Philip Rebohle
ef9ad29b7f
[d3d11] Add range checking to GetConstantBuffers
2021-04-22 12:56:11 +02:00
Philip Rebohle
2d9c229eaa
[d3d11] Add range checking to SOGetTargets
2021-04-22 12:56:11 +02:00
Philip Rebohle
11a02831a9
[d3d11] Add range checking to UAV and render target methods
2021-04-22 12:56:11 +02:00
Philip Rebohle
b51fd4d06c
[d3d11] Add range checking to IAGetVertexBuffers
2021-04-22 12:56:11 +02:00
Philip Rebohle
a13dad07cc
[d3d11] Add some missing STDMETHODCALLTYPE declarations
2021-04-22 12:56:11 +02:00
Philip Rebohle
65cc03a707
[util] Add app profile for Dal Segno
...
Fixes #2022 .
2021-04-22 12:55:04 +02:00
Georg Lehmann
730f5cc418
[build] conditionally enable --quiet for glslang
2021-04-21 13:43:08 +02:00
Andrew Sheldon
6339c8ec17
[util] Enable apitraceMode for a couple of CryEngine games
...
Kingdom Come: Deliverance and Sniper Ghost Warrior Contracts
2021-04-16 10:49:14 +02:00
Georg Lehmann
18466d4ae4
[util] remove some movs in matrix add/sub assignment
2021-04-15 22:25:11 +01:00
Georg Lehmann
77d80acf75
[d3d9] respect Vector4 alignment in UpdateStateConstants
2021-04-15 22:25:11 +01:00
Georg Lehmann
1ed6edf096
[d3d9] respect Vector4 alignment in GetShaderConstants
2021-04-15 22:25:11 +01:00
Georg Lehmann
d682ab0402
[util] static assert size of Vector4 and Matrix4
2021-04-15 22:25:11 +01:00
Georg Lehmann
5d3b130ec8
[d3d9] respect Matrix4 alignment in ConvertMatrix
2021-04-15 22:25:11 +01:00
Georg Lehmann
02eebb8595
[util] introduce a raw constructor for Matrix4
2021-04-15 22:25:11 +01:00
Georg Lehmann
c7271d94c1
[util] move Matrix4 constructors to header
2021-04-15 22:25:11 +01:00
Liam Middlebrook
fb0b11903b
[d3d11] Implement D3D11UserDefinedAnnotation
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Reviewed-by: Oleg Kuznetsov <okouznetsov@nvidia.com>
2021-04-08 14:25:02 +02:00
Liam Middlebrook
5ce5999232
[dxvk] Add support for debug utils labels
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Reviewed-by: Oleg Kuznetsov <okouznetsov@nvidia.com>
2021-04-08 14:25:02 +02:00
Liam Middlebrook
c89b274325
[dxvk] Track enabled instance extensions
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Reviewed-by: Oleg Kuznetsov <okouznetsov@nvidia.com>
2021-04-08 14:25:02 +02:00
Philip Rebohle
c3feea2bce
[dxvk] Make samplerAnisotropy feature optional
2021-04-04 20:01:30 +01:00
Philip Rebohle
0a787683b6
[dxvk] Don't require shaderStorageImageExtendedFormats
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No real reason to, not sure why we did this in the first place.
2021-04-04 20:01:30 +01:00
Robin Kertels
9d0c46b9c6
[d3d9] FF: use correct vector type when dealing with tex coords
2021-04-04 16:31:39 +01:00
Robin Kertels
8e352d0260
[util] Enable memory track test for Dragon Nest
2021-04-04 15:45:24 +01:00
Joshua Ashton
a690210eae
[dxgi] Implement swapchain dispatcher
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Some overlays and hooks check if the vtable funcs reside in the dxgi.dll module.
Fixes : #1996
2021-03-30 17:48:10 +02:00
Rémi Bernon
9e646a3415
[util] Override default thread stack reserve size.
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Some applications (Dragon Quest Builder 2 for instance) use an oversized
default thread stack reserve size (2G in this case), which cause every
DXVK thread to allocate as much memory, quickly exhausting system memory.
2021-03-29 17:59:06 +01:00
Joshua Ashton
6b833062a0
build: Enable SSE3 for x86_64
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Some minor codegen improvements around vector/matrix math in DX9.
2021-03-27 13:34:17 +00:00
Joshua Ashton
403af8820b
build: Disable SSSE3
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Apparently people are still using Phenoms in 2021. *sigh*
2021-03-27 13:23:27 +00:00
Joshua Ashton
dd2823287a
build: Enable -mfpmath=sse
2021-03-27 12:33:37 +00:00
Joshua Ashton
f8c7e29d6f
build: Enable SSE3 and SSSE3 for x86
2021-03-27 12:33:05 +00:00
Robin Kertels
d17f62902d
[d3d9+util] Remove AllowLockFlagReadonly option
2021-03-22 17:43:07 +00:00
Robin Kertels
dba7525954
[d3d9] Mark non default resources as dirty by default
2021-03-22 17:43:07 +00:00
Robin Kertels
8159e87331
[d3d9] Fix some issues with dirty box handling
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- The dst texture in UpdateSurface must be in D3DPOOL_DEFAULT
which doesn't do dirty tracking. So we don't need to
call AddDirtyBox there.
- Clear DirtyBox when we flush managed textures with EvictManagedOnUnlock.
- Do nothing in AddDirtyBox for D3DPOOL_DEFAULT textures
2021-03-22 17:43:07 +00:00
Robin Kertels
cb5f8aa392
[d3d9] Properly scale dirty box
2021-03-22 17:43:07 +00:00
Robin Kertels
3f57a3a8cc
[d3d9] Use buffer DirtyRange to track managed uploads
2021-03-22 17:43:07 +00:00
Robin Kertels
4f45e74d96
[d3d9] Improve naming of texture dirty flag and dirty boxes
2021-03-22 17:43:07 +00:00
Robin Kertels
6f139791d2
[d3d9] Improve naming of buffer flags and ranges
2021-03-22 17:43:07 +00:00
Philip Rebohle
cf4ff820be
[dxbc] Handle shaders without refactoringAllowed flag
2021-03-18 17:46:45 +01:00
Philip Rebohle
38649372bf
[dxvk] Allow different but matching views in findAttachment as well
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Allows us to merge clears in some further edge cases.
2021-03-18 16:06:21 +01:00
Philip Rebohle
8be777b8e2
[dxvk] Move inline clears out of performClear
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It is easier to reason about this code when there is no way for
performClear to be called within an active render pass instance.
2021-03-18 16:06:21 +01:00
Philip Rebohle
b9360bacc2
[dxvk] Do not clear read-only aspects inside render pass
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Instead, end the render pass as necessary and clear outside of it.
May fix validation errors in some very rare scenarios where the game
performs a clear and then uses a read-only depth-stencil view.
2021-03-18 16:06:18 +01:00
Georg Lehmann
f48e3f596f
[vulkan] relax warning about exclusive fullscreen
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Only warn if it's actually available.
2021-03-16 12:23:32 +01:00
Philip Rebohle
2f553b5b16
[d3d11] Implement conservative rasterization
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Needed for Nvidia ShadowLibs in Final Fantasy XV.
2021-03-13 20:22:32 +01:00
Philip Rebohle
e3b92bcfac
[dxvk] Add conservative rasterization mode to rasterizer state
2021-03-13 20:22:32 +01:00
Philip Rebohle
a77c80f08a
[dxvk] Enable VK_EXT_conservative_rasterization if available
2021-03-13 20:22:32 +01:00
Fabian Bornschein
68e6676d68
Switch to the portable shebang to bash
2021-03-11 02:02:37 +01:00
Philip Rebohle
787297ee4e
[dxvk] Fix wrong aspect mask for clear copies
2021-03-07 16:29:21 +01:00
Philip Rebohle
a520c5160e
[dxvk] Pack vertex binding divisor into reserved 14-bit field
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Technically an illegal optimization since it limits the maximum
divisor to 16383, but there are no known applications relying
on very large divisors. Reduces state vector size by 128 bytes,
or roughly 20%.
This also bumps the state cache version to v10.
2021-03-06 16:59:12 +01:00
Philip Rebohle
95740eb78c
[dxvk] Use clears to impelemnt image copies if possible
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Optimizes away a large amount of redundant depth-stencil clear+copy
madness in Final Fantasy XIV for a small performance improvement.
2021-03-06 02:43:28 +01:00
Philip Rebohle
8a4beefd3a
[dxvk] Store new image view when deferring clear/discard with matching subresources
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Otherwise, if the view used for the second clear has a different format than
the first one, we'll end up clearing to the wrong colur. Assumes that images
with more than one aspect never have views with mismatching formats.
Also potentially improves logic around render pass clears depending on usage
patterns.
2021-03-06 02:37:02 +01:00
Philip Rebohle
b579b03047
[dxvk] Spill render pass when clearing overlapping views
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Since we're flushing all pending clears, we need to make sure
that all images are in the correct layout. Found by inspection.
2021-03-06 01:31:55 +01:00
Philip Rebohle
5f0f90f8d4
[dxvk] Merge clears with different views but identical subresources
2021-03-05 19:50:11 +01:00