Adam Moss
86148ec070
[d3d11,dxvk] Implement DXVK pieces required for DX11 DLSS support
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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
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
25607a0692
[d3d11] Report video processor capabilities for image formats
2021-05-30 19:42:44 +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
c3feea2bce
[dxvk] Make samplerAnisotropy feature optional
2021-04-04 20:01:30 +01:00
Philip Rebohle
0a787683b6
[dxvk] Don't require shaderStorageImageExtendedFormats
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No real reason to, not sure why we did this in the first place.
2021-04-04 20:01:30 +01:00
Philip Rebohle
2f553b5b16
[d3d11] Implement conservative rasterization
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Needed for Nvidia ShadowLibs in Final Fantasy XV.
2021-03-13 20:22:32 +01:00
Philip Rebohle
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
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Fixes #1922 .
2021-02-08 14:28:55 +01:00
Joshua Ashton
742b52bbb5
[d3d11] Fix device child refs properly
2021-01-15 23:47:48 +01:00
Andrew Eikum
a3065fca8e
[d3d11] Extend interop interfaces for OpenXR support
2021-01-07 23:54:02 +01:00
Philip Rebohle
34e730fe41
[d3d11] Remove predication-related code
2020-11-30 19:18:26 +01:00
Philip Rebohle
66814ea8db
Revert "[d3d11] Move D3D11Shader implementation to its own file"
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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
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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
2cac70fbb6
[d3d11] Require transform feedback for FL10_0 and newer
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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
Philip Rebohle
aa0b306d2e
[d3d11] Require multiDrawIndirect feature for Feature Level 11.0
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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
00613d1dc7
[d3d11] Enable custom border color features if available
2020-05-04 19:46:57 +02:00
Philip Rebohle
c9dde91760
[d3d11] Disable null descriptors again
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Breaks ELEX due to incorrect image query results.
2020-05-02 01:02:46 +02:00
Philip Rebohle
6face8a1dc
[d3d11] Enable new robustness features if available
2020-04-30 16:36:59 +02:00
Philip Rebohle
be16da37d7
[d3d11] Introduce COM interface to set and get API version
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Allows us to identify DirectX 10 applications correctly.
2020-01-28 16:32:58 +00:00
Philip Rebohle
588beb5b2f
[hud] Don't initialize client API HUD item by default
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Removes the client API property from the DXVK device as well.
Instead, client APIs should create the HUD item manually.
2020-01-28 16:32:58 +00:00
Philip Rebohle
3beca254e2
[dxvk] Move UMA check to backend
2020-01-28 16:31:34 +00:00
Philip Rebohle
4923bc20f7
[dxvk] Don't enable VK_KHR_shader_draw_parameters
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Core in Vulkan 1.1.
2020-01-17 17:46:59 +01:00
Philip Rebohle
69bad7bf8c
[d3d11] Move frame latency handling into D3D11SwapChain
2019-11-26 16:11:46 +01:00
Philip Rebohle
c7718e5952
[d3d11] Zero-initialize UAV counters
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Fixes a hang in Dirt Rally on RADV.
2019-11-18 18:40:39 +01:00
Philip Rebohle
420d95e396
[dxvk] Store shader capability information in separate set of flags
2019-11-12 18:05:03 +01:00
Philip Rebohle
77574d9970
[d3d11] Don't query DXVK instance from adapter
2019-11-08 11:25:58 +01:00
Philip Rebohle
b2317cad4d
[dxvk] Pass DXVK instance to DXVK device directly, not through the adapter
2019-11-08 11:17:02 +01:00
Philip Rebohle
a0dba6bbf9
[d3d11] Hold reference to DxvkInstance
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Hack to keep the instance alive which owns the adapters. Should
fix #1240 for now, but we should fix this properly later on.
2019-11-07 20:21:27 +01:00
Philip Rebohle
e95bc3256f
[d3d11] Move handling of constantBufferRangeCheck option to D3D11Options
2019-10-30 10:57:36 +01:00
Philip Rebohle
fc0ede0657
Revert "[d3d11] Recycle command lists from deferred contexts"
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This reverts commit 4e3da45fdeab9d81601ec1d4b5174cff4c6629d6.
For some reason this caused crashes.
2019-10-27 11:00:59 +01:00
Philip Rebohle
e967c52ff7
[d3d11] Allocate predicate buffer per query
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Allows us to get rid of the D3D11 counter buffer class.
2019-10-26 17:44:29 +02:00
Philip Rebohle
09f507c284
[d3d11] Allocate xfb counter buffer per buffer
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Same idea as with UAV counters, allows for more efficient updates.
2019-10-26 17:44:29 +02:00
Philip Rebohle
191c9644af
[d3d11] Allocate counter buffer per UAV
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Might slightly increase memory overhead, however this allows
the backend to execute UAV counter updates more efficiently.
2019-10-26 17:44:29 +02:00
Philip Rebohle
4e3da45fde
[d3d11] Recycle command lists from deferred contexts
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Can save a few memory allocations and deallocations at runtime.
2019-10-25 23:09:21 +02:00
Philip Rebohle
ee77afb6af
[d3d11] Validate shader module capabilities
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Only create a shader module if the device actually supports
the required features. Apparently this is needed for some
Unity Engine games.
2019-10-21 12:10:05 +02:00
Philip Rebohle
ddf010479d
[d3d11] Refactor shader module creation
2019-10-21 12:09:53 +02:00
Philip Rebohle
accbc8828c
[d3d11] Return error if no desc is provided for Create*State methods
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Fixes wine test failures.
2019-10-14 01:08:31 +02:00
Philip Rebohle
762df0bedf
[d3d11] Change ValidateBufferProperties to NormalizeBufferProperties
2019-10-11 17:23:02 +02:00
Philip Rebohle
50349d1bfe
[d3d11] Add missing break; in CreateSurface
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Found by a frog. Initial testing did not check return values.
2019-10-02 12:06:51 +02:00
Philip Rebohle
8f00af556e
[d3d11] Implement CreateSurface for D3D11DXGIDevice
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Documentation for this method is really poor so we'll just try to
make pretty much everything work. Fixes various wine tests.
2019-10-02 02:29:06 +02:00
Philip Rebohle
aa35cdbb18
[d3d11] Fix return code on swap chain creation failure
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Fixes a wine test failure.
2019-10-01 23:37:54 +02:00
Philip Rebohle
0d1048fa87
[d3d11] Fix error handling in SetMaximumFrameLatency
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Fixes a wine test failure.
2019-10-01 22:12:23 +02:00
Philip Rebohle
11b7b1f1a5
[d3d11] Implement GetDeviceRemovedReason
2019-09-22 19:07:48 +02:00