Philip Rebohle
dfc0b740f8
[dxvk] Use vkCmdBindVertexBuffers2 to bind buffer ranges
...
Potentially fixes problems with OOB access on dynamic vertex buffers.
2020-07-10 16:59:20 +02:00
Philip Rebohle
9ba99eba93
[dxvk] Add feature bit for extended dynamic state
2020-07-10 16:59:20 +02:00
Philip Rebohle
9f3fb028b0
[dxvk] Enable VK_EXT_extended_dynamic_state if available.
2020-07-10 16:59:20 +02:00
Gabriel Ivăncescu
1efe91e17d
[dxgi] Restore the Topmost state upon exiting fullscreen
...
Signed-off-by: Gabriel Ivăncescu <gabrielopcode@gmail.com>
2020-07-08 18:57:49 +02:00
Gregor Münch
4ac9dcf855
[util] Enable d3d11.invariantPosition for Mafia III: Definitive Edition
2020-07-05 17:37:13 +02:00
Samuel Pitoiset
c4f37d3981
[util] Enable d3d11.invariantPosition for Star Wars Jedi: Fallen Order
...
Seems to resolve https://gitlab.freedesktop.org/mesa/mesa/-/issues/2706#note_538316
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
2020-06-18 13:40:24 +02:00
Robin Kertels
291f7e05bc
[d3d9] Fix uninitialized BufferHandle when discarding mapped buffer
...
Co-authored-by: Christopher Egert <cme3000@gmail.com>
2020-06-15 03:26:47 +01:00
Joshua Ashton
9525f53d00
[d3d9] Only enable FETCH4 when POINT sampling
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Closes #1660
2020-06-14 00:38:36 +01:00
Rhys Perry
cd0a21dda5
[util] Enable d3d11.invariantPosition for Terminator: Resistance
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Seems to resolve https://gitlab.freedesktop.org/mesa/mesa/-/issues/2608
2020-06-12 17:58:30 +02:00
Rhys Perry
0a486bd975
[util] Enable d3d11.invariantPosition for Borderlands 3
...
Seems to resolve https://gitlab.freedesktop.org/mesa/mesa/-/issues/2608
2020-06-12 17:58:30 +02:00
Philip Rebohle
51bd84368c
[util] Disable relaxed barrier option for RE7
...
Introduces lighting glitches in some places.
2020-06-11 22:06:53 +02:00
Joshua Ashton
67f01631fa
[d3d9] Clear dirty range when discarding buffers
2020-06-11 05:58:17 +01:00
Robin Kertels
7389da29be
[d3d9] Discard mapped buffer if it's currently in use
2020-06-11 05:53:33 +01:00
Robin Kertels
5d5ec2aa77
[d3d9] Remove IsUploading from CommonTexture
...
This was always true on subsequent Lock calls.
The first lock was handled by the 'freshly allocated fast path' anyway.
2020-06-11 05:53:33 +01:00
Joshua Ashton
e6ed8dab63
[d3d9] Perform tracking for preloaded managed resources
2020-06-11 05:53:33 +01:00
Joshua Ashton
7e72010302
[d3d9] Upload managed resource if needed before mip gen
2020-06-11 05:53:33 +01:00
Joshua Ashton
04397e5a7b
[d3d9] Mark mips as dirty when the filter changes
2020-06-11 05:53:33 +01:00
Joshua Ashton
f537474fe4
[d3d9] Add missing locks to mipmap auto gen
2020-06-11 05:53:33 +01:00
Joshua Ashton
b1bd3597a4
[d3d9] Implement PreLoad for buffers + textures
2020-06-11 05:53:33 +01:00
Samuel Pitoiset
86c53bb9e6
[util] Set enableRtOutputNaNFixup for Stars End
...
To fix output NaNs that introduce glitches with RADV.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
2020-06-09 16:08:16 +02:00
Joshua Ashton
68ae3f4376
[d3d9] Return D3D_OK when unlocking not locked textures
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Matches D3D9 behaviour
2020-06-05 23:46:33 +01:00
Joshua Ashton
124023bac5
[d3d9] Add read-only check to uploading managed textures on Lock
2020-06-05 23:33:00 +01:00
Joshua Ashton
ed5cbb99b6
[d3d9] Mark managed for upload in Lock rather than Unlock
...
Fixes Nekopara properly.
Also refactor some locking checks
2020-06-05 23:29:23 +01:00
Joshua Ashton
86e8315416
[d3d9] Revert Nekopara hacks
2020-06-05 23:15:10 +01:00
Joshua Ashton
fa988be4aa
[d3d9] Improve MarkAllForUpload implementation
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Only mark the bits we are actually using.
2020-06-05 02:40:41 +01:00
Joshua Ashton
326f6c26cb
[util] Enable forceSamplerTypeSpecConstants for all of the games in the Spellforce 2 seires
2020-06-05 02:36:17 +01:00
Joshua Ashton
b658cae509
[util] Enable uploadAllManagedSubresources for Nekopara titles
2020-06-05 02:35:03 +01:00
Joshua Ashton
d39cf31189
[d3d9] Implement uploadAllManagedSubresources option
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Nekopara locks mip 1, then unlocks mip 0 and expects it to upload all the mips.
2020-06-05 02:34:44 +01:00
Joshua Ashton
5558460853
[d3d9] Don't mark lock on DONOTWAIT path
...
Fixes some issues in some games using this feature.
2020-06-01 15:52:25 +01:00
Joshua Ashton
12356d7342
[dxso] Bias FETCH4 half-texel offset to avoid grid effect
2020-06-01 13:33:08 +01:00
Philip Rebohle
2cac70fbb6
[d3d11] Require transform feedback for FL10_0 and newer
...
This has been supported in drivers for one and a half years at this
point, so it should be safe to make it a hard requirement.
2020-05-30 16:02:22 +02:00
Joshua Ashton
f92d60496c
[util] Enable forceSamplerTypeSpecConstants for SpellForce 2: Faith in Destiny
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The game binds a 2D texture to a 3D (volume) sampler which causes the readback to be 0 0 0 0 on native, whereas we can workaround it and see the intended texture and cool refracty effect that would have rendered on older real hardware 👏
Closes #1645
2020-05-27 17:14:20 +01:00
Joshua Ashton
a21e0d4bcf
Revert "[dxso] Make FETCH4 swizzle ARGB"
...
The documentation lies about the swizzle...
This reverts commit 2fc00a331b
.
Closes #1641
Once and for all !
2020-05-27 12:11:43 +01:00
Joshua Ashton
56687cc258
[dxso] Handle half texel offset for FETCH4
...
Closes #1641
2020-05-27 10:16:03 +02:00
Joshua Ashton
362a591e5b
[spirv] Implement constuReplicant helper
2020-05-27 10:16:03 +02:00
Joshua Ashton
16cea83325
[spirv] Implement constiReplicant helper
2020-05-27 10:16:03 +02:00
Joshua Ashton
a9db65c8c2
[spirv] Implement OpImage
2020-05-27 10:16:03 +02:00
Joshua Ashton
c03eaf2de7
[d3d9] Hook up auto gen mip filter
2020-05-27 10:12:43 +02:00
Joshua Ashton
7cd46e72e9
[dxvk] Add filter type to generateMipmaps
2020-05-27 10:12:43 +02:00
Joshua Ashton
3825d16a31
[d3d9] Move mip filter into common texture
2020-05-27 10:12:43 +02:00
Joshua Ashton
561254b51d
[d3d9] Support RENDERTARGET and AUTOGENMIPMAP together
...
Fixes funky water in Trackmania
Closes #1642
2020-05-27 09:03:58 +01:00
Joshua Ashton
2fc00a331b
[dxso] Make FETCH4 swizzle ARGB
...
https://developer.amd.com/wordpress/media/2012/10/Advanced-DX9-Capabilities-for-ATI-Radeon-Cards_v2.pdf
2020-05-27 06:19:13 +01:00
Joshua Ashton
d8381dab8d
[d3d9] Fix a typo when unmarking autogen mips
2020-05-26 18:57:28 +01:00
Joshua Ashton
1a920f44ea
[d3d9] Rename GenerateMips to EmitGenerateMips
2020-05-26 18:50:34 +01:00
Joshua Ashton
fabe7b5d59
[d3d9] Check if needs mip gen in GenerateTextureMips
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There could be duplicate indices!
2020-05-26 18:49:17 +01:00
Joshua Ashton
6c030afc95
[d3d9] Update device tracking when manually autogenning mips
...
Avoids some needless generations potentially.
2020-05-26 18:48:42 +01:00
Joshua Ashton
e57aea5749
[d3d9] Track and defer mipmap generations
...
Turns out we need to track this crap and generate at draw time and handle a bunch of other wacky cases for it...
Bah.
Fixes #1642
(The funky water.)
2020-05-26 18:42:53 +01:00
Joshua Ashton
b958473cc9
[d3d9] Move pLockedBox/Rect checks to subresource
2020-05-26 13:14:58 +01:00
Joshua Ashton
4c1deabcd3
[d3d9] Don't expose surfaces for autogenned mips
2020-05-26 13:11:24 +01:00
Joshua Ashton
a35df1c3b1
[d3d9] Fix AUTOGENMIPMAP not working in some instances
...
Closes #1642
2020-05-26 12:46:55 +01:00
Christopher Egert
67b1ee4f9b
[d3d9] Only allow ColorFill on surfaces in D3DPOOL_DEFAULT
...
Both nine and native nvidia d3d9 seems to do this,
this fixes a crash in spacemail by xplsv.
2020-05-25 13:33:12 +01:00
Joshua Ashton
4d70d59ea4
[d3d9] Use base texture for subresource refs
...
Fixes a crash when running d3d9-triangle
2020-05-25 13:29:56 +01:00
Joshua Ashton
9ee4add77e
[dxso] Forbid FETCH4 for 3D and not Cube
...
SPIR-V spec contradicts itself as to what is allowed here, and SPIR-V val doesn't help by listing the wrong dimension.
2020-05-25 09:26:09 +01:00
Joshua Ashton
87e8b9733f
[dxso] Blacklist FETCH4 for cubes and normalize flags
2020-05-25 09:21:30 +01:00
Joshua Ashton
b12fa99435
[dxso] Fix scalar select on vector in FETCH4 code
2020-05-25 09:05:58 +01:00
Joshua Ashton
4e1ee5bf39
[d3d9] Normalize projection spec constant further
...
Only include those used in the pixel shader and are bound.
2020-05-25 06:13:21 +01:00
Joshua Ashton
8fdf9e67d3
[d3d9, dxso] Implement FETCH4
2020-05-25 06:13:21 +01:00
Philip Rebohle
cf1ff99b10
[vulkan] Disable fullscreen exclusive support on wine
...
Fixes issues with RenderDoc captures on winevulkan.
2020-05-24 18:38:54 +02:00
Joshua Ashton
9a40c1e6ae
[dxvk] Fix fb resolve offset
...
gl_FragCoord is read in the fs shader, so we need to take into account the dstOffset here!
This was causing the offset to be doubled rather than eliminated
for the resolves for refractive water in Serious Sam 2
as srcOffset == dstOffset.
Fixes #1637
2020-05-22 11:13:07 +02:00
Joshua Ashton
8e7df31878
[d3d9] Correct resolve offset regions for intermediate StretchRect resolves
...
We don't want to use the dst info for these, given the blit will do that.
Partially fixes #1637
2020-05-22 11:13:07 +02:00
Joshua Ashton
e2ad3b1b20
[d3d9] Improve sampler anisotropy normalization
2020-05-21 08:58:39 +01:00
Philip Rebohle
0c0d582f24
[dxvk] Default to fragment shader resolved on official AMD drivers
...
Improves performance of MSAA resolves. RADV does not benefit.
2020-05-19 18:54:25 +02:00
Philip Rebohle
5d7b5b0e35
[dxvk] Fix framebuffer resolve barriers
2020-05-19 16:23:44 +02:00
Christopher Egert
79feed9d89
[d3d9] Allow D3DFMT_NULL as RenderTargetFormat in CheckDepthStencilMatch
...
This partially fixes shadows in Timeshift.
2020-05-19 04:12:36 +01:00
DadSchoorse
84bb768a32
[util] Enable d3d9.invariantPosition for Halo/Hale CE
...
Fixes #1550
2020-05-17 23:41:42 +02:00
Philip Rebohle
2e378257ea
[meta] Release 1.7
2020-05-16 17:07:18 +02:00
Robin Kertels
724d0fc0b2
[d3d9] Set scissor to the viewport if that's smaller
...
Fixes #1608
2020-05-13 18:53:11 +01:00
Philip Rebohle
6643c75f37
[dxvk] Use access flags rather than usage when tracking gfx barriers
2020-05-12 00:24:09 +02:00
Philip Rebohle
57acbbd7c7
[d3d11] Always enable STORAGE_BUFFER_BIT usage for srv/uav buffers
...
Fixes validation errors in games that use incorrect view types in
some cases, e.g. Cloudpunk.
2020-05-12 00:23:12 +02:00
Philip Rebohle
aa0b306d2e
[d3d11] Require multiDrawIndirect feature for Feature Level 11.0
...
All hardware that DXVK can run on supports this, so let's just enable it.
Saves some feature checks in games using Ubisoft's Anvil Next engine.
2020-05-11 01:15:06 +02:00
Philip Rebohle
e7455b6460
[vulkan] Remove VulkanFn wrapper
...
Not really necessary, and apparently this is causing trouble on GCC 10.1.
Fixes #1620 .
2020-05-10 02:06:27 +02:00
Joshua Ashton
3a6c0cf605
[dxso] Implicitly define Color inputs as centroid in PS <= 2
2020-05-09 20:49:55 +01:00
Joshua Ashton
774f74cd36
[d3d9] Only dirty ff pixel shader if set texture is in PS binding range
2020-05-07 16:14:11 +01:00
Joshua Ashton
27b9736626
[d3d9] Dirty fixed function pixel shader on texture type change
...
Fixes #1603
2020-05-07 16:09:58 +01:00
Joshua Ashton
b2f6885e55
[d3d9] Make texture stage state args mask easier to read
2020-05-07 15:37:05 +01:00
Joshua Ashton
a6771daf49
[d3d9] Unbind depth image views on device reset
2020-05-07 15:35:48 +01:00
Joshua Ashton
42deab0d60
[d3d9] Cleanup SetStateTextureStageState dirty flags
2020-05-07 14:50:26 +01:00
Joshua Ashton
f88f424da4
[d3d9] Convert border color to float in CS thread
...
It's cheaper to look up sampler keys this way
2020-05-07 13:11:59 +01:00
Joshua Ashton
fd75775197
[d3d9] Use unordered comparison opposed to isnan
...
Results in better codegen
2020-05-07 13:05:36 +01:00
Joshua Ashton
198ce13934
[d3d9] Replace clamp with min in sampler normalization
2020-05-07 13:01:14 +01:00
Philip Rebohle
68be040f4a
[dxvk] Use compute queue for transfers if DMA queue is not available
...
Affects RADV. Let's see if this works and does anything for performance.
2020-05-05 12:49:13 +02:00
Philip Rebohle
5fd361757b
[d3d9] Disable old border color hack if custom border colors are supported
2020-05-04 20:18:44 +02:00
Philip Rebohle
263865cf28
[d3d9] Enable custom border color features if available
2020-05-04 19:46:57 +02:00
Philip Rebohle
00613d1dc7
[d3d11] Enable custom border color features if available
2020-05-04 19:46:57 +02:00
Philip Rebohle
1fc6e3adbe
[dxvk] Use custom border colors if available
2020-05-04 19:46:57 +02:00
Philip Rebohle
0648314451
[dxvk] Refactor DxvkSampler::getBorderColor
2020-05-04 19:46:57 +02:00
Philip Rebohle
7b81db2c75
[dxvk] Pass device to sampler constructor
2020-05-04 19:46:57 +02:00
Philip Rebohle
a968f29754
[dxvk] Enable VK_EXT_custom_border_color if available
2020-05-04 13:27:35 +02:00
Philip Rebohle
7239066c5c
[dxvk] Don't stall SDMA command buffer for image initialization
2020-05-02 20:20:56 +02:00
Philip Rebohle
4fafeb21d0
[dxvk] Optimize clearDepthStencilImage barrier
2020-05-02 20:13:13 +02:00
Philip Rebohle
e24954ca39
[dxvk] Optimize clearColorImage barrier
2020-05-02 20:13:13 +02:00
Philip Rebohle
52cad95f2c
[dxvk] Use initializeImage in clearColorImage
2020-05-02 20:13:13 +02:00
Philip Rebohle
bbd5762d3d
[dxvk] Add initializeImage helper
...
Allows us to use TOP_OF_PIPE -> xxx barriers more often.
2020-05-02 20:10:19 +02:00
Philip Rebohle
a208f45fe4
[dxvk] Actually reinitialize image if necessary
2020-05-02 19:27:45 +02:00
Philip Rebohle
651646ca7f
[dxvk] Fix acquire barrier in clearCompressedColorImage
2020-05-02 19:06:22 +02:00
Philip Rebohle
dcc38c98e7
[dxvk] Fix acquire barriers in resolveImageHw
2020-05-02 18:58:38 +02:00
Philip Rebohle
b370d13743
[dxvk] Fix acquire barrier in updateImage
2020-05-02 18:52:35 +02:00
Philip Rebohle
8921be81bd
[dxvk] Fix blit acquire barriers
2020-05-02 18:49:58 +02:00
Philip Rebohle
85db84a1b3
[dxvk] Fix access mask in clearImageViewFb
...
VK_ATTACHMENT_LOAD_OP_LOAD requires the read flags to be set.
2020-05-02 18:48:59 +02:00
Philip Rebohle
5bab5ae7a5
[dxvk] Fix acquire barriers in copyImageHw
2020-05-02 18:46:35 +02:00