwapChain1
2023-06-21 15:16:37 +02:00
Philip Rebohle
28f48f9fdc
[dxgi] Initialize output refresh counts with non-zero values
...
Matches Windows behaviour.
2023-06-21 15:16:37 +02:00
Philip Rebohle
e02a800c33
[d3d11] Implement IDXGIVkSwapChain1 interface for D3D11 swap chain
2023-06-21 15:16:37 +02:00
Philip Rebohle
d7fa39c4eb
[util] Be more robust against timing weirdness when computing vblank count
2023-06-21 15:16:37 +02:00
Philip Rebohle
d1e39be7e7
[dxgi] Add IDXGIVkSwapChain1 interface definition
2023-06-21 15:16:37 +02:00
Philip Rebohle
438c535fe7
[d3d11] Always release frame latency semaphore in Present
2023-06-21 15:16:37 +02:00
Philip Rebohle
7dbe4abb48
[d3d9] Use new presenter signal mechanism for frame pacing
2023-06-21 15:16:37 +02:00
Philip Rebohle
e99bc591df
[d3d11] Use new presenter signal mechanism for frame latency event
2023-06-21 15:16:37 +02:00
Philip Rebohle
08363edb05
[dxvk] Only synchronize with presents with FIFO present modes
2023-06-21 15:16:37 +02:00
Philip Rebohle
5d1196733b
[dxvk] Implement waiting for specific present requests
2023-06-21 15:16:37 +02:00
Philip Rebohle
ca3492570c
[dxvk] Add functionality to wait for a given present operation
2023-06-21 15:16:37 +02:00
Philip Rebohle
215c4f8f6f
[dxvk] Enable VK_KHR_present_id and VK_KHR_present_wait if supported
2023-06-21 15:16:37 +02:00
Robin Kertels
5a1ebfa4ee
Revert "[d3d9] Only use direct buffer mapping for DYNAMIC buffers"
...
This reverts commit 1850819483
.
2023-06-20 23:08:52 +01:00
Joshua Ashton
6f87ccdafc
[d3d11] Use FORCE_UNORM depth bias representation for UNORM formats
2023-06-20 13:31:48 +01:00
Joshua Ashton
b30a4f0cc7
[d3d9] Use FLOAT or FORCE_UNORM depth bias representation
2023-06-20 13:31:48 +01:00
Joshua Ashton
4e9853f608
[dxvk] Expose depth bias representation/exact controls
2023-06-20 13:31:48 +01:00
Joshua Ashton
5fbb0dd4ba
[dxvk] Enable EXT_depth_bias_control
2023-06-20 13:31:48 +01:00
Alpyne
0b9acf3a25
[util] Add str::split
...
Used by d3d8
2023-06-20 13:31:17 +01:00
Timo Gurr
211d095ee4
[util] Limit STEINS;GATE ELITE to 60 fps
...
Intros, menu and ui animations are playing way too fast, also causing
input issues.
2023-06-20 13:27:52 +02:00
Trevonn
77e7e8bfba
[util] Report NVIDIA for Star Wars Battlefront as it errors out on AMD
2023-06-20 13:23:52 +02:00
Alpyne
5d29140f74
[util] replaceNaN: Use unaligned SIMD _mm_loadu_ps
...
There is no good reason to expect games will have aligned the data they're passing in.
2023-06-19 21:13:37 +01:00
Alpyne
0236e780a7
[d3d9] Fix std::hex in D3D9CommonTexture
2023-06-19 21:02:10 +01:00
Alpyne
24dbcf8fd8
[dxso] Shared code for texbem and bem
2023-06-19 20:59:18 +01:00
Alpyne
404c984f9c
[dxso] Implement bem instruction
2023-06-19 20:59:18 +01:00
Alpyne
a79772322b
[d3d9] Initialize m_mapFlags to 0
...
Can sometimes get weird default values in there.
2023-06-19 19:52:03 +01:00
Trevonn
36e6a7c2e5
[util] Set maxChunkSize to 1 for GOG and fix EA App exe name
...
Similar to the other launchers the VRAM goes 600MB+ to 100MB+
2023-06-16 16:28:31 +01:00
Trevonn
c5ab5be48d
[util] Set maxChunkSize to 1 for EA App
...
Reduces GPU VRAM usage of EADesktop.exe from 162MB to 6MB
2023-06-15 19:39:28 +01:00
Paul Gofman
af9bd16b8d
[dxvk] Always reference library in VR extension providers
2023-06-15 19:07:26 +02:00
Winter Snowfall
2c014fdb34
[util] Match on the GOG version of KoF XIII as well
2023-06-15 19:06:45 +02:00
Timo Gurr
6478c10a18
[util] Set maxChunkSize to 1 for Battle.net
...
Currently when Diablo 4 is running the Battle.net launcher it uses around
600MB of VRAM. Reducing the max chunk size to 1MB reduces the memory usage
to around 150MB.
2023-06-15 19:06:26 +02:00
Philip Rebohle
7388c243d2
[dxvk] Fix incorrect fullScreenExclusive feature check
2023-06-15 17:32:05 +02:00
Lilium
bd575a4a46
[d3d11] implement 'clampNegativeLodBias' as a conf option
2023-06-14 20:22:27 +01:00
Lilium
3fce9886f5
[d3d9] implement 'clampNegativeLodBias' as a conf option
2023-06-14 20:22:27 +01:00
Lilium
5d134b877a
[d3d9] implement 'samplerLodBias' as a conf option
2023-06-14 20:22:27 +01:00
Robin Kertels
c75ed86909
[d3d9] Reset vertex & index buffer in Reset
2023-06-13 22:47:55 +01:00
Robin Kertels
d1707026f9
[d3d9] Remove uninitialized device present params
2023-06-13 22:47:55 +01:00
Robin Kertels
b8d36eeacc
[d3d9] Fix losing auto depth stencil surface
2023-06-13 22:47:55 +01:00
Robin Kertels
8f740c53b4
[d3d9] Remove IsLosable
...
Redundant.
2023-06-13 22:47:55 +01:00
Robin Kertels
52ac271acb
[d3d9] Reject Reset if there's any remaining DEFAULT resources
2023-06-13 14:15:18 +01:00
Robin Kertels
a1a91dd766
[d3d9] Fix potential race when discarding systemmem textures
2023-06-11 16:57:17 +01:00
Robin Kertels
22f6246fd6
[util] Fix app profile grouping
2023-06-11 16:57:17 +01:00
Robin Kertels
9d6804e40a
[util] Disable direct buffer mapping for Injustice
2023-06-11 16:57:17 +01:00
Robin Kertels
5fd025c513
[d3d9] Rename apitraceMode
...
It's not just used for apitrace and the new name
is more consistent with the D3D11 equivalent option.
2023-06-11 16:57:17 +01:00
Robin Kertels
d9d6316609
[d3d9] Remove allowDiscard hack
2023-06-11 16:57:17 +01:00
Robin Kertels
9b877cf623
[util] Remove D&D - The Temple of Evil workaround
...
The game uses SWVP, so we don't need an app hack here.
2023-06-11 16:57:17 +01:00
Robin Kertels
2c3f2b9ad1
[d3d9] Ignore DISCARD after device loss
2023-06-11 16:57:17 +01:00
Robin Kertels
1850819483
[d3d9] Only use direct buffer mapping for DYNAMIC buffers
...
Tests show that buffers with just D3DUSAGE_WRITEONLY are uploaded on Unlock.
2023-06-11 16:57:17 +01:00
Robin Kertels
1db2e3a6ec
[util] Re-enable direct buffer mapping for Dark Romance
...
The game uses SWVP, so we don't need the hack anymore.
2023-06-11 16:57:17 +01:00
Robin Kertels
2efd3f3698
[util] Re-enable direct buffer mapping for RE games
...
I cannot reproduce the stalls anymore.
2023-06-11 16:57:17 +01:00
Robin Kertels
bbaf01d9e6
[d3d9] Force staging buffer mapping for pure SWVP devices
2023-06-11 16:57:17 +01:00
Robin Kertels
4a55047dde
[d3d9] Forbid disabling SWVP on a pure SWVP device
2023-06-11 16:57:17 +01:00
Joshua Ashton
3fddc364ee
[util] Fix UTF8 encodeTypedChar for 4 byte chars
...
Some flipped logic here...
2023-06-10 13:58:33 +02:00
Philip Rebohle
4d254b13be
[dxgi] Unlock presenter lock early during presentation
...
If SetGammaControl and Present are called at the same time, we'll
otherwise have a deadlock due to reversed lock order.
Fixes #3458 .
2023-06-05 17:02:15 +02:00
Joshua Ashton
d241daa0b1
[util] Add app profile for Fallout 76
2023-06-05 03:00:53 +02:00
Eric Sullivan
2e70a2b07d
[util] Set maxChunkSize to 1 for the Rockstar launcher and social club
...
Currently when Red Dead Redemption 2 is running the Rockstar launcher,
and social club each use over 600MB of VRAM. The root cause of this is
DXVK creating two memory pools of 256MB for read, and read/write resources.
Reducing the max chunk size to 1MB reduces the memory usage of each to
around 40MB.
2023-06-05 02:17:26 +02:00
Robin Kertels
52f04ca3d4
[d3d9] FF: Fix using wrong texCoord mask
2023-06-04 17:52:18 +01:00
Joshua Ashton
c585ea251e
[dxso] Respect all PS input elements for registers
...
Fixes shadows in Test Drive Unlimited 2.
Closes : #3469
2023-06-02 23:12:22 +02:00
Philip Rebohle
ab00591297
[dxvk] Introduce dxvk.tearFree option
...
And replace the old frontend-specific options.
2023-06-01 17:48:51 +02:00
Philip Rebohle
85d52ccb88
[dxvk] Implement dynamic present mode switching
...
This way, we don't need to recreate the swap chain when the app switches
between vsync enabled and disabled. Currently only works when running
bleeding-edge Gamescope with ENABLE_GAMESCOPE_WSI=1.
2023-06-01 17:48:51 +02:00
Philip Rebohle
e6be0cf996
[dxvk] Rework present mode selection for swap chains
2023-06-01 17:48:51 +02:00
Philip Rebohle
1728d9e89d
[dxvk] Rework presenter creation to take a DxvkDevice
...
This way we can easily query available Vulkan features.
2023-06-01 17:48:51 +02:00
Philip Rebohle
b1b0abdbbf
[dxvk] Move presenter implementation to DXVK module
2023-06-01 17:48:51 +02:00
Philip Rebohle
be875cd7e6
[dxvk] Enable VK_EXT_swapchain_maintenance1 and surface_maintenance1
2023-06-01 17:48:51 +02:00
WinterSnowfall
8b6cbda6de
[d3d9] Properly expose the MaxVertexBlendMatrixIndex capability
2023-05-30 23:56:26 +01:00
Robin Kertels
4b10846008
[dxso] Fix RT mask for SM1
2023-05-26 04:28:49 +01:00
Joshua Ashton
e0654977c9
[d3d9] Stub out D3D9On12 interfaces
...
Closes : #3445
2023-05-24 14:36:45 +01:00
Joshua Ashton
b5c18a02ae
[d3d9] Optimize UpdateAnyColorWrites for 0th case
...
This is the most common
2023-05-24 14:21:30 +01:00
Joshua Ashton
cafd104783
[d3d9] Pack RT bitmasks tightly
...
No need to waste a whole 32-bits for each entry here when we only have 4 possible RTs at a time.
2023-05-24 14:10:41 +01:00
Joshua Ashton
269bab2c34
[d3d9] Track if any color writes are enabled for an RT
...
Use this for determining whether to rebind FB and in checks, otherwise we can miss stuff for pure surface RTs
2023-05-24 14:05:13 +01:00
Joshua Ashton
075c0bf203
[d3d9] Use m_boundRTs for COLORWRITEENABLE checks
...
Also allows us to check for NULL RTs with this too and avoid extra work!
2023-05-24 13:42:42 +01:00
Joshua Ashton
8560efa3c7
[d3d9] Unbind RTs which are unwritten by a PS
...
Otherwise we can end up with feedback loops on RTs with a 0 color mask.
Closes : #3447
2023-05-24 13:40:17 +01:00
Blisto91
b9b2db510e
[util] Limit fps for some Tomb Raider games
2023-05-24 14:31:38 +02:00
Lilium
d5c6ae2e4d
[dxvk] dxvk_adapter: implement macro to check for feature need in checkFeatureSupport
2023-05-24 11:53:34 +01:00
Lilium
633f6663a4
[dxvk] fix copy mistake in dxvk_adapter
2023-05-24 11:53:34 +01:00
Robin Kertels
d2759c20ba
[d3d9+d3d11] Remove DEVICE_LOCAL flag when forcing cached memory
...
Otherwise DXVK removes both flags at once
and we may end up with uncached memory.
2023-05-22 23:53:01 +02:00
Robin Kertels
1a2e724c16
[util] Enable apitrace mode for Tomb Raider Anniversary
...
... and Underworld.
2023-05-22 12:24:49 +02:00
Blisto91
6449f583f8
[util] Set dcSingleUseMode to false for SnowRunner
2023-05-21 16:05:41 +02:00
Joshua Ashton
f2bb1d4b69
[d3d9] Add extended swapchain interfaces
...
Allows for controling colorspace, etc.
2023-05-19 19:26:27 +01:00
Joshua Ashton
495dc75ab2
[wsi] Pull out NormalizeDisplayMetadata
2023-05-19 19:26:27 +01:00
Paul Gofman
550e04c579
[dxgi] Preserve system monitor sort order in enumMonitors()
2023-05-19 18:17:40 +02:00
WinterSnowfall
d4a7346198
[dxvk] Add configurable HUD opacity
2023-05-19 18:11:25 +02:00
Blisto91
99b367cdd6
[util] Set floatEmulation to Strict for Halo Online
2023-05-18 17:40:01 +01:00
Blisto91
65520fa18e
[util] Fix BlazBlue Centralfiction config
2023-05-16 18:56:23 +02:00
Joshua Ashton
f30376a1e4
[d3d11] Fix min luminance of HDR Metadata
...
This should be a multiply instead of a divide. Values are 1/10000th of a nit (0.0001 nit).
2023-05-13 21:16:29 +00:00
Philip Rebohle
cae0a1cef3
[meta] Release 2.2
2023-05-12 11:26:07 +02:00
Philip Rebohle
14eb469005
[dxgi] Be more robust against monitor enumeration issues.
...
If there are monitors on the system that are not associated with
any adapter, enumerate all monitors for all adatpers. May solve
some issues if device filter options are used on multi-GPU systems.
2023-05-11 16:38:45 +02:00
Oleksii Bozhenko
80f7d2abd8
[d3d9] fix opCompositeExtract out of bound
...
Closes: https://github.com/doitsujin/dxvk/issues/3293
Signed-by: Oleksii Bozhenko <oleksii.bozhenko@globallogic.com>
2023-05-09 20:39:55 +00:00
Alpyne
2b09932d51
[d3d9] Fix crash if device is freed with bound textures
2023-05-09 00:12:35 +00:00
Robin Kertels
bef2ef69ab
[d3d9] Fix stupid variable name
2023-05-07 14:05:39 +02:00
Robin Kertels
b08665c808
[d3d9] Fix compiler warning in Clear size check
2023-05-06 14:16:54 +01:00
Robin Kertels
96e22e7c67
[d3d9+util] Remove a bunch of redundant config options
2023-05-06 14:16:54 +01:00
Robin Kertels
5443a2f9f5
[d3d9] Don't swap buffers for SWAPEFFECT_COPY & DISCARD with 1 backbuffer
2023-05-06 14:16:54 +01:00
Paul Gofman
83a294285e
[dxgi] Only enumerate outputs which belong to the adapter or associated iGPU
2023-05-05 16:44:51 +02:00
Robin Kertels
242ac20752
[d3d9] Release DC in fallback present path
2023-05-04 18:42:04 +02:00
Robin Kertels
b357d16940
[util] Enable deviceLost for DC Universe Online and GTA IV
2023-05-03 13:04:00 +01:00
Robin Kertels
b4366db398
[d3d9] Implement rudimentary device loss
2023-05-03 13:04:00 +01:00
Blisto91
b5f43063b1
[util] Spoof Nvidia for Modern Warfare 2 Campaign Remastered
2023-05-03 13:02:08 +01:00
Joshua Ashton
f140d2de0d
[d3d9] Handle swapchain OOM and other errors more gracefully
...
Supercedes: #2964
2023-05-03 12:59:02 +01:00
Robin Kertels
9ce1c4df0d
[dxvk] Update tracked rtLayouts when changing image layout
2023-05-03 13:23:47 +02:00
Robin Kertels
860237e775
[d3d9] Skip 0x0 clears
2023-05-03 13:23:47 +02:00
Robin Kertels
ceb3a7f8c6
[dxvk] Do direct FB resolve if resolve format is UNDEFINED
...
If the format is undefined, we use the format of each image
which is obviously also view compatible with the imge.
2023-05-03 13:23:47 +02:00
Robin Kertels
a42643b235
[d3d9] Fall back to GDI blit for partial presents
2023-05-03 12:18:11 +01:00
Philip Rebohle
5c8ed491ab
[dxvk] Rewrite thread wrapper
...
Addresses some issues raised in #3378 .
2023-04-26 10:48:47 +02:00
Joshua Ashton
b44c5bbd18
[dxgi] Fallback to P3 color primaries for HDR displays without chroma info in edid
2023-04-21 04:21:16 +01:00
mbriar
16d2a6045c
[util] Switch Nioh deferSurfaceCreation from dxgi to d3d9
...
This game seems to behave similar to all the Tecmo Koei Atelier games
and not deferring surface creation for d3d9 prevents VRR from working on
X11.
2023-04-19 16:42:42 +02:00
mbriar
1971a5d187
[util] Also add d3d9.deferSurfaceCreation for Atelier Ryza 3
...
Reported to help with VRR, see https://github.com/ValveSoftware/Proton/issues/6648#issuecomment-1514394149
2023-04-19 16:42:42 +02:00
Philip Rebohle
e074d83d0b
[dxvk] Introduce GetContext method to retrieve immediate context.
...
Bypasses vtable hooks when retrieving the immediate context internally.
Remaining uses of GetImmediateContext are fine since those only interact
with public methods.
2023-04-18 12:42:24 +02:00
Robin Kertels
990a720525
[d3d9] Handle a bunch of texture converter edge cases
2023-04-16 09:18:30 +01:00
Rémi Bernon
0cf563d5df
[dxgi] Leave current fullscreen mode when SetFullscreenState changes monitors
...
This fixes RiME not moving its window when output display is
changed in the game settings.
2023-04-14 00:41:18 +02:00
Florian Will
01dc9ddc7d
[util] Add new "Zusi 3" exe filename
...
In addition to the legacy "ZusiSim.exe" executable, the recent 3.5
release added a 64-bit "ZusiSim.64.exe" executable. This is now the
default executable when launching the game in Steam. The game is
unplayable without this option, so update the regex for Zusi 3.
Fixes #3250 .
2023-04-13 13:37:07 +02:00
oltolm
6b779206d9
remove unneeded definitions
2023-04-11 18:30:46 +02:00
Blisto91
8508633ba3
[util] Disable allowDirectBufferMapping for Dark Romance: Vampire in Love
2023-04-11 08:37:50 +01:00
Robin Kertels
af0009c5de
[d3d9] Use DxvkFormatInfo for video formats
...
And fix UYUY and YUY2 in the process.
2023-04-08 03:15:44 +01:00
Robin Kertels
31af522cbc
[dxvk] Add VK_FORMAT_G8_B8_R8_3PLANE_420_UNORM
2023-04-08 03:15:44 +01:00
Philip Rebohle
d9a6b40ae3
[dxvk] Create and copy temporary image for resolves as necessary
...
Fixes #3337 .
2023-04-06 21:04:56 +02:00
Tatsuyuki Ishi
6d14fffdbd
[spirv] Declare defaulted copy and move constructor for SpirvCodeBuffer.
...
If a type has a destructor it will not get an implicit move constructor.
But if we declare a defaulted move constructor then we will get the copy
constructor deleted. So declare both to be defaulted.
Cuts 8.8% off shader translation time during loading in Overwatch 2.
2023-04-06 10:23:11 +02:00
Blisto91
3ce3209e3e
[util] Set syncInterval to 1 for Crash Bandicoot N sane trilogy
2023-04-05 16:25:05 +01:00
Philip Rebohle
f212cc8f7d
[dxvk] Only enable dynamic MSAA state if sample shading is enabled
...
Otherwise, create a more specialized fragment output library on demand.
May help RADV since dynamic alpha-to-coverage triggers a less efficient
code path.
2023-04-04 17:34:07 +02:00
Philip Rebohle
306919047b
[dxvk] Log driver name in addition to version
...
Fixes #3313 .
2023-03-27 15:44:19 +02:00
Philip Rebohle
977669c613
[util] Enable cached dynamic vertex/index buffers in GTA V
...
Fixes #3311 .
2023-03-25 22:40:43 +01:00
Zhiyi Zhang
631171cf45
[util] Disable nvapiHack for Tom Clancy's Ghost Recon Breakpoint.
...
Otherwise, it shows a DirectX error dialog and exits when using an NVIDIA GPU.
2023-03-25 22:38:07 +01:00
František Zatloukal
1a5afc77b1
[util] Include cstdint to fix compilation with GCC 13
2023-03-23 23:37:10 +01:00
Robin Kertels
d11878e793
[d3d9] Only apply viewport zBias if minZ is below 0.5
...
Fixes Space Marine shadows.
Tests show that Windows D3D9 (Nvidia) works like that.
2023-03-23 03:52:08 +00:00
Blisto91
b0ed97e070
[util] Disable nvapiHack for Diablo 4
2023-03-22 17:10:18 +01:00
Philip Rebohle
3d5becaf6a
[d3d11] Implement Acquire/ReleaseWrappedResource
2023-03-18 00:50:42 +01:00
Philip Rebohle
5595844f75
[dxvk] Add explicit buffer/image memory barrier methods
...
Useful for interop.
2023-03-18 00:50:42 +01:00
Philip Rebohle
9bdad71dc6
[d3d11] Implement CreateWrappedResource for D3D12 textures
2023-03-18 00:50:42 +01:00
Philip Rebohle
3c99314332
[d3d11] Implement CreateWrappedResource for D3D12 buffers
2023-03-18 00:50:42 +01:00
Philip Rebohle
fa8cf50263
[dxvk] Implement functionality to import foreign buffers
2023-03-18 00:50:42 +01:00
Philip Rebohle
3f9d2269f6
[d3d11] Synchronize queue submissions for 11on12 devices as necessary
...
When the app explicitly calls Flush, Signal or Wait, we need to wait
for the submission to actually take place so that subsequent D3D12
submissions execute in the correct order.
2023-03-18 00:50:42 +01:00
Philip Rebohle
6432787ac3
[d3d11] Implement D3D11on12 device creation
2023-03-18 00:50:42 +01:00
Philip Rebohle
da32453b42
[dxvk] Add submission feedback to command submissions
2023-03-16 20:59:43 +01:00
Philip Rebohle
27f3648a44
[dxvk] Check instance extensions for feature enablement as necessary
2023-03-16 20:59:43 +01:00
Philip Rebohle
35895ba05b
[dxvk] Add callback to lock submission queue
...
Can be used to perform additional synchronization as necessary.
2023-03-16 20:59:43 +01:00
Philip Rebohle
56a8fa2e6f
[dxvk] Implement functionality to import existing Vulkan device
2023-03-16 20:59:43 +01:00
Philip Rebohle
d8f3a1c83d
[dxvk] Rework device queue initialization
2023-03-16 20:59:43 +01:00
Philip Rebohle
ef9d5048f3
[dxvk] Rework instance creation
...
Allows importing foreign Vulkan instances.
2023-03-16 20:59:43 +01:00
Philip Rebohle
f50f5bc9bc
[vulkan] Allow importing existing Vulkan dispatch tables
2023-03-16 20:59:43 +01:00
Philip Rebohle
687d32cac5
[dxvk] Fix memory reporting derp
2023-03-15 02:14:54 +01:00
WinterSnowfall
243c2f3cf5
[d3d9] remove support for the A1/X1R5G5B5 formats
2023-03-14 13:17:13 +00:00
Philip Rebohle
05fb634f91
[util] Use __wine_dbg_output if available
2023-03-13 16:32:32 +01:00
Blisto91
3a123222e5
[util] Enable cached vertex buffers for SpellForce 3
2023-03-13 13:22:39 +01:00
Philip Rebohle
4faa598e09
[dxvk] Report memory used rather than allocated for heap properties
...
We can do this at least for DXVK's own memory allocations.
2023-03-12 13:59:47 +01:00
Philip Rebohle
6783123654
[dxgi] Use heap size to determine reservable memory
...
Budgets can change dynamically, so this should be more robust.
2023-03-12 13:59:17 +01:00
Robin Kertels
d14dcf5d47
[d3d9] Fix redundant copy of SWVP VS consts
...
Fixes performance regression caused by state block changes.
2023-03-10 03:24:32 +00:00
Joshua Ashton
996acbe3f2
[d3d9] Refactor state blocks to allocate dynamically.
2023-03-07 23:24:01 +00:00
Blisto91
8ecd1b3b6b
[util] enableDialogMode for Codename Panzers Phase One/Two
2023-03-07 22:51:23 +00:00
Philip Rebohle
7f21a6c491
[dxvk] Accumulate query data into query object
...
And do so when adding additional query handles, in order
to avoid allocating queries indefinitely if End is never
called, which Halo:MCC supposedly does.
Co-authored-by: Sam Edwards <CFSworks@gmail.com>
2023-03-06 12:35:22 +01:00
Philip Rebohle
e430ff5cfd
[dxvk] Use small_vector to store query handles.
2023-03-06 12:35:22 +01:00
Joshua Ashton
1acf885109
[dxvk] Call SDL_Vulkan_LoadLibrary in getInstanceExtensions for SDL WSI
...
Closes : #3275
2023-03-03 00:14:22 +00:00
Robin Kertels
1c6fc7b5b8
[d3d9] Clamp stage and type in [G,S]etTextureStageState
...
This is what happens on the Nvidia D3D9 driver.
Dawn of Magic 2 calls SetTextureStageState with a
stage > 7 and expects that to succeed.
2023-03-02 13:41:32 +00:00
Guy1524
5609c5e076
[util] Reduce maximum chunk size for WILD HEARTS.
...
Co-authored-by: Blisto91 <47954800+Blisto91@users.noreply.github.com>
2023-03-01 15:38:14 +01:00
Philip Rebohle
55e7cb1d54
[dxgi] Only log QueryInterface errors once
2023-03-01 13:25:56 +01:00
Philip Rebohle
4c78964679
[d3d9] Only log QueryInterface errors once
2023-03-01 13:25:56 +01:00
Philip Rebohle
cc78276897
[d3d11] Only log QueryInterface errors once
2023-03-01 13:25:56 +01:00
Philip Rebohle
aa92cf48f5
[util] Add function to cache QueryInterface errors
2023-03-01 13:25:56 +01:00
Philip Rebohle
81440340ac
[d3d9,dxvk,util] Actually use dxvk::mutex
2023-03-01 13:03:43 +01:00
Philip Rebohle
2356d34f2e
[d3d11] Create video context resources on demand
...
Saves another memory allocation that we will often not need.
2023-03-01 12:37:06 +01:00
Philip Rebohle
f4b91817fe
[dxvk] Create dummy sampler and buffer on demand
...
We only need the dummy buffer for transform feedback, all other cases
are handled by null descriptors. May save a memory allocation.
2023-03-01 12:10:48 +01:00
Philip Rebohle
2be0d6842e
[dxvk] Add option to limit memory chunk size
2023-03-01 11:53:18 +01:00
Robin Kertels
0d28be4ab8
[d3d9] Fix capturing lights in state block
2023-02-23 13:15:17 +00:00
Blisto91
081181313e
[util] Limit Battle Fantasia Revisited Edition to 60fps ( #3256 )
2023-02-18 10:54:14 +01:00
TacoDeBoss
caf31033d7
[util] Far Cry 2: Set VendorId to Nvidia, enable apitraceMode ( #3241 )
2023-02-07 12:14:48 +01:00
Paul Gofman
2263dcad95
[d3d11] Improve video processor caps query stubs
2023-01-31 13:39:09 +01:00
Jens Peters
41b1efd7ce
[dxgi] Fix potential division by zero in log statement
...
Apparently 0/0 is legal and should be interpreted as 0/1.
2023-01-28 00:51:01 +01:00
Philip Rebohle
c6111eaf61
[dxvk] Fix small_vector size
...
Kind of harmless since we're not using this much.
2023-01-27 05:27:49 +01:00
Philip Rebohle
2abc102d2c
[meta] Release 2.1
2023-01-24 14:54:09 +01:00
Philip Rebohle
61d72eebc1
[dxgi,d3d9] Use global singleton for DXVK instances
...
No reason to have multiple of these around, and instance creation
is fairly expensive.
2023-01-23 17:17:56 +01:00
Philip Rebohle
d4143429c4
[util] Add Singleton helper
2023-01-23 17:17:43 +01:00
Philip Rebohle
255ab1a63c
[hud] Display more useful driver info in HUD
...
Vulkan versions are irrelevant anyway, not sure why we
ever displayed that in the first place.
2023-01-23 00:10:39 +01:00
Philip Rebohle
3128f4ea8e
[dxgi] Implement IDXGIVkInteropFactory for DXGI factory
2023-01-22 20:04:39 +01:00
Philip Rebohle
0ee69fef00
[dxgi] Define IDXGIVkInteropFactory interface
2023-01-22 19:57:17 +01:00
Philip Rebohle
41ee092b97
[dxvk] Get rid of global timeline semaphore
...
Timeline semaphores are broken on 32-bit Proton, so just use the existing
command list binary semaphore to synchronize sparse binding operation.
This will introduce some additional graphics queue submissions around
sparse binding, but since that is basically unused it's not a concern.
2023-01-21 13:15:09 +01:00
Philip Rebohle
d020f4451a
[dxvk] Invalidate all v16 cache files
...
We were randomly writing bogus data in an irrecoverable way,
so in order to not cause any problems for users, invalidate
all caches created with this version.
2023-01-21 01:24:02 +01:00
Philip Rebohle
3d24560af7
[dxvk] Fix reading out-of-bounds memory in state cache
...
Fixes #3196 , not to mention that this was god-awful code anyway.
2023-01-21 01:14:45 +01:00
Philip Rebohle
0af5ececa6
[dxvk] Also reset descriptor pool when only one pool is in use
...
This way we can often avoid allocating additional descriptor pools.
2023-01-20 15:23:25 +01:00
Philip Rebohle
eacb8da9f7
[dxvk] Tweak descriptor pool numbers
...
Increases the descriptor pool size on 64-bit, but also makes
significantly better use of descriptor pool memory in situations
with very high draw counts and many UBO descriptor set updates.
2023-01-20 14:34:46 +01:00
Philip Rebohle
4d0d455895
[vulkan] Try loading winevulkan.dll before vulkan-1.dll
...
Should bypass issues with third-party overlays trying to hook Vulkan.
2023-01-18 18:10:57 +01:00
Philip Rebohle
c6668ffbaa
[dxvk] Drop shader module workaround for compute pipelines.
...
This was a bug in early Nvidia development drivers, but has been fixed since.
2023-01-18 15:56:00 +01:00
Blisto91
906b931e61
[util] Disable unmapping for BlazBlue Centralfiction
2023-01-17 20:49:26 +01:00
Philip Rebohle
d7a4ddb5d0
[d3d11] Implement more accurate resource tracking on deferred contexts
...
Allows us to track chunks that access any given tracked resource more
accurately and flush as needed, e.g. if a staging buffer is written at
the start of a long command list.
2023-01-17 15:01:06 +01:00
Philip Rebohle
cf5adb8b12
[d3d11] Improve flushing around deferred context submissions
2023-01-17 15:01:06 +01:00
Philip Rebohle
591e2df701
[d3d11] Consider flushing after each CS chunk
...
This way we will never end up with overly long command lists.
2023-01-17 15:01:06 +01:00
Philip Rebohle
2a3d7ee7dc
[d3d11] Use new flush heuristic
2023-01-17 15:01:06 +01:00
Philip Rebohle
f952418958
[d3d11] Determine pending commands based on sequence number
...
We get this for free and this allows us to query how many CS chunks
have been emitted since the last flush.
2023-01-17 15:01:06 +01:00
Philip Rebohle
0ac247c89c
[util] Add helper class for common flush heuristic
2023-01-17 15:01:06 +01:00
Philip Rebohle
741cc493c6
[dxvk] Increase maximum number of command buffers in flight
2023-01-17 15:01:06 +01:00
Philip Rebohle
f7aa310fdd
[dxvk] Disable pipeline lifetime tracking for RADV
...
Seems like this is not needed on this driver, so let's just use
the fast path by default. Makes the current implementation work
with 32-bit games as well since caching does not work yet.
2023-01-17 14:02:38 +01:00
Philip Rebohle
421d7d9077
Revert "[vulkan] Use fence for acquiring a swap chain image"
...
Breaks things and we don't really need this right now anyway.
2023-01-16 23:16:38 +01:00
Philip Rebohle
599357721a
[hud] Support HDR color spaces
...
Blending is broken if we need to do encoding in the shader, but we
cannot do much about that without changing the rendering process,
so this will have to do for now.
2023-01-16 18:04:18 +00:00
Philip Rebohle
0e503ce795
[vulkan] Log swap chain color space
2023-01-16 18:04:18 +00:00
Philip Rebohle
1482715fd1
[vulkan] Use fence for acquiring a swap chain image
...
In practice, drivers will block here anyway.
2023-01-16 16:20:56 +01:00
Joshua Ashton
132bc529c3
[dxgi] Only allow colorspace punting if we started in sRGB
2023-01-16 13:45:03 +01:00
Joshua Ashton
28ee6867be
[dxgi] Expose only sRGB when enableHDR is disabled
...
Death Stranding: Director's Cut crashes if HDR was last enabled in-game and CheckColorSpaceSupport reports support for HDR but it is not globally enabled in DXGIOutput::GetDesc1's ColorSpace.
It seems safer to just lock HDR behind an option to avoid any teething issues like this. It sucks, but it also makes sense in a way.
2023-01-16 13:45:03 +01:00
Joshua Ashton
bb75e214d6
[dxgi] Store top-level DxgiFactory in DxgiSwapChain
...
Can do this now that we tossed the old stuff that depended on the swapchain factory being resident in D3D11.
2023-01-16 13:45:03 +01:00
Joshua Ashton
9010f11adf
[dxgi, d3d11] Remove support for legacy IWineDXGISwapChainFactory interface
...
vkd3d-proton 2.8 released last year with support for the new swapchain
interface.
No need to keep support for this legacy interface hanging around when
it complicates adding DxgiOptions support to the swapchain.
2023-01-16 13:45:03 +01:00
Philip Rebohle
af05265cb6
[dxvk] Set thread priority for background workers
...
We accidentally lost this somehow.
2023-01-15 15:54:03 +01:00
Philip Rebohle
459758c6ff
[d3d9] Don't set storage buffer usage unless necessary
...
This actually matters now to some degree.
2023-01-15 15:36:05 +01:00
Philip Rebohle
d35bf455d9
[dxvk] Rename bindResourceBuffer to bindUniformBuffer
2023-01-15 15:36:05 +01:00
Philip Rebohle
a8f9fdb21d
[dxvk] Rearrange descriptor sets
...
This allows us not to unnecessarily dirty the FS UBO set when
changing tetxure bindings, leading to a cleaner separation.
2023-01-15 15:36:05 +01:00
Philip Rebohle
4a30933359
[dxvk] Add UBO set property to descriptor info
...
Used to explicitly propagate storage buffer bindings
to the respective UBO set.
2023-01-15 15:36:05 +01:00
Philip Rebohle
6f194b0e7b
[d3d11] Bind UAV counter buffers as views
2023-01-15 15:36:05 +01:00
Philip Rebohle
82f500250f
[hud] Bind data buffers as views
2023-01-15 15:36:05 +01:00
Philip Rebohle
c347bd4d8b
[dxvk] Allow creating buffer views with undefined format
2023-01-15 15:36:05 +01:00
Philip Rebohle
92de3f3f5f
[d3d11] Add missing context locks
2023-01-14 18:40:41 +01:00
Philip Rebohle
1c2df54bdf
[dxvk] Improve logging in case of memory errors
2023-01-14 03:39:55 +01:00
Philip Rebohle
2922b780c1
[dxvk] Properly handle bufferImageGranularity for images
...
Fixes validation errors about dedicated allocations being
bigger than the image's memory requirement on Nvidia.
2023-01-14 03:39:55 +01:00
Robin Kertels
97a91c816f
[d3d9] Disable instancing for non-indexed draws
2023-01-13 21:58:41 +00:00
Philip Rebohle
3a84838ac4
[hud] Display approximate progress when compiling shaders
2023-01-13 16:43:27 +01:00
Philip Rebohle
c978e62ec8
[dxvk] Implement better priority system for background shader compiles
...
Reduces the number of workers that perform background optimization,
which may reduce the performance impact when encountering a large
number of new pipelines at once.
2023-01-13 16:43:27 +01:00
Blisto91
cc9266edaa
[util] Add config for Alien Rage
...
Reporting a GTX 295 puts us into the highest behind the scenes graphics settings preset bucket and prevents the shadow issue with `FloatingPointRenderTargets` set to false in the lower preset bucket.
NvapiHack needs to be disabled on Linux since the game pings it in the Windows system folder and want's the VendorId to match your GPU. Else the issue will still happen on Nvidia Linux
2023-01-13 14:15:54 +01:00
Philip Rebohle
070a340115
[dxvk] Remove path to look up optimized pipeline in cache
...
For some reason this sometimes takes several milliseconds, which
leads to noticeable stutter. Linking a pipeline is more consistent.
2023-01-13 11:40:01 +01:00
Philip Rebohle
a22d70e184
[dxvk] Remove unused compileComputePipeline function
2023-01-12 17:35:05 +01:00
Philip Rebohle
e5157a5360
[dxvk] Add pre-rasterization pipeline libraries to the state cache
...
This allows compiling tessellation or geometry shader pipelines
early while still using the pipeline library path.
Also removes compute shaders. Since API-provided compute shaders
are always compiled early, supporting them is no longer needed.
2023-01-11 11:48:16 +01:00
Philip Rebohle
28ae85b7ab
[dxvk] Enable creating full pre-rasterization pipeline libraries
2023-01-11 11:48:16 +01:00
Philip Rebohle
17529101d5
[dxvk] Allow creating pipeline libraries with more than one shader
2023-01-11 11:48:16 +01:00
Philip Rebohle
f9ff96d727
[dxvk] Implement checks for pre-raster pipeline library compatibility
2023-01-11 11:48:16 +01:00
Philip Rebohle
b916dc04e5
[dxbc] Fill in patch vertex count info
2023-01-11 11:48:16 +01:00
Philip Rebohle
5e42230b95
[dxvk] Add patch vertex count to shader info struct
2023-01-11 11:48:16 +01:00
Philip Rebohle
f76a7c285c
[dxvk] Rework DxvkShaderPipelineLibrary to work with multiple shaders
2023-01-11 11:48:16 +01:00
Philip Rebohle
8011a40843
Revert "[dxbc] Handle dead code in shader binaries"
...
Apparently this regressed something, but the reporter who asked
for this fix in the first place did not specify what, so let's
just revert this and break the whole thing again until we get
something to actually work with.
This reverts commit 5115d80d51
.
2023-01-10 20:37:22 +01:00
Philip Rebohle
8052347a22
[dxvk] Keep more empty system memory chunks alive
2023-01-10 03:42:37 +01:00
Philip Rebohle
0342a25e61
[d3d9,dxso] Add d3d9.forceSampleRateShading option
2023-01-09 18:35:02 +01:00
Philip Rebohle
e426ec09a1
[d3d11,dxbc] Add d3d11.forceSampleRateShading option
2023-01-09 18:35:02 +01:00
Philip Rebohle
06fb93daf0
[dxvk] Only create state cache file on demand
...
If no pipelines are ever written to it, we should not create
the cache file in the first place.
2023-01-09 18:31:18 +01:00
Philip Rebohle
6a4fe06ac6
[dxvk] Fix incorrect flags for null fs pipeline layout
2023-01-09 18:31:18 +01:00
Joshua Ashton
5206d97710
[dxgi] Workaround UE4 DX11 + HDR crashes
...
Unreal Engine 4 titles use AGS/NVAPI to try and enable
HDR globally.
They can key this off IDXGIOutput::GetDesc1's ColorSpace
being HDR10.
Many of these UE4 games statically link against AGS.
This is a problem as when UE4 tries to enable HDR via AGS,
it does not check if AGSContext, and the display info etc
are nullptr unlike the rest of the code using AGS.
So we need to special-case UE4 titles to disable reporting a HDR
when they are in DX11 mode.
The simplest way to do this is to key off the fact that all
UE4 titles have an executable ending with "-Win64-Shipping".
We check if d3d12.dll is present, to determine what path in
UE4 we are on, as there are some games that ship both and support HDR.
(eg. The Dark Pictures: House of Ashes, 1281590)
Luckily for us, they only load d3d12.dll on the D3D12 render path
so we can key off that to force disable HDR only in D3D11.
2023-01-09 12:54:28 +00:00
Blisto91
3ed0a4fd43
[util] Set Secret World Legends launcher to SM 2
2023-01-08 10:47:04 +01:00
Beyley Thomas
c11a63f5e5
[wsi] Add GLFW backend
2023-01-08 10:36:25 +01:00
Hunter Kvalevog
3491895960
[dxvk] Remove SDL dummy window
...
SDL >= 2.0.9 permits passing a nullptr window to
SDL_Vulkan_GetInstanceExtensions, so there's no
point in going though the work of creating a
window just to call this function.
2023-01-07 22:43:32 +00:00
Philip Rebohle
196fefec4c
[dxvk] Enable dynamic multisample state if supported by the device
...
Eliminates stutter in situations where sample rate shading is used with MSAA.
2023-01-06 23:48:31 +01:00
Philip Rebohle
f269cde749
[dxvk] Enable device features for dynamic multisample state
2023-01-06 23:48:31 +01:00
Philip Rebohle
389634f9b9
[d3d11] Fix D3D11Texture2D reference counting
2023-01-06 22:52:29 +01:00
Philip Rebohle
5115d80d51
[dxbc] Handle dead code in shader binaries
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We should not emit any code when not inside a function.
Fixes #3154 .
2023-01-06 20:49:13 +01:00
Joshua Ashton
c10b53ed3e
[dxgi] Add dxgi.enableHDR option
2023-01-06 17:27:38 +01:00
Joshua Ashton
3375cdf1fa
[dxgi] Initialize DxgiOptions before DxgiMonitorInfo
...
Needed to we can access DxgiOptions inside of DxgiMonitorInfo for the dxgi.enableHDR property coming up in a future commit.
2023-01-06 17:27:38 +01:00
Joshua Ashton
f25475d05e
[dxgi] Normalize display metadata to something rational
...
Sometimes we can't get an EDID if things aren't plumbed fully, or some displays just have broken EDIDs.
This accounts for both of those cases by using some dummy data if we are missing information.
Fixes value reporting to match Windows on common displays such as LG OLEDs.
2023-01-06 17:27:38 +01:00
Joshua Ashton
f453d6ee2a
[dxgi] Implement DXGIOutput::GetDesc1's ColorSpace
...
Adds the ability to punt the global colorspace into HDR from SetColorSpace1.
We have no way of checking the actual Windows colorspace as the
only public method for this *is* DXGI which we are re-implementing.
So we just pick our color space based on the DXVK_HDR env var
and the punting from SetColorSpace1.
We might expand on this in future, but this is good enough for an
initial implementation.
2023-01-06 17:27:38 +01:00
Robin Kertels
f94b42f23f
[d3d9] Dont use GenerateDrawInfo in DrawPrimitiveUp
...
This is confusing because it looks like a race condition
at first glance.
2022-12-30 19:29:34 +00:00
Philip Rebohle
12901b52f1
[dxvk] Split barriers with very large VkDependencyInfo structures
...
Works around an AMD driver bug. Fixes #3138 .
2022-12-20 03:10:44 +01:00
Philip Rebohle
f4f4f3647f
[d3d11] Do not create storage image views with swizzle
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This happens when a game uses A8_UNORM UAVs. Vulkan doesn't allow this,
and it's not meaningful for stores anyway, we'd need shader emulation.
2022-12-20 02:20:11 +01:00
Joshua Ashton
c7be18cb26
[d3d11] Implement SetHDRMetadata
2022-12-19 22:15:18 +01:00
Joshua Ashton
e5418a956a
[vulkan] Add setHdrMetadata method to Presenter
2022-12-19 22:15:18 +01:00
Joshua Ashton
731bf84edd
[dxvk] Enable VK_EXT_hdr_metadata
2022-12-19 22:15:18 +01:00
Joshua Ashton
4335eccae9
[dxvk] Enable VK_EXT_swapchain_colorspace
2022-12-19 22:15:18 +01:00
Joshua Ashton
33acf58ac7
[d3d11] Implement CheckColorSpaceSupport and SetColorSpace
2022-12-19 22:15:18 +01:00
Joshua Ashton
50054d4675
[vulkan] Add supportsColorSpace method to Presenter
2022-12-19 22:15:18 +01:00
Joshua Ashton
fd661d587e
[vulkan] Simplify args to Presenter GetSupported* methods
2022-12-19 22:15:18 +01:00
Robin Kertels
18b0ef697c
[dxvk] Rework SetEventOnCompletion
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* Create the waiter thread on demand
* Don't wake up the waiter thread every 10ms
when no events are queued
* Wait on caller thread when hEvent = null
2022-12-16 17:37:19 +01:00
Philip Rebohle
c55c09368b
[d3d11] Only store low 8 bits of stencil reference
...
Seems to match behaviour of the D3D11 runtime, in that OMGetDepthStencilState
will not retain the high bits.
Found by CME. Should fix #1784 .
2022-12-11 19:51:57 +01:00
Blisto91
7b2024888e
[util] disable unmapping for Final Fantasy XIV d3d9
2022-12-11 14:01:27 +01:00
Joshua Ashton
c0d843c578
[wsi] Fix overwriting colorimetry info to NULL
2022-12-08 06:48:30 +00:00
Philip Rebohle
b838b65516
[d3d9] Correctly mask alpha reference push constant
...
We accidentally lost this during the rework, since the initial
implementation scaled the alpha ref value on the CPU.
Fixes #3123 .
2022-12-06 21:25:55 +00:00
Blisto91
4a4d880130
[util] Set TRAHA Global to Intel vendor id
2022-12-04 23:06:59 +01:00
Robin Kertels
522909b165
[d3d9] Don't set NeedsReadback when dirtying mip maps
...
It's impossible to lock non 0 mips anyway.
2022-12-03 15:18:40 +00:00
Philip Rebohle
573be24269
[wsi] Fix crash when parsing EDID fails
...
If info is null then we shouldn't pass it around.
Also improve formatting a bit.
2022-12-02 00:23:38 +00:00
Philip Rebohle
9f70666777
[build] Allow standalone DXGI builds
2022-11-28 13:48:05 +01:00
Hans-Kristian Arntzen
42332f7fb8
[dxgi] Fix IDXGISwapchain::CheckColorSpaceSuport
2022-11-28 12:45:34 +01:00
Philip Rebohle
4f90d7bf5f
[dxbc,d3d11] Don't access shex chunk if it is not defined
2022-11-25 12:45:32 +01:00
Joshua Ashton
d01c9cb6d4
[wsi] Free edid info after parsing
2022-11-25 08:44:39 +00:00
Philip Rebohle
ebd29007d4
[dxgi] Actually unlock monitor info
...
Fixes some deadlocks.
2022-11-21 20:24:15 +01:00
Philip Rebohle
c6611dffa7
Revert "[dxbc] Move shex check to constructor"
...
Breaks stuff for unknown reasons.
2022-11-21 19:35:21 +01:00
Joshua Ashton
f0a0e1b964
[dxgi] Report display metadata in IDXGIOutput6::GetDesc1
2022-11-21 17:26:53 +01:00
Joshua Ashton
aa71e7e323
[dxgi] Cache display metadata + colorimetry in DXGI_VK_MONITOR_DATA
2022-11-21 17:26:53 +01:00
Joshua Ashton
fabe4a85e3
[wsi] Add parseColorimetryInfo helper
2022-11-21 17:26:53 +01:00
Philip Rebohle
3b9235fe23
[util] Set max frame latency to 1 for Sonic Frontiers
...
Seems like the only reason this game passes QA is because there *was* no
QA. Seriously broken when GPU-bound even on Windows.
2022-11-21 17:18:01 +01:00
Robin Kertels
4796eb0b0d
[d3d9] Implement capturing lights in state blocks
2022-11-21 16:06:49 +00:00
Robin Kertels
1a3b576d35
[util] Implement bit vector
2022-11-21 16:06:49 +00:00
Robin Kertels
d0a10cc9f8
[d3d9] Handle DS texture uploads
2022-11-21 15:59:25 +00:00
Blisto91
2c53459f4c
[util] disable floatControls for Bad Company 2
2022-11-21 13:13:57 +01:00
Robin Kertels
dd7ec24269
[dxbc] Move shex check to constructor
...
Otherwise we dereference a null pointer when
accessing the DxbcProgramInfo.
2022-11-21 01:49:35 +01:00
Robin Kertels
3393c5f4ff
[d3d9] Only upload mip 0 of managed automipgen textures
2022-11-19 17:34:02 +00:00
Philip Rebohle
a130146f15
[dxvk] Remove dead enableRtOutputNanFixup option
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Dead code since 2.0, not sure why this was still in here.
2022-11-18 22:31:54 +01:00
Joshua Ashton
e037d24017
[util] Default initialize BitMask to 0
...
Found via an MSVC warning, may not fix anything, but good to do anyway.
2022-11-17 17:38:46 +01:00
Joshua Ashton
287412f746
[util] Cast _tzcnt_u64 to uint32_t
...
MSVC has _tzcnt_u64 return a uint64_t, which obviously, it can never return a number that big.
2022-11-17 17:38:46 +01:00
Joshua Ashton
69b1aa251d
[wsi] Add getMonitorEdid function
...
What an unbelievable pain this is to do on Windows...
No-op on SDL2 right now, as there is nothing for that.
2022-11-17 17:38:16 +01:00
Blisto91
ad3c316d0c
[util] Set Black Mesa customVendorId to Nvidia
2022-11-16 11:30:40 +01:00
Robin Kertels
785bc9738f
[util] Disable DC Single Use Mode for Cardfight!! Vanguard Dear Days
2022-11-15 16:55:38 +01:00
Robin Kertels
8a2e4ef481
[d3d9] Allow locking DEFAULT pool based on texture type
2022-11-10 13:37:52 +01:00
Blisto91
bc08cac220
[util] Enable apitraceMode for Sonic & All-Stars Racing Transformed
2022-11-09 19:22:14 +01:00
Christopher Egert
e30b783505
d3d9: Use a different rvalue for depth bias on NV
2022-11-09 01:15:00 +00:00
Robin Kertels
ecc2302389
[d3d9] Fix query reset counter underflow
2022-11-07 23:34:32 +00:00
Philip Rebohle
76e6b2764b
[dxgi] Change CreateSwapChain to take a surface factory
2022-11-07 14:14:05 +01:00
Philip Rebohle
03dca539cb
[vulkan,d3d9,d3d11] Move surface creation to swap chain implementation
2022-11-07 14:14:05 +01:00
Philip Rebohle
49cf0ecf54
[vulkan] Don't handle SURFACE_LOST in Vulkan presenter
2022-11-07 14:14:05 +01:00
Philip Rebohle
3a9e975a71
[dxgi] Implement DxgiSurfaceFactory
2022-11-07 14:14:05 +01:00
Philip Rebohle
1754b73ade
[wsi] Change interface for surface creation
...
This temporarily breaks Win32 swap chains, but we're fine with that
since this will take some refactoring.
2022-11-07 14:14:05 +01:00
Philip Rebohle
bd87e19de1
[dxgi] Introduce IDXGIVkSurfaceFactory
2022-11-07 14:14:05 +01:00
Robin Kertels
d8933ca175
[d3d9] Only do one allocation for all texture subresources
2022-11-06 19:35:03 +00:00
Blisto91
145c1ce127
[util] Limit fps to 60 for some WayForward games
2022-11-06 15:32:28 +01:00
Robin Kertels
4fb7acc64e
[d3d9] Implement converter for W11V11U10
2022-11-06 02:55:29 +00:00
Vlad
40a4908a2a
Support for MW:R H1-Mod
2022-11-05 16:07:16 +01:00
Blisto91
e1eec9b359
[util] Set Fallout 3 to Nvidia vendor id
2022-11-05 16:07:04 +01:00
Robin Kertels
892f676605
[util] Disable direct buffer mapping for Dragon Age Origins
2022-11-02 16:12:28 +01:00
Philip Rebohle
0b9f785bc5
[dxvk] Remove broken memory budget logic for UMA systems
...
All heaps on an UMA systems are by definition device-local, so this
just leads to unnecessary issues.
2022-11-01 12:48:03 +01:00
Adam Jereczek
0462454d2b
Fix for saving vertex shader constants with a StateBlock
...
Co-authored-by: aroztkow <aneta.roztkowska@intel.com>
2022-10-31 18:16:15 +00:00
Robin Kertels
0fc5c84e7b
[d3d9] Don't advertise support for MS INTZ format
2022-10-30 21:50:44 +00:00
Georg Lehmann
bc31ebe151
[d3d9] Fix OptimizeLayout with feedback loop usage.
...
We kind of need dcc on GFX8/9.
2022-10-29 11:21:55 +02:00
Winter Snowfall
f84f992d44
[util] Also enable workaround for the "mod load exe" of ToEE
2022-10-25 03:45:53 +02:00
Robin Kertels
9c22a58543
[d3d9] Disable locking non-dynamic default textures
2022-10-24 20:55:00 +01:00
Robin Kertels
d771f7cf8f
[d3d9] Remove dead fields
2022-10-24 20:55:00 +01:00
Philip Rebohle
494e01b353
[d3d9] Avoid querying environment variables on shader creation
2022-10-24 18:01:48 +02:00
Philip Rebohle
b055c2daea
[d3d11] Avoid querying environment variables on shader creation
2022-10-24 17:58:57 +02:00
Philip Rebohle
fea86ef116
[dxvk] Use dynamic depth clip enable for linked pipelines if supported
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This way we won't have to compile any vertex shader pipelines twice.
2022-10-24 16:39:24 +02:00
Philip Rebohle
8e7ea899d2
[dxvk] Enable VK_EXT_extended_dynamic_state_3 if available
2022-10-24 16:39:24 +02:00
Philip Rebohle
859de7e828
[dxvk] Always enable depth clip feature if supported
2022-10-24 16:39:24 +02:00
Paul Gofman
e311f25287
[dxgi] Store device pointer in DxgiSwapChainDispatcher
2022-10-20 19:05:19 +02:00
Philip Rebohle
53a0c3726c
[dxvk] Don't crash immediately on pipeline library compile error
...
Things will blow up down the line but there's no good reason to crash
immediately. Also ignore returned pipeline on error so we'll always
return null.
2022-10-18 00:07:41 +02:00
Philip Rebohle
69d7af42a4
[dxgi] Change swap chain interface to better map to D3D12 needs
2022-10-16 16:38:29 +02:00
Philip Rebohle
d7ac21b6c7
[dxgi] Use new DXVK swap chain factory if available
2022-10-16 16:38:29 +02:00
Philip Rebohle
aca67f64da
[d3d11] Implement IDXGIVkSwapChainFactory for D3D11
2022-10-16 16:38:29 +02:00
Philip Rebohle
580dd5cf4a
[dxgi] Add swap chain factory interface definition
2022-10-16 16:38:29 +02:00
Joshua Ashton
d83e184afd
[d3d10] Enable native builds
...
This started working at some point... may as well!
2022-10-15 18:17:29 +01:00
Joshua Ashton
1d3decf100
[build] Add version scripts for native builds
...
FEX would like clean symbols for experimenting with making thunks down the line.
We also just shouldn't be exporting a bunch of random crap -- sadly -fvisibility=hidden doesn't help with a bunch of stuff :(
For reference, RADV also does this.
2022-10-15 19:10:57 +02:00
Joshua Ashton
25798f6fe1
[build] Set name_prefix to libdxvk_
for native builds
...
Less rude and nicer than just d3d9.so.
Matches old DXVK native behaviour too.
2022-10-15 19:10:57 +02:00
Joshua Ashton
3b90f5a77f
[util] Enable apitrace mode for Hammer World Editor
2022-10-15 17:21:29 +01:00
Robin Kertels
4bcabe8d46
[d3d9] Return 0 if any vertex decl element can't be represented as fvf
2022-10-12 23:07:23 +01:00
Robin Kertels
7090105573
[d3d9] Remove declaration fvf mapping log spam
2022-10-12 23:07:23 +01:00
Robin Kertels
2b964f0c67
[d3d9] Make MapD3DDeclToFvf more readable
...
All branches return, so we might as well
give it a bit more room to breath.
2022-10-12 23:07:23 +01:00