Philip Rebohle
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73bb0d8ae2
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[dxvk] Remove shader-based resolve
No longer necessary since we're using render pass resolve now.
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2019-03-24 16:36:35 +01:00 |
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Philip Rebohle
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75ee1f42c2
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[dxvk] Use resolve attachment for meta-resolve ops
Faster than the naive fragment shader-based solution.
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2019-03-19 11:45:56 +01:00 |
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Philip Rebohle
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209248e26d
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[dxvk] Use vkResetQueryPoolEXT to reset individual queries
This is much faster than the fallback path which uses GPU functions.
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2019-03-17 16:25:00 +01:00 |
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Philip Rebohle
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3d53f318fd
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[dxvk] Enable hostQueryReset device feature if available
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2019-03-17 16:24:59 +01:00 |
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Philip Rebohle
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9dd9f0ab22
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[dxvk] Enable VK_EXT_host_query_reset if available
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2019-03-17 16:24:59 +01:00 |
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Philip Rebohle
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412d79c8c1
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[d3d11] Use new query implementation
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2019-03-14 21:16:41 +01:00 |
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Philip Rebohle
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e5441e841f
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[dxvk] Support new query implementation
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2019-03-14 21:16:41 +01:00 |
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Philip Rebohle
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a8144370c8
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[dxvk] Create new query pool and forward it to the context
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2019-03-14 21:16:41 +01:00 |
|
Philip Rebohle
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772fa3074f
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[dxvk] Add new query implementation
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2019-03-14 21:16:41 +01:00 |
|
Philip Rebohle
|
8c3900c533
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[d3d11] Use new GPU events for D3D11 Event queries
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2019-03-14 21:16:41 +01:00 |
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Philip Rebohle
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3dbd755075
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[dxvk] Implement method to signal GPU events
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2019-03-14 21:16:41 +01:00 |
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Philip Rebohle
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6b9653d261
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[dxvk] Create GPU event pool and forward it to the context
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2019-03-14 21:16:41 +01:00 |
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Philip Rebohle
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4da89ccc48
|
[dxvk] Add GPU event class
GPU events allow for finer-grained CPU<>GPU synchronization than
the current approach, so we should change our implementation.
|
2019-03-14 21:16:38 +01:00 |
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Philip Rebohle
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7fa2fb5188
|
[meta] Release 1.0.1
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2019-03-14 19:07:18 +01:00 |
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Philip Rebohle
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19f82826bb
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[d3d11] Don't use presentation fence on ANV
Should hopefully fix stuttering issues introduced with 1.0.
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2019-03-14 18:50:33 +01:00 |
|
Philip Rebohle
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1656860486
|
[dxgi] Remove obsolete global monitor helper functions
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2019-03-14 18:26:39 +01:00 |
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Philip Rebohle
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5b72e84726
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[dxgi] Use IDXGIVkMonitorInfo in DxgiSwapChain
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2019-03-14 18:26:39 +01:00 |
|
Philip Rebohle
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50347e1256
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[dxgi] Use IDXGIVkMonitorInfo in DxgiOutput
|
2019-03-14 18:26:39 +01:00 |
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Philip Rebohle
|
7d5b5f288c
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[dxgi] Implement IDXGIVkMonitorInfo for DxgiFactory
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2019-03-14 18:26:39 +01:00 |
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Philip Rebohle
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cfdac13ea5
|
[dxgi] Add new COM interface for per-monitor data
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2019-03-14 18:26:37 +01:00 |
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Philip Rebohle
|
f272071d8d
|
[dxvk] Don't enforce HOST_CACHED flag when allocating memory
The better fix would be to support non-coherent memory properly,
but this will have to do for now. Fixes #947.
|
2019-03-14 16:47:17 +01:00 |
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Philip Rebohle
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c35af973bb
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[util] Disable NvAPI hack for Star Wars Battlefront 2015
Fixes #968.
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2019-03-14 16:33:35 +01:00 |
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Philip Rebohle
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2d39be4e72
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[d3d11] Check image block alignment in UpdateSubresource1
Fixes validation errors in World of Warcraft, which for some reason
tries to update individual pixels of block-compressed textures.
See #964.
|
2019-03-14 01:11:39 +01:00 |
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Philip Rebohle
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833c433556
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[util] Enable relaxed barriers for Devil May Cry 5
Same engine as RE2, same ~10% performance improvement.
|
2019-03-11 18:36:09 +01:00 |
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Philip Rebohle
|
0326258829
|
[dxbc] Use SDiv instead of ShiftRightLogical for index calc on Nvidia
Reportedly fixes Resident Evil 2 and Devil May Cry 5 on Nvidia.
|
2019-03-09 19:59:56 +01:00 |
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Philip Rebohle
|
a40d8d49ea
|
[dxvk] Only enable xfb subpass barrier if feature is enabled
Silences validation errors when running FL9_x applications, or
a driver which does not support VK_EXT_transform_feedback.
|
2019-03-02 19:56:01 +01:00 |
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Philip Rebohle
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4fc96e60c5
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[d3d11] Reimplment GetEnabledShaderStages using getShaderPipelineStages
They do the same thing anyway.
|
2019-03-02 19:56:01 +01:00 |
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Philip Rebohle
|
d9edb16b75
|
[dxvk] Use getShaderPipelineStages for dummy resource creation
Fixes some validation errors for FL10_x and FL9_x applications.
|
2019-03-02 19:56:01 +01:00 |
|
Philip Rebohle
|
2a6d4fa2ba
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[dxvk] Implement DxvkDevice::getShaderPipelineStages
|
2019-03-02 19:56:00 +01:00 |
|
Joshua Ashton
|
d01110259c
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[d3d11, d3d10] Init returnptrs for CreateDevice funcs.
|
2019-02-27 23:17:08 +01:00 |
|
Joshua Ashton
|
995949a9f9
|
[d3d10] Fix and cleanup S_FALSE handling
|
2019-02-27 22:01:04 +01:00 |
|
Joshua Ashton
|
62a833b528
|
[dxgi] Correct return values for CreateDXGIFactory[1/2]
|
2019-02-27 22:01:04 +01:00 |
|
Joshua Ashton
|
ccf24db428
|
[d3d10] Fix null pBlendStateDesc being dereferenced on def. desc
|
2019-02-27 22:01:04 +01:00 |
|
Joshua Ashton
|
2454041903
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[d3d10] nullptr checks for resource creation
|
2019-02-27 22:01:04 +01:00 |
|
Joshua Ashton
|
28df1e0825
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[d3d11] nullptr check descs & fix return values
|
2019-02-27 22:01:04 +01:00 |
|
Philip Rebohle
|
10140f40ca
|
[dxvk] Release 1.0
|
2019-02-25 20:26:50 +01:00 |
|
Philip Rebohle
|
e03b574cc1
|
[d3d11] Block on image acquisition fence before presenting
May potentially improve frame timing on drivers where image
acquisition does not block.
|
2019-02-25 13:34:49 +01:00 |
|
Philip Rebohle
|
b6804a95b7
|
[vulkan] Create per-swap image fences for presenter
|
2019-02-25 13:34:49 +01:00 |
|
Philip Rebohle
|
a6d1fe07f2
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[vulkan] Add helper method to wait for presenter fence
|
2019-02-25 13:34:49 +01:00 |
|
Philip Rebohle
|
2231caaa9e
|
[vulkan] Add optional fence paratemer to acquireNextImage
We'll reset the fence prior to acquisition, so that the user of
this API won't have to do it.
|
2019-02-25 13:34:46 +01:00 |
|
Philip Rebohle
|
6d814b24da
|
[dxbc] Fix invalid SPIR-V for FirstBitHi / FirstBitShi on vectors
Refs #930.
|
2019-02-23 21:27:40 +01:00 |
|
Philip Rebohle
|
d12a8e09a8
|
[dxbc] Decorate integer fragment shader builtins as flat
Fixes yellow tint in Unreal Engine 4 games on RADV and AMDGPU-PRO.
|
2019-02-23 14:33:59 +01:00 |
|
Philip Rebohle
|
b65520d627
|
[dxvk] Fix feature query for vertex attribute divisor
|
2019-02-20 11:47:15 +01:00 |
|
Philip Rebohle
|
38c6eeed26
|
[dxbc] Only emit depth clamp in fragment shader if necessary
We don't need this if the depth clip extension is supported
by the driver.
|
2019-02-19 14:27:21 +01:00 |
|
Philip Rebohle
|
9159401b14
|
[dxvk] Use depthClipEnable during graphics pipeline creation
Fall back to previous behaviour if the feature is not available.
|
2019-02-19 14:22:36 +01:00 |
|
Philip Rebohle
|
49965fd79e
|
[dxvk] Enable depthClipEnable feature if available
|
2019-02-19 13:57:34 +01:00 |
|
Philip Rebohle
|
cc5ac885f5
|
[dxvk] Enable VK_EXT_depth_clip_enable if available
|
2019-02-19 13:53:56 +01:00 |
|
Philip Rebohle
|
20ea74fa99
|
[d3d11] Do not enable shaderStorageImageMultisample device feature
See https://github.com/KhronosGroup/MoltenVK/issues/502
|
2019-02-19 11:32:32 +01:00 |
|
Philip Rebohle
|
2d81decb91
|
[dxbc] Fix SPIR-V caps for SRV and UAV resources
|
2019-02-19 11:31:12 +01:00 |
|
Philip Rebohle
|
d9931e3621
|
[utils] Report Nvidia GPUs for Far Cry 3 and Far Cry 4
Both games make assumptions about the exact clear value for UNORM
render targets, which is incorrect on most Vulkan drivers.
|
2019-02-18 18:04:36 +01:00 |
|