Philip Rebohle
7687db0303
[dxvk] Remove extra pipeline state
...
This can be expressed with specialization constants now.
2019-05-06 00:18:59 +02:00
Philip Rebohle
a0c67191a7
[d3d11] Implement depth bounds extension
2019-05-06 00:08:58 +02:00
Philip Rebohle
3867270812
[d3d11] Implement MultiDrawIndirectCount extension
2019-05-06 00:08:58 +02:00
Philip Rebohle
492b7db07b
[d3d11] Support count buffer in Set|BindDrawBuffers
2019-05-06 00:08:58 +02:00
Philip Rebohle
117b7b1ba1
[d3d11] Implement MultiDrawIndirect extension
2019-05-06 00:08:58 +02:00
Philip Rebohle
9e57b03e64
[d3d11] Implement barrier control extension
2019-05-06 00:08:58 +02:00
Philip Rebohle
04bef3c67a
[d3d11] Add stub implementation of D3D11DeviceExt
2019-05-06 00:08:58 +02:00
Philip Rebohle
1cd8749234
[d3d11] Add stub implementation of D3D11DeviceContextExt
2019-05-06 00:08:58 +02:00
Philip Rebohle
edbbdef787
[d3d11] Add interfaces to support D3D11 extensions
2019-05-06 00:08:57 +02:00
Philip Rebohle
8a3044a342
[dxvk] Implement depth bounds test in backend
2019-05-06 00:08:57 +02:00
Philip Rebohle
5ad212d279
[dxvk] Introduce new pipeline state to enable depth bounds test
2019-05-06 00:08:57 +02:00
Philip Rebohle
bacb1f7c60
[dxvk] Implement indirct draw commands with indirect count
2019-05-06 00:08:57 +02:00
Philip Rebohle
13359d68d7
[dxvk] Enable VK_KHR_draw_indirect_count if available
...
Useful to implement a corresponding D3D11 extension.
2019-05-06 00:08:57 +02:00
Philip Rebohle
66b6b50af6
[dxvk] Fix stale vertex attribute divisor
...
Not resetting this may result in unnecessary state cache misses.
2019-05-05 23:18:13 +02:00
Philip Rebohle
b35f3c14df
[dxvk] Off-load command buffer submission to separate thread
...
Reduces load on the CS thread a bit, which may yield a small
performance improvement.
2019-05-05 16:49:17 +02:00
Robin
4c0c66892a
[d3d11] Fix MSVC 2017 compilation
2019-05-04 22:14:28 +02:00
Philip Rebohle
37f9a7ffff
[meta] Release 1.1.1
2019-05-04 15:59:18 +02:00
Philip Rebohle
f733d082f4
[d3d11] Implement D3D11DeviceContext::SwapDeviceContextState
2019-05-04 15:57:57 +02:00
Philip Rebohle
82c6a5eb1a
[d3d11] Implement D3D11Device::CreateDeviceContextState
2019-05-04 15:57:57 +02:00
Philip Rebohle
c1929ccb6f
[d3d11] Add class to implement D3DDeviceContextState
2019-05-04 15:57:55 +02:00
Philip Rebohle
81229d66cc
[d3d10] Explicitly define GUID for ID3D10StateBlock
...
Fixes linker errors when building against winelib.
2019-05-03 20:32:52 +02:00
Philip Rebohle
53aa27336b
[dxvk] Disable depthWriteEnable if depth attachment has read-only layout
...
Fixes water rendering in SpellForce 3.
2019-05-03 14:38:21 +02:00
Philip Rebohle
6eeb3b6da9
[dxvk] Add helper function to get info about depth-stencil image layouts
2019-05-03 14:37:59 +02:00
Philip Rebohle
81821414b0
[d3d10] Implement state blocks
...
Improves compatibility to Wine's Direct2D implementation.
2019-05-03 13:08:57 +02:00
Joshua Ashton
7aecd46f93
[spirv] Implement proj sample variants
2019-05-03 08:34:16 +02:00
Philip Rebohle
f503ba4c8b
[d3d11] Fix counter value offset in DrawAuto
...
According to the newly released D3D11.3 functional specification,
we're supposed to subtract the offset of the slot 0 vertex buffer
binding from the counter value.
2019-05-02 16:03:52 +02:00
Philip Rebohle
343818cf1c
[d3d11] Always enable shaderStorageImageWriteWithoutFormat
...
We compile some compute shaders that need it in FL10/FL9 games.
2019-05-02 08:08:45 +02:00
Philip Rebohle
e6eef1d1ec
[d3d11] Minor Map/Unmap optimizations
...
Avoid unnecessary LockContext call when unmapping a buffer.
This may actually improve performance if the context has
multithreaded protection enabled (e.g. D3D10).
2019-05-01 03:01:36 +02:00
Philip Rebohle
f76fd8fa5d
[d3d11] Minor CPU savings
2019-05-01 03:00:23 +02:00
Philip Rebohle
7e1b0ef8e6
[dxvk] Bump state cache format to version 4
...
Accomodates for the alpha test changes in D3D11.
2019-05-01 01:57:34 +02:00
Philip Rebohle
93bd923c17
[d3d11] Set up extra state for the HUD renderer
2019-05-01 01:57:34 +02:00
Philip Rebohle
9fc09c843d
[d3d11] Set up unused extra state for the backend correctly
2019-05-01 01:57:34 +02:00
Philip Rebohle
fc52c1720d
[dxvk] Remove old spec constant code
2019-05-01 01:57:34 +02:00
Philip Rebohle
5714f18d15
[dxvk] Use new specialization constant code for graphics pipelines
2019-05-01 01:57:34 +02:00
Philip Rebohle
c3f7dfd197
[dxvk] Use new specialization constant code for compute pipelines
2019-05-01 01:57:34 +02:00
Philip Rebohle
433c707888
[dxvk] Add new structure to generate specialization constant info
...
We should avoid passing redundant and unused data to the driver, as
that may interfere with caching. It also adds a lot of unnecessary
data to traces.
2019-05-01 01:57:34 +02:00
Philip Rebohle
0a77ebbeaf
[dxgi] Change default of s_gamma_bound to true
...
In the future, we'll assume true and only pass the spec constant
value to the driver if their value is actually different from the
default, but this requires reliable defaults.
2019-05-01 01:57:34 +02:00
Philip Rebohle
04e6479690
[dxbc] Remove old spec constant code
2019-05-01 01:57:34 +02:00
Philip Rebohle
dc3cfc9fa0
[dxbc] Use new spec constant API for rasterizer sample count
2019-05-01 01:57:34 +02:00
Philip Rebohle
7111af423d
[dxbc] Add new emitNewSpecConstant method
...
Convenience method to declare new specialization constants.
2019-05-01 01:57:34 +02:00
Philip Rebohle
a340b3101c
[d3d11] Add missing interface queries for IDXGIObject and IDXGIDeviceSubObject
2019-05-01 01:54:00 +02:00
Eero Kelly
b92dc14c4d
[util] Enable constant buffer range check for NieR:Automata
...
This fixes a graphical corruption issue where Operator 6O's portrait
displays as a large flashing circle due to uninitialized buffer reads.
Fixes issue: https://github.com/ValveSoftware/Proton/issues/1543
Reviewed-by: Liam Middlebrook <lmiddlebrook@nvidia.com>
2019-04-30 16:08:52 +02:00
Philip Rebohle
dc52212873
[dxbc] Disable Constant Buffer Range Check on AMD
...
The hardware already behaves as intended, no need to waste GPÜ cycles.
2019-04-30 16:07:24 +02:00
Philip Rebohle
3b1e753bb5
[dxvk] Re-implement early discard with quad granularity
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May perform better on some hardware in situations where we cannot
discard a full subgroup. Closes #753 .
2019-04-30 14:46:03 +02:00
Danylo Piliaiev
4dd68987d6
[d3d11] Check if uav's counter slice is defined in CopyStructureCount
...
Signed-off-by: Danylo Piliaiev <danylo.piliaiev@globallogic.com>
2019-04-30 12:34:27 +02:00
Danylo Piliaiev
261d31cac6
[dxbc] Fix xfb passthrough for system values
...
vReg should be always allocated for system values which is
necessary for emitXfbOutputSetup and is already done for
hull shader passthrough.
Signed-off-by: Danylo Piliaiev <danylo.piliaiev@globallogic.com>
2019-04-30 12:19:21 +02:00
Philip Rebohle
2afe5ec141
[d3d11] Clean up rasterizer state initialization
...
The error messages are pointless since all of this is already
handled in NormalizeDesc.
2019-04-29 16:22:42 +02:00
Philip Rebohle
06c144f075
[dxbc] Store sample positions as vec2 array
...
We can append the zeroes in shader code instead. May
improve generated code on drivers that use scratch
memory or temporary uniform buffers for large arrays.
2019-04-29 14:04:42 +02:00
Philip Rebohle
8f5338b1d1
[spirv] Add constvec2f32 helper
...
We should probably replace this with a proper template at some point.
2019-04-29 13:47:15 +02:00
Philip Rebohle
b14ad7b30c
[dxbc] Remove some old TODOs
...
This is already implemented properly.
2019-04-29 11:48:09 +02:00