1
0
mirror of https://github.com/doitsujin/dxvk.git synced 2025-01-08 10:46:09 +01:00
Commit Graph

1135 Commits

Author SHA1 Message Date
Philip Rebohle
492c7384bc
[dxbc] Implemented ImmAtomicCmpExch and AtomicCmpStore 2018-04-04 13:59:43 +02:00
Philip Rebohle
e06300d592
[d3d11] Fix multisample format support query for depth images
Fixes a crash in World of Warships when reflections are enabled.
2018-04-04 11:24:16 +02:00
pchome
6a6871ee42 [dxgi] Fix compilation with WINE headers (#236)
* [dxgi] Fix compilation with WINE headers

```gcc
error: cannot convert 'MONITORINFOEX* {aka tagMONITORINFOEXA*}' to 'LPMONITORINFO {aka tagMONITORINFO*}' for argument '2' to 'BOOL GetMonitorInfoA(HMONITOR, LPMONITORINFO)'
```
```clang
cannot initialize a parameter of type 'LPMONITORINFO' (aka 'tagMONITORINFO *') with an rvalue of type '::MONITORINFOEX *' (aka 'tagMONITORINFOEXA *')
```

This can be WINE bug but I don't want to dig now, firs suggestion is wrong "tag":
wine variant
```c
typedef struct tagMONITORINFO
{
...
} MONITORINFO, *LPMONITORINFO;

typedef struct tagMONITORINFOEXA
{   /* the 4 first entries are the same as MONITORINFO */
...
} MONITORINFOEXA, *LPMONITORINFOEXA;

typedef struct tagMONITORINFOEXW
{   /* the 4 first entries are the same as MONITORINFO */
...
} MONITORINFOEXW, *LPMONITORINFOEXW;

DECL_WINELIB_TYPE_AW(MONITORINFOEX)
DECL_WINELIB_TYPE_AW(LPMONITORINFOEX)
```  
VS
MinGW variant
```c
  typedef struct tagMONITORINFO {
...
  } MONITORINFO,*LPMONITORINFO;

  typedef struct tagMONITORINFOEXA : public tagMONITORINFO {
    CHAR szDevice[CCHDEVICENAME];
  } MONITORINFOEXA,*LPMONITORINFOEXA;

  typedef struct tagMONITORINFOEXW : public tagMONITORINFO {
    WCHAR szDevice[CCHDEVICENAME];
  } MONITORINFOEXW,*LPMONITORINFOEXW;

  __MINGW_TYPEDEF_AW(MONITORINFOEX)
  __MINGW_TYPEDEF_AW(LPMONITORINFOEX)
```

* [dxgi] Fix compilation with WINE headers

Use C++-style casts rather than C ones.
2018-04-03 21:11:26 +02:00
Philip Rebohle
89c3b60640 [dxvk] Removed upper limit for CS chunks
Since we are synchronizing once per frame anyway, there is no need to
artificially limit the number of chunks in flight. Applications which
use deferred contexts and submit a large number of CS chunks through
command lists may benefit from this optimization.
2018-04-03 20:06:25 +02:00
Philip Rebohle
7de27d4fd8 [d3d11] Flush immediate context on command list execution
This optimization may help keep the GPU busy in case there's
a large number of draw calls pending at the time a command
list from a deferred context is submitted for execution.
2018-04-03 19:53:37 +02:00
Philip Rebohle
0b2e88b087 [hud] Added <unordered_map> include to satisfy some compilers 2018-04-03 16:27:16 +02:00
Philip Rebohle
9ef4168867 [dxvk] Added support for pipeline-related stat counters 2018-04-03 15:52:39 +02:00
Philip Rebohle
561fa7440b [dxvk] Retrieve actual memory stats for the HUD 2018-04-03 15:32:00 +02:00
Philip Rebohle
fc3f45c082 [hud] Added stat counters to the HUD 2018-04-03 14:49:13 +02:00
Philip Rebohle
3ed03f7a3d [hud] Added configurable HUD
HUD elements can be enabled individually using a comma-separated
list. Supported options include:
- fps: Displays the framerate
- devinfo: Displays device info

Passing "1" has the same effect as "fps,devinfo".
2018-04-03 12:33:08 +02:00
Philip Rebohle
8aa8610221 [dxvk] Implement basic stat counters for draw calls, queue ops 2018-04-03 11:56:12 +02:00
Philip Rebohle
c9465b39d1 [util] Implement spin lock 2018-04-03 11:56:02 +02:00
Philip Rebohle
a5077952ea [dxvk] Reintroduce stat counters 2018-04-03 11:03:57 +02:00
Philip Rebohle
4b44d3ce39 [dxbc] Unify constants
Identical constants will now be reused. Considerably reduces code size.
2018-04-02 19:41:22 +02:00
Philip Rebohle
097eb89cfb [dxvk] Log pipeline state when pipeline compilation fails 2018-04-02 19:05:41 +02:00
Philip Rebohle
267daeccad [util] Add generic Logger::log method 2018-04-02 19:05:20 +02:00
pchome
311748ee09 [dxgi] Replace UINT_MAX with std::numeric_limits (#234)
`limits.h` required for `UINT_MAX` and not always used, so better to use standard C++ variant from `<limits>`.

Some compilers may simply return `UINT_MAX` value, gcc version: `max() _GLIBCXX_USE_NOEXCEPT { return __INT_MAX__ * 2U + 1; }`.
2018-04-02 18:49:19 +02:00
pchome
e9c7dcfc76 [dxgi] Replace MSVC _countof macro with std::size (#231)
* [dxgi] Replace MSVC _countof macro with std::size

pro: crosscompiler
con: may not work for older clang/gcc/...

http://en.cppreference.com/w/cpp/iterator/size
For example `Run this code` mode produces errors for GCC-5.2(C++17) and clang-3.8(C++17). Local GCC-7.3 and clang-7 versions are ok. 
Not tested w/ MinGW64.

*  [dxgi] Replace MSVC _countof macro with std::size
2018-04-02 18:49:03 +02:00
Philip Rebohle
eb85f61084 [dxbc] Serialize hull shader fork/join phase invocations
We cannot run these in parallel in case the hull shader's output vertex
count, and thus the invocation count, is less than the fork/join phase
invocation count.
2018-04-02 16:22:19 +02:00
Philip Rebohle
2973c18055 [dxgi/d3d11] Remove COM_QUERY_INTERFACE macro, reset pointers
May fix some crashes in applications that rely on the returned
pointer being set to nullptr before returning.
2018-04-02 12:52:02 +02:00
Philip Rebohle
77010d96e4 [dxgi/d3d11] Set returned pointers to nullptr before returning
May solve issues with applications which check whether the returned
pointer is null rather than checking a function's return value.
2018-04-02 12:04:20 +02:00
Philip Rebohle
aeef93e1e4 Merge branch 'master' of https://github.com/doitsujin/dxvk 2018-04-02 10:58:49 +02:00
Philip Rebohle
d2c6ec5c41 [dxbc] Implement ImmAtomic*Min/Max instructions 2018-04-02 10:58:26 +02:00
Vesim987
a2f05467c7 [d3d11] Force CreateRenderTargetView to return S_OK with D3D11_RESOURCE_DIMENSION_BUFFER (#230)
It makes Battlefield 3 and Battlefield 4 working.
2018-03-31 21:47:54 +02:00
Philip Rebohle
99d9a5df0b [dxbc] Respect GloballyCoherent flag for UAVs 2018-03-31 16:41:19 +02:00
Philip Rebohle
770d94f796 [dxbc] Fix explicit memory barrier semantics
This imitates glslang behaviour for barrier instructions and
sets AcquireRelease semantics for all explicit memory barriers.
2018-03-30 17:59:57 +02:00
Philip Rebohle
47e78d0a95 [dxbc] Fixed type of atomic pointers into typed UAVs
Should fix a crash in the Nvidia driver.
2018-03-30 17:31:48 +02:00
Philip Rebohle
05e0f3d52d
[dxvk] Remove mutex from Dxvk(Graphics|Compute)Pipeline
Not needed anymore because the pipe manager itself won't be
accessed by multiple threads any longer.
2018-03-29 16:36:31 +02:00
Philip Rebohle
b286b518c5
[dxbc] Fix ForkInstanceId type in EmitHsForkJoinPhase 2018-03-29 14:05:38 +02:00
Philip Rebohle
2ab4710054
[dxbc] Run HS fork/join phases in parallel
May reduce execution time of hull shaders on the GPU by running
the fork/join phases in parallel, as originally intended. Tested
on RADV 18.0.99 with LLVM 6.0.0.
2018-03-29 13:29:50 +02:00
Philip Rebohle
6e27f12e22
[dxvk] Move DxvkPipelineManager object to DxvkContext
Since we create only one DxvkContext per D3D11Device, rather than
per D3D11DeviceContext as originally planned, there is no need to
keep the pipeline manager as a global thread-safe object. This may
slightly reduce CPU overhead.
2018-03-29 12:32:20 +02:00
Philip Rebohle
108bf2194f
[dxvk] Time pipeline creation in debug mode 2018-03-29 12:06:53 +02:00
notaz
5eefb8530d [general] More wine test suite fixes (#220)
* [dxgi] Implement freeing private data

Done by passing null as data.
Fixes wine private data test crash and passes them.

* [dxgi] Improve private data argument handling

Fixes 7 more wine tests.
2018-03-29 07:11:21 +02:00
Philip Rebohle
ae88f83b86
[d3d11] Introduce D3D11DeviceContainer
Refactored DxgiVkDevice, D3D11Device and D3D11Presenter
to behave more like aggregable objects, where the new
D3D11DeviceContainer class is the COM aggregate object.
Fixes the reference counting issue outlined in #210.
2018-03-28 21:24:52 +02:00
Philip Rebohle
8d3dcba8d5
[dxgi] Renamed private DXGI interfaces 2018-03-28 19:06:00 +02:00
Philip Rebohle
410cde3f17
[dxgi] Move device creation to DxgiAdapter
This is better than exporting new functions.
2018-03-28 18:58:53 +02:00
Philip Rebohle
6babc22ec0
[dxgi] Reset pointers before returning an error
Also fixes a refcount issue and minor code formatting issues.
2018-03-28 11:56:58 +02:00
Philip Rebohle
87f9bcfd75
[dxbc] Do not use locations >32 for tess control outputs
Fixes an assertion with latest mesa-git.
2018-03-28 11:55:29 +02:00
Philip Rebohle
1a8567a363
[d3d11] Fixed silly bug in blend state comparison 2018-03-28 11:55:03 +02:00
Philip Rebohle
057d74e57f
Merge branch 'master' of https://github.com/doitsujin/dxvk 2018-03-27 02:02:50 +02:00
notaz
5411689789 [dxgi] More argument handling improvements (#211)
Fixes 11 tests + a crash.
2018-03-27 01:58:33 +02:00
Philip Rebohle
a700e928ef
[dxbc] Enable MultiViewport capability if needed
Fixes invalid SPIR-V generated since  60d6416e5f.
2018-03-27 01:41:06 +02:00
Philip Rebohle
60d6416e5f
[dxbc] Implemnted SV_ViewportArrayIndex for geometry shaders
Required by Final Fantasy XIV.
2018-03-26 23:32:30 +02:00
Philip Rebohle
fc47fb8f6c
[dxvk] Do not create descriptor set layout/template if binding count is 0
Fixes a validation error in case an application renders geometry without
any active shader resource slots.
2018-03-26 23:13:33 +02:00
notaz
f02b44f440 [dxgi] Fix some argument checks (#205)
Changed according to wine's tests.
2018-03-26 07:38:37 +02:00
Philip Rebohle
675b1c5b8c
[d3d11] Implemented image mapping on deferred contexts
Also refactored buffer mapping to reduce code duplication.
Optimized the lookup function for a small performance gain
in games which map a lot of resources on deferred contexts.
2018-03-25 13:24:03 +02:00
Philip Rebohle
61c55d6f89
[d3d11] Get rid of redundant format query 2018-03-25 08:38:31 +02:00
Philip Rebohle
4e84a77896
[d3d11] Disable DO_NOT_WAIT flag by default
Apparently this breaks Elder Scrolls Online as well, so we'll
just enable it explicitly for games which benefit from this
optimization and disable it by default.
2018-03-25 00:54:42 +01:00
Philip Rebohle
4ed007e9f6
[d3d11] Add <unordered_map> include
Fixes #201.
2018-03-24 18:54:00 +01:00
Philip Rebohle
0900e1b5f9
[d3d11] Added missing files 2018-03-24 17:29:13 +01:00
Philip Rebohle
bd69e843c2
[d3d11] Added D3D11Options
Includes a per-app knob for Witcher 3 to disable D3D11_MAP_FLAG_DO_NOT_WAIT.
2018-03-24 17:02:24 +01:00
Philip Rebohle
ac94c42380
Revert "[dxbc] Do not emit per-vertex input block"
This reverts commit 4ce64bd886.

Fixes a regression in Sniper: Ghost Warrior 2 and Dishonored 2.
2018-03-24 16:23:31 +01:00
Philip Rebohle
54382ae319
[dxbc] Add experimental support for mixed resource types
HLSL tbuffers are translated to resources with a "mixed" format.
There is no documentation about which format the buffers actually
use, so we'll default to UINT and see what happens.
2018-03-24 14:21:13 +01:00
Philip Rebohle
19e0829a37
[dxgi] Enumerate scaled and centered display modes correctly
Fixes fullscreen mode in Dark Souls 3.
2018-03-24 13:42:23 +01:00
Philip Rebohle
87d6fde5c4
[dxgi] FindClosestMatchingMode: Fall back to 8-bit SRGB format
Fixes errors in various games which rely on this method.
2018-03-24 11:31:39 +01:00
Philip Rebohle
7f7eedac35
[dxbc] Implement SV_ClipDistance and SV_CullDistance 2018-03-24 11:29:07 +01:00
Philip Rebohle
4ce64bd886
[dxbc] Do not emit per-vertex input block
Instead, we can let the normal input registers do their thing.
2018-03-24 00:32:22 +01:00
Philip Rebohle
0ab27aa4e3
[dxbc] Check if the signature is nullptr before using it
Fixes a crash in The Witcher 3.
2018-03-23 21:38:21 +01:00
Philip Rebohle
31772af4a5
[dxbc] Count clipping and culling planes 2018-03-23 19:48:07 +01:00
Philip Rebohle
ba9e1f307d
[dxbc] Don't use rvalue references for file streams 2018-03-23 18:17:16 +01:00
Philip Rebohle
0a2fa590f5
[d3d11] Reset busy flag after emitting the Flush command
Fixes a general performance regression in games
that call WaitForResources a lot.
2018-03-23 11:54:19 +01:00
Philip Rebohle
e6d93d6cfb
[spirv] Emit image types only once
Fixes SPIR-V validation errors.
2018-03-23 01:10:12 +01:00
Philip Rebohle
abb90086d5
[dxvk] Use analyzer to determine UAV image type 2018-03-23 01:04:04 +01:00
Philip Rebohle
44d8d6b8c3
[dxvk] Fixed command buffer synchronization 2018-03-22 20:15:46 +01:00
Philip Rebohle
16caa10697
[dxbc] Add analyzer stub
Will be used to gather information for the compiler.
2018-03-22 20:01:57 +01:00
Philip Rebohle
085fd6a959
[d3d11] Remove unnecessary Map() check 2018-03-22 19:28:00 +01:00
Philip Rebohle
2566909917
[dxvk] Remove DxvkFence 2018-03-22 19:01:01 +01:00
Philip Rebohle
0bdae4f930
[dxvk] Move fence object into DxvkCommandList
Reduces command submission overhead by reusing fence objects
instead of creating new ones for each submission. Improves
error reporting in case the submission cannot be complete.
2018-03-22 18:57:33 +01:00
Philip Rebohle
d9b1995cf0
[d3d11] Do not forward D3D11_MAP_FLAG_DO_NOT_WAIT for mapped images
Workaround for a regression in The Witcher 3 that was introduced
in commit 53d557c2db. May have a
significant negative impact on performance in some games.
2018-03-22 14:12:43 +01:00
Philip Rebohle
b3aff7cd2e
[d3d11] Fix immediate context initialization
The old initialization code did not take either CSMT or
Deferred Contexts into account and could lead to illegal
calls to beginRecording.

Fixes a hang encountered in Dishonored 2.
2018-03-22 13:40:45 +01:00
Philip Rebohle
7f6c8dff95
[d3d11] Fix flush condition and CS thread synchronization
If chunks have been sent to the CS thread, we need to
flush even if the current chunk is empty.
2018-03-22 12:58:26 +01:00
Philip Rebohle
5eedbc0546
[dxgi] Always use 32-bit depth buffers instead of 24-bit
Support for 24-bit depth buffers seems poor even on GPUs which support
them, and there seem to be no issues with using 32-bit buffers in practice.
2018-03-22 11:09:23 +01:00
Philip Rebohle
53d557c2db
[d3d11] Implement D3D11_MAP_FLAG_DO_NOT_WAIT
Improves framerate in Dishonored 2 by up to 50%.
2018-03-22 11:02:14 +01:00
Philip Rebohle
9215cfdcf2
[dxvk] Minor 2018-03-22 11:01:54 +01:00
Philip Rebohle
5c2144b55d
[dxvk] Move tess state validation to validatePipelineState 2018-03-21 15:22:18 +01:00
Philip Rebohle
ec161823e5
[dxvk] Check whether renderpass is null before creating pipeline 2018-03-21 15:09:34 +01:00
Philip Rebohle
6f6e12a329
[util] Fix possible crash with null interfaces in private storage 2018-03-21 15:09:08 +01:00
Philip Rebohle
9ef94e28ac
[dxbc] Support UNorm/SNorm typed resources 2018-03-21 15:08:53 +01:00
Philip Rebohle
08806070ca
[d3d11] Fix CheckFeatureSupport return value 2018-03-21 15:08:34 +01:00
Philip Rebohle
efcd5c6b4d
[d3d11] Implement support for D3D11_FEATURE_FORMAT_SUPPORT2 2018-03-21 13:31:22 +01:00
Philip Rebohle
09151f3616
[d3d11] Lift shaderStorageImageReadWithoutFormat requirement 2018-03-21 12:57:29 +01:00
Philip Rebohle
584ee6b6f0
[dxbc] Lift ShaderStorageImageReadWithoutFormat requirement 2018-03-21 12:47:53 +01:00
Philip Rebohle
fcff10aae7
[dxbc] Set image format for UAVs when atomic operations are used
Fixes a violation of the Vulkan specification where atomic operations
would be used on storage images with SpvImageFormatUnknown. Should fix
driver crashes on Nvidia.

TODO: Fix data types for atomic operation instructions.
2018-03-21 12:11:18 +01:00
Philip Rebohle
c1a1ff3915
[d3d11] Implement remaining D3D11.1 feature queries 2018-03-21 04:58:31 +01:00
Philip Rebohle
17e981f360
[dxvk] Increase UAV slot count to 64 for the graphics pipeline
D3D11 raised this limit from 8 UAVs in the fragment shader to
64 UAVs in all graphics stages combined.
2018-03-21 04:56:33 +01:00
Philip Rebohle
bd71f256e5
[d3d11] Fixed constant buffer binding update 2018-03-21 03:26:31 +01:00
Sebastian Wick
4518b1b76e Shader cache (#188)
* [util] Adds getTempDirectory() function

Will be used by on-disk pipeline caching

* [dxvk] Implement on-disk shader caching

Saving the pipeline cache to disk when the application exits
should be sufficient but the DxvkPipelineCache destructor isn't
reliably called on exit (ref-counting issue?).
As a workaround every frame we check and save the cache if the
size increased by some amount or after one minute elapsed.

* [dxvk] Periodically update shader cache file in separate thread
2018-03-21 02:45:11 +01:00
Philip Rebohle
6550e8d623
[d3d11] Expose implemented Feature Level 11.1 features 2018-03-20 23:25:23 +01:00
Philip Rebohle
894444d43d
[dxvk] Remove old debug code 2018-03-20 22:36:02 +01:00
Philip Rebohle
42d49d7603
[dxvk] Respect bufferImageGranularity for non-linear images
May fix aliasing issues on GPUs where the bufferImageGranularity limit
is greater than the alignment requirement of non-linear resources.
2018-03-20 20:24:11 +01:00
Philip Rebohle
fd4e55007f
[d3d11] Export support for driver command lists
This indicates that our implementation of UpdateSubresource on
deferred contexts is not affected by the same issue as on Windows.
2018-03-19 17:57:20 +01:00
Philip Rebohle
493ad66d91
[d3d11] Remove obsolete acquire/release pair
This is no longer needed with the universally
thread-safe slice allocator.
2018-03-19 17:56:26 +01:00
Philip Rebohle
f762811af0
[dxvk] Use multiple free lists for physical buffer slices
Reduces lock contention and slightly improves performance in games
that rely heavily on the buffer renaming mechanism if the lock
protecting the original free list was contested.
2018-03-19 14:53:59 +01:00
Philip Rebohle
c6251d28fc
[d3d11] Remove warnings from CopySubresourceRegion1 / UpdateSubresource1
The flags should have no impact on correctness, so not supporting them
makes no difference. Prevents log spam in Dishonored 2.
2018-03-19 14:52:42 +01:00
pchome
2f8ccfa30e
[build] Add header required for std::find_if() 2018-03-19 12:49:48 +02:00
Philip Rebohle
f1c3b59e87
[d3d11] Implemented buffer mapping on deferred contexts
Allows the MultiThreadedRendering demo from the Microsoft SDK to run.
2018-03-19 03:19:13 +01:00
Philip Rebohle
0eaa3fea3b
[dxvk] Implement thread-safe buffer renaming
This is required for resource mapping on deferred contexts.
May also fix a potential synchronization issue where a buffer
could be mapped multiple times before the CS thread would mark
the physical buffer as used, which would result in invalid data.
2018-03-19 02:18:44 +01:00
Philip Rebohle
d6d6ed4efd
[d3d11] Expose Feature Level 11_1 if explicitly requested
Not enabled by default since some 11_1 functionality is not yet implemented.
2018-03-18 23:39:40 +01:00
Philip Rebohle
127fad89be
[d3d11] Refactored D3D11SamplerState creation 2018-03-18 23:35:40 +01:00
Philip Rebohle
b04e9b5f18
[d3d11] Refactored D3D11DepthStencilState creation 2018-03-18 23:32:01 +01:00
Philip Rebohle
11d8eb3be4
[d3d11] Implemented D3D11BlendState1 2018-03-18 23:27:29 +01:00
Philip Rebohle
2591bbdabd
[d3d11] Implemented ID3D11RasterizerState1 stub 2018-03-18 22:53:20 +01:00
Philip Rebohle
0a473b4f86
[d3d11] Return error if an application creates an RTV for a buffer
Vulkan does not support buffer RTVs, and neither does DXVK, so we
should return an error in that case. Previously, DXVK would crash
upon querying image information.
2018-03-18 21:38:48 +01:00
Philip Rebohle
69dd05b269
[dxgi] Fix back buffer destruction
The back buffer needs to be deleted explicitly because on
the way it is created. Fixes reference counting issues in
applications which resize the back buffer at least once.
2018-03-18 20:39:14 +01:00
Philip Rebohle
e009e63aa7
[d3d11] Fix sampler state refcount issue
We cannot use strong references in state objects that
are stored inside a member of the device itself.
2018-03-18 14:57:14 +01:00
Philip Rebohle
2346a2ac03
[d3d11] Remove inconsistent uses of "this" 2018-03-18 12:57:39 +01:00
Philip Rebohle
c43702e445
[d3d11] Implement GetConstantBuffers1 methods 2018-03-18 12:45:27 +01:00
Philip Rebohle
e54246d000
[d3d11] Implement SetConstantBuffers1 methods 2018-03-18 12:39:11 +01:00
Philip Rebohle
3133e4ba35
[d3d11] Add constant buffer offsets and counts to context state 2018-03-18 12:36:45 +01:00
Philip Rebohle
a8eecfbfe5
[d3d11] Enable direct image mapping by default 2018-03-18 00:36:53 +01:00
Philip Rebohle
94aa650f3e
[dxvk] Enable the use of VK_KHR_descriptor_update_template
Reduces the CPU overhead of descriptor set updates, which usually
happen once per draw call. Gains seem to be minor in most games,
some outliers show significantly better performance (i.e. Tomb Raider).
2018-03-17 23:50:03 +01:00
Philip Rebohle
0f800c6c51
[dxvk] Added Vulkan function pointers for VK_KHR_descriptor_update_template 2018-03-17 22:35:50 +01:00
Philip Rebohle
ebd46e4109
[d3d11] Re-define D3D11_FEATURE_DATA_ARCHITECTURE_INFO
Fixes previous commit on MinGW.
2018-03-17 21:38:35 +01:00
Mikhail Paulyshka
043982d3be [d3d11] stub implementation of ID3D11Device1 (#175) 2018-03-17 20:11:00 +01:00
Mikhail Paulyshka
a3e7139c1e [d3d11] stub implementation of ID3DDeviceContext1 (#174) 2018-03-17 18:54:09 +01:00
Philip Rebohle
52a9a4f406
[dxvk] Reimplemented clearRenderTarget
Closer to the D3D11 API. We cannot use the normal clearColorImage and
clearDepthStencilImage methods in case the game uses a 2D array view
for a 3D image. Fixes some validation issues in Hellblade.
2018-03-17 17:59:43 +01:00
Philip Rebohle
1af52abb67
[d3d11] Move OMSetRenderTargets optimization to D3D11ImmediateContext
We cannot call Flush() on deferred contexts anyway, so the command
submission optimization should only be applied to immediate contexts.
2018-03-17 14:09:16 +01:00
Philip Rebohle
ccfe1a346b
[d3d11] Moved GetViewFromDesc and NormalizeDesc out of D3D11Devuce 2018-03-17 13:42:37 +01:00
Philip Rebohle
0ddbb58ce4
[d3d11] Enable IDXGIDevice2 interface query 2018-03-17 13:05:55 +01:00
Philip Rebohle
3b43c1c183
[dxgi] Support more formats in the presenter
Should surpress "Unsupported format" warnings in games
based on Unreal Engine 4 and Frostbite Engine.
2018-03-17 09:20:06 +01:00
Mikhail Paulyshka
608cd33a25 [dxgi] added stub implementation of IDXGIDevice2 (#172) 2018-03-17 01:48:55 +01:00
Philip Rebohle
b9b74eb961
Merge pull request #169 from Mixaill/fix-msvc-64
[dxbc] fix MSVC 64-bit build
2018-03-17 01:05:04 +01:00
Guy1524
b3cd7547ca Move Custom PCI ID to DXGI 2018-03-16 19:40:26 -04:00
Mikhail Paulyshka
fd633ea784 [dxbc] fix MSVC 64-bit build 2018-03-17 01:59:13 +03:00
Philip Rebohle
c931b4ba87
[dxvk] Implement proper compute pipeline lookup
Fixes correctness issues and potential GPU lockups in case
a compute shader resource is not bound at dispatch time.
2018-03-16 01:25:18 +01:00
Philip Rebohle
9b3908823a
[dxvk] Fixed depth image layout regression 2018-03-16 01:05:30 +01:00
Philip Rebohle
eb8ae5cc82
[d3d11] Allow 2D array view creation for 3D textures
Fixes a regression that was introduced with the texture
class refactor. Fixes validation issues in Hellblade.
2018-03-14 20:40:11 +01:00
Philip Rebohle
0e0ee61d9b
[d3d11] Always use VK_IMAGE_CREATE_MUTABLE_FORMAT_BIT
We need to investigate why not doing this breaks shadows in Heaven.
2018-03-14 17:40:26 +01:00
Philip Rebohle
3b20c71894
[d3d11] Re-implement direct image mapping (disabled by default)
We cannot enable this by default yet because it may break some games.
2018-03-14 16:40:28 +01:00
Philip Rebohle
155bd32e22
[d3d11] Check if a textue can be created before making the attempt
This may prevent driver crashes and give more useful debugging info
in case a given combination of image parameters is not supported by
a device. May also improve compatibility with direct image mapping.
2018-03-14 16:03:48 +01:00
Philip Rebohle
7a6d61d943
[d3d11] Create mapped image buffer only when needed
Also adds some documentation to D3D11CommonTexture.
2018-03-14 14:49:45 +01:00
Philip Rebohle
0ba3337289
[d3d11] Refactored Map/Unmap methods 2018-03-14 14:40:09 +01:00
Philip Rebohle
91b82c05b2
[d3d11] Refactoring texture classes: Move static methods into D3D11CommonTexture 2018-03-14 01:16:31 +01:00
Philip Rebohle
56df0bcccb
[d3d11] Refactoring texture classes: Remove D3D11TextureInfo 2018-03-14 00:45:07 +01:00
Philip Rebohle
16d66c8a1d
[d3d11] Refactoring texture classes: Introduce D3D11CommonTexture 2018-03-13 23:51:30 +01:00
Philip Rebohle
e6814332e7
Revert "[d3d11] Re-enable image mapping"
Still breaks games for unknown reasons.
2018-03-13 17:40:12 +01:00
Philip Rebohle
ba2c4782b0
[spirv] Removed SPIR-V Tools headers 2018-03-13 14:58:17 +01:00
Philip Rebohle
25cae39cdb
[spirv] Remove SPIR-V tools integration
SPIR-V tools did not turn out to be useful, but increased the
binary size by a significant amount and caused build problems.

- spirv-opt: Far too slow for the intended purpose, and Nvidia
             specific shader issues have been reported and fixed.
- spirv-val: Not much value in practice since shaders can be
             written to a directory and validated manually.
2018-03-13 14:32:03 +01:00
Philip Rebohle
8e9d0878e6
[dxvk] Remove RenderDoc workaround
RenderDoc 1.0 cannot be used with DXVK anymore,
which makes the workaround obsolete.
2018-03-13 11:43:23 +01:00
Philip Rebohle
72f954088b
[d3d11] Use only one mip level for multisampled textures 2018-03-13 11:29:25 +01:00
Philip Rebohle
06cff50453
[d3d11] Flush CS chunks when executing/finalizing command lists
Fixes rendering issues and validation errors in Kingdom Come: Deliverance.
2018-03-12 23:36:55 +01:00
Mikhail Paulyshka
fa78259459 [dxgi] fix DxgiOutput::FindClosestMatchingMode() implementation (#157)
* remove useless checks
* fix refresh rate matching and unspecified detection
2018-03-12 22:28:34 +01:00
Mikhail Paulyshka
d3a4230acf [d3d11] D3D11Device::QueryInterface() suppress warning for d56e2a4c-5127-8437-658a-98c5bb789498
there is no public information about this interface
2018-03-12 23:29:44 +03:00
Philip Rebohle
887e514442
[dxvk] Use dummy viewport if requested viewport size is 0
Fixes a bunch of validation errors in various games,
including The Witcher 3.
2018-03-12 13:14:27 +01:00
Philip Rebohle
56c826be85
[d3d11] Do not enable D3D11_BIND_UNORDERED_ACCESS for back buffers
Not all formats can be used for unordered access views. An application
must explicitly request this feature during swap chain creation.
2018-03-12 13:03:33 +01:00
Philip Rebohle
3e60c8f316
[d3d11] Re-enable image mapping
After more extensive testing, it looks like commit 4eacff21
actually fixed the issue in most (all?) cases.
2018-03-12 12:54:05 +01:00
Philip Rebohle
3d0aad705d
[dxbc] Implemented samplepos instruction
Required by Fallout 4, among other games.
2018-03-12 12:25:10 +01:00
Mikhail Paulyshka
b17568deba [dxgi,d3d11] log unknown interfaces GUID (#154)
* [d3d11] log unknown interfaces GUID in QueryInterface()

* [dxgi] log unknown interfaces GUID in QueryInterface()
2018-03-12 12:05:43 +01:00
Mikhail Paulyshka
3cb3c05888 [dxgi] implement DxgiOutput::FindClosestMatchingMode() (#153)
rev2:
* use std::vector instead of C array
* add clarification about TODO
2018-03-12 08:52:32 +01:00
Mikhail Paulyshka
f94ff7db4f [d3d11] add check for pResource against nullptr in D3D11ImmediateContext::Map() 2018-03-12 03:18:44 +03:00
Philip Rebohle
4eacff21e9
[dxvk] Flush initialization context unconditionally
An application might need to wait for a resource to become available
just after it has been created, in which case  its initialization
commands might not have been dispatched yet. If no rendering commands
were issued on the immediate context prior to the wait operation,
WaitForResource would stall indefinitely.
2018-03-11 20:25:09 +01:00
Philip Rebohle
bbbc552868
[d3d11] Disabled image mapping
Effectively reverts d3e89b20dd as it
breaks games for some reason.
2018-03-11 19:02:02 +01:00
Philip Rebohle
5b9e4c1faa
[d3d11] Fix image tiling
Fixes bug introduced in d3e89b20dd, which
applies linear tiling to the wrong kind of images.
2018-03-11 00:06:44 +01:00
Philip Rebohle
d3e89b20dd
[d3d11] Allocate host-readable images on host-visible memory
Not having to wait for an image->buffer copy to finish on the
GPU allows for more efficient synchronization. Significantly
improves performance in The Witcher 3.
2018-03-10 23:32:15 +01:00
Philip Rebohle
a4a8e0d6c8
[dxvk] Add memory flag query to DxvkImage 2018-03-10 17:41:42 +01:00
Philip Rebohle
fb36b56891
[dxvk] Removed stat counters 2018-03-10 17:37:10 +01:00
Guy1524
1bad90ae96 Add Custom PCI Vendor and Device ID Support (#137)
* Add Custom PCI Vendor and Device ID Support

Allow the user to configure DXVK to use a custom PCI Vendor and Device ID, so that the program behaves the same on different cards.

* Remove AMD/NVIDIA/INTEL Shortcuts

* Remove extra semicolon

* Return DxvkGpuVendor to being an enum class

* Fixed hexadecimal output
2018-03-10 15:05:32 +01:00
Mikhail Paulyshka
3dad074fc4 [dxbc] implemented retc instructions (#140) 2018-03-10 15:04:58 +01:00
Philip Rebohle
28880d0fa8
[dxbc] Implemented DclHsMaxTessFactor 2018-03-10 15:02:27 +01:00
Philip Rebohle
afaa3b5a30
[d3d11] Fix minor code inconsistencies 2018-03-10 14:41:06 +01:00
Philip Rebohle
7069df6b1e
[d3d11] Reimplemented ClearState
Potentially increases the overhead of ClearState calls, but also correctly
resets the context state when deferred contexts are used.
2018-03-10 13:06:15 +01:00
Philip Rebohle
5cb6c968b5
[d3d11] Fix RestoreUnorderedAccessViews for pixel shaders 2018-03-10 12:47:45 +01:00
Philip Rebohle
ca53fe7925
[d3d11] Minor fixes 2018-03-10 12:11:17 +01:00
Philip Rebohle
969b35c80c
[d3d11] RestoreState: Restore DS/OM/RS state objects 2018-03-10 11:56:58 +01:00
Philip Rebohle
5befa3b745
[d3d11] RestoreState: Restore IA state 2018-03-10 11:44:27 +01:00
Philip Rebohle
c49a0b969b
[d3d11] RestoreState: Restore viewport state 2018-03-10 11:31:40 +01:00
Philip Rebohle
f15feef47f
[d3d11] RestoreState: Restore shader resource bindings 2018-03-10 11:30:32 +01:00
Philip Rebohle
5ef0f31c66
[dxvk/d3d11] Refactored resource binding
Slightly reduces overhead of D3D11 *SetShaderResources methods.
2018-03-10 11:16:52 +01:00
Philip Rebohle
b72f11a0bf
[d3d11] RestoreState: Restore vertex and index buffer bindings 2018-03-10 10:39:07 +01:00
Philip Rebohle
d1a2cff9ac
[d3d11] RestoreState: Restore framebuffer and shader bindings 2018-03-10 10:19:07 +01:00
Philip Rebohle
3efd437310
[dxbc] Fixed TGSM size with dcl_tgsm_raw
https://msdn.microsoft.com/en-us/library/windows/desktop/hh446929(v=vs.85).aspx
2018-03-09 22:01:19 +01:00
Philip Rebohle
b7a964e15e
[d3d11] Fix texture cube array view normalization 2018-03-09 17:24:36 +01:00
Philip Rebohle
3b42011c50
[d3d11] Implemented OMGetRenderTargetsAndUnorderedAccessViews and predication stub 2018-03-09 16:47:20 +01:00
Philip Rebohle
09fd7abde0
[d3d11] Fix potentially invalid value for anisotropic filtering 2018-03-09 15:24:28 +01:00
Philip Rebohle
220c3301cf
[dxvk] Tweaked command stream chunk sizes and submission
Improves overall frame rate and latency in situations where the
application's render thread cannot keep up with the CS thread.
Considerable frametime improvements in NieR:Automata and
slightly higher frame rates in The Witcher 3.
2018-03-09 12:31:35 +01:00
Philip Rebohle
8d443cb50d
[dxvk] Reduced overhead of depth image descriptor layout check 2018-03-09 12:30:39 +01:00
Philip Rebohle
e2314cfe58
[dxgi] Fixed R10G10B10A2 format mapping
Fixes lighting issues in The Witcher 3.
2018-03-08 16:23:44 +01:00
Philip Rebohle
c3cf65c015
[dxbc] Use signed int for component index in OpImageGather
Workaround for a bug in Nvidia's shader compiler, which currently
expects the component index to be signed rather than unsigned.
2018-03-08 07:50:37 +01:00
Philip Rebohle
85d28f7328
[d3d11] Implemented ClearUnorderedAccessViewUint for raw and structured buffers 2018-03-07 16:29:13 +01:00
Philip Rebohle
95e2c641e0
[d3d11] Partially implement SOSetTargets/SOGetTargets
This does not implement any stream output functionality yet,
but it allows games to set and query stream output buffers.
2018-03-07 15:32:19 +01:00
Philip Rebohle
360bf3ee4c
[dxvk] Recreate buffer views if necessary
Fixes broken animations and artifacts in The Witcher 3.
2018-03-07 13:54:28 +01:00
Philip Rebohle
ad017c2556
[dxvk] Implemented physical buffer view 2018-03-07 13:32:17 +01:00
Philip Rebohle
b494bb2ac1
[d3d11] Fixed potential sync issue in Map() 2018-03-07 10:37:27 +01:00
Philip Rebohle
7ac0d413ad
[dxbc] Use correct arrays for vicp/vocp in hull shaders
Fixes Heaven on RADV.
2018-03-07 09:52:24 +01:00
Philip Rebohle
6e981b91b6
[dxvk] Add adapter logging 2018-03-07 00:23:06 +01:00
Philip Rebohle
0fdde6a94e
[dxbc] Fix hull shader barrier issue 2018-03-07 00:22:40 +01:00
Philip Rebohle
b7a9c2c751
[dxbc] Implemented vicp for hull shaders
Allows Unigine Heaven to start with tessellation enabled.
2018-03-06 19:19:10 +01:00
Mikhail Paulyshka
9deb73a2a7 Add support for MSVC, attempt 3 (#130)
* [dxvk] fixes for MSVC

* nullptr -> int is illegal conversion for MSVC. nullptr was replaced with VK_NULL_HANDLE
* MSVC does not support source code strings longer than 65535 chars. String was replaced with array of chars.

* [utils] fixes for MSVC

* __mingw_uuidof() does not exists in MSVC
* apply GCC pragma only for GCC
* added missing header

* [dxbc] fixes for MSVC

*added missing header

* [dxgi] fixes for MSVC

* user __declspec(uuid()) instead of _mingw_uuidof()
* do not use DLLEXPORT macro for MSVC

* [d3d11] fixes for MSVC

* replace WINBOOL with BOOL
* do not declare D3D11 structs for MSVC
* do not use DLLEXPORT macro for MSVC

* [meson] fix build scripts for MSVC

* change cpp version from c++1z to c++latest for MSVC
* set -DOMINMAX definition for MSVC
* disable test and wine_utils for MSVC
* use .def files instead of __declspec(dllexport) for MSVC (bypass 'C2375: redefinition; different linkage' error)
* fix .def files for MinGW
* add --enable-stdcall-fixup linker flag for MinGW
2018-03-06 18:34:34 +01:00
Philip Rebohle
88c4e363e5
[dxbc] Implemented workaround for hull shader output synchronization 2018-03-06 18:29:20 +01:00
Philip Rebohle
4fed7521f7
[d3d11] Enabled tessellation shaders
Note that applications that require tessellation support
will not work as of yet.
2018-03-06 17:02:47 +01:00
Philip Rebohle
2271814d95
[dxbc] Implemented domain shader input variables 2018-03-06 16:47:35 +01:00
Philip Rebohle
ff0ff0c23b
[dxbc] Implemented hull shader passthrough 2018-03-06 15:52:29 +01:00
Philip Rebohle
d2ca721387
[dxbc] Reworked Hull Shader phase invocations
Instead of running individual phases sequentially, we can
run them in parallel if execution barriers are in place.
2018-03-06 15:05:58 +01:00
Philip Rebohle
87afb33228
[dxbc] Implemented Hull Shader output setup 2018-03-06 14:49:11 +01:00
Philip Rebohle
988aaa0161
[dxbc] Implemented Hull Shader output variables 2018-03-06 14:00:03 +01:00
Philip Rebohle
13331a463f
[d3d11] Re-implement check for mapping device-local images 2018-03-06 11:35:12 +01:00
Philip Rebohle
b2f5b262f7
[dxbc] Added support for the control point phase in Hull Shaders 2018-03-05 17:23:00 +01:00
Philip Rebohle
4688b2cc5a
[dxbc] Formatting fixes + Hull shader barriers 2018-03-05 16:14:46 +01:00
Philip Rebohle
96ca9fa6ea
[dxbc] Fixed tessellation factor enums 2018-03-05 15:02:17 +01:00
Philip Rebohle
1cbe6829eb
Revert "Add MSVC support (#123)"
This reverts commit c63d4361a0.
2018-03-05 14:32:28 +01:00
Mikhail Paulyshka
c63d4361a0 Add MSVC support (#123)
* [utils] fixes for MSVC

* __mingw_uuidof() does not exists in MSVC
* apply GCC pragma only for GCC
* added missing header

* [dxvk] fixes for MSVC

* nullptr -> int is illegal conversion for MSVC. nullptr was replaced with VK_NULL_HANDLE
* MSVC does not support source code strings longer than 65535 chars. String was replaced with array of chars.

* [dxbc] fixes for MSVC

*added missing header

* [dxgi] fixes for MSVC

* user __declspec(uuid()) instead of _mingw_uuidof()

* [d3d11] fixes for MSVC

* replace WINBOOL with BOOL
* do not declare D3D11 structs

* [meson] fix build scripts for MSVC

* change cpp version from 1z to 17 for MSVC
* set -DOMINMAX definition for MSVC
* disable test and wine_utils for MSVC
* use .def files instead of __declspec(dllexport) (bypass 'C2375: redefinition; different linkage' error)
2018-03-05 14:28:51 +01:00
Philip Rebohle
3501186d38
[dxbc] Added tess level interface variables 2018-03-05 14:07:15 +01:00
Philip Rebohle
484308347a
[d3d11] Treat D3D11SamplerState as state object 2018-03-05 02:21:34 +01:00
Philip Rebohle
7a6e20f3a8
[d3d11] Fixed CheckMultisampleQualityLevels return values 2018-03-05 01:08:26 +01:00
Philip Rebohle
9ede325c5b
Merge branch 'master' of https://github.com/doitsujin/dxvk 2018-03-05 01:07:58 +01:00
Mikhail Paulyshka
6c62d7608e [d3d11] add stub for ID3DUserDefinedAnnotation (#122)
* [d3d11] D3D11DeviceContext::QueryInterface: log missing GUID

* [d3d11] suppress warnings for ID3DUserDefinedAnnotation and ID3D11Debug
2018-03-05 01:07:09 +01:00
Philip Rebohle
e8e5739978
[d3d11] Fixed potential crashes in InitImage/InitBuffer 2018-03-03 23:33:55 +01:00
Philip Rebohle
52f6ba1756
[dxvk] Fixed D3D11CreateDeviceAndSwapChain bug
Some applications may want to create a swap chain
without specifying a device or context pointer.
2018-03-03 23:15:15 +01:00
Philip Rebohle
c5bbf2d989
[d3d11] Fixed FinishCommandList
- ppCommandList is optional.
- We need to call RestoreState in order to set up the current context
  state for the new command list.
2018-03-03 22:28:30 +01:00
Philip Rebohle
82ac381919
[d3d11] Move framebuffer creation out of OMSetRenderTargets
This might be useful when restoring context state.
2018-03-03 22:15:41 +01:00
Philip Rebohle
b469cfac0b
[d3d11] Implemented FinishCommandList/ExecuteCommandList 2018-03-03 20:59:17 +01:00
Mikhail Paulyshka
3f8c2b0f9c [dxgi] implement CreateDXGIFactory2 (#120) 2018-03-03 20:10:51 +01:00
Philip Rebohle
9f01ad1f7f
[dxvk] Fix typo 2018-03-02 17:28:17 +01:00
Philip Rebohle
49d2cee930
[dxvk] Fix Nvidia driver version number 2018-03-02 16:35:28 +01:00
Philip Rebohle
349817c52e
[dxvk] Do not enable HUD if DXVK_HUD is 0
Fixes #107.
2018-03-02 10:36:46 +01:00
ZeroFault
fae9916708 Debug logging for compute shaders (#115)
* Add debug logging for compute shaders

* remove redundant nullptr check
2018-03-02 10:33:06 +01:00
Philip Rebohle
e0fbfdf0e2
[dxvk] Use linked list for CS chunks
Improves memory efficiency and CPU overhead of the CSMT implementation
when the average number of bytes per command entry is less than 64 bytes.
2018-03-02 10:31:08 +01:00
Philip Rebohle
3dea58dabc
[dxbc] Implemented more tessellation-related declarations 2018-03-01 14:36:17 +01:00
Philip Rebohle
feba1f0e88
[dxbc] Implemented Hull Shader control point count declarations 2018-03-01 12:47:24 +01:00
Philip Rebohle
0916115086
[dxbc] Implemented Hull Shader fork/join phase invocations 2018-03-01 12:08:06 +01:00
Philip Rebohle
868e55ede7
[dxgi] Added support for 422 formats
Untested, but should fix error messages in some engines.
2018-03-01 10:45:46 +01:00
Philip Rebohle
0e9b7d7ccd
[dxbc] Implemented new workaround for depth-compare ops on Nvidia 2018-03-01 10:11:15 +01:00
Philip Rebohle
c21ebd72ef
Merge branch 'tessellation'
Dropping the branch because it won't actually break anything.
This is obviously not a complete implementation yet.
2018-03-01 09:34:00 +01:00
Philip Rebohle
d185977918
[dxbc] Implemented Hull shader function declarations 2018-03-01 09:26:17 +01:00
Philip Rebohle
83eb34d71c
[dxvk] Replaced exception by error message 2018-03-01 08:23:55 +01:00
Philip Rebohle
dbe3662bfc
[dxvk] Fixed potential memory allocation issue 2018-03-01 07:29:05 +01:00
Philip Rebohle
d74db72add
[d3d11] Implemented CSGetUnorderedAccessViews 2018-03-01 07:02:39 +01:00
Philip Rebohle
d0db88ee62
[dxbc] Implemnted some HS/DS stubs 2018-03-01 07:00:54 +01:00
Philip Rebohle
bdfbd3e81c
[dxvk] Implemented new workaround for query-related lockups
vkGetQueryPoolResults may never return if VK_QUERY_RESULT_WAIT_BIT is
set, and may return queries as not available when they should in fact
be available. This would cause indefinite hangs, so instead we return
fake data to query objects if retrieving query data fails.
2018-02-28 12:39:16 +01:00
Philip Rebohle
a5706254d5
[dxbc] Do not emit depth image types for integer images 2018-02-28 06:51:13 +01:00
Philip Rebohle
8bfd12067a
[dxbc] Remove packDrefValueIntoCoordinates hack
Causes more issues than it solves when the coordinate vector
gets too big.
2018-02-28 06:44:55 +01:00
Philip Rebohle
fcb2b6d2d8
[dxbc] Use signed integers for bit insert/extract ops
Fixes a crash with the Nvidia driver.
2018-02-28 06:44:27 +01:00
Philip Rebohle
97409c3380
[dxvk] Added workaround for RADV query problem
In some cases, this should allow games which use occlusion queries
to run rather than enter an infinite loop in GetData().
2018-02-28 06:12:31 +01:00
Philip Rebohle
e5c0030f06
[dxvk] Fall back to host memory if no device memory is available 2018-02-27 12:36:44 +01:00
Philip Rebohle
757bb2bad7
[dxvk] Mark events and queries as available by default
Fixes a lockup in World of Warships, which waits for an event query
to be signaled without actually ever calling End() for that query.
2018-02-27 10:14:53 +01:00
Philip Rebohle
dc67cf730e
[d3d11] Add exception handling to CreateTexture* methods 2018-02-27 08:54:24 +01:00
Philip Rebohle
43b7e84bb5
[d3d11] Return fake tessellation shader obejects to the application
Prevents crashes in applications that use domain and hull shaders for
more than just rendering. Allows Fallout 4 tp run.
2018-02-26 17:29:10 +01:00
Philip Rebohle
e45d502fe4
[d3d11] Fix Create*Shader return values
When not writing back any shader object, we should be returning
S_FALSE instead of S_OK.
2018-02-26 17:04:45 +01:00
Philip Rebohle
c7acfb667f
[d3d11] Fix format for 1D RTVs and DSVs 2018-02-26 17:00:24 +01:00
Philip Rebohle
ec59389527
[dxbc] Implement EvalAttribute* instructions 2018-02-26 16:46:34 +01:00
Philip Rebohle
e4292adf29
[d3d11] Implemented 1D render target and depth-stencil views
An apitrace for Fallout 4 suggests that the game actually uses this.
2018-02-26 15:21:18 +01:00
Philip Rebohle
3ebafcc281
Revert "[d3d11] Remvoed query support"
This reverts commit 3d17eb68b9.
2018-02-26 14:33:27 +01:00
Philip Rebohle
14845628c4
Revert "[d3d11] Fixed fake event query"
This reverts commit dbf3fd768d.
2018-02-26 14:33:17 +01:00
Philip Rebohle
00f6262ff3
[dxbc] Properly implement Input/Output coverage masks 2018-02-26 14:23:41 +01:00
Clément Guérin
858107278f [util] fix GUID printing 2018-02-24 22:48:40 -08:00
Clément Guérin
c80488428e [dxgi] add support for B4G4R4A4 color format 2018-02-24 22:48:40 -08:00
Philip Rebohle
ced02ba061
[dxvk] Fixed potential null pointer access when creating descriptor set 2018-02-25 00:30:07 +01:00
Philip Rebohle
ce020e5bc9
[dxvk] Fixed 32-bit compilation issue, derp 2018-02-25 00:18:30 +01:00
Philip Rebohle
e8c98eac95
[dxvk] Implement proper graphics and compute state validation
Fixes crashes in various games, including Fallout 4.
2018-02-24 23:56:12 +01:00
Philip Rebohle
eadf74264b
[d3d11] Return early for clear operations on NULL views
Fixes a crash in Fallout 4 when loading into the game.
2018-02-24 23:39:22 +01:00
Gabriel Majeri
f582c4e1ce Throw error if requested layer is not installed (#100)
* Warn if requested layer is not enabled

* Replace warning with hard error
2018-02-24 22:07:31 +01:00
Philip Rebohle
82fc851f32
[d3d11] Fixed CopySubresourceRegion for partial buffer updates
Fixes a subtle bug that caused the Fallout 4 menu to render random
geometry.
2018-02-23 15:16:44 +01:00
Philip Rebohle
dbf3fd768d
[d3d11] Fixed fake event query 2018-02-23 13:21:09 +01:00
Philip Rebohle
3d17eb68b9
[d3d11] Remvoed query support
Breaks too many games.
2018-02-23 13:17:24 +01:00
Philip Rebohle
e4dae74865
[dxvk] Validate tessellation state for graphics pipeline
This should help with freezes as long as Tessellation is
not properly implemented.
2018-02-23 12:55:23 +01:00
Philip Rebohle
8813ff979a
[d3d11] Allow UAVs to be created for the swap image
Fixes an issue with ComputeMark
2018-02-22 21:38:51 +01:00
Philip Rebohle
2b9ab6626a
[d3d11] Do not create views if the resource bind flags are invalid 2018-02-22 21:38:45 +01:00
Philip Rebohle
4c693fc262
[spirv] Added experimental spirv-tools integration
Added support for the validator in order to make debugging easier,
as well as the optimizer, which may help Nvidia users run DXVK.
2018-02-22 18:06:00 +01:00
Philip Rebohle
78e9b575c5
[dxbc] Implement AtomicIMin/Max instructions 2018-02-21 03:49:06 +01:00
Philip Rebohle
b419b3dfbd
[dxvk] Implemented typeless resolve
This should allow a large number of Unity-based games to
render at least a menu.
2018-02-21 01:04:28 +01:00
Philip Rebohle
cb3daaf856
[dxvk] Change resolveImage interface to accept an explicit format 2018-02-20 22:26:23 +01:00
Philip Rebohle
43dbc9f1d6
[dxvk] Support depth-to-color image copies and vice versa
Fixes validation errors and depth of field effect in Neptunia VII
and potentially other games which do not use all depth images for
rendering.
2018-02-20 13:08:50 +01:00
Philip Rebohle
be4ccc1260
Merge branch 'queries' 2018-02-20 11:32:57 +01:00
Philip Rebohle
e89c7e9276 [d3d11] Added test case for occlusion queries and small improvements 2018-02-19 11:27:14 +01:00
Philip Rebohle
45a03b11be [dxgi] Add stub implementation of DXGI_PRESENT_TEST 2018-02-18 23:49:00 +01:00
Philip Rebohle
675a629ae5 [d3d11] Fixed crash with timestamp disjoint queries 2018-02-18 23:39:55 +01:00
Philip Rebohle
18c723fe8b [d3d11] Remove leftover log message 2018-02-18 23:18:41 +01:00
Philip Rebohle
5fea615ed7 [dxvk] Implement backend part for event queries 2018-02-18 22:57:45 +01:00
Philip Rebohle
5334ff57bf [d3d11] Wired up D3D11Query to backend 2018-02-18 22:34:23 +01:00
Philip Rebohle
7ddd2500d1 [dxvk] Added query tracker 2018-02-18 20:11:05 +01:00
Philip Rebohle
43200010c1 [dxvk] Implemented query allocation 2018-02-18 17:14:02 +01:00
Philip Rebohle
7ae4904ae9 [dxvk] Relax feature requirements, minor fixes 2018-02-18 11:16:18 +01:00
Philip Rebohle
be1cad34bf
[dxbc] Use correct image query instructions for UAVs
May fix issues on Nvidia drivers.
2018-02-17 07:33:42 +01:00
Philip Rebohle
fd1fd40ad6
[dxvk] Only emit depth image types for 2D and Cube images
May fix driver crashes on Nvidia.
2018-02-16 09:59:41 +01:00
Philip Rebohle
8ebffc1018
[dxbc] Added support for SV_RenderTargetID in pixel shaders 2018-02-15 18:07:40 +01:00
Philip Rebohle
746c90e860
[dxvk] Add DxvkEvent class
Will be used to back D3D11 event queries.
2018-02-15 13:26:05 +01:00
Philip Rebohle
dd237d866d
[dxvk] Make query pools more usable as query allocators 2018-02-15 13:25:18 +01:00
Philip Rebohle
563d4582ab
[dxbc] Implemented BfRev instruction 2018-02-15 09:41:48 +01:00
Philip Rebohle
0c2058e8c4
[dxvk] Introduced DxvkComputePipelineStateInfo
Will be used to re-compile compute pipelines against the current
state, just like graphics pipelines. May fix GPU lockups etc.
2018-02-14 17:54:35 +01:00
Philip Rebohle
ba707f95b7
[dxvk] Do not commit compute barriers for unbound resources
Fixes a crash in Neptunia VII.
2018-02-14 16:18:18 +01:00
Philip Rebohle
17cdccd1ce
[dxgi] Use recursive locking and report fullscreen state changes early
Fixes lockups in fullscreen mode in a certain weeb game.
2018-02-14 13:11:59 +01:00
pchome
fb3734ce49
[d3d11] Fix unhandled exception
With this patch The Witcher 3 can successfully load saved game.
2018-02-14 07:35:39 +02:00
Philip Rebohle
fba16e2a04
[d3d11] Added experimental support for RTVs into 3D images 2018-02-14 03:16:53 +01:00
Philip Rebohle
7bbb6ea93b
[dxvk] More query stuff 2018-02-14 03:16:39 +01:00
Philip Rebohle
4965f8c318
[d3d11] Implemented SRV and RTV normalization 2018-02-14 01:29:50 +01:00
Philip Rebohle
54cfdbdc51
[dxvk] Implemented more query and query pool methods 2018-02-13 13:43:27 +01:00
Philip Rebohle
5beae25bdf
[dxvk] Implemented virtual query class and query pool stub 2018-02-12 16:36:42 +01:00
Philip Rebohle
8a4fa0b1b8
[dxvk] Added Query stub 2018-02-08 19:32:53 +01:00
Philip Rebohle
807dd72656
[hud] Use buffer invalidation instead of synchronization
The previously used synchronization may have had a negative impact on
performance, whereas the new approach is similar to what D3D11 apps do.
2018-02-08 12:48:54 +01:00
Philip Rebohle
59be5b72e8
[dxbc] Added support for oDepthGe/oDepthLe 2018-02-08 10:28:27 +01:00
Philip Rebohle
b3ba401503
[dxbc] Added support for early fragment tests 2018-02-08 10:26:46 +01:00
Philip Rebohle
5a42512028
[dxbc] Silence DclIndexRange warnings 2018-02-08 10:17:59 +01:00
Philip Rebohle
f4d679caa2
[d3d11] Enable sampleRateShading feature 2018-02-08 10:06:10 +01:00
Philip Rebohle
7f409f446a
[dxvk] Improve internal framebuffer APIs
Removes an unnecessary dynamic memory allocation in favour
of a stack-allocated array.
2018-02-07 16:46:39 +01:00
Philip Rebohle
ad6c45d6b1
[dxvk] Improve debuggability of shader compiler issues
When using DXVK_LOG_LEVEL=debug, the graphics pipeline manager now
prints the names of the shaders used by the pipeline. This shall
help debug driver crashes in vkCreate*Pipelines.
2018-02-07 16:44:30 +01:00
Philip Rebohle
0f13914ff0
[dxvk] Fixed MSAA issue in render pass info 2018-02-07 13:14:52 +01:00
Philip Rebohle
61ce7022e2
[d3d11] Fix optional write issue in GetData() 2018-02-07 12:35:40 +01:00
Philip Rebohle
b31ebbb690
[d3d11] Add support for DSV read-only flags
Games need this in order to use the depth buffer as both
a framebuffer attachment and a shader resource.
2018-02-06 17:31:23 +01:00
Philip Rebohle
83458c4467
[dxvk] Separated resource view classes
Since we are doing this for UAVs already, we should be
doing this for all view classes in order to account for
the minor differences between all of them.
2018-02-05 22:35:23 +01:00
Philip Rebohle
0437e5652b
[dxvk] Add index buffer and vertex buffer usage flags to dummy buffer 2018-02-05 19:09:04 +01:00
Philip Rebohle
6f6ecb441d
[dxvk] Add hack to allow RenderDoc to function on AMD GPUs 2018-02-05 12:12:50 +01:00
Philip Rebohle
ad81d0bfa5
[general] Remove _vk prefix from DLL names
Fixes #56.
2018-02-05 09:10:42 +01:00
Philip Rebohle
f69d2481a0
[dxvk] Unbind incompatible resources 2018-02-05 08:58:15 +01:00
Philip Rebohle
6f1ed72b78
[dxvk] Reduced resource binding overhead a bit 2018-02-04 23:59:34 +01:00
Philip Rebohle
e25f4b2299
[d3d11] Implemented ClearUnorderedAccessViewUint for images 2018-02-04 23:57:43 +01:00
Philip Rebohle
fc947f5985
[dxbc] Implemented Geometry SV RenderTargetId 2018-02-04 23:36:00 +01:00
Philip Rebohle
b741b3b4d5
[dxbc] Fixed output value store for geometry shaders 2018-02-04 23:09:07 +01:00
Philip Rebohle
8c64a81e27
[dxbc] Implemented stream instructions for single-stream GS 2018-02-04 22:59:15 +01:00
Philip Rebohle
b8a540d4ef
[dxbc] Implemented Lod instruction 2018-02-04 22:41:23 +01:00
Philip Rebohle
54108726d5
[dxbc] Implemented SampleInfo instruction 2018-02-04 19:30:39 +01:00
Philip Rebohle
76d48fcdf5
[dxbc] Fixed image size query for multisampled images 2018-02-04 18:08:18 +01:00
Philip Rebohle
d0201a1bab
[dxbc] Implemented GatherPo and GatherPoC instructions 2018-02-04 17:40:02 +01:00
Philip Rebohle
49f13cfdc4
[dxbc] Implement CountBits/FirstBit instructions 2018-02-04 13:14:23 +01:00
Philip Rebohle
495f58370c
[d3d11] Implemented CopySubresourceRegion for buffers
Also fixed a typo where ResolveSubresource would do the
wrong thing.
2018-02-03 21:14:55 +01:00
Philip Rebohle
201cb88d27
[dxbc] Remove push constant block for now
This needs some more work.
2018-02-03 10:36:17 +01:00
Philip Rebohle
a567f6a5a5
[dxbc] Do not emit depth type for non-sampled resources
Fixes a crash in the Nvidia driver. These type
declarations were never used in the first place.
2018-02-02 21:42:04 +01:00
Philip Rebohle
14d5054893
[dxvk] Initial work on instance data fetch rates
Adds a pipeline flag to indicate that instanced
draw calls need to be emulated.
2018-02-01 20:15:25 +01:00
Philip Rebohle
0154d0856d
[dxbc] Added push constant definition block
This will be used to fake a draw's instance ID when
per-instance data fetch rates other than 1 are used.
2018-02-01 18:07:24 +01:00
Philip Rebohle
b860915aed
[dxvk] Set dummy vertex buffer size to the maximum binding stride 2018-02-01 14:31:10 +01:00
Philip Rebohle
c66492a90f
[dxvk] Initialize dummy resources to zero
Read access to unbound images and buffers usually yields
a result vector that contains zeroes in all components.
2018-02-01 14:26:38 +01:00
Philip Rebohle
d4a0581f8f
[dxvk] Bind dummy resource for unbound vertex and index buffers
Allows GTA V to run, although heavy rendering artifacts remain.
2018-02-01 13:29:57 +01:00
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