Philip Rebohle
72a356fe01
[d3d11] Implement GetResourceTiling
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When called on a regular resource, native D3D11 will zero
out the return values. We should match this behaviour.
2019-09-16 12:42:14 +02:00
Philip Rebohle
7ba7178d14
[d3d11] Implement ID3D11Device2
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Adds some extra validation to resource creation so that
apps cannot accidentally create tiled resources.
2019-09-16 12:42:14 +02:00
Philip Rebohle
c1a7243811
[d3d11] Implement ID3D11DeviceContext2
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We don't support tiled resources nor markers for now.
Marker support could be added through debug layers.
2019-09-16 12:42:14 +02:00
Philip Rebohle
6e28ab956d
[d3d11] Implement D3D11.2 feature queries
2019-09-16 12:42:14 +02:00
Philip Rebohle
d7476f3fb8
[d3d11] Include D3D11.2 headers
2019-09-16 12:42:14 +02:00
Philip Rebohle
f2d461ab5b
[d3d11] Prevent log spam from repeated Get/SetResourceMinLOD calls
2019-09-16 12:41:44 +02:00
Philip Rebohle
3e17ccfaaa
[d3d11] Implement missing D3D11_FEATURE_D3D9_OPTIONS feature query
2019-09-16 02:21:46 +02:00
Philip Rebohle
c852b6de34
[d3d11] Optimize viewport updates if there is only one single viewport
2019-09-13 14:38:51 +02:00
Philip Rebohle
160b684d5a
[d3d11] Add range check for scissors and make failing it unlikely
2019-09-13 11:49:00 +02:00
Philip Rebohle
e2808309a3
[metæ] Release 1.3.4
2019-09-08 21:03:46 +02:00
Philip Rebohle
f57c021ab5
[util] Enable d3d11.allowMapFlagNoWait for Control
2019-09-08 10:35:57 +02:00
Philip Rebohle
b8888ffe6a
[d3d11] Don't create linearly tiled compressed images
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Quantum Break uses this for texture uploads, which causes unnecessary
GPU synchronization and queue submissions when doing texture uploads.
2019-09-07 20:16:16 +02:00
orbea
c57e63f7d2
Work around build failure with winegcc/clang. ( #1184 )
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Fixes #1182 .
2019-09-05 18:01:33 +02:00
Philip Rebohle
5ea5d2a816
[meta] Work around wine 4.15 build failure
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Wine bug report: https://bugs.winehq.org/show_bug.cgi?id=47710
We should probably revisit this with the next wine release.
Closes #1179 .
2019-09-01 14:22:34 +02:00
Philip Rebohle
2466992549
[meta] Use -std=c++17
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Realistically, there is no way to build recent versions of DXVK
anymore with a compiler that doesn't have C++17 support.
GCC 8.x (maybe 7.x?) or Clang 5.x should support this.
2019-09-01 13:36:47 +02:00
Philip Rebohle
b0552751ad
[d3d11] Fix incorrect AddRef -> Release
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Spotted by @jp7677
2019-08-29 21:24:47 +02:00
Philip Rebohle
2776ef43a3
[meta] Release 1.3.3
2019-08-29 20:56:47 +02:00
Philip Rebohle
30d19cd0f2
[d3d11] Rename some hazard tracking methods for clarity
2019-08-29 19:10:53 +02:00
Philip Rebohle
6be124e2cd
[d3d11] Check for conflicts withing RTV and UAV lists upon binding them
2019-08-29 19:10:53 +02:00
Philip Rebohle
e07ef1ec40
[d3d11] Resolve pipeline hazards when binding render targets
2019-08-29 19:10:53 +02:00
Philip Rebohle
a36f056572
[d3d11] Resolve pipeline hazards when binding compute shader UAVs
2019-08-29 19:10:53 +02:00
Philip Rebohle
c8c781c88b
[d3d11] Add check whether a viewed resource has a given bind flag
2019-08-29 19:10:50 +02:00
Sveinar Søpler
7a57357717
Update README ( #1174 )
2019-08-28 09:42:03 +02:00
Philip Rebohle
afc8e4c29d
[d3d11] Filter redundant OMSetRenderTargets calls
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Since rebinding render targets is a rather expensive
operation, we should avoid doing so whenever possible.
Affects Resident Evil 2 and Devil May Cry 5.
2019-08-26 23:59:08 +02:00
Philip Rebohle
4789790087
[d3d11] Remove outdated comment
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We actually handle this properly now.
2019-08-26 23:43:47 +02:00
Philip Rebohle
5756e5c921
[d3d11] Check for shader resource view hazards
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Fixes incorrect behaviour in games that try to use a currently bound
UAV or render target as a shader resource at the same time.
Fixes visual artifacts in Shining Resonance Refrain on AMD hardware.
2019-08-26 23:43:47 +02:00
Philip Rebohle
137589d755
[d3d11] Add state to track potentially hazardous bound SRVs
2019-08-26 23:29:01 +02:00
Philip Rebohle
4064dd3737
[d3d11] Add bound compute shader UAV mask
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Will be used for efficient hazard tracking.
2019-08-26 23:29:01 +02:00
Philip Rebohle
8208cedfa9
[d3d11] Add common view info struct to all view types
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Will be used for hazard detection.
2019-08-26 23:29:01 +02:00
Philip Rebohle
5ae5053a2a
[d3d11] Remove templated SetUnorderedAccessViews
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Not needed because the CS and OM paths are separate anyway.
2019-08-26 23:29:01 +02:00
Philip Rebohle
08e3500beb
[d3d11] Don't use .at()
2019-08-26 23:29:01 +02:00
Philip Rebohle
473025a93b
[dxvk] Add function to find set bits in binding mask
2019-08-26 23:29:01 +02:00
Philip Rebohle
d2d19b0dec
[dxvk] Add function to set bind mask bit to a given value
2019-08-26 23:29:00 +02:00
Jacek Caban
e7b71926e3
[build] Check if --add-stdcall-alias and --enable-stdcall-fixup is supported before using it.
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lld-link linker does not support nor need it.
2019-08-26 20:07:58 +02:00
Jacek Caban
1981140257
[dxvk] Explicitly include unordered_map in dxvk_renderpass.h
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When using libstdc++, it's somehow implicitly included, but it's not the case for libc++.
2019-08-26 20:07:58 +02:00
Joshua Ashton
8e54477c2a
[util] Use R string literals for app compat regexes
2019-08-24 21:32:51 +02:00
Philip Rebohle
54ca5900e1
[util] Use regular expressions on full exe path to match app profiles
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This allows us to detect applications with non-unique executable names
or with variable executable names more reliably, and also allows us to
merge profiles for games that have multiple known exe names.
The matching is also no longer case-sensitive.
2019-08-18 17:49:22 +02:00
Philip Rebohle
c934333a5c
[util] Add method to retrieve full exe path
2019-08-17 11:50:39 +02:00
Philip Rebohle
d38607c9be
[dxvk] Implement depth-stencil resolve
2019-08-13 15:16:09 +02:00
Philip Rebohle
e54dfab471
[dxvk] Support depth-stencil resolve using VK_KHR_depth_stencil_resolve
2019-08-13 15:16:09 +02:00
Philip Rebohle
7e95493fba
[dxvk] Support shader-based depth-stencil resolve
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Requires VK_EXT_shader_stencil_export for stencil resolves.
2019-08-13 15:16:00 +02:00
Philip Rebohle
a516ca5b85
[dxvk] Add meta shaders for depth-stencil resolve
2019-08-13 14:37:50 +02:00
Philip Rebohle
acf0001fd1
[dxvk] Make device properties accessible from the device
2019-08-13 14:37:50 +02:00
Philip Rebohle
2f15cb7602
[dxvk] Enable VK_KHR_depth_stencil_resolve if available
2019-08-13 12:53:31 +02:00
Philip Rebohle
d127c08487
[dxvk] Enable VK_KHR_create_renderpass2 if available
2019-08-13 12:52:54 +02:00
Philip Rebohle
1999ca9dd4
[util] Set d3d11.dcSingleUseMode=False for SteamVR perf test
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*Actually* fixes #1160 .
2019-08-10 11:21:47 +02:00
Philip Rebohle
4cce07ccd9
[d3d11] Update resources mapped on deferred contexts in Map()
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Apparently it is legal to use mapped buffers on deferred contexts
in D3D11, so we have to execute our update code immediately.
Fixes #1160 .
2019-08-10 11:11:44 +02:00
Joshua Ashton
d579f07238
[util] Fix compiling with clang/clang-cl
2019-08-07 06:08:54 +02:00
Philip Rebohle
590834660e
Revert "[dxvk] Use vkCmdUpdateBuffer to clear tiny buffers"
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This reverts commit 311661e404
.
This once fixed Far Cry Primal, but now for some reason it
breaks Far Cry Primal. Fixes #1155 .
2019-08-07 05:41:33 +02:00
Philip Rebohle
bd40b05720
[d3d11] Recreate swap chain immediately after synchronous present fails
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Fully restores pre-1.3 behaviour in case async present is disabled.
Apparently this is necessary to avoid hangs on Nvidia for some reason.
2019-08-06 09:11:04 +02:00