Clément Guérin
4050e8297f
[d3d11] mock D3D11_QUERY_EVENT
...
in addition to fix low framerate with vsync ON on Trackmania, this lets
GTA V show the loading screen.
2018-01-31 22:00:40 -08:00
Philip Rebohle
78c46f444a
[d3d11] Added missing CS thread sync for non-discard Map()
2018-01-31 16:39:47 +01:00
Philip Rebohle
fb4663fcc8
[dxbc] Remove duplicate image type declaration
2018-01-31 11:25:49 +01:00
Philip Rebohle
f3ae248f39
[d3d11] Include <algorithm>
...
This apparently causes builds to fail on some platforms. Fixes #42 .
2018-01-31 01:57:43 +01:00
Philip Rebohle
e47c244ac3
[dxvk] Use logger instead of exception when compiling pipelines
...
The exception is never caught because it is called from DXVK code,
not D3D code.
2018-01-31 00:48:39 +01:00
Philip Rebohle
4e1f9364e1
[dxvk] Fixed incorrect barriers for depth-stencil images
...
Certain clear and copy operations would emit invalid barriers
when operating on only one aspect of a depth-stencil image.
2018-01-30 15:44:18 +01:00
Philip Rebohle
c22dc143d1
[d3d119 Implemented DXVK_FEATURE_LEVEL to restrict D3D feature levels
2018-01-30 12:19:53 +01:00
Philip Rebohle
727aa4d97e
[dxgi] Use VK_PRESENT_MODE_FIFO instead of MAILBOX
2018-01-30 08:53:00 +01:00
Philip Rebohle
c0cd51764d
[dxgi] Remove SyncInterval implementation
...
Poorly tested, may cause trouble
2018-01-30 08:45:50 +01:00
Philip Rebohle
08436ad1e1
[d3d11] Get rid of duplicate code in ResolveSubresource
2018-01-30 02:20:28 +01:00
Philip Rebohle
6c6b108cdd
[d3d11] Handle non-multisampled source images in ResolveSubresource
2018-01-30 01:18:43 +01:00
Philip Rebohle
fb641a3dc8
[dxvk] Create dummy sampler
2018-01-29 20:54:09 +01:00
Philip Rebohle
9fbddf57df
[dxvk] Emit dynamic state after binding a graphics pipeline
...
Fixes issues with stencil references becoming undefined under
certain circumstances. This issue was encountered in Heroes
of the Storm.
2018-01-29 20:01:49 +01:00
Philip Rebohle
4aaa351225
[d3d11] Fixed query-related logging
...
Log messages in GetData did not take into account that
writing back data is actually optional.
2018-01-29 17:04:07 +01:00
Philip Rebohle
ca53eaf878
[general] Minor COM pointer improvements
2018-01-29 16:31:25 +01:00
Philip Rebohle
173e46e2bd
[dxbc] Added Hull/Domain shader specific structures
2018-01-29 14:37:06 +01:00
Philip Rebohle
08a916487d
[d3d11] Implemented CreateHullShader and CreateDomainShader
2018-01-29 11:53:57 +01:00
Philip Rebohle
cea86472bf
[dxvk] Fixed incorrect buffer create info
2018-01-29 11:44:02 +01:00
Philip Rebohle
52e8918b57
[d3d11] Added support for tessellation patch primitives
2018-01-29 11:31:00 +01:00
Philip Rebohle
8c4d94b570
[dxbc] Implemented OutputCoverageMask
2018-01-29 10:54:36 +01:00
Philip Rebohle
4ac38af8a7
[dxbc] Declare SV variables on first use
2018-01-29 10:41:41 +01:00
Philip Rebohle
8f554a210b
[d3d11] Silence unnecessary SOSetTargets errors
2018-01-29 01:15:51 +01:00
Philip Rebohle
d74be35e8c
[dxvk] Refactored physical buffer
...
Class is now much more generic, which should make things
easier for the upcomping deferred context implementation
2018-01-29 00:01:00 +01:00
Philip Rebohle
7e5a511fa0
[dxvk] Minor CS improvement
2018-01-29 00:00:19 +01:00
Philip Rebohle
6d75178870
[d3d11] Remove default sampler
...
This is handled in the backend now.
2018-01-28 22:05:08 +01:00
Philip Rebohle
b8e49f1eb8
[d3d11] Fixed incorrect aspect mask for depth-stencil clear ops
...
Application may specify a clear flag that the image format does
not support, in which case it should just be ignored. Fixes
validation errors in Microsoft's MultiThreadedRendering demo.
2018-01-28 21:13:37 +01:00
Philip Rebohle
c6f4cf7330
[general] Make use of C++ zero initialization
2018-01-28 19:37:22 +01:00
Philip Rebohle
b63346b052
[d3d11] Implmented ResolveSubresource for typed resources
...
Enables MSAA support in Nier:Automata and potentially other games.
2018-01-28 18:06:41 +01:00
Philip Rebohle
3144a57ade
[dxgi] Added typeless format flag
2018-01-28 18:06:08 +01:00
Philip Rebohle
8a3dcf7c99
[dxbc] Added support for SV_SampleIndex
2018-01-28 15:32:35 +01:00
Philip Rebohle
0c62ca027f
[d3d11] Implemented normalization for UAV descriptions
2018-01-28 11:30:15 +01:00
Philip Rebohle
1eb0fc8846
[d3d11] Implemented GetUnorderedAccessViewDescFromResource
2018-01-28 10:57:16 +01:00
Philip Rebohle
6f51c136d2
[dxbc] Remove obsolete error message when resinfo is used with UAVs
2018-01-27 22:15:53 +01:00
Philip Rebohle
2e1e8d56a5
[dxbc] Removed branches around texture sample/gather ops
...
Not needed anymore thanks to dummy resources serving the same purpose.
2018-01-27 19:31:08 +01:00
Philip Rebohle
d1f76b96af
[dxvk] Added dummy resources for descriptors
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This should finally shut up validation layers and also allows
the branches in texture sample operations to be removed.
2018-01-27 19:25:41 +01:00
Philip Rebohle
4e780f4f60
[dxvk] Fixed incorrect framebuffer attachment formats
2018-01-27 12:26:31 +01:00
Philip Rebohle
d3fe3622cc
[dxvk] Do not dispatch compute shaders if no pipeline is bound
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Fixes crashes in Tomb Raider 2013.
2018-01-25 12:57:43 +01:00
Philip Rebohle
e4d49aeb66
[dxvk] Fixed reported size of staging buffers
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Fixes staging slice allocation in Tomb Raider (2013),
and potentially other games which allocate large staging
buffers.
2018-01-24 15:44:40 +01:00
Philip Rebohle
363a0f8a6b
[d3d11] Implemented IAGetIndexBuffer an IAGetVertexBuffers
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TressFX needs this.
2018-01-23 19:10:48 +01:00
Philip Rebohle
14bb4ed9c2
[d3d11] Fixed depth-stencil clear outside renderpasses
...
Fixes rendering in Tomb Raider (2013).
2018-01-23 19:01:07 +01:00
Philip Rebohle
f53ada57f9
[dxvk] Fixed potentially problematic image barriers
2018-01-23 19:00:48 +01:00
Philip Rebohle
a1a7bb9092
[dxvk] DxvkBindingLayout -> DxvkPipelineLayout
2018-01-23 17:40:36 +01:00
Philip Rebohle
e198bd2d55
[d3d11] Sub-allocate from larger update buffers for UpdateSubresources
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Reduces the allocation overhead when applications frequently
call UpdateSubresources to update small buffers and textures.
2018-01-23 16:43:55 +01:00
Philip Rebohle
226afa96c9
Revert "[dxvk] Use VK_IMAGE_LAYOUT_GENERAL for all render targets"
...
Actually this did not fix Homefront entirely and causes severe
performance degradation if textures are SHADER_READ_ONLY_OPTIMAL.
2018-01-23 14:19:52 +01:00
Raffarti
feae2988d6
Improvements for log files ( #22 )
...
* Improvements for log files
- Added exec name to log files
- Added DXVK_LOG_PATH environment variable to specify the log folder
* Remove .exe from log name
* log: add log level none
* log: corrected type for string position
2018-01-23 13:36:31 +01:00
Philip Rebohle
21e9173415
[dxvk] Use VK_IMAGE_LAYOUT_GENERAL for all render targets
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This is a workaround for rendering issues in some games where render
targets get seemingly randomly cleared for unknown reasons. Fixes
Homefront.
2018-01-23 13:27:41 +01:00
Philip Rebohle
2c20bf4dcb
[d3d11] Use Map() for host-visible buffers in UpdateSubresource
2018-01-23 12:16:28 +01:00
Philip Rebohle
3148155c35
[d3d11] Implemented CS chunk submission for deferred contexts
...
Changes were necessary due to the fact that chunks in deferred
contexts are not directly submitted to the CS thread.
2018-01-23 12:03:26 +01:00
Philip Rebohle
eff07dcf3f
Merge pull request #30 from libcg/stadium2
...
[d3d11] mock D3D11_QUERY_TIMESTAMP
2018-01-23 09:24:29 +01:00
Philip Rebohle
5b1311b71e
[d3d11] Added stubs for deferred contexts and command lists
2018-01-23 09:23:31 +01:00
Clément Guérin
781ebc4732
[d3d11] mock D3D11_QUERY_TIMESTAMP
...
Trackmania was freezing on this query when clicking on "Connect".
2018-01-22 21:39:58 -08:00
Philip Rebohle
0900dfd0e3
[dxvk] Removed explicit image barriers for render passes
...
Instead, the color format and layout will now be set in
the render pass description. This slows down render pass
lookups but may improve efficiency and work around driver
bugs.
2018-01-22 19:21:46 +01:00
Philip Rebohle
05f0008891
[hud] Changed vertex buffer format
...
Should fix the HUD on Nvidia cards, which do not
support SRGB conversion for vertex input data.
2018-01-22 01:20:07 +01:00
Philip Rebohle
847d50d812
Merge branch 'csmt'
2018-01-21 18:06:13 +01:00
Philip Rebohle
07f5a7f069
[d3d11] Synchronize with CS thread before present
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Fixes flickering by synchronizing with the presenter. This has
to do for now, a more efficient solution can be added later.
2018-01-21 18:04:22 +01:00
Philip Rebohle
7c3a9beb22
[dxvk] Recycle CS chunks
2018-01-21 12:59:43 +01:00
Philip Rebohle
650170b167
[general] Rename libraries
...
This allows the setup script to work without creating
symbolic links or moving the files around.
2018-01-21 11:38:19 +01:00
Raffarti
16eef61a7a
Added script to setup dlls in wine ( #19 )
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* Added script to setup dlls in wine
* Fix no WINEPREFIX confirmation
* move wine_utils outside src
2018-01-21 11:17:15 +01:00
Clément Guérin
f88a1d5dce
[dxvk] fix missing renderPassEnd calls
...
vkCmdBlitImage and vkCmdResolveImage need to be called outside a render
pass. flatten logic.
this fixes mipmap generation with Trackmania.
2018-01-20 19:50:49 -08:00
Guy1524
5c4e290d72
Check if shader in READ_PATH exists before using it
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Make sure that the replacement shader in the DXVK_SHADER_READ_PATH exists, if not use the generated shader.
2018-01-20 21:20:45 -05:00
Philip Rebohle
70b639784b
Revert "[d3d11] Temporary fix for Presenter <-> CS thread sync issue"
...
This reverts commit 3118012ada
.
2018-01-21 02:57:36 +01:00
Philip Rebohle
3118012ada
[d3d11] Temporary fix for Presenter <-> CS thread sync issue
2018-01-21 02:48:36 +01:00
Philip Rebohle
51e89f00be
[d3d11] Fixed flush order
2018-01-21 02:21:38 +01:00
Philip Rebohle
b923a2004f
[d3d11] Fixed image copy operation
2018-01-21 01:57:12 +01:00
Philip Rebohle
b7a00e32ec
[dxvk] Limit size of the CS command queue
...
Prevents memory leaks and fixes stuttering in Heaven.
2018-01-21 00:49:07 +01:00
Philip Rebohle
aaffc8e26f
[dxvk] Fixed incorrect image packing behaviour
2018-01-21 00:04:17 +01:00
Philip Rebohle
6ab7897127
[d3d11] Enabled command stream thread
2018-01-20 23:12:03 +01:00
Philip Rebohle
7d7cc1ceda
[d3d11] Record commands into a CS chunk
2018-01-20 22:52:18 +01:00
Philip Rebohle
aaf7b05625
[d3d11] Use EmitCs for buffer mapping
2018-01-20 22:28:15 +01:00
Philip Rebohle
f25b3c8b32
[d3d11] Use EmitCs for resource updates
2018-01-20 21:42:11 +01:00
Philip Rebohle
a84e45bdd2
[dxvk] Added convenience functions to work with compressed image sizes
2018-01-20 20:31:47 +01:00
Philip Rebohle
496acd71b1
[d3d11] Use EmitCs for some Copy/Clear operations
2018-01-20 19:30:31 +01:00
Philip Rebohle
9441974497
[d3d11] Use EmitCs for state object updates
2018-01-20 19:11:42 +01:00
Philip Rebohle
cbbfefbbb7
[d3d11] Use EmitCs for shader and resource binding methods
2018-01-20 18:54:37 +01:00
Philip Rebohle
7fad731096
[d3d11] Use EmitCs for Input Assembly methods
2018-01-20 18:34:25 +01:00
Philip Rebohle
e951a5ea0c
[d3d11] Use EmitCs for draw and dispatch calls
2018-01-20 18:26:17 +01:00
Philip Rebohle
4d17b1752f
[d3d11] Use EmitCs for general setup and synchronization methods
2018-01-20 18:01:43 +01:00
Philip Rebohle
2dd24a14d2
[dxvk] Refactored blend constants
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This will make things a little less painful when capturing
blend constants in a lambda function, as required for CSMT.
2018-01-20 15:41:06 +01:00
Philip Rebohle
62a43cbdbe
[d3d11] Add EmitCs method to D3D11DeviceContext
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Subsequently, all calls into the DXVK context will be
replaced by calls to the EmitCs method with a lambda.
2018-01-20 15:29:10 +01:00
Philip Rebohle
0789c5f10d
[dxvk] Remove command dispatch methods from CS thread
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This was bad design. The user of this API should record commands
into a chunk manually and decude what to do with it once it's full.
2018-01-20 14:59:50 +01:00
Philip Rebohle
0b426a0942
[d3d11] Added new D3D11ImmediateContext class
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Initial prep work for both CSMT and Deferred Contexts.
2018-01-20 13:22:44 +01:00
Philip Rebohle
d522e19bab
[dxbc] Implemented SampleB instruction
2018-01-20 10:21:27 +01:00
Philip Rebohle
f88adc4e82
[d3d11] Implemented mipmap generation
2018-01-20 09:46:54 +01:00
Philip Rebohle
a644eebfd7
[d3d11] Fixed initialization of compressed images
2018-01-19 18:11:20 +01:00
Philip Rebohle
2a364c557b
[d3d11] Implemented image mapping for reads
2018-01-19 18:09:49 +01:00
Philip Rebohle
aa02612b9e
[dxbc] Do not set ImageOperandsLodMask for multisample loads
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This should fix invalid SPIR-V being generated in The Witness.
2018-01-19 09:09:38 +01:00
Philip Rebohle
3bb7b45c33
[dxvk] Use strict rasterization order when depth test is disabled
2018-01-19 09:01:28 +01:00
Philip Rebohle
7d721797fe
[dxvk] To not attempt to clear compressed image
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The current code violates the rules for vkCmdClearImage if
the destination image is compressed.
2018-01-19 01:36:22 +01:00
Philip Rebohle
1f070ec26c
[d3d11] Downgraded input layout message to debug
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Specifying a vertex attribute that is not actually consumed by
the shader is perfectly legal and may improve performance if
the number of state changes can be reduced.
2018-01-19 01:25:19 +01:00
Philip Rebohle
0b867566f1
Merge pull request #9 from notaz/gcc6_build
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Fix build on gcc6
2018-01-19 00:28:07 +01:00
Philip Rebohle
a0acbeec72
[dxvk] Optimized buffer renaming
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Helps applications which frequently update buffers
through either Map()/Unmap() or UpdateSubresource.
2018-01-19 00:20:05 +01:00
Grazvydas Ignotas
d1ae152f60
Fix build on gcc6
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Fixes build with mingw from ubuntu 17.10.
Missing C++17 features I guess.
2018-01-19 00:59:40 +02:00
Philip Rebohle
ec0ff35b96
[dxvk] Fixed offset in buffer to image copy
2018-01-18 19:09:21 +01:00
Philip Rebohle
82ffa88efd
[dxvk] Fixed DxvkPhysicalBufferSlice initialization
2018-01-18 18:53:33 +01:00
Philip Rebohle
9334873188
[dxvk] Cleaned up DxvkBufferSlice and added documentation
2018-01-18 18:50:44 +01:00
Philip Rebohle
6e6c290e01
[d3d11] Use DxvkPhysicalBufferSlice for resource copies and buffer views
2018-01-18 18:33:13 +01:00
Philip Rebohle
3212fc7444
[dxvk] Use DxvkPhysicalBufferSlice for indirect draws and buffer binding
2018-01-18 18:01:47 +01:00
Philip Rebohle
f41a7c7c87
[dxvk] Use DxvkPhysicalBufferSlice for buffer memory barriers
2018-01-18 17:32:34 +01:00
Philip Rebohle
a87ae8aba4
[dxvk] Added DxvkPhysicalBuffer to back virtual buffers
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This is the first step to optimizing buffer updates for applications
that frequently invalidate buffers. The goal is to reduce the number
of buffer allocations per frame and reduce the cost of invalidation.
2018-01-18 15:52:57 +01:00
Philip Rebohle
9acc4a1a82
[d3d11] Map default constant buffers to host memory
...
Improves performance in applications that use UpdateSubresources
to frequently update constant buffers, such as Unigine Heaven,
Unigine Valley and Homefront.
2018-01-18 11:55:27 +01:00