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Commit Graph

4341 Commits

Author SHA1 Message Date
Georg Lehmann
12249fd330 [dxso] Fix constant buffer debug names 2021-11-11 23:54:05 +00:00
Joshua Ashton
4c0eee89e4 [d3d9] Use clamped LOD for creating new views 2021-11-11 23:53:38 +00:00
Joshua Ashton
c22dcdbaa3 [d3d9] Clamp LOD in calls to SetLOD
MSDN says this is clamped and returns the clamped value.

Closes: #1869
2021-11-11 23:52:35 +00:00
Joshua Ashton
5d4b7db9e6 [d3d9] Fix = alignent in CreateView 2021-11-11 23:51:59 +00:00
Philip Rebohle
2abe2132a6
[dxvk] Implement framebuffer cache
Reduces the number of object allocations per frame.
2021-11-09 18:09:50 +01:00
Philip Rebohle
a987b729a7
[dxvk] Introduce DxvkFramebufferKey
Can be used to cache framebuffer objects.
2021-11-09 17:49:22 +01:00
Philip Rebohle
2527ea45b9
[dxvk] Refactor framebuffer creation 2021-11-09 16:37:33 +01:00
Philip Rebohle
f1aad6cb7b
[dxvk] Remove frame buffer from context state 2021-11-09 16:37:33 +01:00
Philip Rebohle
5b725205ef
[dxvk] Introduce DxvkFramebufferInfo
Stores all info that is currently held by the DxvkFramebuffer class,
but is not heap-allocated and will not create an actual framebuffer
object.
2021-11-09 16:37:31 +01:00
Philip Rebohle
1fd037cf29
[dxvk] Fix load aspect mask in render pass creation 2021-11-05 16:09:05 +01:00
Philip Rebohle
4c88335f66
[util] Shrink Nvidia HVV heap for Final Fantasy XIV
Fixes #2210.
2021-11-03 13:27:39 +01:00
Philip Rebohle
778aee0372
[dxvk] Rework Nvidia HVV option 2021-11-02 00:52:25 +01:00
Joshua Ashton
8912c7adb0 [d3d9] Fix long driver/device names not being null terminated
Signed-off-by: Joshua Ashton <joshua@froggi.es>
2021-10-22 02:58:53 +00:00
Joshua Ashton
409a6f5c3f [d3d11] Use atomics for NVX handles
Primarily to make DXVK native happy, but also much cleaner.

Signed-off-by: Joshua Ashton <joshua@froggi.es>
2021-10-22 03:15:03 +02:00
Georg Lehmann
b163503f7c [dxso] Respect SM2+ sampler source swizzle. 2021-10-20 17:43:52 +00:00
Robin Kertels
79a20c463f [util] Enable apitrace mode for Crysis 3 Remastered 2021-10-18 18:23:58 +02:00
Robin Kertels
7f89fe1406 [d3d9+utils] Remove swvp hack 2021-10-15 10:54:18 +01:00
Robin Kertels
530f87f158 [d3d9+dxso] Rely on robustness for unset HW VS & PS constants 2021-10-15 10:54:18 +01:00
Robin Kertels
869f75895c [d3d9+dxso] Switch constant buffer order 2021-10-15 10:54:18 +01:00
Robin Kertels
791d533a1d [d3d9+dxso] Rely on robustness for unset SWVP constants 2021-10-15 10:54:18 +01:00
Robin Kertels
01f633289b [d3d9] Use mapped slice when locking POOL_DEFAULT textures
Fixes an issue where the game would end up using the wrong
buffer slice if it previously mapped the same texture with DISCARD.

Fixes #2329
2021-10-15 10:46:40 +01:00
Philip Rebohle
3e64e1b3f5
[dxvk] Explicitly stop state cache worker threads on device destruction
Otherwise, the workers may access objects that are being destroyed an
app thread.
2021-10-08 00:54:59 +02:00
Paul Gofman
24eb875f02 [dxgi] Return success from DxgiSwapChain::Present1() if window is destroyed 2021-10-07 20:34:37 +02:00
oltolm
1ef4e60b69 [dxvk] fix barrier tracking code 2021-10-06 02:59:31 +02:00
Philip Rebohle
ec18532ed4
[dxvk] Use new barrier tracking for images 2021-10-01 15:52:41 +02:00
Philip Rebohle
30bc137f9c
[dxvk] Use new barrier tracking for buffers 2021-10-01 15:52:41 +02:00
Philip Rebohle
195b7d7155
[dxvk] Add fast versioned hash table for barrier tracking 2021-10-01 15:52:41 +02:00
Philip Rebohle
714ca48271
[dxvk] Work around device creation failure with CUDA interop extensions 2021-10-01 15:43:19 +02:00
Philip Rebohle
b36fa75d1d
[dxvk] Disable CUDA interop extensions on 32-bit builds 2021-10-01 15:32:40 +02:00
Philip Rebohle
8225891751
[dxvk] Fix copy-paste mistake when enabling bufferDeviceAddress feature 2021-10-01 15:32:40 +02:00
Philip Rebohle
aa4b7c9f92
[dxvk] Rework 32-bit check 2021-10-01 14:18:42 +02:00
Philip Rebohle
7193962381
[d3d11] Enable VK_KHR_buffer_device_address if necessary
Just enabling the extension doesn't necessarily do anything.
2021-10-01 14:12:17 +02:00
Philip Rebohle
1fefdf2ab6
[dxvk] Add VK_KHR_buffer_device_address extension info 2021-10-01 14:12:17 +02:00
Robin Kertels
c8341e4be3 [d3d9] Fix lenient clears 2021-09-28 21:14:02 +01:00
Robin Kertels
c4449faf5a [d3d9] Don't clamp clears to the size of RT 0 2021-09-27 21:57:15 +01:00
Robin Kertels
29ee1a74e6 Revert "[d3d9] Avoid depth degenerate viewports"
This reverts commit 78d22cc7a5.
2021-09-27 14:55:49 +01:00
Robin Kertels
d799b44d91 [dxso] Ensure pow base is >= 0 in LIT 2021-09-26 22:33:01 +01:00
Robin Kertels
2735988fa2 [d3d11] Only use cube arrays for regular cubemap views when enabled 2021-09-26 23:17:16 +02:00
Adam Moss
86148ec070
[d3d11,dxvk] Implement DXVK pieces required for DX11 DLSS support
Notably, fairly generic functions to create/launch/destroy Cuda kernels,
and methods to fetch GPU virtual addresses and handles for DX11 resources.

Note: Requires some corresponding dxvk-nvapi changes for DLSS to
be initialized successfully.
2021-09-24 15:10:07 +02:00
Philip Rebohle
3a712b766e
[dxvk] Introduce accessMemory for barrier tracking 2021-09-24 15:07:59 +02:00
Philip Rebohle
b79ce7af8a
[meta] Release 1.9.2 2021-09-20 15:07:25 +02:00
Philip Rebohle
9eb83c187c [util] Make bool and tristate options case-insensitive 2021-09-19 19:21:49 +02:00
Philip Rebohle
dd7ffbc803
[d3d11] Also validate draw buffer for DispatchIndirect
Oversight.
2021-09-12 16:18:25 +02:00
Philip Rebohle
de7fb51e64
[d3d11] Validate indirect draw buffer size
Otherwise, if the draw parameter offset is out of bounds, we
may hang the GPU.

Fixes #2286.
2021-09-12 01:23:04 +02:00
Georg Lehmann
827c7a892c [util] Replace countof with std::size 2021-09-10 11:58:46 +01:00
Philip Rebohle
5f9d5f1053
[dxvk] Fix IgnoreWriteAfterWritw check for indirect dispatches 2021-09-10 02:50:52 +02:00
Philip Rebohle
2f01df82d2
[dxbc] Fix invalid NonReadable/NonWritable decorations 2021-09-09 19:35:51 +02:00
Philip Rebohle
5db76784bd
[dxbc] Accurately determine access flags for UAVs 2021-09-09 15:53:02 +02:00
Philip Rebohle
c9f7ccc7f9
[dxvk] Fix hazard detection for shader resources 2021-09-09 14:58:04 +02:00
Philip Rebohle
67391a7bb0
[d3d11] Introduce d3d11.ignoreGraphicsBarriers option 2021-09-09 14:28:25 +02:00
Philip Rebohle
5109000747
[dxvk] Add IgnoreGraphicsBarriers flag 2021-09-09 14:28:25 +02:00
Philip Rebohle
fe68b43335
[dxvk] Deduplicate buffer and image slices in barrier array
Fixes some major performance issues when dealing with many
consecutive dispatch calls.
2021-09-09 14:24:55 +02:00
Vincent Grande
f0e9700f34
[d3d10] Add missing include 2021-09-03 12:54:50 +02:00
Philip Rebohle
c0a7143d1b
[vulkan] Fix missing include
Fixes #2269.
2021-09-02 16:34:55 +02:00
pingubot
69588b02fe
Update config.cpp (#2256) 2021-08-27 13:10:24 +02:00
Georg Lehmann
b498040f7d [d3d9] Disable explicit front buffer for Fantasy Grounds 2021-08-26 09:26:10 +01:00
tayarani
2786bbda64
Fix DxvkShaderConstData garbage pointer for default constructor 2021-08-25 02:20:26 +02:00
Mahdi Tayarani
ae881981f9 Fix raw() accessor on the Flags class
The current implementation has a bug where it casts the underlying
int type to a uint32_t. The is incorrect for enums like DxvkShaderFlag
which are based on uint64_t.
2021-08-24 22:23:20 +02:00
Georg Lehmann
4b50d24231 [util] Force 60 fps for Sine Mora EX 2021-08-24 19:42:55 +02:00
Georg Lehmann
ed70f9a07c [d3d9] Support unsupported formats in LockRect 2021-08-23 17:38:50 +01:00
Georg Lehmann
82d40f5bba [d3d9] Return a pointer in GetUnsupportedFormatInfo 2021-08-23 17:38:50 +01:00
Philip Rebohle
fa4f40a0e6
[dxvk] Remove transform feedback self-dependency from render passes
Fixes a whole bunch of validaton errors since this was technically invalid.
2021-08-23 17:35:58 +02:00
Philip Rebohle
2f5c7562c2
[dxvk] Track transform feedback counter hazards properly
If we avoid needlessly pausing and resuming transform feedback with the
same counters, we can use existing barrier tracking to insert counter
barriers without requiring an invalid render pass self-dependency.
2021-08-23 17:35:58 +02:00
Georg Lehmann
04474b761b [d3d9] Brain-dead gamma ramp validation 2021-08-23 15:41:59 +01:00
Georg Lehmann
3fc1f2cecb [util] Fix MSVC build 2021-08-23 15:41:31 +01:00
Philip Rebohle
50c6974f3a [dxso] Fix gradient instructions for cube maps
We need 3 components in that case. Based on MSDN documentation, texldd
does not support 3D textures so there's no need to worry about those.

Fixes validation errors in Payday.
2021-08-23 13:50:54 +01:00
Alejandro Bringas Martinez
d48b33bf95 Fix poor performance in Homefront The Revolution
in certain places when displaying "wide open" and at long range it has a very poor performance of 35-45fps, but with this option it goes up to a stable 60fps on my GTX1060 6Gb
2021-08-19 13:40:05 +02:00
Georg Lehmann
41d0fcff95 [d3d9] Disable projection for PS 1.4 2021-08-19 01:47:42 -07:00
Robin Kertels
956b23c9e9 [d3d9] Use correct pitch to calculate buffer offset 2021-08-18 13:31:00 -07:00
Robin Kertels
97e91b6c0f [d3d9] Respect pitch alignment in GetFrontBufferData 2021-08-18 13:31:00 -07:00
Joshua Ashton
3718cee9eb [d3d9] Clean up texture type tracking
Additionally stops leaky pipelines on PS 1.x shaders from partial mask updates.
2021-08-17 07:02:56 -07:00
Joshua Ashton
64852f05c3 [d3d9] Track fixed function sampler bitfields
Cleans some stuff up a little bit and makes FF draws faster when this gets incorrectly invalidated.
2021-08-17 07:02:56 -07:00
Joshua Ashton
c6a4c41d20 [d3d9] Batch texture unbinding 2021-08-17 07:02:56 -07:00
Joshua Ashton
a346949304
[d3d9] Remove needless locks in SetTexture and SetSamplerState 2021-08-16 19:09:16 +01:00
Georg Lehmann
789e19d2ac [dxbc] Use BitMask helper 2021-08-16 08:49:46 -07:00
Georg Lehmann
b13260c689 [d3d11] Use BitMask helper 2021-08-16 08:49:46 -07:00
Georg Lehmann
6103e3c800 [d3d9] Use BitMask helper 2021-08-16 08:49:46 -07:00
Georg Lehmann
b037fc8882 [dxvk] Use BitMask helper 2021-08-16 08:49:46 -07:00
Philip Rebohle
ffc351f2f5 [util] Introduce BitMask helper 2021-08-16 08:49:46 -07:00
Joshua Ashton
64f417d6e6 [util] Add bsf helper
For when we know we aren't going to put in a mask of 0, we can use this and get better codegen.
2021-08-16 08:49:46 -07:00
Joshua Ashton
b09b912797
[d3d9] Fix unbinding textures
Closes: #2236
2021-08-16 15:33:49 +01:00
Georg Lehmann
a75cf2f39d [d3d9] Fix parital DS clears with full RT clear 2021-08-15 19:00:47 +00:00
Georg Lehmann
a2330b89d2 [dxso] Implement TexDepth 2021-08-12 02:17:16 +00:00
Joshua Ashton
7acbd0f4e1
[d3d9] Expose D3DPMISCCAPS_CLIPTLVERTS
Matches what we actually do and fixes a Wine test
2021-08-11 12:44:28 +01:00
Joshua Ashton
a6156856e5 [d3d9] Don't check for NULL pViewport
This cannot be NULL.
2021-08-11 11:44:09 +00:00
Joshua Ashton
78d22cc7a5 [d3d9] Avoid depth degenerate viewports 2021-08-11 11:44:09 +00:00
Joshua Ashton
5f4f4d57df
[d3d9] Fix initial mapping of images written by GPU 2021-08-11 12:14:17 +01:00
Joshua Ashton
679d703efc [d3d9] Fix upload race with default image mapping
Fixes a Wine test
2021-08-11 11:53:17 +02:00
Robin Kertels
60a7047550 [d3d9] Fix D3DLOCK_READONLY handling with evictManagedOnUnlock 2021-08-11 07:35:39 +00:00
Joshua Ashton
2c8099adf1
[d3d9] Use Texture2D for CommonTexture resolution
Using the generic texture type was a nice idea in theory, but some compilers did not give it a vtable as it was abstract, resulting in a crash here.
2021-08-11 04:25:29 +01:00
Joshua Ashton
ab7fc42f2f
[d3d9] Fix stateblock refcounting 2021-08-11 01:38:50 +01:00
Joshua Ashton
a1f0bb99ee
[d3d9] Cleanup D3D9DeviceEx members 2021-08-11 01:38:34 +01:00
Joshua Ashton
5e48035e99
[d3d9] Only bind textures if they are used by the shader 2021-08-11 01:08:13 +01:00
Joshua Ashton
c0c1565cba [d3d9, dxso] Alias color and depth samplers and improve tracking
Takes me from 340 -> 460fps in A Hat in Time's main menu when CPU bound.
2021-08-10 23:46:03 +00:00
Joshua Ashton
3f78bde928 [d3d9] Optimize GetCommonTexture 2021-08-10 23:46:03 +00:00
Joshua Ashton
85468a5526 [d3d9] Add extra brackets to fetch4 filter check 2021-08-09 22:54:19 +00:00
Joshua Ashton
674f008e23 [d3d9] Use m_activeTexture mask for SRGB check 2021-08-09 22:54:19 +00:00
Joshua Ashton
1823a098a1 [d3d9] Clean up SetStateSamplerState 2021-08-09 22:54:19 +00:00
Joshua Ashton
ea4aa87336 [d3d9] Add unlikelies to rare vendor hacks 2021-08-09 22:54:19 +00:00
Georg Lehmann
1ea79cf136 [d3d9] Only respect relevant bits of D3DRS_STENCILREF 2021-08-09 22:54:06 +00:00
Joshua Ashton
79cf2e875f [dxvk] Avoid needless refcount in updateFramebuffer
Avoids a needless refcount
2021-08-09 15:23:59 +02:00
Joshua Ashton
a35f2af5e5 [dxvk] Remove needless refcount in updateTransformFeedbackBuffers 2021-08-09 15:23:59 +02:00
Joshua Ashton
4edaade185 [dxvk] Avoid needless refcount in copyImageFb 2021-08-09 15:23:59 +02:00
Georg Lehmann
8844dc2091 [dxgi] Downgrade format fall back warnings to info 2021-08-09 13:17:43 +02:00
Georg Lehmann
b55784acc6 [dxvk] Downgrade missing OpenVR warning to info 2021-08-09 13:17:43 +02:00
Georg Lehmann
152a08191c [d3d9] Downgrade format fall back warnings to info 2021-08-09 13:17:43 +02:00
Joshua Ashton
abba425ed0 [d3d9] Optimize MarkTextureBindingDirty with tzcnt loop of m_activeTextures 2021-08-09 09:54:12 +00:00
Joshua Ashton
242b7b6d9c [d3d9, dxso] Remove AlphaTestEnable spec constant
Go based on the func we already have. Avoids wasting a spec const.
2021-08-09 09:52:07 +00:00
Georg Lehmann
ada463badc [d3d9] Mark mips as dirty on Clear if needed 2021-08-08 10:27:43 +00:00
Georg Lehmann
92deba0310 [d3d9] Implement D3DTOP_BLENDTEXTUREALPHAPM 2021-08-08 10:12:40 +00:00
Georg Lehmann
9162aa5fdf [d3d9] Captured NULL vertex declarations are not applied 2021-08-08 08:50:00 +00:00
Georg Lehmann
28a07ef445 [d3d9] Validate vertex declaration on draws 2021-08-08 08:50:00 +00:00
Georg Lehmann
8c0003552c [d3d9] Reject depth stencil StrechRect during an active scene 2021-08-08 08:50:00 +00:00
Georg Lehmann
09e5939502 [d3d9] Reject 2 BeginScene + EndScene without Begin 2021-08-08 08:50:00 +00:00
Georg Lehmann
6071e998fd [d3d9] Handle invalid modes in Device::Reset 2021-08-08 08:50:00 +00:00
Georg Lehmann
64c4eea922 [d3d9] Mark texture dirty on SetLod 2021-08-08 02:28:44 +00:00
Georg Lehmann
26516dc904 [d3d9] Fix ColorFill with OffscreenPlainSurface 2021-08-08 02:15:06 +00:00
Joshua Ashton
fd50eae5c2 [d3d9] Optimize framebuffer binding with RT mask 2021-08-08 02:14:11 +00:00
Joshua Ashton
2f22c1b53d [d3d9] Optimize clears with rt mask and better ref tracking 2021-08-08 02:14:11 +00:00
Joshua Ashton
072d3a039e [d3d9] Track bound RTs
This also improves active RT hazard tracking by also accounting for NULL
2021-08-08 02:14:11 +00:00
Joshua Ashton
e0f9ebf695 [d3d9] Common buffer header cleanups and docs 2021-08-08 02:14:11 +00:00
Joshua Ashton
ee11e1af58 [d3d9] Minor buffer code-style cleanups 2021-08-08 02:14:11 +00:00
Joshua Ashton
b1b1524737 [d3d9] Adapter cleanups 2021-08-08 02:14:11 +00:00
Joshua Ashton
da411c8a48 [d3d9] Move m_lod after m_subresources 2021-08-08 02:14:11 +00:00
Joshua Ashton
4a569918c0 [d3d9] Track NULL state per-subresource 2021-08-08 02:14:11 +00:00
Joshua Ashton
d6bc355782 [d3d9] Fix code-style of D3D9Subresource and inline 2021-08-08 02:14:11 +00:00
Joshua Ashton
f4ce795fe7 [d3d9] Do a little packing of subresource members 2021-08-08 02:14:11 +00:00
Joshua Ashton
d922e261e8 [d3d9] Make D3D9_COMMON_TEXTURE_DESC smaller 2021-08-08 02:14:11 +00:00
Joshua Ashton
3592d7b48f [d3d9] Return const buffer references in D3D9CommonBuffer
Avoids some needless refcounting
2021-08-08 02:14:11 +00:00
Joshua Ashton
fb7035f16a [d3d9] Remove D3D9CommonBuffer::GetDesc
We already have ::Desc()
2021-08-08 02:14:11 +00:00
Joshua Ashton
750639d3b6 [d3d9] Return const view references in D3D9Subresource 2021-08-08 02:14:11 +00:00
Joshua Ashton
3cbac8923f [d3d9] Return const refs for image/buffers + format mapping in CommonTexture
Avoids needless Rc ref counts and copies of that fairly large structure.
2021-08-08 02:14:11 +00:00
Georg Lehmann
23873cbb57 [d3d9] Disable primitive restart 2021-08-08 02:05:27 +00:00
Georg Lehmann
fdc2e2e78f [d3d9] Fix NEVER alpha testing 2021-08-07 21:54:30 +00:00
Georg Lehmann
be3c248c8b [d3d9] Don't mark mips as dirty when the texture doesn't have automatic mips 2021-08-07 21:53:34 +00:00
Georg Lehmann
973678e6bf [d3d9] Only look at the last bit for D3DSAMP_SRGBTEXTURE 2021-08-07 13:09:13 +00:00
Georg Lehmann
a1fbcf35de [d3d9] Ignore clear with Count == 0 and non-NULL rect 2021-08-06 18:54:17 +00:00
Philip Rebohle
546bd6f462
[dxbc] Fix swizzles in lod instruction
Fixes #1764.
2021-08-05 22:57:58 +02:00
Philip Rebohle
97ef8a6fb3
[dxvk] Remove Win32 fence
Replaced with CallbackFence.
2021-08-05 22:57:58 +02:00
Philip Rebohle
56395c9bc8
[d3d11] Re-implement frame latency events using Win32 semaphore
Matches native DXGI behaviour more accurately, and fixes a hang in
Shin Megami Tensei 3.
2021-08-05 22:57:58 +02:00
Philip Rebohle
4c222ec557
[d3d11] Use callback fence to signal Flush1 event 2021-08-05 22:57:58 +02:00
Philip Rebohle
893da94fb3
[util] Introduce CallbackFence 2021-08-05 22:57:58 +02:00
Georg Lehmann
5844315853 [dxso] Implement DxsoOpcode::Sgn 2021-08-05 20:55:54 +00:00
Georg Lehmann
c5ab87f353 [spirv] Add opFSign 2021-08-05 20:55:54 +00:00
Paul Gofman
52fac82a45 [dxvk] Also initialize view formats when creating DxvkImage for existing VkImage. 2021-08-03 00:47:33 +02:00
Robin Kertels
7873bebaf2 [d3d9] Only check range overlap if the buffer is not directly mapped 2021-07-28 16:57:02 +00:00
Philip Rebohle
d10e1ed3c0
[meta] Release 1.9.1 2021-07-26 15:45:33 +02:00
Joshua Ashton
b8a4b85c48
[d3d9] Fix clearing render targets on device reset 2021-07-26 14:35:48 +02:00
Robin Kertels
b4e6f81cb5 [d3d9] Respect aligned pitch when using initial data 2021-07-24 19:41:59 +00:00
Robin Kertels
6ba3d2f9d4 [d3d9] Set correct usage flags for large temporary staging buffers 2021-07-23 13:36:21 +00:00
Robin Kertels
fa279eb8ad [d3d9] Ignore NO_DIRTY_UPDATE for POOL_DEFAULT resources
Respecting it breaks Senren Banka because we never upload the texture.
2021-07-23 13:36:21 +00:00
Robin Kertels
584e1515b1 [d3d9] Fix pitch when copying straight from mapping buffer 2021-07-23 13:36:21 +00:00
Robin Kertels
34101dcf26 [d3d9] Fix UpdateTexture extent
Same as 5f1629f2cb
2021-07-23 13:36:21 +00:00
Robin Kertels
5037e49646 [util] Merge GTA IV configs
The app config system can not handle more than one entry
per exe name, so the enableUMA one disabled the NVAPI
workaround.
2021-07-21 15:08:23 +02:00
Philip Rebohle
11bbc07ea1
[dxvk] Support destination pitch in packImageData 2021-07-19 16:54:56 +02:00
Joshua Ashton
d3112c320b [d3d9] Add dirty texture tracking
Reduces overhead from re-binding and unnecessary binding (srgb changes) in L4D2.

I go from about 750 -> 850-900 fps in c1m2_streets with this change.
2021-07-14 20:38:49 +00:00
Robin Kertels
8eeff90e0a [d3d9] Only use staging buffers for uploads once we've stalled on the resource 2021-07-14 19:26:25 +00:00
Robin Kertels
b83261b759 [d3d9] Adjust waiting in LockBuffer to staging buffer upload
Now that we're uploading using a staging buffer,
we don't need to wait for non default buffers.

We should also respect READONLY for WRITEONLY buffers
(yes, it sounds dumb) because Nostale relies on that.
2021-07-14 19:26:25 +00:00
Robin Kertels
ed24c17d53 [d3d9] Validate srcRect and dstPoint in UpdateSurface 2021-07-14 18:33:38 +00:00
Georg Lehmann
b3b2f0921c [d3d9] Never init pSharedHandle.
This parameter has three different meanings if it's non NULL:
- if Pool is D3DPOOL_SYSTEMMEM it's a host pointer for inital data
- if it points to a nullptr it's a output handle
- if it's a pointer to non NULL pointer it's an import handle
2021-07-14 15:29:46 +00:00
Robin Kertels
5f1629f2cb [d3d9] Fix FlushImage extent for smaller mip maps 2021-07-10 16:23:56 +00:00
Robin Kertels
9f0775b1ac [d3d9] Always use cached memory for texture mapping buffers
We read from that memory when uploading the texture.
Fixes performance in Oblivion.
2021-07-08 21:42:12 +00:00
Joshua Ashton
c7f8267f98 [d3d9] Fix NV12 conversion
Froggy is the right color now
2021-07-08 22:36:59 -07:00
Philip Rebohle
e23792ef91
[d3d11] Fix handling sRGB UAV images 2021-07-07 16:00:12 +02:00
Joshie
f9034007ac [util] Fix indexing of non-float vectors 2021-07-05 18:58:55 +02:00
Connor Abbott
9579132942
[d3d9] Remove extra spaces in def file
wrc is pickier about this than windres and refuses to accept it.
2021-07-03 14:28:28 +02:00
Connor Abbott
aae0e57a46
Don't add def file as an object
This is unnecessary even on mingw, and leads to duplicating the .def
file on the linking command line which winegcc complains about.
2021-07-03 14:28:28 +02:00
Connor Abbott
2988875e93
[dxgi] Call QueryPerformanceCounter directly
dxvk::high_resolution_clock is meant to be a wrapper around the C++ time
library, and getCounter() is (AFAIK) an internal thing so calling it
directly is odd. On winelib this redirects to the host's implementation,
which means this fails to compile. Since this is a Windows API and not
for internal usage just call the Windows API function directly.
2021-07-03 14:28:28 +02:00
Connor Abbott
b9135ca0cd
Do not try to load libraries natively under __WINE__
This was only half-implemented (e.g. OpenXR was still calling
GetModuleHandle), broke compilation with Vulkan due to mismatched ABI,
and wouldn't have worked anyways with winelib builds because we still
need access to wine's implementation of the Vulkan win32 winsys
integration. Perhaps this is still useful for dxvk-native but if so it
should be re-added under a DXVK_NATIVE flag.
2021-07-03 14:28:28 +02:00
Philip Rebohle
c8a9308c37
[dxvk] Enable disableMsaa option for World of Final Fantasy
Fixes #1216.
Fixes #2136.
2021-07-02 16:11:24 +02:00
Philip Rebohle
3b857d93b5
[d3d11] Add d3d11.disableMsaa option to disable multisampling
Aims to be mostly transparent to the application, although breakage
can still happen if shaders query the sample count and do not handle
a sample count of 1.
2021-07-02 05:52:05 +02:00
Philip Rebohle
e379f472f6
[dxbc] Implement hack to treat multisampled textures as normal textures 2021-07-02 05:52:05 +02:00
Paul Gofman
8b6ac527b4 [d3d11] Initialize buffer flags in D3D11UnorderedAccessView::GetDescFromResource(). 2021-07-01 15:20:07 +02:00
Robin Kertels
309284e7dc [d3d9] Respect 4 byte pitch when reading back texture 2021-07-01 05:47:44 -07:00
Robin Kertels
c43618d19f [d3d9] Fix texture dirty box clearing
- Fix interleaved locks with evictManagedOnUnlock
We need to make sure there are no other subresources of a texture locked
before clearing the dirty box. Otherwise the data for those other subresources
won't get copied into VRAM.

- Clear dirty box regardless of texture pool
Otherwise we keep repacking and copying the whole texture
for every single lock. This causes performance problems
in Star Wars: The Old Republic.
2021-07-01 05:47:44 -07:00
Philip Rebohle
2ff8b42fff [d3d9] Enable robustBufferAccess2 feature if available
Tightens some out-of-bound rules around vertex attributes.
2021-06-29 18:35:47 -07:00
Philip Rebohle
96f5641a7e [d3d9] Ensure that the bound UP vertex buffer region is large enough
If the buffer size is less than (vertexCount * stride), the last vertex
may be considered out-of-bounds, even if all attributes are included in
the vertex.

Fixes #2131.
2021-06-29 18:35:47 -07:00
Philip Rebohle
45a6d5fb5b
[dxvk] Fix potential undesired host-visible buffer invalidation
We cannot invalidate mapped buffers in the backend because the frontend
may cache the mapped slice from its own invalidations, which would then
become invalid. Very unlikely to be an issue in practice.
2021-06-29 13:58:52 +02:00
Philip Rebohle
cd8a2bcfcd [dxvk] Use custom sync primitives 2021-06-29 00:51:20 +02:00
Philip Rebohle
7305da6951 [util] Implement custom sync primitives 2021-06-29 00:51:20 +02:00
Tobias Langendorf
ca6d8c6ce9
[util] Use FIFO_RELAXED present mode Earth Defense Force 5 (#2127)
The game constantly switches between SyncInterval 0 and 1, possibly in an attempt to implement adaptive Vsync, which causes performance issues because it forces us to recreate the Vulkan swap chain every couple of frames. Instead, enable the Vulkan equivalent of adaptive Vsync if possible.
2021-06-28 18:30:03 +02:00
Philip Rebohle
08a6b42458
[d3d11] Fix box validation in CopySubresourceRegion1 2021-06-24 21:07:48 +02:00
Philip Rebohle
9f80d9f8b2
[d3d11] Remove functions to update mapped buffers
No longer relevant since staging images will no longer be backed
by actual Vulkan images and dynamic images are not GPU-writable.
2021-06-24 21:07:48 +02:00
Philip Rebohle
7d76262c52
[d3d11] Use D3D11_COMMON_TEXTURE_MAP_MODE_STAGING if possible 2021-06-24 21:07:48 +02:00
Philip Rebohle
450c42444f
[d3d11] Use UpdateImage in D3D11DeferredContext::MapImage 2021-06-24 21:07:48 +02:00
Philip Rebohle
fd66f44561
[d3d11] Use UpdateImage in D3D11ImmediateContext::UnmapImage 2021-06-24 21:07:48 +02:00
Philip Rebohle
6ba1746d46
[d3d11] Introduce UpdateImage 2021-06-24 21:07:48 +02:00
Philip Rebohle
5e4ed2d929
[d3d11] Introduce CopyImage 2021-06-24 21:07:48 +02:00
Philip Rebohle
cd17301236
[d3d11] Introduce CopyBuffer
Generalizes some copy code.
2021-06-24 21:07:48 +02:00
Philip Rebohle
1a6f4456d8
[d3d11] Introduce ComputeMappedOffset for image resources
Modifies GetSubresourceLayout slightly in case only a partial aspect
mask is being passed to the function. This way we can conveniently
compute the offset of a given pixel within the mapped buffer of an
image subresource.
2021-06-24 21:07:48 +02:00
Philip Rebohle
7c0ee272c3
[d3d11] Add texel buffer usage to staging buffer
Needed for staging image updates.
2021-06-24 21:07:48 +02:00
Philip Rebohle
7160b85924
[d3d11] Add texel buffer usage flags to mapped subresource buffers 2021-06-24 21:07:48 +02:00
Philip Rebohle
731e88b196
[d3d11] Handle MAP_MODE_STAGING in initializer
Otherwise, we'll crash if no real image is present.
2021-06-24 21:07:48 +02:00
Philip Rebohle
596f65f75f
[d3d11] Handle MAP_MODE_STAGING when mapping images on the immediate context 2021-06-24 21:07:48 +02:00
Philip Rebohle
9e15831a2d
[d3d11] Store packed format info in D3D11CommonTexture 2021-06-24 21:07:48 +02:00
Philip Rebohle
f155b8a8b9
[d3d11] Introduce DiscardSlice and GetMappedSlice for image resources
These do the same as they do for buffer resources, but for a mapped
image subresource instead.
2021-06-24 21:07:48 +02:00
Philip Rebohle
11aa2a703a
[d3d11] Introduce D3D11_COMMON_TEXTURE_MAP_MODE_STAGING
This map mode can be used when no Vulkan image is needed to back a
staging resource, which can save a significant amount of memory.
2021-06-24 21:07:48 +02:00
Philip Rebohle
b384f5372e
[d3d11] Zero-initialize mapped buffers for images correctly 2021-06-24 21:07:48 +02:00
Philip Rebohle
f50c5234dc
[dxvk] Add source offset/extent to copyPackedBufferToDepthStencilImage 2021-06-24 21:07:48 +02:00
Philip Rebohle
a14884c652
[dxvk] Add destination offset/extent to copyDepthStencilImageToPackedBuffer
Needed to support partial copies between buffers and depth-stencil images.
2021-06-24 21:07:47 +02:00
Philip Rebohle
ba9d670157
[dxvk] Introduce copyPackedBufferImage 2021-06-24 21:07:47 +02:00
Philip Rebohle
27155539b6
[dxvk] Add meta copy pipeline for packed buffer image copies 2021-06-24 21:07:47 +02:00
Philip Rebohle
9f7a5a077f
[dxvk] Fix broken row/slice alignment in buffer<->image copies
If the specified row or slice alignment matches the row size exactly
but is not a power of two, we could accidentally screw up the alignment.
2021-06-24 21:07:47 +02:00
Philip Rebohle
ba4938e201
[dxvk] Add slice alignment to copyImageToBuffer 2021-06-24 21:07:47 +02:00
Philip Rebohle
4840cdaf8c
[dxvk] Add slice alignment to copyBufferToImage 2021-06-24 21:07:45 +02:00
Philip Rebohle
87d32a234d
[dxvk] Handle discard aspects correctly when performing clears
Should fix an Nvidia driver crash, see #2118.
2021-06-24 17:15:52 +02:00
Robin Kertels
8a93bbd8fa [d3d9] Make sure clear extent does not exceed rt size 2021-06-19 16:11:11 -07:00
Robin Kertels
7dd443802c [util] Report Nvidia GPU to Far Cry 1 2021-06-19 10:43:31 -07:00
Robin Kertels
d7c4afbeba [d3d9] Pass correct element size to texture converter 2021-06-19 10:43:31 -07:00
Philip Rebohle
81664fce44
[dxbc] Remove atomic counter workaround for ancient Mesa versions
No one should be using Mesa 19.0 at this point.
2021-06-18 15:44:58 +02:00
Philip Rebohle
7beb344f6f
[dxbc] Remove dxvk.useEarlyDiscard option
No longer relevant on drivers that support DemoteToHelperInvocation.
Closes #2109.
2021-06-18 15:44:27 +02:00
Georg Lehmann
6b8ab4fd38 [d3d11] Remove mingw-w64 < 6 workarounds 2021-06-15 20:41:34 +02:00
Philip Rebohle
dca63464b4
[meta] Release 1.9 2021-06-15 15:32:19 +02:00
Georg Lehmann
7a688bd74c [util] force 60fps for Demon Stone 2021-06-15 02:54:14 -07:00
Samuel Pitoiset
dba539471d [dxso] Remove old RADV/LLVM workaround for early discard
This workaround has been removed for DXBC few weeks ago. Note that
RADV/ACO is no longer a thing with latest Mesa git anyways.

Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
2021-06-15 01:07:35 -07:00
Philip Rebohle
de05728c8c
[dxvk] Check view format as well when deferring clears
Otherwise, we may accidentally clear to an incorrect value.
Fixes #2100.
2021-06-14 16:41:31 +02:00
Philip Rebohle
30a1a29aa6 [util] Add DXVK_FRAME_RATE environment variable to limit frame rate 2021-06-12 13:50:08 +02:00
Philip Rebohle
12c51f1c3d [util] Enable frame rate limiter for Nier Replicant
The game does not run properly at frame rates above 60 and uses the sync
interval in a weird way that sometimes leads to the game being stuck at
31 FPS, and in the menus it displays content at weird refresh rates that
it was clearly not designed to run at.
2021-06-12 13:50:08 +02:00
Philip Rebohle
6044e63eb0 [dxgi] Notify presenter about display mode changes 2021-06-12 13:50:08 +02:00
Philip Rebohle
e281eee795 [dxgi] Add NotifyModeChange method to IDXGIVkSwapChain 2021-06-12 13:50:08 +02:00
Philip Rebohle
8b67ef724e [d3d11] Add frame rate limiter and dxgi.maxFrameRate option 2021-06-12 13:50:08 +02:00
Philip Rebohle
4f5f85925b [d3d9] Add frame rate limiter and d3d9.maxFrameRate option 2021-06-12 13:50:08 +02:00
Philip Rebohle
b537f19a3c [vulkan] Add frame rate limiter to Vulkan presenter 2021-06-12 13:50:08 +02:00
Philip Rebohle
a16c861358 [util] Implement frame rate limiter
This tries to be sophisticated and disables itself when it notices
that the frame rate is going to be limited by presentation anyway.
2021-06-12 13:50:08 +02:00
Robin Kertels
6f468ec5e0 [d3d9] Fix texture converter 2021-06-12 03:48:01 -07:00
Philip Rebohle
9eeaedeeb7
[util] Remove FFXIV workaround
Looks like whatever caused this in Mesa got fixed quite a while ago.
2021-06-11 01:59:56 +02:00
Thomas Crider
63fd2b9d32 [util] Enable d3d9.deferSurfaceCreation for Ninja Gaiden Sigma/Sigma 2
Co-authored-by: Georg Lehmann <49841484+DadSchoorse@users.noreply.github.com>
2021-06-10 01:35:48 -07:00
Joshua Ashton
f1a9d72d38 [d3d9] Don't scale z to [0, 1] for POSITIONT
I originally thought the depth clipping region was always [0, 1] when I first implemented this nearly 2 years ago.

The depth clipping region is already in the viewport's depth range, so just don't do anything here if we are z-testing.

( We still need to keep the flattening around for when ztest is disabled though :( )

Fixes: #2056
2021-06-06 09:31:01 -07:00
Philip Rebohle
fe00919d5f [util] Handle upper-case file extensions correctly 2021-06-06 03:57:15 -07:00
Joshua Ashton
f4cbc9ae9d [util] Enable emulateUMA for GTA IV
This game thinks we are on Intel, so report memory like they do.
2021-06-01 19:26:41 +02:00
Joshua Ashton
15e0594ec4 [dxgi] Add emulateUMA option
Some games think we are on Intel given a lack of NVAPI or AGS/atiadlxx support. Report our device memory as shared memory, and some small amount for a "carveout".
2021-06-01 19:26:41 +02:00
Joshua Ashton
fe0dc2d579 [dxvk] Move isUnifiedMemoryArchitecture to adapter 2021-06-01 19:26:41 +02:00
Joshua Ashton
e624cfa0b4 [util] Return custom device description for Crazy Machines 3
Otherwise the game decides it wants to crash.
2021-06-01 19:26:41 +02:00
Joshua Ashton
1d4c540b21 [dxgi] Add custom device description option 2021-06-01 19:26:41 +02:00
Joshua Ashton
747834e9b0 [d3d9] Bump frame id before presentation 2021-06-01 18:31:29 +02:00
Joshua Ashton
e64a8ee61a [d3d11] Bump frame id before presentation 2021-06-01 18:31:29 +02:00
Joshua Ashton
fcb7639106 [d3d9] Synchronize frame latency on latency change 2021-06-01 18:16:35 +02:00
Joshua Ashton
787de33022 [d3d9] Sync frame latency after presentation 2021-06-01 18:16:35 +02:00
Joshua Ashton
f98a45b305 [d3d11] Sync frame latency after presentation 2021-06-01 18:16:35 +02:00
Philip Rebohle
0fe8f2e40c
[vulkan] Acquire next image immediately after presentation
vkAcquireNextImageKHR is a blocking call, so doing this immediately after
presentation may reduce the amount of time that passes between the application
requesing presentation and presentation actually happening on the Vulkan device.

Idea based on PR #2075.
2021-06-01 04:52:09 +02:00
Philip Rebohle
0b88d0deab
[vulkan] Remove getSyncSemaphores from presenter
Instead, return the semaphores in acquireNextImage.
2021-06-01 04:32:50 +02:00
Philip Rebohle
253884a8c7
[vulkan] Remove fence from presenter
We don't use these anywhere.
2021-06-01 03:51:16 +02:00
Philip Rebohle
0af7229b8e
[util] Restore display modes of all monitors in RestoreMonitorDisplayMode
Fixes #2064.
2021-06-01 01:48:12 +02:00
Philip Rebohle
383cde2051
[d3d11] Allow creation of render target views for planar images 2021-05-30 19:42:44 +02:00
Philip Rebohle
01051bac99
[d3d11] Allow creation of unordered access views for planar images 2021-05-30 19:42:44 +02:00
Philip Rebohle
6d72bc94f4
[d3d11] Allow creation of shader resource views for planar images 2021-05-30 19:42:44 +02:00
Philip Rebohle
2740030fca
[d3d11] Support video processor output views in ClearView 2021-05-30 19:42:44 +02:00
Philip Rebohle
b04721f9a2
[d3d11] Use staging buffer for MapImage on deferred contexts 2021-05-30 19:42:44 +02:00
Philip Rebohle
ff9d6e3226
[d3d11] Use staging buffer and copyBufferToImage for UpdateSubresource
Reduces number of copies and also fixes problems with multi-plane formats.
2021-05-30 19:42:44 +02:00
Philip Rebohle
e749a4a4ac
[d3d11] Create shadow copy of video input images if sampled bit is not set
This can happen with RGB input views since not having any bind flags set
is legal for video input views, and SHADER_RESOURCE is actually explicitly
disallowed, but we don't always want to set sampled bit for those resources.
2021-05-30 19:42:44 +02:00
Philip Rebohle
3c22f4066b
[d3d11] Lock context in video context entry points 2021-05-30 19:42:44 +02:00
Philip Rebohle
25607a0692
[d3d11] Report video processor capabilities for image formats 2021-05-30 19:42:44 +02:00
Philip Rebohle
6d9da5a8d7
[d3d11] Don't use MAP_MODE_DIRECT for multi-plane images 2021-05-30 19:42:44 +02:00
Philip Rebohle
01236fbd84
[d3d11] Use correct method to clear multi-plane images 2021-05-30 19:42:44 +02:00
Philip Rebohle
ee30acf120
[d3d11] Use new packImageData for initializing mapped image buffers 2021-05-30 19:42:44 +02:00
Philip Rebohle
7184b75f8f
[d3d11] Use GetSubresourceLayout for image maps on the immediate context 2021-05-30 19:42:44 +02:00
Philip Rebohle
1b296f8338
[d3d11] Introduce GetSubresourceLayout 2021-05-30 19:42:44 +02:00
Philip Rebohle
e87aa08fd2
[d3d11] Implement basic video processor blitting 2021-05-30 19:42:43 +02:00
Philip Rebohle
969ac59667
[d3d11] Add ID3D11VideoContext stub 2021-05-30 19:42:43 +02:00
Philip Rebohle
1df26a3605
[d3d11] Implement video processor views 2021-05-30 19:42:43 +02:00
Philip Rebohle
09cf2cd11e
[d3d11] Add ID3D11VideoProcessor stub 2021-05-30 19:42:43 +02:00
Philip Rebohle
bdb7eef874
[d3d11] Add ID3D11VideoProcessorEnumerator stub 2021-05-30 19:42:43 +02:00
Philip Rebohle
1eaf2545c3
[d3d11] Add ID3D11VideoDevice stub 2021-05-30 19:42:43 +02:00
Philip Rebohle
e988895e51
[d3d11] Set mutable and extended usage bits for multi-plane images 2021-05-30 19:42:43 +02:00
Philip Rebohle
2764f4abb5
[dxgi] Add format mapping for DXGI_FORMAT_AYUV 2021-05-30 19:42:43 +02:00
Philip Rebohle
d859361a37
[dxgi] Add format mapping for DXGI_FORMAT_YUY2
And fix some existing 422 mappings.
2021-05-30 19:42:43 +02:00
Philip Rebohle
9b236078c2
[dxgi] Add format mapping for DXGI_FORMAT_NV12 and DXGI_FORMAT_420_OPAQUE 2021-05-30 19:42:43 +02:00
Philip Rebohle
8116927ec6
[dxvk] Introduce new version of packImageData 2021-05-30 19:42:43 +02:00
Philip Rebohle
4630bbc427
[dxvk] Support multi-plane formats in updateImage 2021-05-30 19:42:43 +02:00
Philip Rebohle
55a67988b2
[dxvk] Support multi-plane formats in computeImageSize 2021-05-30 19:42:43 +02:00
Philip Rebohle
6462174c13
[dxvk] Support multi-plane formats in copyImageToBuffer 2021-05-30 19:42:43 +02:00
Philip Rebohle
a660b35f6e
[dxvk] Support multi-plane formats in clearCompressedColorImage 2021-05-30 19:42:43 +02:00
Philip Rebohle
ed57019e13
[dxvk] Support multi-plane formats in copyImage 2021-05-30 19:42:43 +02:00
Philip Rebohle
41e28cb280
[dxvk] Support multi-plane formats in uploadImage 2021-05-30 19:42:43 +02:00
Philip Rebohle
86542248df
[dxvk] Support multi-plane formats in copyBufferToImage 2021-05-30 19:42:43 +02:00
Philip Rebohle
cd2ea98670
[dxvk] Add helper functions to deal with plane aspects 2021-05-30 19:42:43 +02:00
Philip Rebohle
1d6da6f83e
[dxvk] Add format definition for VK_FORMAT_G8_B8R8_2PLANE_420_UNORM 2021-05-30 19:42:43 +02:00
Philip Rebohle
0f5e126735
[dxvk] Introduce flushSharedImages
Fixes problems with images not being cleared prior to presentation
if the clear is the last command issued in the frame.
2021-05-30 19:42:43 +02:00
Philip Rebohle
a1f3f6c971
[dxbc] Remove old RADV/LLVM workaround for early discard
We have Demote now, and ACO is the default.
2021-05-27 00:40:59 +02:00
Philip Rebohle
94674ac45e [dxvk] Skip CPU adapters if GPUs are present
Because some games try (and fail) to run on Lavapipe despite it already
being the lowest priority device in the list.
2021-05-21 22:55:54 +02:00
Joshua Ashton
c51080068e [dxgi] Handle DXGI_PRESENT_TEST and failures in GetFrameStatistics 2021-05-20 23:02:07 +01:00
Philip Rebohle
401edc53fe [dxgi] Show warning in DxgiOutput::GetFrameStatistics 2021-05-20 22:27:36 +01:00
Philip Rebohle
db3654a07f [dxgi] Implement present count and frame statistics for swap chains 2021-05-20 22:27:36 +01:00
Joshua Ashton
0520ce9448
[d3d9] Treat largest element in Stream 0 as vertex decl size
Closes #2059
2021-05-13 01:32:56 +01:00
orbea
b84a03b4d4 [util] Enable d3d9.deferSurfaceCreation for Nights of Azure 2021-05-07 22:15:58 +01:00
Joshua Ashton
f0c1e89443 [d3d9] Handle zero-sized draws
These return S_OK, because ofc they do.
2021-05-05 19:25:46 +01:00
Joshua Ashton
0f52c85d21 [d3d9] Account for vertex declaration size for UP draws
The stride may not give us the full picture here as the stride
may not encompass the vertex declaration entirely.

Consider a vertex declaration of size 20, and a stride of 12,
we may not have covered the whole range of space the draw wants with
VertexCount * Stride.

Some games such as FF13 Lightning Returns have two float3s in the vertex decl
and draw two triangles with the last float being out of bounds. This causes
the whole vertex element to be set to 0 on NVIDIA which breaks their fullscreen passes.

Instead, take (VertexCount - 1) * Stride + VertexDeclSize for the buffer size
and pad with 0s outside of the VertexCount * Stride range.

Closes: #2046
Closes: #1908
2021-05-05 19:25:46 +01:00
Joshua Ashton
4a4b96611d
[d3d9] Only log WaitForVBlank stub once 2021-04-30 19:33:24 +01:00
Joshua Ashton
a980282ebe
[util] Increase constants for TrackMania Forever
Bump this to 256.

Fixes rendering issues.

Closes: #1910
2021-04-30 18:51:09 +01:00
Joshua Ashton
54d3ad1295
[util] Enable d3d9.memoryTrackTest for Kohan II
Closes: #2030
2021-04-30 18:49:39 +01:00
Robin Kertels
525fd53bbc [d3d9] Fix FlushBuffer
Use stored mapped slice and use correct dst offset.
2021-04-23 18:06:29 +01:00
Robin Kertels
da23771df4 [d3d9] Remove unused variable 2021-04-23 18:06:29 +01:00
Robin Kertels
13f53531e5 [d3d9] Fix offset in UpdateSurface 2021-04-22 20:18:50 +01:00
Robin Kertels
0bc8b0b33a [d3d9] Align pitch to 4 2021-04-22 17:44:58 +01:00
Robin Kertels
2ba433bbd8 [d3d9+util] Remove option to disable implicit discard 2021-04-22 17:44:58 +01:00
Robin Kertels
03f5893011 [d3d9] Remove implicit discard 2021-04-22 17:44:58 +01:00
Robin Kertels
b9512a4063 [d3d9] Only copy dirty parts of managed/sysmem resources 2021-04-22 17:44:58 +01:00
Robin Kertels
4261ff6ec1 [d3d9] Use staging buffer for managed copies 2021-04-22 17:44:58 +01:00
Robin Kertels
bb11d7dee8 [d3d9] Refactor AllocUpBuffer so it can be used for managed uploads 2021-04-22 17:44:58 +01:00
Robin Kertels
8cc0c9a0f1 [d3d9] Clamp dirty buffer range
And always maintain dirty range.
2021-04-22 17:44:58 +01:00
Philip Rebohle
4eb884303a
[util] Enable d3d9.deferSurfaceCreation for even more Atelier games 2021-04-22 15:37:40 +02:00
Philip Rebohle
cb7adeef08
[d3d11] Add range checking to GetShaderResources 2021-04-22 12:56:11 +02:00
Philip Rebohle
65655ce37c
[d3d11] Add range checking to GetSamplers 2021-04-22 12:56:11 +02:00
Philip Rebohle
ef9ad29b7f
[d3d11] Add range checking to GetConstantBuffers 2021-04-22 12:56:11 +02:00
Philip Rebohle
2d9c229eaa
[d3d11] Add range checking to SOGetTargets 2021-04-22 12:56:11 +02:00
Philip Rebohle
11a02831a9
[d3d11] Add range checking to UAV and render target methods 2021-04-22 12:56:11 +02:00
Philip Rebohle
b51fd4d06c
[d3d11] Add range checking to IAGetVertexBuffers 2021-04-22 12:56:11 +02:00
Philip Rebohle
a13dad07cc
[d3d11] Add some missing STDMETHODCALLTYPE declarations 2021-04-22 12:56:11 +02:00
Philip Rebohle
65cc03a707
[util] Add app profile for Dal Segno
Fixes #2022.
2021-04-22 12:55:04 +02:00
Andrew Sheldon
6339c8ec17 [util] Enable apitraceMode for a couple of CryEngine games
Kingdom Come: Deliverance and Sniper Ghost Warrior Contracts
2021-04-16 10:49:14 +02:00
Georg Lehmann
18466d4ae4 [util] remove some movs in matrix add/sub assignment 2021-04-15 22:25:11 +01:00
Georg Lehmann
77d80acf75 [d3d9] respect Vector4 alignment in UpdateStateConstants 2021-04-15 22:25:11 +01:00
Georg Lehmann
1ed6edf096 [d3d9] respect Vector4 alignment in GetShaderConstants 2021-04-15 22:25:11 +01:00
Georg Lehmann
d682ab0402 [util] static assert size of Vector4 and Matrix4 2021-04-15 22:25:11 +01:00
Georg Lehmann
5d3b130ec8 [d3d9] respect Matrix4 alignment in ConvertMatrix 2021-04-15 22:25:11 +01:00
Georg Lehmann
02eebb8595 [util] introduce a raw constructor for Matrix4 2021-04-15 22:25:11 +01:00
Georg Lehmann
c7271d94c1 [util] move Matrix4 constructors to header 2021-04-15 22:25:11 +01:00
Liam Middlebrook
fb0b11903b [d3d11] Implement D3D11UserDefinedAnnotation
Reviewed-by: Oleg Kuznetsov <okouznetsov@nvidia.com>
2021-04-08 14:25:02 +02:00
Liam Middlebrook
5ce5999232 [dxvk] Add support for debug utils labels
Reviewed-by: Oleg Kuznetsov <okouznetsov@nvidia.com>
2021-04-08 14:25:02 +02:00
Liam Middlebrook
c89b274325 [dxvk] Track enabled instance extensions
Reviewed-by: Oleg Kuznetsov <okouznetsov@nvidia.com>
2021-04-08 14:25:02 +02:00
Philip Rebohle
c3feea2bce [dxvk] Make samplerAnisotropy feature optional 2021-04-04 20:01:30 +01:00
Philip Rebohle
0a787683b6 [dxvk] Don't require shaderStorageImageExtendedFormats
No real reason to, not sure why we did this in the first place.
2021-04-04 20:01:30 +01:00
Robin Kertels
9d0c46b9c6 [d3d9] FF: use correct vector type when dealing with tex coords 2021-04-04 16:31:39 +01:00
Robin Kertels
8e352d0260 [util] Enable memory track test for Dragon Nest 2021-04-04 15:45:24 +01:00
Joshua Ashton
a690210eae [dxgi] Implement swapchain dispatcher
Some overlays and hooks check if the vtable funcs reside in the dxgi.dll module.

Fixes: #1996
2021-03-30 17:48:10 +02:00
Rémi Bernon
9e646a3415 [util] Override default thread stack reserve size.
Some applications (Dragon Quest Builder 2 for instance) use an oversized
default thread stack reserve size (2G in this case), which cause every
DXVK thread to allocate as much memory, quickly exhausting system memory.
2021-03-29 17:59:06 +01:00
Robin Kertels
d17f62902d [d3d9+util] Remove AllowLockFlagReadonly option 2021-03-22 17:43:07 +00:00
Robin Kertels
dba7525954 [d3d9] Mark non default resources as dirty by default 2021-03-22 17:43:07 +00:00
Robin Kertels
8159e87331 [d3d9] Fix some issues with dirty box handling
- The dst texture in UpdateSurface must be in D3DPOOL_DEFAULT
  which doesn't do dirty tracking. So we don't need to
  call AddDirtyBox there.
- Clear DirtyBox when we flush managed textures with EvictManagedOnUnlock.
- Do nothing in AddDirtyBox for D3DPOOL_DEFAULT textures
2021-03-22 17:43:07 +00:00
Robin Kertels
cb5f8aa392 [d3d9] Properly scale dirty box 2021-03-22 17:43:07 +00:00
Robin Kertels
3f57a3a8cc [d3d9] Use buffer DirtyRange to track managed uploads 2021-03-22 17:43:07 +00:00
Robin Kertels
4f45e74d96 [d3d9] Improve naming of texture dirty flag and dirty boxes 2021-03-22 17:43:07 +00:00
Robin Kertels
6f139791d2 [d3d9] Improve naming of buffer flags and ranges 2021-03-22 17:43:07 +00:00
Philip Rebohle
cf4ff820be
[dxbc] Handle shaders without refactoringAllowed flag 2021-03-18 17:46:45 +01:00
Philip Rebohle
38649372bf
[dxvk] Allow different but matching views in findAttachment as well
Allows us to merge clears in some further edge cases.
2021-03-18 16:06:21 +01:00
Philip Rebohle
8be777b8e2
[dxvk] Move inline clears out of performClear
It is easier to reason about this code when there is no way for
performClear to be called within an active render pass instance.
2021-03-18 16:06:21 +01:00
Philip Rebohle
b9360bacc2
[dxvk] Do not clear read-only aspects inside render pass
Instead, end the render pass as necessary and clear outside of it.
May fix validation errors in some very rare scenarios where the game
performs a clear and then uses a read-only depth-stencil view.
2021-03-18 16:06:18 +01:00
Georg Lehmann
f48e3f596f [vulkan] relax warning about exclusive fullscreen
Only warn if it's actually available.
2021-03-16 12:23:32 +01:00
Philip Rebohle
2f553b5b16
[d3d11] Implement conservative rasterization
Needed for Nvidia ShadowLibs in Final Fantasy XV.
2021-03-13 20:22:32 +01:00
Philip Rebohle
e3b92bcfac
[dxvk] Add conservative rasterization mode to rasterizer state 2021-03-13 20:22:32 +01:00
Philip Rebohle
a77c80f08a
[dxvk] Enable VK_EXT_conservative_rasterization if available 2021-03-13 20:22:32 +01:00
Philip Rebohle
787297ee4e
[dxvk] Fix wrong aspect mask for clear copies 2021-03-07 16:29:21 +01:00
Philip Rebohle
a520c5160e
[dxvk] Pack vertex binding divisor into reserved 14-bit field
Technically an illegal optimization since it limits the maximum
divisor to 16383, but there are no known applications relying
on very large divisors. Reduces state vector size by 128 bytes,
or roughly 20%.

This also bumps the state cache version to v10.
2021-03-06 16:59:12 +01:00
Philip Rebohle
95740eb78c
[dxvk] Use clears to impelemnt image copies if possible
Optimizes away a large amount of redundant depth-stencil clear+copy
madness in Final Fantasy XIV for a small performance improvement.
2021-03-06 02:43:28 +01:00
Philip Rebohle
8a4beefd3a
[dxvk] Store new image view when deferring clear/discard with matching subresources
Otherwise, if the view used for the second clear has a different format than
the first one, we'll end up clearing to the wrong colur. Assumes that images
with more than one aspect never have views with mismatching formats.

Also potentially improves logic around render pass clears depending on usage
patterns.
2021-03-06 02:37:02 +01:00
Philip Rebohle
b579b03047
[dxvk] Spill render pass when clearing overlapping views
Since we're flushing all pending clears, we need to make sure
that all images are in the correct layout. Found by inspection.
2021-03-06 01:31:55 +01:00
Philip Rebohle
5f0f90f8d4
[dxvk] Merge clears with different views but identical subresources 2021-03-05 19:50:11 +01:00
Liam Middlebrook
1c2edabbcb [dxvk] Disable NVIDIA HVV bug workaround on fixed drivers
Reviewed-by: Arthur Huillet <ahuillet@nvidia.com>
2021-03-05 11:21:50 +01:00
Liam Middlebrook
b25d6ba615 [dxvk] Add option to disable workaround for NVIDIA HVV bug
Adds a new dxvk.halveNvidiaHVVHeap option.

Reviewed-by: Arthur Huillet <ahuillet@nvidia.com>
2021-03-05 11:21:50 +01:00
Philip Rebohle
3acdf6e22a
[d3d11] Perform bound-checking in GetBufferSlice
Ensures that we don't pass invalid buffer slices to the backend.
2021-03-04 17:37:13 +01:00
Philip Rebohle
049fda9218
[d3d11] Revert index buffer optimization
This causes some problems when the app uses a combination of index
buffer offset and StartIndexLocation that overflows 32-bit integers.

In my testing, there haven't been many games benefitting from this
optimization anyway, so just reverting it should not have tangible
effects on performance.
2021-03-04 15:47:39 +01:00
DadSchoorse
e44a1e614b [dxvk] preserve order of devices with the same type 2021-03-03 23:17:44 +01:00
Philip Rebohle
94049c0c90
[dxvk] Fix incorrect barrier for fragment shader resolve 2021-03-03 23:16:25 +01:00
Joshua Ashton
0367bf95c4 [build] MSVC check cleanup 2021-03-03 18:57:42 +01:00
Rémi Bernon
1589f516c9 [d3d9] Convert window position relative to its parent. 2021-03-03 15:49:52 +00:00
Philip Rebohle
5083b8474c
[meta] Release 1.8.1 2021-03-01 16:49:02 +01:00
Philip Rebohle
9bdc491cb7
[dxvk] Fix potential iterator invalidation in deferClear/Discard
flushClears clears the deferred clear list, so we need to
break out of the loop on that code path.
2021-03-01 16:49:02 +01:00
Joshua Ashton
31063252eb
[d3d9] Don't implicit discard if read locked 2021-02-28 15:06:23 +00:00
Joshua Ashton
741070785a
[d3d9] Allow implicit discard for all backed buffers 2021-02-28 13:01:00 +00:00
Joshua Ashton
572315567c
[util] Add custom vendor id for Warhammer Online 2021-02-28 09:54:33 +00:00
Joshua Ashton
375f8323e2
[dxso] Don't warn about Phase opcode 2021-02-27 21:17:01 +00:00
Joshua Ashton
6bb271b299
[d3d9] Cleanup options code 2021-02-27 20:35:37 +00:00
Joshua Ashton
c7bebe8267
[util] Add config for Warhammer Online 2021-02-27 20:31:13 +00:00
Joshua Ashton
8c2ec5d9c9
[d3d9] Clean up resource locking code 2021-02-27 20:15:39 +00:00
Joshua Ashton
e8fc7ea23a
[d3d9] Add d3d9.allowImplicitDiscard option 2021-02-27 20:08:57 +00:00
Joshua Ashton
50d223e614
[d3d9] Add option to use device local memory for constant buffers
Useful for testing performance.
2021-02-27 19:29:52 +00:00
Robin Kertels
eec4481ca0 [d3d9] Fix various issues in UpdateTexture
- Skip copies for empty or invalid rects
- align up the extent
- use util functions to slightly clean up the code
2021-02-27 17:31:15 +00:00
Philip Rebohle
12693b17f9 [d3d9] Use DxvkSwapchainBlitter for presentation 2021-02-27 14:54:14 +00:00
Philip Rebohle
148272fbce [d3d11] Use DxvkSwapchainBlitter for presentation 2021-02-27 14:54:14 +00:00
Philip Rebohle
49f2b4c4a6 [dxvk] Introduce DxvkSwapchainBlitter and new presentation shaders
This is meant to provide a common rendering code for D3D9 and D3D11 presentation.
2021-02-27 14:54:14 +00:00
Philip Rebohle
277a4f0206 [hud] Explicitly set up viewport state 2021-02-27 14:54:14 +00:00
Joshua Ashton
d51562fc9a [dxvk] Only pass needed amount of clear values when binding a framebuffer
Works around a Renderdoc bug and should hopefully make more sense.

The views are compacted in a framebuffer so it should be fine to do this.
2021-02-26 18:43:45 +01:00
Philip Rebohle
db69ade7e7
[dxvk] Include fragment shader stage in render pass barrier as necessary
If we have readable depth, we need to make sure that the fragment shader
can actually, well, read the image.
2021-02-26 12:59:12 +01:00
Paul Gofman
71ffffb832
[vr] Use registry key to get OpenVR extensions list if available. 2021-02-26 12:46:22 +01:00
Philip Rebohle
dcf4599c98 [d3d9] Use ATTACHMENT_OPTIMAL layout for render targets
Significantly improves GPU-bound performance on RADV in a number of games.
2021-02-26 05:02:32 +00:00
Philip Rebohle
1b97ca253f [dxvk] Actually transition source image in fragment shader blits
All meta ops should transition all involved images to the correct
image layout.
2021-02-26 05:02:32 +00:00
Philip Rebohle
9c6d3a2bf6
[d3d11] Fix RSGetViewports and RSGetScissorRects
If the output array is non-null, these functons always return the
number of valid viewports or scissors actually written to the array.

Fixes a wine test failure.
2021-02-26 03:35:57 +01:00
Philip Rebohle
d118d35820
[d3d11] Fix IAGetIndexBuffer with optimized index buffers 2021-02-26 02:39:14 +01:00
Joshie
5ac9c45f65
[util] Add config for Mafia 2
https://gitlab.freedesktop.org/mesa/mesa/-/issues/1325
2021-02-25 15:09:00 +00:00
Philip Rebohle
5e55ced8b2
[dxvk] Fix deferred clear logic for overlapping image views
If we clear the same image subresources twice with different views
and then start rendering to one view, we may end up clearing to
the wrong clear value.
2021-02-21 14:53:03 +01:00
Philip Rebohle
96e1079526
[dxbc] Set usesDerivatives for gather and LOD query operations as well
Because these do implicitly use derivatives.
2021-02-21 14:24:54 +01:00
Philip Rebohle
5643bf47fe
[d3d11] Use discardImageView in DiscardView1 2021-02-21 02:51:59 +01:00
Philip Rebohle
5d4d32c613
[d3d11] Remove explicit spec constant for gamma texture
No longer needed.
2021-02-21 02:20:14 +01:00
Philip Rebohle
7168cc160f
[dxvk] Remove layout transition hack for presentable images 2021-02-21 02:19:44 +01:00
Philip Rebohle
ab3de5e94b
[d3d11] Manually discard swap chain image view on present 2021-02-21 02:19:23 +01:00
Philip Rebohle
73a06aea72
[d3d9] Manually discard swap chain image view on present 2021-02-21 02:18:55 +01:00
Philip Rebohle
e46bf78f31
[dxvk] Implement discardImageView
Built on top of the deferred clear logic.
2021-02-21 01:56:52 +01:00
Philip Rebohle
0ba3e693c9
[dxbc] Clean up some texture handling code 2021-02-20 23:39:15 +01:00
Joshua Ashton
80049c360e [dxvk] Fix resource tracking in attachment transitions
Fixes a crash in Portal 2 on DXVK native in which an old depth stencil is used after free after a device reset.
2021-02-20 19:34:49 +01:00
Joshua Ashton
e9c91daba7
[dxvk] Fix out of bounds read when uploading HUD texture
The width + height does not add up to the size of the global array.
2021-02-20 14:37:00 +01:00
Philip Rebohle
5fc83a6075
[dxvk] Add missing trackImage to changeImageLayout 2021-02-20 14:35:57 +01:00
Philip Rebohle
1a1cc32b11
[dxvk] Store VkImage in barrier set rather than DxvkImage*
Avoids some accidental ref counting.
2021-02-20 14:35:22 +01:00
Philip Rebohle
d66ecf4a94
[meta] Release 1.8 2021-02-19 05:29:50 +01:00
Joshua Ashton
59816a71b9
Revert "[d3d9] Don't minimise in WM_ACTIVATEAPP"
Not needed as this was an FSHack bug.

This reverts commit d87200c4d9.
2021-02-19 03:14:56 +00:00
Philip Rebohle
fe5e215dfc [dxgi] Support multiple outputs per adapter 2021-02-18 14:19:55 +01:00
Joshua Ashton
d87200c4d9
[d3d9] Don't minimise in WM_ACTIVATEAPP
Sometimes mode-setting jank can occur and technically we'd need to re-set the mode on the next present if the game gets actually minimised.
2021-02-15 17:29:45 +00:00
Philip Rebohle
df76a5252a
[dxvk] Use default layout for depth-stencil image descriptors
Apparently the image layout matching rules were relaxed at some point,
so just using DEPTH_STENCIL_READ_ONLY_OPTIMAL for descriptors is legal
even if the image is in DEPTH_READ_ONLY_STENCIL_ATTACHMENT_OPTIMAL or
DEPTH_ATTACHMENT_STENCIL_READ_ONLY_OPTIMAL in the current render pass.
2021-02-15 17:00:35 +01:00
Robin Kertels
ec5c324643 [d3d9] Mark generated mip maps as dirty 2021-02-14 23:55:00 +00:00
Robin Kertels
021ffe7350 [d3d9] Regenerate auto mip gen textures in UpdateTexture
.. instead of copying them
2021-02-14 23:55:00 +00:00
Robin Kertels
338f6dfb0e [d3d9] Track dirty regions for UpdateTexture 2021-02-14 23:55:00 +00:00
Philip Rebohle
a0cf5926d8
[dxvk] Add parameter to prepareImage to ignore clears
Otherwise we may flush clears while clearing a render target,
which is silly and undoes the layout optimizations.
2021-02-14 04:22:52 +01:00
Philip Rebohle
2b401725dc [dxvk] Do not transition non-shared images at the end of the command buffer
Currently, if the frontend flushes the command list, we always transition
render targets to their default layout. This may lead to some arbitrary
GPU performance issues if the transitions are not free.

Instead, keep all images that are only used internally in their attachment
layout across command list boundaries, until they are unbound.
2021-02-14 04:00:02 +01:00
Philip Rebohle
bce80b523f [d3d11] Mark images as shared if necessary 2021-02-14 04:00:02 +01:00
Philip Rebohle
4f184b3424 [d3d9] Mark images as shared if necessary 2021-02-14 04:00:02 +01:00
Philip Rebohle
6564895a32 [dxvk] Add shared flag to images
Indicates that images can be accessed by more than one context
internally, or through the interop interfaces without explicit
image layout transitions.
2021-02-14 04:00:02 +01:00
Philip Rebohle
6efc2588f8 [dxvk] Remove checkFramebufferBarrier
No longer serves any practical purpose.
2021-02-14 04:00:02 +01:00
Philip Rebohle
95676bf1e6 [dxvk] Always prepare images not bound to the current FB when clearing
Fixes a potential bug when clearing a render target after the
last render pass using it gets suspended.

Also, for some reason we were checking for <1 instead of <0.
2021-02-14 04:00:02 +01:00
Christopher Egert
594d09ae3a [util] Spoof a nvidia card for DIRT 5 2021-02-14 03:54:14 +01:00
Philip Rebohle
0c18a86090
[dxvk] Fix render target clears if attachments are not tightly packed
We do actually need to use the color target indices here rather than
the attachment index, since the repacking happens inside DxvkRenderPass.
Clear values still need to be tightly packed.
2021-02-12 03:13:11 +01:00
Philip Rebohle
436820d233
[dxvk] Add method to query color attachment index from attachment index 2021-02-12 03:13:11 +01:00
Philip Rebohle
0956050db6
[dxvk] Fix actual render target layout transitions for 3D images
Also, only emit transitions if the layouts differ.
2021-02-12 03:13:11 +01:00
Philip Rebohle
bd87c12138
[dxvk] Make suspend parameter of spillRenderPass not optional 2021-02-12 03:13:11 +01:00
Philip Rebohle
aa0296b7ca
[dxvk] Suspend render pass for most image operations
We can big brain this and only explicitly transition the render targets
that are used within the copy operation, if any, and leave the rest intact.
2021-02-12 03:13:11 +01:00
Philip Rebohle
96dfac7fea
[dxvk] Suspend render pass for certain render target clears 2021-02-12 03:13:11 +01:00
Philip Rebohle
d7db413cac
[dxvk] Introduce prepareImage
This transitions any framebuffer attachment that is currently in
the wrong layout back to its default layout before it is used by
functions that expec it to be in the default layout.
2021-02-12 03:13:10 +01:00
Philip Rebohle
fe43abbf32
[dxvk] Suspend render pass for buffer copies and render pass barriers
No images are directly involved in these, so we can save some layout
transitions.
2021-02-12 03:13:10 +01:00
Philip Rebohle
ba698430cb
[dxvk] Suspend render pass when updating framebuffer
Saves barriers in case some of the previously bound framebuffer
arre reused in the new one.
2021-02-12 03:13:10 +01:00
Philip Rebohle
d3b2db5978
[dxvk] Loosen render pass barriers
Still use ALL_COMMANDS_BIT at the end to avoid potential WAR hazards
for things like vertex buffers.
2021-02-12 03:13:10 +01:00
Philip Rebohle
29afaea338
[dxvk] Track current render target image layouts
This can be used to optimize away some barriers and layout transitions.
2021-02-12 03:13:10 +01:00
Philip Rebohle
2787ba8450
[d3d11] Fix D3D11 bind flags and DXGI usage for swap chain images 2021-02-12 03:12:48 +01:00
Philip Rebohle
c98c5f5d17
[d3d11] Add internal DXGI usage flags to textures
We need this for swap chain images.
2021-02-12 03:12:48 +01:00
Philip Rebohle
a60916f7ee
[dxvk] Improve device ordering
Make sure that integrated GPUs are preferred over CPU
implementations on systems that have no dedicated GPU.
2021-02-11 14:58:11 +01:00
Philip Rebohle
bcadc04932
[dxvk] Validate vertex attribute alignment 2021-02-08 14:55:18 +01:00
Philip Rebohle
a045cac281
[d3d11] Fix vertex input alignment for small formats
Fixes #1922.
2021-02-08 14:28:55 +01:00
Joshua Ashton
fcaab6aa46
[d3d9] Expose adapter/backbuffer formats properly
Matches native behaviour in my testing.
2021-02-06 08:57:32 +00:00
Joshua Ashton
58d6f018bb
[d3d9] Allow A2R10G10B10 backbuffer format in Windowed 2021-02-06 08:43:37 +00:00
Joshua Ashton
ff9d451a4e
[util] Force saner SWVP limits for TrackMania Forever
Closes: #1910
2021-02-06 08:28:03 +00:00
Joshua Ashton
bba3f9f3db
[util] Defer surface creation for Nioh 2
Fixes black screen on startup.
2021-02-06 07:48:52 +00:00
Joshua Ashton
9bee3e1cb9
[util] Add config for Dark Messiah of Might & Magic
Same problem as other early Source titles, infinitely makes resources at startup to measute VRAM.
2021-01-30 04:36:26 +00:00
Philip Rebohle
01a511aa99
[dxvk,dxgi,d3d9] Fix shader spec constant IDs
These changed after changing the render target output swizzle stuff.
2021-01-29 16:46:01 +01:00
Philip Rebohle
2d670ec3db
[dxbc] Enable capabilities for float control modes
Fixes some validation errors (but seriously, why does everything
have to be a capability in SPIR-V?)
2021-01-29 16:29:39 +01:00
Philip Rebohle
c1073455bf
[spirv] Add hasCapability method 2021-01-29 16:29:26 +01:00
Philip Rebohle
3a993d0c5c
[dxvk] Use only one spec constant for fragment shader output component mapping
Let's trust the driver to be able to constant-fold bitfieldExtract operations.
2021-01-29 16:17:07 +01:00
Philip Rebohle
307f43ff1e [d3d11] Introduce option to disable float controls
And disable for SotTR since it introduces rendering issues.
2021-01-28 20:32:38 +01:00
Philip Rebohle
8de9dc9378
[d3d11] Enable d3d11.invariantPosition by default 2021-01-28 20:09:47 +01:00
Philip Rebohle
1478011822
[dxbc] Enable NaN fixup by default on older RADV versions
And get rid of a whole bunch of game-specific workarounds.
2021-01-28 19:37:10 +01:00
Philip Rebohle
f5fa7a9099
[dxbc] Set float control bits as necessary 2021-01-28 19:37:10 +01:00
Philip Rebohle
849fb329ec
[dxvk] Enable VK_KHR_shader_float_controls if supported 2021-01-28 19:37:10 +01:00
dom
7d7c057d46 [util] Enable dxgi.customVendorId for Hitman 3 2021-01-28 14:07:52 +01:00
Philip Rebohle
a17ec95f21
[utils] Enable d3d9.deferSurfaceCreation for Atelier Ryza 2 2021-01-26 12:06:20 +01:00
Philip Rebohle
b8bc36559d
[d3d11] Optimize index buffer binding with offset
Do not rebind the buffer if only the offset changes. Instead,
adjust StartIndexLocation in indexed draw calls. For indirect
draws, this will be disabled on the fly.

This may save a whole bunch of work in the backend, and reduces
the number of commands being sent to the CS thread in the first
place, which is why this optimization is not being done in the
backend itself but rather on the client API side.
2021-01-24 15:18:38 +01:00
Philip Rebohle
f869881f55
[util] Enable TGSM barrier workaround for more F1 games
F1 2020 is reportedly broken as well.
2021-01-16 15:28:30 +01:00
Joshua Ashton
742b52bbb5 [d3d11] Fix device child refs properly 2021-01-15 23:47:48 +01:00
Philip Rebohle
499f15011f
[util] Enable TGSM barrier workaround for F1 2018
Game has the same bug as F1 2019. Fixes #1897.
2021-01-15 13:15:01 +01:00
Philip Rebohle
3caf5269f2
[dxvk] Add regular barrier after graphics queue depth image upload
We still need a barrier for the layout transition.
2021-01-12 13:25:00 +01:00
Philip Rebohle
b19293430a
[dxvk] Execute depth/stencil image upload on graphics queue
Silences a validation error.
2021-01-12 12:14:53 +01:00
Joshua Ashton
0eec95843f
[d3d9] Fix warnings with query caching 2021-01-08 13:49:38 +00:00
Gabriel Ivăncescu
83f6400a07 d3d9: Send necessary messages for full-screen windows during WM_ACTIVATEAPP. 2021-01-08 13:40:34 +00:00
Joshie
dde28a967f [d3d11] Fix forward declaration of ID3D11Texture2D
This should be struct not class.

Silences warnings in MSVC.
2021-01-08 13:06:02 +01:00
Joshua Ashton
838a6ef0f1 [d3d11] Disallow mismatching shader bytecode and type
Fixes a wine test which lead to a "refcounting bug" down the line.
2021-01-08 11:59:16 +01:00
Andrew Eikum
2405e474e5 [dxvk] Use wineopenxr to apply required OpenXR extensions 2021-01-07 23:54:02 +01:00
Andrew Eikum
a3065fca8e [d3d11] Extend interop interfaces for OpenXR support 2021-01-07 23:54:02 +01:00
Robin Kertels
60a2aeb6ef [d3d9] End query before the stall heuristic flush 2021-01-07 21:19:28 +00:00
Robin Kertels
0f933fee8b [d3d9] Extend query stall tracking to other query types 2021-01-07 21:19:28 +00:00
Robin Kertels
6554ca8f9e [d3d9] Cache query data 2021-01-07 21:19:28 +00:00
gofman
5852e318e5
[d3d11] Fix device ref counting from queries. (#1887)
Fixes AO Tennis 2 crash on exit.

Co-authored-by: Paul Gofman <pgofman@codeweavers.com>
2021-01-06 20:10:44 +01:00
oltolm
f337ad3c05
fix d3d11 header for MinGW 9 (#1883) 2021-01-04 00:52:43 +01:00
PendingChaos
f39472a9ba
[util] Set invariantPosition for Devil May Cry 5 (#1863)
Fixes some missing/shifting geometry on GFX10.3 and RADV/ACO.

Tested using dxvk.conf and DXVK 1.7.3.

Signed-off-by: Rhys Perry <pendingchaos02@gmail.com>
2021-01-02 10:42:33 +01:00
Jason Bagavatsingham
05f4b1bb3c
[util] Set enableRtOutputNaNFixup for Empire of Sin (#1858)
Co-authored-by: Jason Bagavatsingham <jason.bagavtsingham@gmail.com>
2021-01-02 10:42:26 +01:00
Samuel Pitoiset
d0d1d99537
[util] set enableRtOutputNanFixup for VRChat (#1872)
Fixes rendering issues with RADV.

Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
2021-01-01 23:07:11 +01:00
Robin Kertels
ea13a68678 [util] Enable apitrace mode for Everquest 2020-12-26 17:37:07 +00:00
Robin Kertels
56399e49d1 [util] Enable apitraceMode for Tomb Raider Legend 2020-12-14 16:51:19 +00:00
Robin Kertels
6a54d86f25 [d3d9] Implement apitraceMode option 2020-12-14 16:51:19 +00:00
Robin Kertels
4b6632764f Revert "[d3d9] Only use DEVICE_LOCAL memory for small dynamic buffers"
This reverts commit f3a82a0bcc.

Apparently this makes other games slower. We need a different solution for TR: Legend.
2020-12-14 16:51:19 +00:00
Joshua Ashton
65635b23c1 [d3d9] Always slightly bias viewport, regardless of size
Since we got TRUNC_COORD on RADV, we always need to bias this now.

Closes: #1854
2020-12-14 03:51:49 +00:00
PendingChaos
495b2a098e
[util] Set invariantPosition for Monster Hunter World (#1850)
Fixes flickering on GFX10.3 with RADV/ACO.
2020-12-11 18:51:10 +01:00
Philip Rebohle
03f11baf57
[hud] Fix up nonsensical scaling factors 2020-12-06 01:03:01 +01:00
Philip Rebohle
74abb5bb80
[hud] Initialize scale to 1
See #1843.
2020-12-06 00:48:48 +01:00
Philip Rebohle
854ae7b862
[dxvk] Add transform feedback buffer usage to dummy buffer
Silences some Vulkan validation errors.
2020-12-06 00:35:29 +01:00
Philip Rebohle
0b4e167fc9
[hud] Fix typo 2020-12-02 17:13:41 +01:00
Philip Rebohle
b67639bdf0
[meta] Release 1.7.3 2020-12-02 16:14:56 +01:00
Philip Rebohle
6814ad45d4
[hud] Fix positioning of compiler item when scaled 2020-12-02 16:14:56 +01:00
Philip Rebohle
a23be756d7
[hud] Implement HUD scaling
Can be set like DXVK_HUD=fps,scale=1.5.
2020-12-01 03:31:22 +01:00
Philip Rebohle
8fe3effb40
[hud] Draw lines as triangle strip 2020-12-01 03:31:22 +01:00
Philip Rebohle
0ce5dd8b03
[dxvk] Remove conditional rendering from backend
Was disabled anyway due to being broken on various drivers,
so let's get rid of it.
2020-11-30 19:18:26 +01:00
Philip Rebohle
34e730fe41
[d3d11] Remove predication-related code 2020-11-30 19:18:26 +01:00
Philip Rebohle
e79e8b9062
[dxvk] Increase queued command buffer limit to 18
May help when games upload a large number of resources
at once, at the cost of increased memory usage.
2020-11-27 12:22:08 +01:00
Philip Rebohle
c547039bef
[dxvk] Decide memory priority based on access flags rather than usage
Buffers used as shader resources are storage buffers as well,
and should not take priority over other read-only resources.
2020-11-27 12:20:55 +01:00
Joshua Ashton
5d8539672d [util] Fix config for EverQuest2 2020-11-27 06:27:01 +00:00
Joshua Ashton
bbfd6d0690 [util] Enable alpha test wiggle room for EverQuest 2
Fixes clothing being alpha tested incorrectly due to wonky interpolation on NVIDIA.

Game uses oC0 == 1.0f

My testing on NV shows the alpha test has a precision of 1/256 for all A8 and below formats, and around 1 / 2048 for A32F formats and 1 / 4096 for A16F formats (It makes no sense to me too) so anyway, we're just going to round this to a precision of 1 / 4096 and hopefully this should make things happy everywhere.

Closes: #1832
2020-11-26 12:16:33 +00:00
Joshua Ashton
09043ddd16 [dxso] Implement option for alpha test wiggle room 2020-11-26 12:15:03 +00:00
Philip Rebohle
538b55921e
[dxbc] Conditionally return zeroes for unbound textures in shader
May allow the driver to optimize away texture operations.
2020-11-24 18:39:20 +01:00
Philip Rebohle
45461ee54e
[dxbc] Use opSelect for unbound texel fetch instructions
Generates less annoying code compared to control flow instructions,
and drivers should be able to optimize away the texture instruction
anyway since the bound state is a specialization constant.
2020-11-24 18:36:40 +01:00
Philip Rebohle
5e5937baf4
[dxvk] Pass size of 0 for dummy vertex buffer
Silences some validation errors in case null descriptors are disabled.
2020-11-24 17:50:14 +01:00
Joshua Ashton
6a63f4af56 [d3d9] Enable null descriptors for D3D9 2020-11-24 16:17:36 +00:00
Philip Rebohle
3cf7d65789
[hud] Use textureLod in fragment shader
Should silence some validation errors.
2020-11-24 17:07:22 +01:00
Joshua Ashton
c282ec7976 [dxso] Handle extraneous writemasks in matrix ops 2020-11-24 15:58:21 +00:00
Philip Rebohle
f74071ac0a
[d3d11] Support different strides for merged indirect draws
Trine 4 uses a stride of 32 bytes. Detecting the stride dynamically
allows us to merge a couple of draws in this game, and others which
do not tightly pack their draw parameter buffers.
2020-11-21 05:39:05 +01:00
Philip Rebohle
bf4465f5a2
[dxvk] Increase query pool sizes
Some games create hundreds of timestamp queries, we want to reduce
the number of pools in that case.
2020-11-21 03:35:41 +01:00
Philip Rebohle
d256175981
[dxvk] Eliminate back-to-back clears when no render pass is active
Trine 4 hits this with a multisampled depth buffer multiple times
per frame. Previously, we'd only eliminate redudant clears if the
render target to clear was active in the current render pass.
2020-11-21 03:03:15 +01:00
Philip Rebohle
61a07fc9b9
[dxbc] Fix up incorrect infinity returned by f32tof16
Completely insane fix for #1826.
2020-11-21 01:25:03 +01:00
Philip Rebohle
d0cdd79dd2
[dxgi] Allow creating R16_SFLOAT views for D16_UNORM images
Just use R16_UNORM. For some reason, D3D11 actually allows this, and
Trine 4 wants the corresponding calls to succeed, although we're going
to interpret the data as UNORM rather than FLOAT.
2020-11-20 17:14:41 +01:00
Shawn M. Chapla
7ef6132cf0
[util] Use nvapiHack by default for Far Cry Primal (#1821)
Remove nvapiHack=False default override for Far Cry Primal as the game
is unplayable without an nvapi implementation and appears to now perform
fine with nvapiHack.

Co-authored-by: Shawn M. Chapla <schapla@codeweavers.com>
2020-11-18 10:12:40 +01:00
Joshie
6a10c81d4b
[d3d11] Define ordinals for exports (#1812) 2020-11-11 16:54:36 +01:00
Philip Rebohle
13052d4949
[dxgi] Actually expose new DXGI interfaces
Derp.
2020-10-24 17:41:55 +02:00
Philip Rebohle
54a4e91dad
[dxgi] Implment IDXGIFactory7 2020-10-23 12:21:02 +02:00
Philip Rebohle
a7de355646
[dxgi] Implement IDXGIFactory6 2020-10-23 12:15:48 +02:00
Philip Rebohle
f81395c742
[dxbc] Fix operand modifiers on 64-bit types 2020-10-22 12:43:04 +02:00
Philip Rebohle
7b9644f355
[meta] Release 1.7.2 2020-10-07 17:41:54 +02:00
Philip Rebohle
1863c6e81c
[dxvk] Catch exceptions of type DxvkError on CS thread 2020-10-07 16:33:48 +02:00
Philip Rebohle
0b011ea361
[dxvk] Throw error in case a pipeline layout uses too many bindings 2020-10-07 16:33:48 +02:00
Philip Rebohle
d153d5c19a
[dxvk] Bump state cache version to v9
Needed because the binding bit mask increased in size.
2020-10-07 16:33:48 +02:00
Philip Rebohle
e98493fc24
[dxvk] Increase maximum active binding count to 384
Fixes a stack overflow in Baldur's Gate 3, caused by a compute shader
that uses 131 resources.
2020-10-07 16:33:48 +02:00
Rhys Perry
4251b7a59c [util]: Set enableRtOutputNaNFixup for Art of Rally
Fixes the (Windows) Art of Rally demo.

See https://gitlab.freedesktop.org/mesa/mesa/-/issues/3562

Signed-off-by: Rhys Perry <pendingchaos02@gmail.com>
2020-10-06 15:57:07 +02:00
Samuel Pitoiset
ccb782219c
[util] Set enableRtOutputNanFixup for some Chilla's Art games
See ValveSoftware/Proton#4167

Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
2020-09-26 16:45:49 +02:00
Samuel Pitoiset
3487685a79 [util] Set enableRtOutputNaNFixup for The Dungeon of Naheulbeuk
Fixes rendering issues with RADV and AMDVLK (haven't tried -pro).

Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
2020-09-26 15:06:29 +02:00
Joshua Ashton
c3fdc768cf [d3d9] Only define the push constants we use
Fixes #1742
2020-09-26 06:39:52 +01:00
Joshua Ashton
753fcd5649 [d3d9] Only read point scale push constant in fixed function
Otherwise it doesn't exist and we're reading garbage/non-existant data.

Even though this gets spec-constanted away via an opSelect, some drivers don't like this
2020-09-26 06:39:52 +01:00
Joshua Ashton
e4bca7a42f [d3d9] Handle specular fog factor for fixed function
Also handle POSITION_T shenanigans

Closes #1771
2020-09-26 06:06:06 +01:00
Joshua Ashton
dc392f7cfa [d3d9] Fix typo declaring fixed func fog inputs 2020-09-26 04:03:11 +01:00
Philip Rebohle
ab04f45ea0
[d3d11] Handle null pointers in CopySubresourceRegion1.
Because of course Marvel's Avengers tries to do this..
2020-09-17 13:36:09 +02:00
Robin Kertels
b21a673a8d [d3d11] Don't use clamped constant buffer range for bounds checking 2020-09-14 22:43:18 +02:00
Rhys Perry
73cb711f32 [dxbc] Bounds-check temporary array stores
Fixes flickering terrain in Just Cause 3 on RADV and possibly ANV.
2020-09-14 16:56:06 +02:00
Philip Rebohle
4801fbe098
[d3d11] Clamp and validate bound constant buffer range
SetConstantBuffers will only bind the first 65536 bytes of any
buffer passed to it if it is larger. This can be seen even when
querying the bound range via GetConstantBuffers1.

SetConstantBuffers1 does not have any effect if the bound range
is invalid.
2020-09-14 16:50:16 +02:00
Joshua Ashton
81632b91bb [dxso] Allocate shader compiler on the heap
In some apps that call us with limited stack space, this can stack overflow
2020-09-11 21:49:14 +01:00
Joshua Ashton
3e65c2bb87 [d3d9] Reduce copying around of shader metadata at Create time 2020-09-11 21:49:14 +01:00
Joshua Ashton
1274b7a8e7 [dxvk] Add helper to retrieve SHA1 hash from shader key 2020-09-11 21:49:14 +01:00
ishitatsuyuki
bb85a4caa8 Handle non-ASCII characters properly in paths 2020-09-10 15:56:38 +02:00
Philip Rebohle
7bf02a1925
[d3d11] Fix incorrect layer count for some non-PoT 3D RTVs
Otherwise, we may end up with zero layers. Fixes #1756.
2020-09-04 23:04:06 +02:00
Philip Rebohle
41a49a9c14
[dxgi] Add B8G8A8X8 formats to GetMonitorFormatBpp
Doesn't really fix anything, just silences some warnings
in Horizon Zero Dawn.
2020-09-04 17:54:01 +02:00
Philip Rebohle
645c8f8177 [util] Add option to disable log files entirely
But still log to stderr. Fixes #1743.
2020-08-24 09:09:18 +02:00
Philip Rebohle
16a51f3c03 [dxvk] Only use half of the DEVICE_LOCAL | HOST_VISIBLE heap on Nvidia
Seems to help with random crashes in FFXIV and potentially
other games on 450 series drivers.
2020-08-22 11:51:56 +02:00
Philip Rebohle
e435e071e0 [dxvk] Introduce memory heap budget
Allows more fine-grained control of memory allocations for specific
heaps. For now, target 80% for device-local heaps on UMA devices.
2020-08-22 11:50:37 +02:00
Joshua Ashton
743f309253 [d3d9] Implement YV12 video format
Needed for #1726 otherwise it will upload dump that upload garbage in a YUV2 texture.
2020-08-17 22:32:30 +01:00
Robin Kertels
89d36e1d7f [d3d9] Handle edge cases around implicit discard 2020-08-15 05:45:01 +01:00
Philip Rebohle
ea53923406
[meta] Release 1.7.1 2020-08-13 19:10:20 +02:00
Philip Rebohle
2a0f10e611
[util] Enable apitrace mode for Monster Hunter World 2020-08-13 18:52:45 +02:00
Philip Rebohle
48777c8fcf
[dxvk] Remove optional memory property flags one by one
We don't always want to remove HOST_CACHED if no DEVICE_LOCAL
type exists, so iterate over the bits one by one.
2020-08-13 18:47:52 +02:00
Philip Rebohle
346197c8c1
[util] Enable apitrace mode for Darksiders Warmastered Edition
Fixes #1719.
2020-08-12 23:39:53 +02:00
Philip Rebohle
d4f6ccb8a8
[dxvk] Add new 4444 formats to format list
Derp.
2020-08-12 23:12:18 +02:00
Joshua Ashton
d92660923a
[d3d9] Use VK_FORMAT_A4R4G4B4_UNORM_PACK16_EXT 2020-08-10 09:45:49 +02:00
Philip Rebohle
cb7f1dc966
[dxgi] Use VK_FORMAT_A4R4G4B4_UNORM_PACK16_EXT if available 2020-08-10 09:45:45 +02:00
Philip Rebohle
397daa0432
[dxvk] Enable VK_EXT_4444_formats if available 2020-08-10 09:45:45 +02:00
Robin Kertels
b28a7353bb [d3d9] Do implicit discard when locking system memory resources 2020-08-10 00:09:29 +01:00
Joshua Ashton
98c7da805b [d3d9] Rename BT.703 to BT.709
Don't know how this typo got introduced.

Thanks to Ryao for finding the matrix and pointing this out.
2020-08-07 20:54:45 +01:00
Kevin Schmidt
9f6f6a7979 [util] Enable d3d9.memoryTrackTest for Anarchy Online
Prevents the game from consuming all system memory.

Signed-off-by: Kevin Schmidt <kevin.patrick.schmidt@googlemail.com>
2020-08-07 11:11:05 +01:00
Joshua Ashton
e2a26f2bc5 [d3d9] Optimize NV12 conversion to use a macropixel of [2, 1] 2020-08-07 10:56:26 +01:00
Joshua Ashton
9fe1b9d03f [d3d9] Replace macropixel size with plane count 2020-08-07 10:56:26 +01:00
Joshua Ashton
2bf9f298af [d3d9] Implement NV12 format conversion 2020-08-07 10:56:26 +01:00
Joshua Ashton
2cfd219024 [d3d9] Move some YUV helpers to common and cleanup YUY2 shader 2020-08-07 10:56:26 +01:00
Joshua Ashton
ad6b91d84a [d3d9] Flush and synchronize to cs before format conversion
Fixes a race when DISCARD is used
2020-08-07 10:56:26 +01:00
Joshua Ashton
f1aa80dab9 [d3d9] Don't private reference additional swapchains 2020-08-07 10:56:26 +01:00
Joshua Ashton
e7d9d4739a [util] Fix trace macro for functions with no args 2020-08-07 10:56:26 +01:00
Joshua Ashton
aa01d914f1 [util] Implement METHOD_NAME for _MSC_VER 2020-08-07 10:56:26 +01:00
Jason Bagavatsingham
145d8225f4 [util] Set enableRtOutputNaNFixup for Observation 2020-08-06 14:14:49 +02:00
ryester27
d88b792447 Use d3d9.deferSurfaceCreation for Fairy Tail 2020-08-04 04:29:57 +02:00
Philip Rebohle
3322da4b94
[dxgi] Add DXGIGetDebugInterface1 stub
Required for Metro Exodus. Also exports the DXGI entry points
with their correct ordinals.
2020-07-24 12:25:48 +02:00
Biswapriyo Nath
3b52cad243 fix clang errors
File changes:
    * meson.build: add -Wno-unused-private-field and -Wno-microsoft-exception-spec
                   option to suppress clang compiler warnings
    * d3d9/d3d9_swvp_emu.h: include unordered_map for std::unordered_map
2020-07-21 11:41:28 +02:00
Christopher Egert
76e3bb78c9 [util] Disable DF24 support for Borderlands 2
and The Pre Sequel!
2020-07-20 18:41:40 +01:00
Robin Kertels
f3a82a0bcc [d3d9] Only use DEVICE_LOCAL memory for small dynamic buffers
Tomb Raider Legend writes to multiple 128KB dynamic buffers
and one 512KB one every frame.
2020-07-20 18:36:20 +01:00
Robin Kertels
2714cb952d [d3d9] Extend dirty tracking to render targets
Ensures we copy a dynamic default pool texture to its
mapping buffer after the device renders to it.
2020-07-20 18:36:20 +01:00
Philip Rebohle
66814ea8db
Revert "[d3d11] Move D3D11Shader implementation to its own file"
Useless since it doesn't fix the clang problem.
2020-07-18 00:10:31 +02:00
Philip Rebohle
56fe52ca3c
[d3d11] Move D3D11Shader implementation to its own file
And resolve some include madness. Necessary because D3D11Shader::GetDevice
needs to know the full definition of D3D11Device, but D3D11Device needs
to know the full definition of the other shader-related classes.
2020-07-17 10:16:37 +02:00
Philip Rebohle
5ab12d9668
[d3d11] Reenable null descriptor feature 2020-07-10 16:59:20 +02:00
Philip Rebohle
23691cd0ff
[dxvk] Enable extended dynamic state feature if available 2020-07-10 16:59:20 +02:00
Philip Rebohle
ce33b60f9c
[dxvk] Remove null descriptor code paths for unbound resources 2020-07-10 16:59:20 +02:00
Philip Rebohle
2c641566ab
[dxvk] Fix inefficient check in bindVertexBuffer 2020-07-10 16:59:20 +02:00
Philip Rebohle
dfc0b740f8
[dxvk] Use vkCmdBindVertexBuffers2 to bind buffer ranges
Potentially fixes problems with OOB access on dynamic vertex buffers.
2020-07-10 16:59:20 +02:00
Philip Rebohle
9ba99eba93
[dxvk] Add feature bit for extended dynamic state 2020-07-10 16:59:20 +02:00
Philip Rebohle
9f3fb028b0
[dxvk] Enable VK_EXT_extended_dynamic_state if available. 2020-07-10 16:59:20 +02:00
Gabriel Ivăncescu
1efe91e17d
[dxgi] Restore the Topmost state upon exiting fullscreen
Signed-off-by: Gabriel Ivăncescu <gabrielopcode@gmail.com>
2020-07-08 18:57:49 +02:00
Gregor Münch
4ac9dcf855 [util] Enable d3d11.invariantPosition for Mafia III: Definitive Edition 2020-07-05 17:37:13 +02:00
Samuel Pitoiset
c4f37d3981 [util] Enable d3d11.invariantPosition for Star Wars Jedi: Fallen Order
Seems to resolve https://gitlab.freedesktop.org/mesa/mesa/-/issues/2706#note_538316

Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
2020-06-18 13:40:24 +02:00
Robin Kertels
291f7e05bc [d3d9] Fix uninitialized BufferHandle when discarding mapped buffer
Co-authored-by: Christopher Egert <cme3000@gmail.com>
2020-06-15 03:26:47 +01:00
Joshua Ashton
9525f53d00 [d3d9] Only enable FETCH4 when POINT sampling
Closes #1660
2020-06-14 00:38:36 +01:00
Rhys Perry
cd0a21dda5 [util] Enable d3d11.invariantPosition for Terminator: Resistance
Seems to resolve https://gitlab.freedesktop.org/mesa/mesa/-/issues/2608
2020-06-12 17:58:30 +02:00
Rhys Perry
0a486bd975 [util] Enable d3d11.invariantPosition for Borderlands 3
Seems to resolve https://gitlab.freedesktop.org/mesa/mesa/-/issues/2608
2020-06-12 17:58:30 +02:00
Philip Rebohle
51bd84368c
[util] Disable relaxed barrier option for RE7
Introduces lighting glitches in some places.
2020-06-11 22:06:53 +02:00
Joshua Ashton
67f01631fa [d3d9] Clear dirty range when discarding buffers 2020-06-11 05:58:17 +01:00
Robin Kertels
7389da29be [d3d9] Discard mapped buffer if it's currently in use 2020-06-11 05:53:33 +01:00
Robin Kertels
5d5ec2aa77 [d3d9] Remove IsUploading from CommonTexture
This was always true on subsequent Lock calls.
The first lock was handled by the 'freshly allocated fast path' anyway.
2020-06-11 05:53:33 +01:00
Joshua Ashton
e6ed8dab63 [d3d9] Perform tracking for preloaded managed resources 2020-06-11 05:53:33 +01:00
Joshua Ashton
7e72010302 [d3d9] Upload managed resource if needed before mip gen 2020-06-11 05:53:33 +01:00
Joshua Ashton
04397e5a7b [d3d9] Mark mips as dirty when the filter changes 2020-06-11 05:53:33 +01:00
Joshua Ashton
f537474fe4 [d3d9] Add missing locks to mipmap auto gen 2020-06-11 05:53:33 +01:00
Joshua Ashton
b1bd3597a4 [d3d9] Implement PreLoad for buffers + textures 2020-06-11 05:53:33 +01:00
Samuel Pitoiset
86c53bb9e6 [util] Set enableRtOutputNaNFixup for Stars End
To fix output NaNs that introduce glitches with RADV.

Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
2020-06-09 16:08:16 +02:00
Joshua Ashton
68ae3f4376 [d3d9] Return D3D_OK when unlocking not locked textures
Matches D3D9 behaviour
2020-06-05 23:46:33 +01:00
Joshua Ashton
124023bac5 [d3d9] Add read-only check to uploading managed textures on Lock 2020-06-05 23:33:00 +01:00
Joshua Ashton
ed5cbb99b6 [d3d9] Mark managed for upload in Lock rather than Unlock
Fixes Nekopara properly.

Also refactor some locking checks
2020-06-05 23:29:23 +01:00
Joshua Ashton
86e8315416 [d3d9] Revert Nekopara hacks 2020-06-05 23:15:10 +01:00
Joshua Ashton
fa988be4aa [d3d9] Improve MarkAllForUpload implementation
Only mark the bits we are actually using.
2020-06-05 02:40:41 +01:00
Joshua Ashton
326f6c26cb [util] Enable forceSamplerTypeSpecConstants for all of the games in the Spellforce 2 seires 2020-06-05 02:36:17 +01:00
Joshua Ashton
b658cae509 [util] Enable uploadAllManagedSubresources for Nekopara titles 2020-06-05 02:35:03 +01:00
Joshua Ashton
d39cf31189 [d3d9] Implement uploadAllManagedSubresources option
Nekopara locks mip 1, then unlocks mip 0 and expects it to upload all the mips.
2020-06-05 02:34:44 +01:00
Joshua Ashton
5558460853 [d3d9] Don't mark lock on DONOTWAIT path
Fixes some issues in some games using this feature.
2020-06-01 15:52:25 +01:00
Joshua Ashton
12356d7342 [dxso] Bias FETCH4 half-texel offset to avoid grid effect 2020-06-01 13:33:08 +01:00
Philip Rebohle
2cac70fbb6
[d3d11] Require transform feedback for FL10_0 and newer
This has been supported in drivers for one and a half years at this
point, so it should be safe to make it a hard requirement.
2020-05-30 16:02:22 +02:00
Joshua Ashton
f92d60496c [util] Enable forceSamplerTypeSpecConstants for SpellForce 2: Faith in Destiny
The game binds a 2D texture to a 3D (volume) sampler which causes the readback to be 0 0 0 0 on native, whereas we can workaround it and see the intended texture and cool refracty effect that would have rendered on older real hardware 👏

Closes #1645
2020-05-27 17:14:20 +01:00
Joshua Ashton
a21e0d4bcf Revert "[dxso] Make FETCH4 swizzle ARGB"
The documentation lies about the swizzle...

This reverts commit 2fc00a331b.

Closes #1641
Once and for all !
2020-05-27 12:11:43 +01:00
Joshua Ashton
56687cc258 [dxso] Handle half texel offset for FETCH4
Closes #1641
2020-05-27 10:16:03 +02:00
Joshua Ashton
362a591e5b [spirv] Implement constuReplicant helper 2020-05-27 10:16:03 +02:00
Joshua Ashton
16cea83325 [spirv] Implement constiReplicant helper 2020-05-27 10:16:03 +02:00
Joshua Ashton
a9db65c8c2 [spirv] Implement OpImage 2020-05-27 10:16:03 +02:00
Joshua Ashton
c03eaf2de7 [d3d9] Hook up auto gen mip filter 2020-05-27 10:12:43 +02:00
Joshua Ashton
7cd46e72e9 [dxvk] Add filter type to generateMipmaps 2020-05-27 10:12:43 +02:00
Joshua Ashton
3825d16a31 [d3d9] Move mip filter into common texture 2020-05-27 10:12:43 +02:00
Joshua Ashton
561254b51d [d3d9] Support RENDERTARGET and AUTOGENMIPMAP together
Fixes funky water in Trackmania
Closes #1642
2020-05-27 09:03:58 +01:00
Joshua Ashton
2fc00a331b [dxso] Make FETCH4 swizzle ARGB
https://developer.amd.com/wordpress/media/2012/10/Advanced-DX9-Capabilities-for-ATI-Radeon-Cards_v2.pdf
2020-05-27 06:19:13 +01:00
Joshua Ashton
d8381dab8d [d3d9] Fix a typo when unmarking autogen mips 2020-05-26 18:57:28 +01:00
Joshua Ashton
1a920f44ea [d3d9] Rename GenerateMips to EmitGenerateMips 2020-05-26 18:50:34 +01:00
Joshua Ashton
fabe7b5d59 [d3d9] Check if needs mip gen in GenerateTextureMips
There could be duplicate indices!
2020-05-26 18:49:17 +01:00
Joshua Ashton
6c030afc95 [d3d9] Update device tracking when manually autogenning mips
Avoids some needless generations potentially.
2020-05-26 18:48:42 +01:00
Joshua Ashton
e57aea5749 [d3d9] Track and defer mipmap generations
Turns out we need to track this crap and generate at draw time and handle a bunch of other wacky cases for it...

Bah.

Fixes #1642
(The funky water.)
2020-05-26 18:42:53 +01:00
Joshua Ashton
b958473cc9 [d3d9] Move pLockedBox/Rect checks to subresource 2020-05-26 13:14:58 +01:00
Joshua Ashton
4c1deabcd3 [d3d9] Don't expose surfaces for autogenned mips 2020-05-26 13:11:24 +01:00
Joshua Ashton
a35df1c3b1 [d3d9] Fix AUTOGENMIPMAP not working in some instances
Closes #1642
2020-05-26 12:46:55 +01:00
Christopher Egert
67b1ee4f9b [d3d9] Only allow ColorFill on surfaces in D3DPOOL_DEFAULT
Both nine and native nvidia d3d9 seems to do this,
this fixes a crash in spacemail by xplsv.
2020-05-25 13:33:12 +01:00
Joshua Ashton
4d70d59ea4 [d3d9] Use base texture for subresource refs
Fixes a crash when running d3d9-triangle
2020-05-25 13:29:56 +01:00
Joshua Ashton
9ee4add77e [dxso] Forbid FETCH4 for 3D and not Cube
SPIR-V spec contradicts itself as to what is allowed here, and SPIR-V val doesn't help by listing the wrong dimension.
2020-05-25 09:26:09 +01:00
Joshua Ashton
87e8b9733f [dxso] Blacklist FETCH4 for cubes and normalize flags 2020-05-25 09:21:30 +01:00
Joshua Ashton
b12fa99435 [dxso] Fix scalar select on vector in FETCH4 code 2020-05-25 09:05:58 +01:00
Joshua Ashton
4e1ee5bf39 [d3d9] Normalize projection spec constant further
Only include those used in the pixel shader and are bound.
2020-05-25 06:13:21 +01:00
Joshua Ashton
8fdf9e67d3 [d3d9, dxso] Implement FETCH4 2020-05-25 06:13:21 +01:00
Philip Rebohle
cf1ff99b10 [vulkan] Disable fullscreen exclusive support on wine
Fixes issues with RenderDoc captures on winevulkan.
2020-05-24 18:38:54 +02:00
Joshua Ashton
9a40c1e6ae [dxvk] Fix fb resolve offset
gl_FragCoord is read in the fs shader, so we need to take into account the dstOffset here!

This was causing the offset to be doubled rather than eliminated
for the resolves for refractive water in Serious Sam 2
as srcOffset == dstOffset.

Fixes #1637
2020-05-22 11:13:07 +02:00
Joshua Ashton
8e7df31878 [d3d9] Correct resolve offset regions for intermediate StretchRect resolves
We don't want to use the dst info for these, given the blit will do that.

Partially fixes #1637
2020-05-22 11:13:07 +02:00
Joshua Ashton
e2ad3b1b20 [d3d9] Improve sampler anisotropy normalization 2020-05-21 08:58:39 +01:00
Philip Rebohle
0c0d582f24
[dxvk] Default to fragment shader resolved on official AMD drivers
Improves performance of MSAA resolves. RADV does not benefit.
2020-05-19 18:54:25 +02:00
Philip Rebohle
5d7b5b0e35
[dxvk] Fix framebuffer resolve barriers 2020-05-19 16:23:44 +02:00
Christopher Egert
79feed9d89 [d3d9] Allow D3DFMT_NULL as RenderTargetFormat in CheckDepthStencilMatch
This partially fixes shadows in Timeshift.
2020-05-19 04:12:36 +01:00
DadSchoorse
84bb768a32 [util] Enable d3d9.invariantPosition for Halo/Hale CE
Fixes #1550
2020-05-17 23:41:42 +02:00
Philip Rebohle
2e378257ea
[meta] Release 1.7 2020-05-16 17:07:18 +02:00
Robin Kertels
724d0fc0b2 [d3d9] Set scissor to the viewport if that's smaller
Fixes #1608
2020-05-13 18:53:11 +01:00
Philip Rebohle
6643c75f37
[dxvk] Use access flags rather than usage when tracking gfx barriers 2020-05-12 00:24:09 +02:00
Philip Rebohle
57acbbd7c7
[d3d11] Always enable STORAGE_BUFFER_BIT usage for srv/uav buffers
Fixes validation errors in games that use incorrect view types in
some cases, e.g. Cloudpunk.
2020-05-12 00:23:12 +02:00
Philip Rebohle
aa0b306d2e
[d3d11] Require multiDrawIndirect feature for Feature Level 11.0
All hardware that DXVK can run on supports this, so let's just enable it.
Saves some feature checks in games using Ubisoft's Anvil Next engine.
2020-05-11 01:15:06 +02:00
Philip Rebohle
e7455b6460
[vulkan] Remove VulkanFn wrapper
Not really necessary, and apparently this is causing trouble on GCC 10.1.

Fixes #1620.
2020-05-10 02:06:27 +02:00
Joshua Ashton
3a6c0cf605 [dxso] Implicitly define Color inputs as centroid in PS <= 2 2020-05-09 20:49:55 +01:00
Joshua Ashton
774f74cd36 [d3d9] Only dirty ff pixel shader if set texture is in PS binding range 2020-05-07 16:14:11 +01:00
Joshua Ashton
27b9736626 [d3d9] Dirty fixed function pixel shader on texture type change
Fixes #1603
2020-05-07 16:09:58 +01:00
Joshua Ashton
b2f6885e55 [d3d9] Make texture stage state args mask easier to read 2020-05-07 15:37:05 +01:00
Joshua Ashton
a6771daf49 [d3d9] Unbind depth image views on device reset 2020-05-07 15:35:48 +01:00
Joshua Ashton
42deab0d60 [d3d9] Cleanup SetStateTextureStageState dirty flags 2020-05-07 14:50:26 +01:00
Joshua Ashton
f88f424da4 [d3d9] Convert border color to float in CS thread
It's cheaper to look up sampler keys this way
2020-05-07 13:11:59 +01:00
Joshua Ashton
fd75775197 [d3d9] Use unordered comparison opposed to isnan
Results in better codegen
2020-05-07 13:05:36 +01:00
Joshua Ashton
198ce13934 [d3d9] Replace clamp with min in sampler normalization 2020-05-07 13:01:14 +01:00
Philip Rebohle
68be040f4a
[dxvk] Use compute queue for transfers if DMA queue is not available
Affects RADV. Let's see if this works and does anything for performance.
2020-05-05 12:49:13 +02:00
Philip Rebohle
5fd361757b
[d3d9] Disable old border color hack if custom border colors are supported 2020-05-04 20:18:44 +02:00
Philip Rebohle
263865cf28
[d3d9] Enable custom border color features if available 2020-05-04 19:46:57 +02:00
Philip Rebohle
00613d1dc7
[d3d11] Enable custom border color features if available 2020-05-04 19:46:57 +02:00
Philip Rebohle
1fc6e3adbe
[dxvk] Use custom border colors if available 2020-05-04 19:46:57 +02:00
Philip Rebohle
0648314451
[dxvk] Refactor DxvkSampler::getBorderColor 2020-05-04 19:46:57 +02:00
Philip Rebohle
7b81db2c75
[dxvk] Pass device to sampler constructor 2020-05-04 19:46:57 +02:00
Philip Rebohle
a968f29754
[dxvk] Enable VK_EXT_custom_border_color if available 2020-05-04 13:27:35 +02:00
Philip Rebohle
7239066c5c
[dxvk] Don't stall SDMA command buffer for image initialization 2020-05-02 20:20:56 +02:00
Philip Rebohle
4fafeb21d0
[dxvk] Optimize clearDepthStencilImage barrier 2020-05-02 20:13:13 +02:00
Philip Rebohle
e24954ca39
[dxvk] Optimize clearColorImage barrier 2020-05-02 20:13:13 +02:00
Philip Rebohle
52cad95f2c
[dxvk] Use initializeImage in clearColorImage 2020-05-02 20:13:13 +02:00
Philip Rebohle
bbd5762d3d
[dxvk] Add initializeImage helper
Allows us to use TOP_OF_PIPE -> xxx barriers more often.
2020-05-02 20:10:19 +02:00
Philip Rebohle
a208f45fe4
[dxvk] Actually reinitialize image if necessary 2020-05-02 19:27:45 +02:00
Philip Rebohle
651646ca7f
[dxvk] Fix acquire barrier in clearCompressedColorImage 2020-05-02 19:06:22 +02:00
Philip Rebohle
dcc38c98e7
[dxvk] Fix acquire barriers in resolveImageHw 2020-05-02 18:58:38 +02:00
Philip Rebohle
b370d13743
[dxvk] Fix acquire barrier in updateImage 2020-05-02 18:52:35 +02:00
Philip Rebohle
8921be81bd
[dxvk] Fix blit acquire barriers 2020-05-02 18:49:58 +02:00
Philip Rebohle
85db84a1b3
[dxvk] Fix access mask in clearImageViewFb
VK_ATTACHMENT_LOAD_OP_LOAD requires the read flags to be set.
2020-05-02 18:48:59 +02:00
Philip Rebohle
5bab5ae7a5
[dxvk] Fix acquire barriers in copyImageHw 2020-05-02 18:46:35 +02:00
Philip Rebohle
c1fcc3fc98
[dxvk] Simplify barriers around meta copy operations 2020-05-02 18:46:21 +02:00
Philip Rebohle
f6007e4f1a
[dxvk] Emit graphics barriers upon spilling render pass
We actually need to do this now since we no longer set
all the access flags in the render pass barrier.
2020-05-02 11:36:32 +02:00
Philip Rebohle
0245273ab7
[dxvk] Remove store op from render pass ops
This is always going to be VK_ATTACHMENT_STORE_OP_STORE anyway.
2020-05-02 11:36:32 +02:00
Philip Rebohle
c0f72940dd
[dxvk] Optimize regular render pass barriers
Only applies the depth/color attachment stage and access mask
if necessary, and removes a bunch of pointless read-only flags.
2020-05-02 11:36:32 +02:00
Philip Rebohle
94077ed42b
[dxvk] Reintroduce EXTERNAL->0 subpass dependency
Ensures that the layout transition happens at the right time, and
otherwise relaxes the barrier since it is assumed that the backend
will emit barriers with the appropriate as necessary.
2020-05-02 11:36:32 +02:00
Philip Rebohle
2089426420
[dxvk] Simplify render pass barriers after clears
This wasn't really doing what we intended.
2020-05-02 11:36:32 +02:00
Philip Rebohle
b9c56e3e97
[dxvk] Improve deferred clear logic
Ignores currently bound render targets until we actually begin a
render pass. This allows us to use LOAD_OP_CLEAR in more situations,
including when games clear their RTs before binding them.
2020-05-02 11:36:32 +02:00
Philip Rebohle
3cbd109020
[dxvk] Remove redundant null pointer check for framebuffer
Not necessary because we're *always* calling updateFramebuffer
before startRenderPass.
2020-05-02 11:36:31 +02:00
Philip Rebohle
2967f567d8
[dxvk] Introduce performClear helper 2020-05-02 11:36:31 +02:00
Philip Rebohle
46f860f93e
[dxvk] Don't flush memory in changeImageLayout 2020-05-02 11:36:28 +02:00
DadSchoorse
9b602ef850
[util] Rework tearFree as a Tristate
PR #1606.
2020-05-02 10:18:13 +02:00
Philip Rebohle
c9dde91760
[d3d11] Disable null descriptors again
Breaks ELEX due to incorrect image query results.
2020-05-02 01:02:46 +02:00
Philip Rebohle
f1e069568d
[build] Remove .spec files
No longer needed now that we don't support winelib builds anymore.
2020-05-01 00:52:33 +02:00
Philip Rebohle
6face8a1dc [d3d11] Enable new robustness features if available 2020-04-30 16:36:59 +02:00
Philip Rebohle
80009831d4 [d3d11] Use explicit spec constant for gamma texture
With null descriptors, the "bound" spec constants would always be 1.
2020-04-30 16:36:59 +02:00
Philip Rebohle
7b8a65589e [dxvk] Use null descriptors for unbound resources
This way we won't have to recompile pipelines any time the app
unbinds a resource.
2020-04-30 16:36:59 +02:00
Philip Rebohle
6ea9d83f94 [dxvk] Enable VK_EXT_robustness2 if available 2020-04-30 16:36:59 +02:00
Philip Rebohle
2a25e3f899 [dxvk] Skip draws if no index buffer is bound
It doesn't make much sense to bind the null buffer here, as we'd
just draw the same vertex over and over again.
2020-04-30 16:36:59 +02:00
Philip Rebohle
ca59d8e74b
[dxgi] Implement DXGIDeclareAdapterRemovalSupport 2020-04-28 15:20:43 +02:00
Philip Rebohle
5d0efd87c2
[dxgi] Implement IDXGIOutput6 2020-04-28 15:00:57 +02:00
Philip Rebohle
15f5efe4c3
[dxgi] Implement IDXGIAdapter4 2020-04-28 14:50:36 +02:00
Philip Rebohle
26ea12b18e
[dxgi] Include DXGI 1.6 headers 2020-04-28 14:44:20 +02:00
Joshua Ashton
9f4baf3f55 [d3d9] Fix swapchain surface refs once and for all
The refcounting for d3d9 swapchain surfaces is very funny.
They don't actually hold any form of reference to their parent, unlike the surface->texture relationship.

When a swapchain is destroyed, the surfaces become orphans (like offscreen rendertargets) if they are still reffed.

Calling GetContainer on them when orphaned will return E_NOINTERFACE and nullptr for __uuidof(IDirect3DSwapChain)

Fixes some potential lingering refs on the device.
2020-04-26 13:32:22 +01:00
Philip Rebohle
6d5f5580fb
[dxvk] Use correct size to clear zero buffer 2020-04-23 20:49:59 +02:00
Philip Rebohle
9a76645228
[d3d11] Simplify ClearView implementation
Removes some code duplication for the no-clear-rect case.
2020-04-22 22:32:53 +02:00
Philip Rebohle
b3c19ba5e8
[d3d11] Optimize ClearView for render target and depth-only views
We should use clearRenderTarget whenever we clear the entire view.
The Talos Principle uses ClearView to clear its render targets for
some reason, and we were hitting a slow path there.
2020-04-22 21:02:46 +02:00
Philip Rebohle
bea16263e4
[dxvk] Use GPU-local buffer in clearCompressedColorImage
Saves VA space in applications that do not initialize their textures..
2020-04-21 18:10:09 +02:00
Philip Rebohle
436357e280
[meta] Remove support for winelib builds
Untested, unmaintained, and constantly causing issues on various
setups for no apparent reason. Time to get rid of it for good.

Closes #1584.
2020-04-20 17:35:08 +02:00
Philip Rebohle
dbc9f40aa1
[meta] Release 1.6.1 2020-04-19 21:43:03 +02:00
Philip Rebohle
b0503b54ce
[dxvk] Don't pad dedicated image allocations
Fixes validation errors on Nvidia.
2020-04-19 17:19:06 +02:00
Joshua Ashton
409eac9d20 [d3d9] Use if/else in GetCommonTexture and TextureRefPrivate
These are the only things it can be, and they all end up calling what the compiler will optimize to the same function so we can avoid a branch here.
2020-04-19 01:11:11 +01:00
Joshua Ashton
3f2b582d5f [d3d9] Avoid prematurely deleting swapchain backbuffers if they are still reffed on reset 2020-04-19 00:59:02 +01:00
Joshua Ashton
837861ffdd [d3d9] Cleanup private ref code for subresources 2020-04-18 21:06:38 +01:00
Joshua Ashton
42089d73c5 [d3d9] Fix ref-counting for swapchain surfaces 2020-04-18 21:06:38 +01:00
Christian Sturm
97cd91885d [util] Enable constant buffer range check for Secret World Legends 2020-04-18 21:53:21 +02:00
Robin Kertels
d6e1c19fec [d3d11] Ignore buffer usage for the single use mapping hack
The usage doesn't matter as we swap out the entire backing slice anyway.
2020-04-18 17:15:48 +02:00
Philip Rebohle
8c68236f70
[d3d11] Check return value of Map in UpdateSubresource1
And fall back to a GPU-side copy if necessary.
2020-04-18 17:04:16 +02:00
Philip Rebohle
487ecd861c
[util] Enable constant buffer range check for Blue Reflection
Fixes #1574.
2020-04-18 14:00:04 +02:00
Philip Rebohle
ab8ab4052f [d3d9] Fix compiler warnings 2020-04-13 22:05:27 +01:00
Joshua Ashton
4699d4162a [d3d9] Implement swapchain containers for surfaces
Fixes a crash in L.A. Noire.

Closes #1564
2020-04-13 01:42:30 +01:00
Philip Rebohle
4d8940957c
[d3d11] Add option to enforce mailbox present mode 2020-04-12 20:28:33 +02:00
Philip Rebohle
7f03f45301
[util] Support encapsulated strings in configuration files
Fixes #1567.
2020-04-10 21:16:29 +02:00
Joshua Ashton
6e5e50c359 [d3d9] Optimize hazard tracking in the SetTexture case
We don't need to perform DS/RT hazard tracking updates if the texture we replaced and ourselves do not have those usages.
2020-04-09 15:29:41 +01:00