Philip Rebohle
81f6ccb1be
[d3d11] Select sync event based on back buffer count
...
May improve frame pacing in some games.
2019-04-23 20:14:30 +02:00
Philip Rebohle
4cc35da3b2
[d3d11] Allocate one additional swap chain image
...
DXGI's BufferCount apparently only counts back buffers,
while there's an implicit front buffer.
2019-04-23 20:12:29 +02:00
Philip Rebohle
95bfac84f1
[dxvk] Support image sub-regions for resolve operations
...
Required for legacy graphics APIs.
2019-04-19 11:41:12 +02:00
Philip Rebohle
b44cad4d32
[dxbc] Replace computeResourceSlotId by light-weight alternatives
...
Slightly reduces overhead of D3D11 binding methods.
2019-04-18 10:06:15 +02:00
Philip Rebohle
f9e56c97cf
[d3d11] Fix hasing of geometry shaders with stream output
...
The xfb struct contains pointers, but we should hash the
strings instead, otherwise the hash changes between runs.
2019-04-15 03:48:31 +02:00
Philip Rebohle
ca717eeb62
[d3d11] Track query state correctly
...
Not sure if any game actually needs this, but we should avoid
sending bogus commands to the backend when the app sends bogus
commands to us.
2019-04-14 16:27:15 +02:00
Philip Rebohle
364ae7270d
[d3d11] Don't allocate predicate for unsupported predicates
2019-04-14 14:26:56 +02:00
Philip Rebohle
56300ff9b7
[d3d11] Allocate mapped buffers for staging images on cached memory
...
These will most likely be used for reading, so we should put them
on a memory type which allows reading.
2019-04-07 14:47:43 +02:00
Philip Rebohle
51f229530b
Revert "[d3d11] Select memory type based on CPU access flags"
...
This reverts commit 6c8042033e
.
Batman: Arkham City doesn't set the CPU access flags correctly
for some images it maps for reading, and breaks on Nvidia as a
result.
2019-04-07 14:42:01 +02:00
pchome
3eb9f35fc3
[build] Use generator
to produce resource files
2019-04-06 11:33:45 +02:00
Sveinar Søpler
4f9dd8d3d0
[build] Add version info to compiled DLLs
...
Fixes #980 .
2019-04-05 21:09:57 +02:00
Philip Rebohle
5819a69302
[d3d11] Add option to enable constant buffer range checks
2019-04-05 20:56:32 +02:00
Philip Rebohle
632b254714
[d3d11] Use combined image sampler descriptors for the presenter
2019-04-03 17:40:05 +02:00
Philip Rebohle
295d583c1d
[d3d11] Lazily allocate predicate on SetPredication
...
Many games use CreatePredicate to create occlusion queries without
actually using predication, and we don't want to pay any runtime
cost for this when predicates aren't actually being used.
2019-04-02 04:07:05 +02:00
Philip Rebohle
18d2905bf7
[dxvk] Remove unused alphaToOne state
...
Nothing supports this anyway, so no reason to carry it around.
2019-04-01 02:31:22 +02:00
Philip Rebohle
61adaa941d
[d3d11] Implement fast path for binding full constant buffers
...
Saves a few CPU cycles in the most common case where
we don't have to perform any sort of range check.
2019-03-28 14:09:08 +01:00
Philip Rebohle
8f580efa25
[d3d11] Correctly handle out-of-bounds constant buffer ranges
...
Otherwise we pass an invalid offset and length to the backend,
which leads to invalid descriptor set updates in Vulkan.
The D3D11 runtime does not report corrected constant offset
and count parameters to the applicaion in *GetConstantBuffers1.
Reported-by: Danylo Piliaiev <danylo.piliaiev@globallogic.com>
2019-03-28 13:45:41 +01:00
Philip Rebohle
09d60f42bc
[d3d11] Work around predicate buffer sync issue on RADV
...
If the predicate buffer is device-local memory, conditional
rendering commands don't seem to see any updates values even
though there is a barrier. When allocating on host-visible
device memory or system memory, it works as expected.
2019-03-28 10:02:11 +01:00
Philip Rebohle
3a3d7fb378
[d3d11] Properly implement SetPredication
2019-03-28 10:02:11 +01:00
Philip Rebohle
d81146e3d2
[d3d11] Allocate predicate buffer for predicates
2019-03-28 10:02:11 +01:00
Philip Rebohle
7e16c4cda1
[d3d11] Remove unused revision field from D3D11Query
2019-03-28 10:02:11 +01:00
Philip Rebohle
70520e30aa
[dxvk] Enable conditionalRendering feature if present
2019-03-28 10:02:11 +01:00
Philip Rebohle
6c8042033e
[d3d11] Select memory type based on CPU access flags
2019-03-26 21:17:52 +01:00
Philip Rebohle
302c6b5e6c
[d3d11] Implement depth-stencil uploads in resource initializer
2019-03-26 18:11:42 +01:00
Philip Rebohle
fc3515c16f
[d3d11] Implement depth-stencil uploads in UpdateSubresource1
2019-03-26 18:11:42 +01:00
Philip Rebohle
eec1cde1b3
[d3d11] Implement depth-stencil mapping on deferred contexts
2019-03-26 18:05:02 +01:00
Philip Rebohle
97d77fa508
[d3d11] Implement depth-stencil mapping on the immediate context
2019-03-26 18:04:56 +01:00
Philip Rebohle
c38b1802a2
[d3d11] Enable shaderStorageImageExtendedFormats device feature
2019-03-26 17:56:57 +01:00
Philip Rebohle
8194bec1bf
[d3d11] Fix image format mapping when creating mapped buffer
2019-03-26 17:54:43 +01:00
Philip Rebohle
7cd3e9a0d4
[d3d11] Add method to look up packed format
2019-03-26 17:54:14 +01:00
Philip Rebohle
be1832a348
[d3d11] Don't sample gamma texture if the gamma curve is identity
...
Saves some GPU time in games that don't use DXGI gamma control at all.
2019-03-24 18:07:21 +01:00
Philip Rebohle
3d53f318fd
[dxvk] Enable hostQueryReset device feature if available
2019-03-17 16:24:59 +01:00
Philip Rebohle
412d79c8c1
[d3d11] Use new query implementation
2019-03-14 21:16:41 +01:00
Philip Rebohle
8c3900c533
[d3d11] Use new GPU events for D3D11 Event queries
2019-03-14 21:16:41 +01:00
Philip Rebohle
19f82826bb
[d3d11] Don't use presentation fence on ANV
...
Should hopefully fix stuttering issues introduced with 1.0.
2019-03-14 18:50:33 +01:00
Philip Rebohle
2d39be4e72
[d3d11] Check image block alignment in UpdateSubresource1
...
Fixes validation errors in World of Warcraft, which for some reason
tries to update individual pixels of block-compressed textures.
See #964 .
2019-03-14 01:11:39 +01:00
Philip Rebohle
4fc96e60c5
[d3d11] Reimplment GetEnabledShaderStages using getShaderPipelineStages
...
They do the same thing anyway.
2019-03-02 19:56:01 +01:00
Joshua Ashton
d01110259c
[d3d11, d3d10] Init returnptrs for CreateDevice funcs.
2019-02-27 23:17:08 +01:00
Joshua Ashton
28df1e0825
[d3d11] nullptr check descs & fix return values
2019-02-27 22:01:04 +01:00
Philip Rebohle
e03b574cc1
[d3d11] Block on image acquisition fence before presenting
...
May potentially improve frame timing on drivers where image
acquisition does not block.
2019-02-25 13:34:49 +01:00
Philip Rebohle
2231caaa9e
[vulkan] Add optional fence paratemer to acquireNextImage
...
We'll reset the fence prior to acquisition, so that the user of
this API won't have to do it.
2019-02-25 13:34:46 +01:00
Philip Rebohle
49965fd79e
[dxvk] Enable depthClipEnable feature if available
2019-02-19 13:57:34 +01:00
Philip Rebohle
20ea74fa99
[d3d11] Do not enable shaderStorageImageMultisample device feature
...
See https://github.com/KhronosGroup/MoltenVK/issues/502
2019-02-19 11:32:32 +01:00
Philip Rebohle
10123ce9ab
[dxvk] Pass description of the client API to the DXVK device
2019-02-15 17:38:52 +01:00
Philip Rebohle
cbaeca8f43
[d3d11] Move sType/pNext initialization for dev.features to backend
...
There's no good reason to have this code in the D3D11 module.
2019-02-15 10:20:03 +01:00
Philip Rebohle
f7ed7b7118
[d3d11] Fix device feature enablement in some situations
...
- Geometry shaders are required by the backend
- FL9 already supports BC texture formats
2019-02-15 10:05:17 +01:00
Philip Rebohle
746562de5a
[dxgi,d3d11] Remove IDXGIVkPresentDevice
2019-02-11 20:06:12 +01:00
Philip Rebohle
fd445f7b4d
[d3d11] Move D3D11 presenter creation to WineDXGISwapChainFactory
2019-02-11 20:06:12 +01:00
Philip Rebohle
9f8c1d08a6
[dxgi,d3d11] Move swap chain creation to D3D11 module
2019-02-11 20:06:12 +01:00
Joshua Ashton
5ea8648cd9
[d3d11, d3d10, dxgi] Handle null ppvObject in QueryInterface. ( #909 )
...
When a null ppvObject is passed into a QueryInterface on any IUnknown, a E_POINTER should be returned as the result (and it should not crash.)
This matches native d3d11/d3d10/dxgi behaviour and the documentation found here https://docs.microsoft.com/en-us/windows/desktop/api/unknwn/nf-unknwn-iunknown-queryinterface(q_) for IUnknown.
2019-02-10 08:01:01 +01:00