Philip Rebohle
67d35ecc8d
[dxvk] Introduce DxvkGlobalPipelineBarrier
2022-07-07 16:16:50 +02:00
Philip Rebohle
95f7aae3e6
[dxvk] Remove viewport state from graphics pipelines
...
And bump state cache version to v13.
2022-07-07 16:16:50 +02:00
Philip Rebohle
4b82a05e05
[dxvk] Enable and use dynamic viewport and scissor rect count
2022-07-07 16:16:50 +02:00
Philip Rebohle
b34421b055
[dxvk] Always enable extendedDynamicState feature
2022-07-07 16:16:50 +02:00
Philip Rebohle
f19607c11e
[dxvk] Use dynamic rendering directly for partial image view clears
2022-07-07 16:16:50 +02:00
Philip Rebohle
f57a6d485b
[dxvk] Use dynamic rendering directly for render target clears
2022-07-07 16:16:50 +02:00
Philip Rebohle
605fef10b4
[dxvk] Fix render target readback barrier
...
Dynamic rendering does not allow barriers within a render
pass instance, so we have to actually stop rendering.
2022-07-07 16:16:50 +02:00
Philip Rebohle
e8f3d9b040
[dxvk] Remove render pass and framebuffer objects
2022-07-07 16:16:50 +02:00
Philip Rebohle
e3a63d4faa
[dxvk] Bump state cache version to v12
...
And remove its reliance on the old render pass format struct.
2022-07-07 16:16:50 +02:00
Philip Rebohle
39a2b1cb7a
[dxvk] Remove support for state cache versions older than v8
...
We could technically keep supporting this with Dynamic Rendering, but
it's a huge amount of work and there's no good reason to do so.
2022-07-07 16:16:50 +02:00
Philip Rebohle
343eba693d
[dxvk] Use dynamic rendering for regular graphics pipelines
...
For now, just do whatever we were previously doing for render passes,
but explicitly.
2022-07-07 16:16:50 +02:00
Philip Rebohle
5b6a598ed6
[dxvk] Use dynamic rendering for resolve operations
2022-07-07 16:16:50 +02:00
Philip Rebohle
96e102beff
[dxvk] Use dynamic rendering for copies
...
Significantly reworks framebuffer copies as well. We'll no longer
create dummy samplers to work around glslang versions not supporting
texture descriptors without samplers, and copyImageFb was cleaned
up to factor out the part where a temporary image is created.
2022-07-07 16:16:50 +02:00
Philip Rebohle
a450c88c72
[dxvk] Use dynamic rendering for blits and mip generation
2022-07-07 16:16:50 +02:00
Philip Rebohle
d5cc50f73f
[dxvk] Add dynamic rendering commands to DxvkCommandList
2022-07-07 16:16:50 +02:00
Philip Rebohle
38cf16a5be
[dxvk] Enable and require VK_KHR_dynamic_rendering
2022-07-07 16:16:44 +02:00
Trevonn
4a0a9d6286
[util] Limit Dead Space to 60fps and fix vsync
...
https://www.pcgamingwiki.com/wiki/Dead_Space#Issues_fixed
The game has mouse acceleration and physics issues above 60 FPS.
Also the game locks to 30 FPS using the built-in vsync.
Setting presentInterval to 1 blocks this and the game continues to run at 60 FPS
2022-07-07 14:19:20 +01:00
Georg Lehmann
913129d3b6
[d3d9] Add an config option to disable non seamless cube maps.
2022-07-07 14:18:49 +01:00
Georg Lehmann
cd8e2360f4
[d3d9] Use non seamless samplers if supported.
2022-07-07 14:18:49 +01:00
Georg Lehmann
0015a34498
[dxvk] Enable VK_EXT_non_seamless_cube_map if requested.
2022-07-07 14:18:49 +01:00
Georg Lehmann
f2b1805d7e
[dxvk] Allow non seamless samplers.
2022-07-07 14:18:49 +01:00
WinterSnowfall
03ac577577
[util] Add workaround to fix missing sun & light shafts in Beyond Good And Evil
2022-07-07 14:17:52 +01:00
Philip Rebohle
593c6e3fe8
[dxvk] Remove spec constant ID mapping from pipeline layouts
...
No longer needed.
2022-07-05 13:03:18 +02:00
Philip Rebohle
8d413e2d09
[dxvk] Fix opening state cache files for writing
...
operator bool() only checks if errors have occured in previous writes,
so we'd be missing out on the first cache entry written.
2022-07-03 15:38:42 +02:00
Philip Rebohle
7c4d602863
[dxvk] Change spec constant IDs
...
We no longer support per-resource spec constants, so there is no good
reason not to use a 1:1 mapping for user-defined constants.
2022-07-03 13:41:06 +02:00
Philip Rebohle
2e73e46799
[dxvk] Do not remap spec constant IDs when compiling shaders
...
No longer needed since we don't emit per-binding constants anymore.
2022-07-03 13:41:06 +02:00
Philip Rebohle
a637134c56
[d3d11,dxbc] Use push constant instead of spec constant for rasterizer sample count
2022-07-03 13:41:06 +02:00
Philip Rebohle
87e2d70448
[dxbc] Remove bound spec constants from shader code
2022-07-03 13:41:06 +02:00
Philip Rebohle
8abb5ffc77
[dxvk] Remove binding mask from pipeline state
2022-07-03 13:41:06 +02:00
Philip Rebohle
54eaa444a2
[dxvk] Use null descriptors for unbound resources
2022-07-03 13:41:06 +02:00
Philip Rebohle
3349f2d80e
[dxvk] Use custom spec constant for swap chain blitter
2022-07-03 13:41:06 +02:00
Philip Rebohle
185331df9c
[d3d11] Don't use spec constants for video blitter
...
Store required info in the UBO instead.
2022-07-03 13:41:06 +02:00
Philip Rebohle
c7afe0dd23
[dxso] Use new bit mask spec constant to determine whether textures are bound
2022-07-03 13:41:06 +02:00
Philip Rebohle
735e741681
[d3d9] Add spec constant for null samplers
...
And rework the way spec constants are updated.
2022-07-03 13:41:06 +02:00
Philip Rebohle
186dc29384
[d3d9] Remove bound spec constants from fixed-function shaders
...
Texture stages are disabled anyway when textures are unbound,
so we will never hit the unbound case.
2022-07-03 13:41:06 +02:00
Philip Rebohle
8f03c3a419
[dxvk] Don't check binding mask when processing barriers
2022-07-03 13:41:06 +02:00
Philip Rebohle
2e7e9eac7a
[dxvk] Require EXT_robustness2 and the null descriptor feature
2022-07-03 13:41:03 +02:00
Blisto91
f95f541852
[util] Limit Bionic Commando to 60fps ( #2685 )
2022-07-02 16:51:04 +02:00
Blisto91
98dcd722ea
[util] Add workaround for Garden Warfare 2 ( #2700 )
2022-07-02 16:50:12 +02:00
Philip Rebohle
e406484b84
[d3d9] Don't use VK_RESOLVE_MODE_AVERAGE_BIT_KHR for stencil resolves
...
Doesn't work, always write sample zero instead.
2022-07-02 16:48:10 +02:00
Philip Rebohle
76ba03398d
[d3d9,dxso] Fix push constant validation errors
...
Derp.
2022-07-01 18:06:47 +02:00
Philip Rebohle
e81094533b
[dxvk] Fix gamma texture bind point
2022-06-30 20:49:43 +02:00
Philip Rebohle
1296890083
[dxvk] Remove error logging from updateResourceBindings
...
It's not super useful to emit log messages in the hottest code path, and
for some reason GCC compiles some stringstream initialization code into
those parts of the function that are unconditionally executed.
2022-06-28 14:35:58 +02:00
Philip Rebohle
0e38b11569
[dxvk] Rework DxvkResource lifetime tracking
...
Reduces the number of atomic operations required for lifetime tracking by
using a single 64-bit integer for usage tracking and reference counting.
2022-06-28 14:35:58 +02:00
Philip Rebohle
8d1d3d66e0
[dxvk] Optimize descriptor set binding further
2022-06-28 14:35:58 +02:00
Philip Rebohle
db07861518
[dxvk] Remove old pipeline layout implementation
2022-06-28 14:35:58 +02:00
Philip Rebohle
c67481b904
[hud] Add HUD item for descriptor stats
2022-06-28 14:35:58 +02:00
Philip Rebohle
d4a3b823a2
[dxvk] Add stat counters for descriptor sets and pools
2022-06-28 14:35:58 +02:00
Philip Rebohle
758ba5a80d
[dxvk] Inline all frequently-used binding methods
2022-06-28 14:35:58 +02:00
Philip Rebohle
d4d87123b4
[dxvk] Add safety mechanism to submit large descriptor pools
2022-06-28 14:35:58 +02:00
Philip Rebohle
cfc06405d2
[dxvk] Recycle Vulkan descriptor pools as well
...
Reduces the number of expensive reallocations when large descriptor
pools get reset and repopulated.
2022-06-28 14:35:58 +02:00
Philip Rebohle
eea5c9f0da
[dxvk] Rename new descriptor pool implementation to DxvkDescriptorPool
2022-06-28 14:35:58 +02:00
Philip Rebohle
6aeed40af2
[dxvk] Remove old descriptor pool implementation
2022-06-28 14:35:58 +02:00
Philip Rebohle
af418dcffd
[dxvk] Fix pipeline invalidation
...
We need to update descriptors and other graphics state when changing
between compute and graphics. This happened to work by chance since
any real-world app binds a new set of shaders around mode switches
anyway, but it could theoretically happen that we wouldn't update
descriptor sets on the first draw after a dispatch.
2022-06-28 14:35:58 +02:00
Philip Rebohle
a27448bc76
[dxvk] Bind consecutive descriptor sets in one go
...
Most of the time we'll be able to bind all sets in one iteration. Binding
sets is expected to be cheap in the driver, but we should avoid unnecessary
function call overhead for this frequently called function.
2022-06-28 14:35:58 +02:00
Philip Rebohle
e2b7522034
[dxvk] Use persistent descriptor pool for regular descriptor sets
2022-06-28 14:35:57 +02:00
Philip Rebohle
f4e9b76515
[dxvk] Add descriptor pool tracking to command list
2022-06-28 14:35:57 +02:00
Philip Rebohle
9b0b1edf74
[dxvk] Introduce persistent descriptor pool
2022-06-28 14:35:57 +02:00
Philip Rebohle
7e42939a4a
[d3d11] Call endFrame at the end of each frame
2022-06-28 14:35:57 +02:00
Philip Rebohle
acf70501d2
[d3d9] Call endFrame at the end of each frame
2022-06-28 14:35:57 +02:00
Philip Rebohle
5610b3a742
[dxvk] Introduce endFrame method
2022-06-28 14:35:57 +02:00
Philip Rebohle
ab0c15ea54
[dxvk] Introduce DxvkContextType
2022-06-28 14:35:57 +02:00
Philip Rebohle
8dde72da06
[dxvk] Do not allocate descriptor set space for dynamic UBOs
2022-06-28 14:35:57 +02:00
Philip Rebohle
f34d1c886a
[dxvk] Only use descriptor update templates in 32-bit builds
2022-06-28 14:35:57 +02:00
Philip Rebohle
15cf130369
[dxvk] Optimize descriptor set binding further
2022-06-28 14:35:57 +02:00
Philip Rebohle
f9e6d8e23a
[dxvk] Remove old resource update code
2022-06-28 14:35:57 +02:00
Philip Rebohle
219853aa9f
[dxvk] Rework dirty descriptor state tracking
2022-06-28 14:35:57 +02:00
Philip Rebohle
db85de8c91
[dxvk] Add method to query shader stages that can access a buffer
2022-06-28 14:35:45 +02:00
Philip Rebohle
893183a7cc
[dxvk] Remove old pipeline layout from pipeline objects
2022-06-28 14:34:09 +02:00
Philip Rebohle
9be454fd3e
[dxvk] Use new pipeline layout for barrier tracking and other things
2022-06-28 14:34:07 +02:00
Philip Rebohle
d5e53d3271
[dxvk] Add resource binding code using new pipeline layouts
2022-06-28 14:32:31 +02:00
Philip Rebohle
ef55a7c2a0
[dxvk] Add method to create shader module using new binding layout
2022-06-28 14:32:31 +02:00
Philip Rebohle
d65ceb82cf
[dxvk] Rework binding ID patching
2022-06-28 14:32:31 +02:00
Philip Rebohle
955e0cca62
[dxvk] Use native integer size for DxvkBindingSet
...
May make things a tad faster in 64-bit applications.
2022-06-28 14:32:31 +02:00
Philip Rebohle
16eba45987
[dxvk] Implement 64-bit tzcnt
2022-06-28 14:32:31 +02:00
Philip Rebohle
038ee0416d
[dxvk] Add setRange method to DxvkBindingSet
2022-06-28 14:32:31 +02:00
Philip Rebohle
ec5ea71174
[dxvk] Store and create pipeline layout objects in pipeline manager
...
This should help avoid a lot of duplication.
2022-06-28 14:32:31 +02:00
Philip Rebohle
79ecd4e94a
[dxbc] Pass new binding info struct to shaders
2022-06-28 14:32:31 +02:00
Philip Rebohle
cb57c2f7fb
[d3d11] Pass new binding info struct to video processor shader
2022-06-28 14:32:31 +02:00
Philip Rebohle
e795f3f33a
[dxso] Pass new binding info struct to shaders
2022-06-28 14:32:31 +02:00
Philip Rebohle
ecbada30f5
[d3d9] Pass new binding info struct to fixed-function shaders
2022-06-28 14:32:31 +02:00
Philip Rebohle
5edd8e92a8
[d3d9] Pass new binding info struct to various helper shaders
2022-06-28 14:32:31 +02:00
Philip Rebohle
7b8b50bca6
[hud] Pass new shader binding info struct to HUD shaders
2022-06-28 14:32:31 +02:00
Philip Rebohle
89dadc8453
[dxvk] Pass new shader binding info struct to swapchain blit shaders
2022-06-28 14:32:31 +02:00
Philip Rebohle
70a95d9085
[dxvk] Add DxvkBindingLayout to DxvkShader class
...
Supposed to replace the old descriptor model eventually.
2022-06-28 14:32:31 +02:00
Philip Rebohle
53519e2bd5
[dxvk] Remove old resource binding methods
2022-06-28 14:32:30 +02:00
Philip Rebohle
4cc559d690
[d3d9] Pass shader stage when binding shader resources
2022-06-28 14:32:30 +02:00
Philip Rebohle
0fb1227792
[d3d9] Pass shader stage when binding format conversion resources
2022-06-28 14:32:30 +02:00
Philip Rebohle
d05864cbcb
[d3d11] Pass shader stage for binding video processor resources
2022-06-28 14:32:30 +02:00
Philip Rebohle
a1bbc77c04
[d3d11] Pass shader stage for binding resources in context methods
2022-06-28 14:32:30 +02:00
Philip Rebohle
ce0a2f08f0
[hud] Pass shader stage when binding HUD shader resources
2022-06-28 14:32:30 +02:00
Philip Rebohle
fe03327ecd
[dxvk] Pass shader stage when binding HUD resources
2022-06-28 14:32:30 +02:00
Philip Rebohle
10eabb34da
[dxvk] Add shader stage parameter to binding methods
2022-06-28 14:32:30 +02:00
Philip Rebohle
3751edbe0c
[dxvk] Introduce DxvkBindingLayout and related classes
...
This is intended to replace the legacy DxvkPipelineLayout, and can support
multiple descriptor sets.
2022-06-28 14:32:30 +02:00
Philip Rebohle
67d03aabd0
[dxvk] Make recycler a ring buffer
...
Ensures that recycled objects actually get reused soon. Somewhat
important for memory efficiency in descriptor pools.
2022-06-28 14:32:30 +02:00
Philip Rebohle
384a665700
[dxvk] Optimize util::pipelineStages
2022-06-28 14:31:52 +02:00
Justin Kim
972de7c9fb
converting flags from VkShaderStageFlags to VkPipelineStageFlags in commitGraphicsBarriers ( #2696 )
2022-06-28 13:09:14 +02:00
Federico Dossena
dee36be20d
Added config for A Way Out ( #2694 )
2022-06-25 11:17:42 +02:00
pchome
27163a6a29
[util] Fix built-in config options loging
2022-06-22 18:21:31 +02:00
Blisto91
661f8b5b56
[util] Add Forged Alliance Forever to Supreme Commander
2022-06-20 11:59:40 +01:00
Robin Kertels
bd29fbd95d
[util] Enable sampler type spec constants for SWTOR
...
Co-authored-by: Blisto91 <47954800+Blisto91@users.noreply.github.com>
2022-06-13 21:34:28 +01:00
Blisto91
968f0cdbc3
[util] Strict float emulation for Supreme Commander
2022-06-12 20:16:56 +01:00
Robin Kertels
4f56e72d56
[util] Enable strict float emulation for Sonic Adventure 2
2022-06-11 01:31:48 +02:00
Georg Lehmann
2e4caa4c14
[util] Stop using deprecated std::iterator.
2022-06-09 22:07:52 +02:00
Philip Rebohle
9e5c61bf88
[dxvk] Create state cache threads on demand
2022-06-07 11:46:06 +02:00
Andrew Eikum
279b4b7ec2
[d3d9] Defer surface creation if no HWND is given to device
...
Planetary Annihilation: TITANS creates a device with a NULL HWND and
requires it to succeed.
2022-06-03 13:07:43 +00:00
Philip Rebohle
c596738205
[hud] Fix incorrect array length for VS resources
2022-06-02 19:57:22 +02:00
Blisto91
1862e4dc8d
[util] Report Nvidia VendorId for Myst V
...
Game was made before ATI Technologies was bought by AMD and so doesn't recognize AMD as a GPU vendor, which for some reason makes it bug out.
It also works when it sees the word "Radeon" in the device description, which is why this issue doesn't show on amdvlk or wined3d.
2022-06-02 15:11:17 +02:00
Mike Lothian
de0f81fcdc
[spirv] Add utility include
...
This fixes a compile issue with GCC 12.1
FAILED: src/spirv/libspirv.a.p/spirv_compression.cpp.obj
i686-w64-mingw32-g++ -Isrc/spirv/libspirv.a.p -Isrc/spirv -I../dxvk-9999/src/spirv -I../dxvk-9999/include -fdiagnostics-color=always -D_FILE_OFFSET_BITS=64 -Wall -Winvalid-pch -Wnon-virtual-dtor -std=c++17 -O0 -DNOMINMAX -D_WIN32_WINNT=0xa00 -msse -msse2 -msse3 -mfpmath=sse -Wimplicit-fallthrough -O3 -march=native -pipe -flto=16 -mno-avx -MD -MQ src/spirv/libspirv.a.p/spirv_compression.cpp.obj -MF src/spirv/libspirv.a.p/spirv_compression.cpp.obj.d -o src/spirv/libspirv.a.p/spirv_compression.cpp.obj -c ../dxvk-9999/src/spirv/spirv_compression.cpp
In file included from ../dxvk-9999/src/spirv/../util/util_flags.h:5,
from ../dxvk-9999/src/spirv/spirv_include.h:7,
from ../dxvk-9999/src/spirv/spirv_instruction.h:6,
from ../dxvk-9999/src/spirv/spirv_code_buffer.h:8,
from ../dxvk-9999/src/spirv/spirv_compression.h:5,
from ../dxvk-9999/src/spirv/spirv_compression.cpp:1:
../dxvk-9999/src/spirv/../util/util_bit.h:300:33: warning: ‘template<class _Category, class _Tp, class _Distance, class _Pointer, class _Reference> struct std::iterator’ is deprecated [-Wdeprecated-declarations]
300 | class iterator: public std::iterator<std::input_iterator_tag,
| ^~~~~~~~
In file included from /usr/lib/gcc/i686-w64-mingw32/12.1.0/include/g++-v12/bits/stl_algobase.h:65,
from /usr/lib/gcc/i686-w64-mingw32/12.1.0/include/g++-v12/vector:60,
from ../dxvk-9999/src/spirv/spirv_compression.h:3:
/usr/lib/gcc/i686-w64-mingw32/12.1.0/include/g++-v12/bits/stl_iterator_base_types.h:127:34: note: declared here
127 | struct _GLIBCXX17_DEPRECATED iterator
| ^~~~~~~~
../dxvk-9999/src/spirv/spirv_code_buffer.h: In member function ‘size_t dxvk::SpirvCodeBuffer::endInsertion()’:
../dxvk-9999/src/spirv/spirv_code_buffer.h:214:19: error: ‘exchange’ is not a member of ‘std’
214 | return std::exchange(m_ptr, m_code.size());
| ^~~~~~~~
Signed-off-by: Mike Lothian <mike@fireburn.co.uk>
2022-06-02 15:10:53 +02:00
Philip Rebohle
5d0273f520
[dxvk] Remove interpolation decorations for replaced shader inputs
2022-06-01 14:11:09 +02:00
Philip Rebohle
6d3ba1b7d7
[dxvk] Perform validation on render pass formats read from state cache
2022-06-01 14:11:09 +02:00
Philip Rebohle
80e125a130
[dxvk] Perform more extensive validation on pipeline state vectors
2022-06-01 14:11:06 +02:00
Blisto91
4ff7687dea
[util] Force SM1 for the Halo CE SPV3 launcher
2022-05-31 15:45:23 +02:00
Robin Kertels
7bcf3e1062
[util] Force SM1 for the Warhammer ROR Launcher ( #2579 )
...
Co-authored-by: Philip Rebohle <25567304+doitsujin@users.noreply.github.com>
2022-05-31 15:19:30 +02:00
Winter Snowfall
8c96830752
Add d3d9.deferSurfaceCreation workaround for Scrapland (Remastered) ( #2574 )
2022-05-31 15:17:31 +02:00
noneistaken
93eb86aa3e
Blend HUD text shadow and center correctly
...
This fixes incorrect blending between HUD text, which would cause a narrow transparent gap between the text center and border/shadow that is visible at large text sizes.
2022-05-30 18:23:19 +02:00
Zhiyi Zhang
8147844aef
[dxgi] Return DXGI_ERROR_INVALID_CALL for invalid IDXGIAdapter3::RegisterVideoMemoryBudgetChangeNotificationEvent() parameters
...
According to wine tests 14237e321b
Signed-off-by: Zhiyi Zhang <zzhang@codeweavers.com>
2022-05-25 18:44:20 +02:00
WinterSnowfall
51e56c0420
[util] Enforce a maxAvailableMemory limit for Majesty 2
2022-05-23 07:54:37 +00:00
Paul Gofman
cc11bb8240
[d3d9] Don't adjust window position and size in windowed mode.
2022-05-23 07:53:13 +00:00
Paul Gofman
cde0fbe7b0
[util] Enable d3d9.deferSurfaceCreation for Small Radios Big Televisions
2022-05-19 02:51:41 +00:00
Joshua Ashton
5b7406fed5
[d3d9] Fix crash when using StretchRect with NULL rts
2022-05-10 02:02:35 +01:00
Philip Rebohle
6ddd0cfe0a
[d3d11] Do not add UINT formats to all UAV format lists
...
Analogous to vkd3d-proton changes. Allows drivers to use compression more
frequently.
2022-04-25 17:37:10 +02:00
Philip Rebohle
a85f7c48a5
[d3d11] Make ClearUnorderedAccessViewUINT fallback more generic
2022-04-25 17:34:45 +02:00
Philip Rebohle
304d0549d5
[dxbc] Implement range check for private array reads
...
We already do this for stores.
2022-04-21 18:06:41 +02:00
Robin Kertels
3004026db8
[d3d9] Only bind RT if we actually write to it
...
The alternative render path for shadow maps in Dead Space relies on this.
2022-04-20 00:58:17 +01:00
Robin Kertels
bdafa16e39
[d3d9] Only bind depth buffer if the depth or stencil test is enabled
2022-04-20 00:58:17 +01:00
Joshua Ashton
d6cbd99141
[util] Add missing include to thread.h
2022-04-19 18:14:58 +01:00
Joshua Ashton
08e2ec6c98
[util] Implement env helpers on non-Windows platforms
2022-04-19 17:08:17 +01:00
Joshua Ashton
147f3738f9
[d3d9] Use strlcpy helper
2022-04-19 17:08:17 +01:00
Joshua Ashton
dc6b7fa4a7
[util] Add strlcpy helper
...
strncpy is not safe.
2022-04-19 17:08:17 +01:00
Joshua Ashton
9ee0f51870
[util] Implement thread helpers on non-Windows platforms
2022-04-19 17:08:06 +01:00
Robin Kertels
9302d33ac7
[d3d9+util] Enable invariant position by default
2022-04-18 12:40:46 +01:00
Philip Rebohle
35e8f4676b
[dxvk] Remove old shader creation code
2022-04-18 13:20:16 +02:00
Philip Rebohle
a731f5daae
[d3d11] Use new DxvkShader constructor for video shaders
2022-04-18 13:20:16 +02:00
Philip Rebohle
69817a84dc
[d3d11] Use new DxvkShaderCreateInfo struct to retrieve shader info
2022-04-18 13:20:16 +02:00
Philip Rebohle
427f51eda7
[d3d9] Use new DxvkShader constructor for format conversion
2022-04-18 13:20:16 +02:00
Philip Rebohle
98ec79f6fa
[d3d9] Use new DxvkShader constructor for SWVP emulation
2022-04-18 13:20:16 +02:00
Philip Rebohle
ab95b61e44
[d3d9] Use new DxvkShader constructor for fixed-function shaders
2022-04-18 13:20:16 +02:00
Philip Rebohle
10bab0c182
[dxso] Use new DxvkShader constructor
2022-04-18 13:20:16 +02:00
Philip Rebohle
8993560cde
[dxbc] Use new DxvkShader constructor
2022-04-18 13:20:16 +02:00
Philip Rebohle
81d88a484d
[dxvk] Use new DxvkShader constructor for HUD shaders
2022-04-18 13:20:16 +02:00
Philip Rebohle
62e706a6bb
[dxvk] Use new DxvkShader constructor for swap chain shaders
2022-04-18 13:20:16 +02:00
Philip Rebohle
d0b52f3ac5
[dxvk] Use new DxvkShaderCreateInfo struct to retrieve shader info
2022-04-18 13:20:16 +02:00
Philip Rebohle
b0db58f098
[dxvk] Introduce new way to create DxvkShader objects
2022-04-18 13:20:16 +02:00
Philip Rebohle
736f743ae4
[spirv] Implement faster in-memory compression for shaders
...
Seems to be anything up to 3x as fast to decode than the previous code,
with the compression ratio being slightly worse. Encoding seems faster
as well.
2022-04-11 02:55:12 +02:00
Blisto91
3672375bc1
[util] Use cached constant buffers for Armored Warfare
2022-04-09 15:19:49 +02:00
Robin Kertels
42c66c410e
[d3d9] Calculate slice alignment when uploading straight from the mapping buffer
2022-04-06 18:52:58 +00:00
Paul Gofman
957a305ca8
[d3d9] Ignore multiple app activation window messages.
2022-04-06 18:51:50 +00:00
Paul Gofman
b0ed9e30ce
[d3d9] Filter window messages when processing WM_ACTIVATEAPP.
2022-04-06 18:51:50 +00:00
Robin Kertels
ce87bec412
[util] Force sampler type spec const for Star Wars TFU2
...
The game tries to binda 2D texture to a slot that is declared
as a 3D texture in the shader. This causes one particle effect
to be completely black because DXVK does not bind the texture
2022-04-05 22:37:04 +00:00
Philip Rebohle
95a3413949
[util] Fix typo in app profiles
...
Accidentally broke everything.
2022-03-31 18:01:52 +02:00
Philip Rebohle
e07157fe72
[d3d11] Only apply anisotropy override to linear samplers
...
Mirrors D3D9, more or less.
2022-03-30 14:37:33 +02:00
Philip Rebohle
e7e7fa231c
[dxvk] GPU query reset path
...
Require VK_EXT_host_query_reset instead. This fallback path is
untested nowadays and too slow to be useful.
2022-03-30 13:32:18 +02:00
Georg Lehmann
f0ccd8fe2e
[util] Limit Limbo to 60 fps
...
Fixes : #2564
2022-03-28 21:39:28 +02:00
Derek Lesho
d11f0ac77b
[d3d11] Always export correct shared handle type from ::GetSharedHandle and ::CreateSharedHandle
...
Before we just assumed that the calls here would match the corresponding flag value (D3D11_RESOURCE_MISC_SHARED -> ::GetSharedHandle, D3D11_RESOURCE_MISC_SHARED_NTHANDLE -> ::CreateSharedHandle), but it turns out that its possible to set both flags and use both methods. Now we always tell Vulkan to export a KMT handle if D3D11_RESOURCE_MISC_SHARED is present, and use openKmtHandle to get an NT handle when needed.
2022-03-28 21:38:42 +02:00
Philip Rebohle
1c3736da8c
[dxvk] Filter out unnecessary access flags when recording barriers
...
Rationale is as follows:
- srcAccess never needs to contain read flags, since any memory being
read must have been made visible before by a write operation
- dstAccess is only relevant if srcAccess contains a write, because
reads alone cannot modify memory and thus do not require making the
same memory available again. An exception are layout transitions.
Doesn't really change performance in anything as far as I can tell, but
we avoid some unnecessary UBO cache flushes in compute-heavy scenarios.
2022-03-28 10:45:29 +02:00
Philip Rebohle
ebdaf90fdc
[util] Enable d3d9.deferSurfaceCreation for Atelier Sophie 2
...
2022 and K-T are still using D3D9 for video stuff.
2022-03-28 04:37:02 +02:00
Philip Rebohle
a72463c5af
[meta] Release 1.10.1
2022-03-26 12:44:25 +01:00
Philip Rebohle
b4efaa4ef0
[util] Enable cached constant buffers for Frostpunk
...
Massively improves CPU-bound performance.
2022-03-26 12:44:25 +01:00
Robin Kertels
4e34c29c56
[d3d9] Disable culling when the app passes an invalid value
2022-03-25 17:13:12 +01:00
Philip Rebohle
991a11617a
[util] Enable d3d9.deferSurfaceCreation for Stranger of Paradise FFO
...
Reportedly required for VRR to work. Game still doesn't work here.
2022-03-25 16:36:17 +01:00
Philip Rebohle
0db26a0456
[dxbc] Actually do the skip range check thing properly
...
Turns out the first attempt only worked because my test case didn't
do any dynamically indexed stores at all, but broke everything else.
Oops.
2022-03-24 12:53:29 +01:00
Philip Rebohle
3ecd13cec2
[dxbc] Only emit temp array range check for dynamically indexed stores
...
Generates less code and makes things slightly more readable.
2022-03-24 12:47:40 +01:00
Philip Rebohle
c590736fec
[dxbc] Generate smallest possible vectors for local arrays
...
FXC is buggy and always emits vec4 in the array declaration,
so we'll have to analyze the used components ourselves.
2022-03-24 12:47:40 +01:00
Robin Kertels
b2f22d5719
[d3d9] UpdateTexture: Handle automatic mip gen properly
2022-03-24 02:31:42 +00:00
Philip Rebohle
119c1ececb
[util] Set frame latency to 1 for God of War
...
Frame pacing is horrible otherwise, as of the 1.0.9 update.
2022-03-24 03:05:29 +01:00
Philip Rebohle
6b8e8afd5b
[dxvk] Zero-initialize newly allocated buffer slices on creation
...
Fixes random flicker in God of War. Since patch 1.0.9, the game's lighting
system relies on MAP_DISCARD returning a zero-initialized memory slices for
its constant buffers, or some lights would get skipped in various compute
passes. Changing the memset to e.g. write 0xFF instead of 0 shows this issue.
2022-03-24 02:46:25 +01:00
Philip Rebohle
e440fa26ab
[dxbc] Handle fallthrough around default properly
2022-03-23 15:32:45 +01:00
Philip Rebohle
8823e4bb3d
[dxgi] Work around swapchain use-after-free bugs
...
Affects Divinity: Original Sin Enhanced Edition. Requires Wine hack to
delay memory deallocation to not crash during resolution changes.
2022-03-23 15:09:39 +01:00
Philip Rebohle
586948df1e
[d3d11] Get strong reference to swap chain in swap chain back buffers
2022-03-22 19:48:13 +01:00
Philip Rebohle
42edb62df8
[d3d11] Use smart pointer for swap chain back buffer
2022-03-22 19:28:49 +01:00
Philip Rebohle
b015cf0bb2
[dxbc] Support switch-case fallthrough
...
Apparently this is a thing in Shader Model 4, although FXC cannot emit it.
2022-03-22 17:32:43 +01:00
Philip Rebohle
0d54f7161c
[util] Enable cached dynamic resources for AC3 and AC4
...
Without it, AC3 chugs along at 40 FPS on my 5950X.
2022-03-19 20:12:20 +01:00
Oleg Kuznetsov
b36ca2c758
[d3d9] Fix Visual Studio build to resolve 'operator !=' is ambiguous error for RECT
2022-03-17 11:35:19 +01:00
Oleg Kuznetsov
5156994440
[dxvk] Add a config option to enable debug utils in addition to DXVK_PERF_EVENTS=1
2022-03-17 11:35:19 +01:00
Joshua Ashton
cf1cee04b8
[d3d11] Register annotation interfaces with D3D9
...
Some apps try use the D3DPERF_ functions for debug markers/annotations.
This utilizes the DXVK_RegisterAnnotation hidden functions to share the interfaces.
Co-authored-by: Oleg Kuznetsov <okouznetsov@nvidia.com>
2022-03-17 11:35:19 +01:00
Joshua Ashton
937a60c882
[d3d9] Add hidden exports for registering annotations
...
Adds DXVK_RegisterAnnotation at ordinal 28257 and DXVK_UnRegisterAnnotation at ordinal 28258.
2022-03-17 11:35:19 +01:00
Joshua Ashton
787a979514
[d3d9] Implement D3D9UserDefinedAnnotation
2022-03-17 11:35:19 +01:00
Joshua Ashton
47b1ab52ce
[d3d9] Implement D3D9GlobalAnnotationList
2022-03-17 11:35:19 +01:00
Joshua Ashton
5d54d79865
[d3d11] Use IDXVKUserDefinedAnnotation
2022-03-17 11:35:19 +01:00
Joshua Ashton
a010397f34
[util] Move DecodeD3DColor to util
...
This will be used in the D3D11UserDefinedAnnotation implementation to handle PIX calls which contain a color.
2022-03-17 11:35:19 +01:00
Joshua Ashton
d5d5c1a8bc
[dxvk] Define IDXVKUserDefinedAnnotation
...
Something common to share for perf markers between D3D9 and D3D11.
Inherits from the public D3D11 interface.
2022-03-17 11:35:19 +01:00
Joshua Ashton
0bc972697b
[d3d11] Fix D3D11UserDefinedAnnotation declaration
...
Mark it as final too.
2022-03-17 11:35:19 +01:00
Georg Lehmann
2550cff149
[build] Cleanup build system.
...
No changes except dropping support for msvc before 15.3.
2022-03-17 01:38:58 +00:00
Georg Lehmann
f1efc9dc9f
[dxso] Emit spirv OpCross if we can.
2022-03-16 19:13:09 +00:00
Georg Lehmann
630fee59fc
[dxso] Implement zerowins for Lerp.
...
Fixes #2545 .
2022-03-16 19:13:09 +00:00
Joshua Ashton
1f88ee595f
[d3d9] Don't expose D32 format
...
Not supported anywhere except REF device it seems... *sigh*
Supercedes: #2547
2022-03-16 19:11:16 +00:00
Philip Rebohle
4f8da62c34
[dxvk] Fix color write mask normalization
...
Previously we'd set too many bits by accident here. Also, we should
not modify partial write masks to include unnecessary bits. Only do
this if we can actually promote to a full write mask for consistency.
2022-03-16 19:31:37 +01:00
Liam Middlebrook
f92c6ae859
[dxgi] Add DXVK_ENABLE_NVAPI envvar
...
Add a new environment variable DXVK_ENABLE_NVAPI as an environment-level
override for 'nvapiHack'. This will allow for DLSS (and other
NvAPI-backed features) to be available without the user manually writing
a configuration file, allowing for more seamless integration with
Proton's launch script.
2022-03-16 13:06:25 +01:00
Robin Kertels
115385d1d9
[d3d9] Update buffer seq number in FlushBuffer
...
How did I miss this?!
2022-03-15 01:24:54 +00:00
Robin Kertels
5f4fc56226
[d3d9] Update texture sequence number AFTER using it
2022-03-13 17:13:00 +00:00
Robin Kertels
a6357a254d
[d3d9] Fix CS thread synchronization for directly mapped buffers
2022-03-13 17:13:00 +00:00
Philip Rebohle
9eb2393d44
[dxvk] Normalize color write masks for non-RGBA formats
2022-03-13 16:24:53 +01:00
Philip Rebohle
4c429f044f
[util] Add another weeb game to the list of workarounds
...
Sophie is apparently D3D9 an we already have Lydie and Suelle in there,
so it's just this on missing from that series.
2022-03-13 05:38:06 +01:00
Philip Rebohle
caa83247d9
[d3d9] Mark backend image as shared for shared resources
...
Otherwise, the backend may not transition the image to the correct
layout after each submission.
2022-03-13 02:32:56 +01:00
Robin Kertels
bd1a2aa5a1
[dxvk] Force dedicated allocation for exportable images
...
The Nvidia driver does not set prefers-/requiresDedicatedAllocation
for exportable images on its own.
This makes DXVK ignore the dedicated allocation struct ptr
which also contains VkExportMemoryAllocateInfo or
VkImportMemoryWin32HandleInfoKHR.
2022-03-13 00:43:41 +01:00
Philip Rebohle
59e3c96976
[d3d9] Fix texture formats that can be exported
2022-03-12 22:24:05 +01:00
Derek Lesho
1d1d8adee6
[d3d9] Fix shared handle check for exporting images
...
Co-authored-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2022-03-12 21:35:42 +01:00
Philip Rebohle
c87660480d
[d3d11] Reimplement R11G11B10 UAV clears without R32 views
2022-03-12 16:23:42 +01:00
Philip Rebohle
ee28f145dc
[d3d11] Explicitly handle R32-compatible UAV formats
2022-03-12 16:23:39 +01:00
Derek Lesho
6640cc350c
[d3d9] Add support for shared IDirect3DTexture9 resources.
2022-03-12 16:23:06 +01:00
Derek Lesho
48046e009c
[d3d11] Add support for shared ID3D11Texture2D resources.
2022-03-12 16:23:06 +01:00
Derek Lesho
f9d94c82a5
[util] Add helpers for shared resource metadata access.
2022-03-12 16:23:06 +01:00
Derek Lesho
02d3e0d31f
[dxvk] Add shared handle access to DxvkImage memory.
...
Based off preliminary work from Josh.
2022-03-12 16:23:06 +01:00
Derek Lesho
b5014401e7
[dxvk] Enable VK_KHR_EXTERNAL_MEMORY_WIN32 if available.
2022-03-12 16:23:03 +01:00
Philip Rebohle
5d4c8a6b51
[dxso] Fix ExpP instruction on Shader Model 2+
2022-03-11 22:44:18 +00:00
Joshua Ashton
7151fbd598
[dxvk] Use new [[fallthrough]] attribute
2022-03-10 00:47:38 +01:00
Joshua Ashton
b96f65be31
[dxbc] Use new [[fallthrough]] attribute
2022-03-10 00:47:38 +01:00
Joshua Ashton
63bd41f785
[d3d11] Add fallthrough comment to PickFormats
...
Silences a warning
2022-03-10 00:47:38 +01:00
Joshua Ashton
dc6c350cf2
[d3d9] Add fallthrough comment to SetRenderState
...
Silences a warning
2022-03-10 00:47:38 +01:00
Joshua Ashton
f4ab14cafa
[dxso] Fix potential fallthrough in RasterizerOut
2022-03-10 00:47:38 +01:00
Joshua Ashton
a5b0f2898a
[dxso] Fix ExpP fallthrough
2022-03-10 00:47:38 +01:00
Joshua Ashton
b2d96ee087
[d3d9] Fix fallthroughs in PickFormats
2022-03-10 00:47:38 +01:00
Joshua Ashton
53b9a723ac
[d3d9] Set initial dirty state flags
...
We had a bug where initial state values caused the data to not get sent to the backend.
Let's fix that going forward and dirty everything we possibly can on device creation.
2022-03-09 23:33:12 +00:00
Joshua Ashton
d4d4f0ca18
[d3d9] Fix default initialization of some state values
...
If we end up being the same as what we are, we don't dirty initially.
2022-03-09 23:33:08 +00:00
Philip Rebohle
89b1f025eb
[d3d10] Forward OpenSharedResource to D3D11 implementation
...
Trivial since the requested IID is passed by the application.
2022-03-04 19:13:30 +01:00
Philip Rebohle
23eead9e99
[meta] Release 1.10
2022-03-04 17:15:51 +01:00
Oschowa
bb178baaf1
[util] Enable cached vertex and index buffers for The Evil Within
...
Large performance win.
2022-03-04 02:19:17 +01:00
Philip Rebohle
f14bccc8c3
[util] Use CPU-cached constant buffers for Anno 1800
...
Sigh.
2022-03-03 17:33:14 +01:00
Philip Rebohle
1b196c24a4
[dxvk] Invalidate buffer in clearBuffer if possible
2022-03-01 21:39:35 +01:00
Philip Rebohle
5822a8de9f
[util] Enable cached vertex and index buffers for FFXIV
...
Fixes some weird performance issues on the Garlemald map. Doesn't seem
to affect performance in other areas.
2022-02-28 23:33:27 +01:00
Philip Rebohle
2bceeff5f2
[d3d11] Replace apitrace mode option with something more granular
...
And enable it only for vertex and index buffers in Nier Replicant.
2022-02-28 22:44:10 +01:00
Robin Kertels
b42c07253e
[d3d9] Fix sysmem readback
2022-02-24 07:49:55 +00:00
Robin Kertels
a81c653b42
[d3d9] Fix synchronization after readback
2022-02-22 21:49:28 +00:00
Philip Rebohle
a37cd46491
[util] Set maxDynamicImageBufferSize for Total War: Warhammer III
...
Massively increases performance since the game otherwise keeps
uploading a huge 48 MiB texture in every frame.
2022-02-22 05:48:25 +01:00
Philip Rebohle
dbd4dad095
[d3d11] Introduce d3d11.maxDynamicImageBufferSize option
2022-02-22 05:31:27 +01:00
Philip Rebohle
33cf522647
[d3d11] Use appropriate memory types for directly mapped images
2022-02-22 05:31:20 +01:00
Philip Rebohle
177e70949c
[d3d11] Apply apitrace mode to image upload buffers
2022-02-22 01:30:43 +01:00
Robin Kertels
29d8812709
[d3d9] Don't set NeedsReadback for POOL_SYSMEM textures
...
... or in SetRenderTarget because we always do readback for render targets.
2022-02-21 13:43:04 +00:00
Robin Kertels
b163a99bde
[d3d9] Clean up texture locking
...
We had two code paths that largely did the same.
2022-02-21 00:08:41 +00:00
Robin Kertels
dde83717f1
[d3d9] Rename WrittenByGPU to NeedsReadback
2022-02-21 00:08:41 +00:00
Robin Kertels
40444c1f50
[d3d9] Unify texture uploads
2022-02-21 00:08:41 +00:00
Robin Kertels
8b9db26536
[util] Add computeMipLevelOffset
2022-02-21 00:08:41 +00:00
Philip Rebohle
49e5357a87
[hud] Greatly simplify frame time graph rendering
2022-02-20 15:58:29 +01:00
Philip Rebohle
0709c5f5c7
[hud] Greatly simplify text rendering in the HUD
2022-02-20 15:58:29 +01:00
Philip Rebohle
8ce83cabca
[dxvk] Only mark transfer buffers as transient
...
Otherwise we may accidentally catch things like uniform buffers as well.
2022-02-20 15:58:26 +01:00
Robin Kertels
fd23dcef64
[d3d9] Disable direct buffer mapping for RE games
2022-02-20 03:30:03 +00:00
Robin Kertels
cf4c5c3422
[d3d9] Add option to disable direct buffer mapping
2022-02-20 03:30:03 +00:00
Robin Kertels
6d71eea516
[d3d9] Store buffer map mode in D3D9CommonBuffer
2022-02-20 03:30:03 +00:00
Robin Kertels
97ae14b6a0
[d3d9] Synchronize only to given sequence number in WaitForResources
2022-02-20 03:29:31 +00:00
Robin Kertels
917a8d00a2
[d3d9] Track last staging resource usage with a sequence number
2022-02-20 03:29:31 +00:00
Robin Kertels
c12cd1952c
[d3d9] Handle different mip chain lengths in UpdateTexture
2022-02-20 03:29:04 +00:00
Philip Rebohle
80f744549f
[dxvk] Get rid of spinlock when allocating GPU events
...
This is not performance-critical
2022-02-20 01:16:04 +01:00
Philip Rebohle
0ade12dc83
[dxvk] Use lock-free list for render pass instances
...
And replace the spin lock with a regular mutex.
2022-02-20 00:04:06 +01:00
Philip Rebohle
477cb617ac
[dxvk] Use lock-free list for compute pipeline lookup
2022-02-19 17:36:42 +01:00
Philip Rebohle
67e2ee1b26
[dxvk] Use lock-free list for graphics pipeline lookup
...
And use a proper mutex if we do have to synchronize,
so that we can avoid busy-waits.
2022-02-19 17:36:42 +01:00
Philip Rebohle
a4fe43462c
[dxvk] Introduce lock-free list
2022-02-19 17:36:39 +01:00
Philip Rebohle
c9750f6657
[dxvk] Don't use spinlocks for CS chunk pool
...
No reason to anymore since SRWLocks are fast enough here.
2022-02-19 16:57:09 +01:00
Philip Rebohle
520d62903a
[dxvk] Remove null check when setting vertex stride
...
Move the responsibility to the front-end instead.
2022-02-19 13:29:59 +01:00
Philip Rebohle
8e11630370
[d3d11] Set zero stride when binding null vertex buffer
2022-02-19 13:20:36 +01:00