Philip Rebohle
c599f95e5d
[d3d11] Do not cache GetCurrentProcess result
...
This is just a constant.
2023-07-16 21:16:16 +02:00
Paul Gofman
4893788d9b
[d3d11] Fixup incorrect MiscFlags in D3D11Device::OpenSharedResourceGeneric()
...
So texture sharing works with vkd3d-proton before correcting flags
there.
2023-07-16 15:34:39 +02:00
Paul Gofman
fc952a3ca3
[d3d11] Validate texture sharing parameters at texture creation
2023-07-16 15:34:39 +02:00
Paul Gofman
01ad79278b
[d3d11] Support just one handle type in D3D11DXGIResource::{Get|Create}SharedHandle
2023-07-16 15:34:39 +02:00
Paul Gofman
48557886de
[d3d11] Determine shared texture handle type through D3D11_RESOURCE_MISC_SHARED_NTHANDLE
2023-07-16 15:34:39 +02:00
Paul Gofman
8319793a98
[d3d11] Always close handle in D3D11CommonTexture::ExportImageInfo()
...
For KMT handle openKmtHandle() creates new handle, for NT handle
m_image->sharedHandle() gets duplicated handle from
vkGetMemoryWin32HandleKHR().
2023-07-16 15:34:39 +02:00
Blisto91
886268fcf9
[util] Remove Secret World Legends config
2023-07-16 15:26:46 +02:00
Blisto91
6be1f6d7bd
[util] Limit fps in The Incredibles
2023-07-05 20:48:19 +02:00
Joshua Ashton
2f72115f91
[d3d9] Keep 1 presenter per swapchain window
...
Some apps such as level editors such as Hammer World Editor, some GUI apps/launchers etc use window overrides in presentation.
Previously we'd remake a new surface every time, which was incredibly slow making these apps basically unusable.
Now we keep one surface + swapchain + image views around per window/window override we have, along with the frame latency objs + frame counter.
(Obviously an app may present to multiple windows in a frame, so for frame latency purposes we track that per-window.
2023-07-04 16:44:31 +02:00
Alpyne
026aa49ef8
[util] replaceNaN: Align result
...
Otherwise _mm_store_ps can fail
2023-07-03 15:36:21 +02:00
Trevonn
3a368f4780
Bladestorm Nightmare - Game speed increases when above 60 FPS outside of missions
...
The game has 3 v-sync options but doesn't explain what they do.
0 = 60 FPS
1 = Monitor Refresh Rate
2 = 30 FPS
Framerate is capped at 60 in missions and then up to monitor refresh in the main menu and tavern area
This PR would provide a better default experience for people using option 1 with high refresh displays
2023-07-01 17:12:36 +02:00
Philip Rebohle
0f4458e173
[dxvk] Remove pending submission counter
2023-06-26 01:37:46 +01:00
Philip Rebohle
ccb87d5ea9
[d3d9] Port flush heuristic from D3D11
2023-06-26 01:37:46 +01:00
Alpyne
022bf1d134
[d3d9] Allow changing API name for d3d8
2023-06-24 18:18:38 +01:00
Alpyne
d6e7e3e780
[d3d9] Add DxvkD3D8Bridge for d3d8 interop
2023-06-24 17:58:49 +01:00
Blisto91
b77928b6fe
[util] Fix Modern Warfare 2 Campaign Remastered config
2023-06-24 13:28:49 +02:00
Philip Rebohle
987df8a487
[util] Filter out internal private ref on object destruction
...
Closes #3531 for real this time.
2023-06-24 12:45:38 +02:00
Philip Rebohle
a7278cdab1
[dxgi] Do not interact with other DXGI objects during swapchain destruction
...
This trips up Stalker Anomaly for some reason, but initializing an output
is not meaningful anyway in this situation since we either know the output
in question already, or we don't and it cannot be in a non-default state.
Closes #3531 .
2023-06-24 12:38:10 +02:00
Joshua Ashton
3b3ebc9350
[d3d9] Rename some members to be clearer
2023-06-24 04:09:04 +01:00
Joshua Ashton
00ae118655
[d3d9] Don't use m_activeRTs in SetPixelShader
...
These are just textures, not surfaces.
2023-06-24 04:07:19 +01:00
Joshua Ashton
55be12daa5
Revert "[d3d9] Use m_activeRTs in BindFramebuffer"
...
This is only textures. Oops.
This reverts commit ff65599dba
.
2023-06-24 04:06:24 +01:00
Joshua Ashton
0e36a07a93
[d3d9] Don't mark DS as hazardous if depth write is disabled
2023-06-24 03:55:16 +01:00
Joshua Ashton
ff65599dba
[d3d9] Use m_activeRTs in BindFramebuffer
...
Can roll in the anyColorWrites this way.
2023-06-24 03:42:54 +01:00
Joshua Ashton
6b60de2d31
[d3d9] Fix unbinding RTs
...
Fixes a regression with 8560efa3c7
in ND1.
Also more optimized.
2023-06-24 03:41:31 +01:00
Joshua Ashton
362743c1d6
[d3d9] Update DS hazards when PS shader masks change
2023-06-24 02:55:38 +01:00
Joshua Ashton
7f302fc350
[d3d9] Don't mark DS hazards if not used by shader
2023-06-24 02:53:14 +01:00
Philip Rebohle
8704ed7af6
[dxvk] Ignore some pipeline flags when ending render pass
2023-06-22 23:41:24 +02:00
Philip Rebohle
0895858901
[dxvk] Only decrement pending submission count for command submissions
...
Otherwise we'll underflow the integer and break the D3D9 flush heuristic.
2023-06-22 20:15:42 +02:00
Joshua Ashton
80b27f95bc
[d3d9] Fix active hazards RT only being 4 bits
2023-06-22 16:37:09 +01:00
Joshua Ashton
a791493d14
[d3d9] Don't rebind AlphaTest when changing RT if not necessary
2023-06-22 16:37:09 +01:00
Joshua Ashton
c768196251
[d3d9] Compress hazard state going into CS
...
This can potentially happen per-draw so make it as small as possible.
2023-06-22 16:37:09 +01:00
Joshua Ashton
3625c5d481
[d3d9] Optimize DS active hazard check
...
There can only be one DS, so no need to loop over.
2023-06-22 16:37:09 +01:00
Philip Rebohle
b3cbe36c08
[dxvk] Apply frame rate limit on presentation timeline
...
This may reduce latency as we no longer end up stalling subsequent
GPU submissions.
2023-06-22 16:17:03 +02:00
Philip Rebohle
166d90b04c
[d3d11] Fix frame latency based on buffer count
...
We need to ignore the front buffer here since we synchronize after
presentation.
2023-06-22 16:16:30 +02:00
Robin Kertels
60b6e98529
[d3d9] Transition DS too if there's a feedback loop
2023-06-21 15:16:43 +01:00
Robin Kertels
a20869fb93
[d3d9] Track textures in m_activeHazardsRT instead of RT
...
There's 21 textures and only 4 RTs.
Tracking the textures allows us to mask off the active texture bitfield
instead of the active render target one, potentially resulting in fewer iterations.
2023-06-21 15:16:43 +01:00
Philip Rebohle
a287566c65
[dxgi] Implement frame statistics based on IDXGIVkSwapChain1
2023-06-21 15:16:37 +02:00
Philip Rebohle
28f48f9fdc
[dxgi] Initialize output refresh counts with non-zero values
...
Matches Windows behaviour.
2023-06-21 15:16:37 +02:00
Philip Rebohle
e02a800c33
[d3d11] Implement IDXGIVkSwapChain1 interface for D3D11 swap chain
2023-06-21 15:16:37 +02:00
Philip Rebohle
d7fa39c4eb
[util] Be more robust against timing weirdness when computing vblank count
2023-06-21 15:16:37 +02:00
Philip Rebohle
d1e39be7e7
[dxgi] Add IDXGIVkSwapChain1 interface definition
2023-06-21 15:16:37 +02:00
Philip Rebohle
438c535fe7
[d3d11] Always release frame latency semaphore in Present
2023-06-21 15:16:37 +02:00
Philip Rebohle
7dbe4abb48
[d3d9] Use new presenter signal mechanism for frame pacing
2023-06-21 15:16:37 +02:00
Philip Rebohle
e99bc591df
[d3d11] Use new presenter signal mechanism for frame latency event
2023-06-21 15:16:37 +02:00
Philip Rebohle
08363edb05
[dxvk] Only synchronize with presents with FIFO present modes
2023-06-21 15:16:37 +02:00
Philip Rebohle
5d1196733b
[dxvk] Implement waiting for specific present requests
2023-06-21 15:16:37 +02:00
Philip Rebohle
ca3492570c
[dxvk] Add functionality to wait for a given present operation
2023-06-21 15:16:37 +02:00
Philip Rebohle
215c4f8f6f
[dxvk] Enable VK_KHR_present_id and VK_KHR_present_wait if supported
2023-06-21 15:16:37 +02:00
Robin Kertels
5a1ebfa4ee
Revert "[d3d9] Only use direct buffer mapping for DYNAMIC buffers"
...
This reverts commit 1850819483
.
2023-06-20 23:08:52 +01:00
Joshua Ashton
6f87ccdafc
[d3d11] Use FORCE_UNORM depth bias representation for UNORM formats
2023-06-20 13:31:48 +01:00
Joshua Ashton
b30a4f0cc7
[d3d9] Use FLOAT or FORCE_UNORM depth bias representation
2023-06-20 13:31:48 +01:00
Joshua Ashton
4e9853f608
[dxvk] Expose depth bias representation/exact controls
2023-06-20 13:31:48 +01:00
Joshua Ashton
5fbb0dd4ba
[dxvk] Enable EXT_depth_bias_control
2023-06-20 13:31:48 +01:00
Alpyne
0b9acf3a25
[util] Add str::split
...
Used by d3d8
2023-06-20 13:31:17 +01:00
Timo Gurr
211d095ee4
[util] Limit STEINS;GATE ELITE to 60 fps
...
Intros, menu and ui animations are playing way too fast, also causing
input issues.
2023-06-20 13:27:52 +02:00
Trevonn
77e7e8bfba
[util] Report NVIDIA for Star Wars Battlefront as it errors out on AMD
2023-06-20 13:23:52 +02:00
Alpyne
5d29140f74
[util] replaceNaN: Use unaligned SIMD _mm_loadu_ps
...
There is no good reason to expect games will have aligned the data they're passing in.
2023-06-19 21:13:37 +01:00
Alpyne
0236e780a7
[d3d9] Fix std::hex in D3D9CommonTexture
2023-06-19 21:02:10 +01:00
Alpyne
24dbcf8fd8
[dxso] Shared code for texbem and bem
2023-06-19 20:59:18 +01:00
Alpyne
404c984f9c
[dxso] Implement bem instruction
2023-06-19 20:59:18 +01:00
Alpyne
a79772322b
[d3d9] Initialize m_mapFlags to 0
...
Can sometimes get weird default values in there.
2023-06-19 19:52:03 +01:00
Trevonn
36e6a7c2e5
[util] Set maxChunkSize to 1 for GOG and fix EA App exe name
...
Similar to the other launchers the VRAM goes 600MB+ to 100MB+
2023-06-16 16:28:31 +01:00
Trevonn
c5ab5be48d
[util] Set maxChunkSize to 1 for EA App
...
Reduces GPU VRAM usage of EADesktop.exe from 162MB to 6MB
2023-06-15 19:39:28 +01:00
Paul Gofman
af9bd16b8d
[dxvk] Always reference library in VR extension providers
2023-06-15 19:07:26 +02:00
Winter Snowfall
2c014fdb34
[util] Match on the GOG version of KoF XIII as well
2023-06-15 19:06:45 +02:00
Timo Gurr
6478c10a18
[util] Set maxChunkSize to 1 for Battle.net
...
Currently when Diablo 4 is running the Battle.net launcher it uses around
600MB of VRAM. Reducing the max chunk size to 1MB reduces the memory usage
to around 150MB.
2023-06-15 19:06:26 +02:00
Philip Rebohle
7388c243d2
[dxvk] Fix incorrect fullScreenExclusive feature check
2023-06-15 17:32:05 +02:00
Lilium
bd575a4a46
[d3d11] implement 'clampNegativeLodBias' as a conf option
2023-06-14 20:22:27 +01:00
Lilium
3fce9886f5
[d3d9] implement 'clampNegativeLodBias' as a conf option
2023-06-14 20:22:27 +01:00
Lilium
5d134b877a
[d3d9] implement 'samplerLodBias' as a conf option
2023-06-14 20:22:27 +01:00
Robin Kertels
c75ed86909
[d3d9] Reset vertex & index buffer in Reset
2023-06-13 22:47:55 +01:00
Robin Kertels
d1707026f9
[d3d9] Remove uninitialized device present params
2023-06-13 22:47:55 +01:00
Robin Kertels
b8d36eeacc
[d3d9] Fix losing auto depth stencil surface
2023-06-13 22:47:55 +01:00
Robin Kertels
8f740c53b4
[d3d9] Remove IsLosable
...
Redundant.
2023-06-13 22:47:55 +01:00
Robin Kertels
52ac271acb
[d3d9] Reject Reset if there's any remaining DEFAULT resources
2023-06-13 14:15:18 +01:00
Robin Kertels
a1a91dd766
[d3d9] Fix potential race when discarding systemmem textures
2023-06-11 16:57:17 +01:00
Robin Kertels
22f6246fd6
[util] Fix app profile grouping
2023-06-11 16:57:17 +01:00
Robin Kertels
9d6804e40a
[util] Disable direct buffer mapping for Injustice
2023-06-11 16:57:17 +01:00
Robin Kertels
5fd025c513
[d3d9] Rename apitraceMode
...
It's not just used for apitrace and the new name
is more consistent with the D3D11 equivalent option.
2023-06-11 16:57:17 +01:00
Robin Kertels
d9d6316609
[d3d9] Remove allowDiscard hack
2023-06-11 16:57:17 +01:00
Robin Kertels
9b877cf623
[util] Remove D&D - The Temple of Evil workaround
...
The game uses SWVP, so we don't need an app hack here.
2023-06-11 16:57:17 +01:00
Robin Kertels
2c3f2b9ad1
[d3d9] Ignore DISCARD after device loss
2023-06-11 16:57:17 +01:00
Robin Kertels
1850819483
[d3d9] Only use direct buffer mapping for DYNAMIC buffers
...
Tests show that buffers with just D3DUSAGE_WRITEONLY are uploaded on Unlock.
2023-06-11 16:57:17 +01:00
Robin Kertels
1db2e3a6ec
[util] Re-enable direct buffer mapping for Dark Romance
...
The game uses SWVP, so we don't need the hack anymore.
2023-06-11 16:57:17 +01:00
Robin Kertels
2efd3f3698
[util] Re-enable direct buffer mapping for RE games
...
I cannot reproduce the stalls anymore.
2023-06-11 16:57:17 +01:00
Robin Kertels
bbaf01d9e6
[d3d9] Force staging buffer mapping for pure SWVP devices
2023-06-11 16:57:17 +01:00
Robin Kertels
4a55047dde
[d3d9] Forbid disabling SWVP on a pure SWVP device
2023-06-11 16:57:17 +01:00
Joshua Ashton
3fddc364ee
[util] Fix UTF8 encodeTypedChar for 4 byte chars
...
Some flipped logic here...
2023-06-10 13:58:33 +02:00
Philip Rebohle
4d254b13be
[dxgi] Unlock presenter lock early during presentation
...
If SetGammaControl and Present are called at the same time, we'll
otherwise have a deadlock due to reversed lock order.
Fixes #3458 .
2023-06-05 17:02:15 +02:00
Joshua Ashton
d241daa0b1
[util] Add app profile for Fallout 76
2023-06-05 03:00:53 +02:00
Eric Sullivan
2e70a2b07d
[util] Set maxChunkSize to 1 for the Rockstar launcher and social club
...
Currently when Red Dead Redemption 2 is running the Rockstar launcher,
and social club each use over 600MB of VRAM. The root cause of this is
DXVK creating two memory pools of 256MB for read, and read/write resources.
Reducing the max chunk size to 1MB reduces the memory usage of each to
around 40MB.
2023-06-05 02:17:26 +02:00
Robin Kertels
52f04ca3d4
[d3d9] FF: Fix using wrong texCoord mask
2023-06-04 17:52:18 +01:00
Joshua Ashton
c585ea251e
[dxso] Respect all PS input elements for registers
...
Fixes shadows in Test Drive Unlimited 2.
Closes : #3469
2023-06-02 23:12:22 +02:00
Philip Rebohle
ab00591297
[dxvk] Introduce dxvk.tearFree option
...
And replace the old frontend-specific options.
2023-06-01 17:48:51 +02:00
Philip Rebohle
85d52ccb88
[dxvk] Implement dynamic present mode switching
...
This way, we don't need to recreate the swap chain when the app switches
between vsync enabled and disabled. Currently only works when running
bleeding-edge Gamescope with ENABLE_GAMESCOPE_WSI=1.
2023-06-01 17:48:51 +02:00
Philip Rebohle
e6be0cf996
[dxvk] Rework present mode selection for swap chains
2023-06-01 17:48:51 +02:00
Philip Rebohle
1728d9e89d
[dxvk] Rework presenter creation to take a DxvkDevice
...
This way we can easily query available Vulkan features.
2023-06-01 17:48:51 +02:00
Philip Rebohle
b1b0abdbbf
[dxvk] Move presenter implementation to DXVK module
2023-06-01 17:48:51 +02:00
Philip Rebohle
be875cd7e6
[dxvk] Enable VK_EXT_swapchain_maintenance1 and surface_maintenance1
2023-06-01 17:48:51 +02:00
WinterSnowfall
8b6cbda6de
[d3d9] Properly expose the MaxVertexBlendMatrixIndex capability
2023-05-30 23:56:26 +01:00