WinterSnowfall
36907ec01c
[d3d8] Adjust shader handles to skip 0x0001
2024-10-05 20:03:05 +02:00
WinterSnowfall
980a8d185c
[d3d9] Use D24X8 for D3DFMT_UNKNOWN depth stencils
2024-10-05 20:03:05 +02:00
WinterSnowfall
4f90ad46b9
[d3d8] Validate D3D9 auto depth stencil query
2024-10-05 20:03:05 +02:00
WinterSnowfall
1675aea857
[d3d8] CopyRects validation tweaks
2024-10-05 20:03:05 +02:00
WinterSnowfall
b13b875ca6
[d3d8] Rework D3D8 device GetInfo implementation
2024-10-05 20:03:05 +02:00
WinterSnowfall
bbe82aa534
[d3d9] Fix (most) cursor-related Wine tests
2024-10-05 18:27:19 +02:00
WinterSnowfall
7ff5321910
[d3d9] Implement a software cursor
2024-10-05 18:27:19 +02:00
WinterSnowfall
87a7882812
[d3d8] Automatically capture state on state block creation
2024-10-05 17:58:04 +02:00
WinterSnowfall
050886d08a
[d3d8] Capture VB stream state in D3D8 state blocks
2024-10-05 17:58:04 +02:00
WinterSnowfall
9d19fa18a7
[d3d9] Set D3DRS_POINTSIZE_MIN to 0.0f in D3D8 compatibility mode
2024-10-05 17:58:04 +02:00
Philip Rebohle
329d9a0bb2
[dxvk] Add support for drawing a software cursor
2024-10-04 19:10:14 +02:00
Philip Rebohle
4420c39b62
[dxvk] Factor out swapchain blitter texture uploads
2024-10-04 19:10:14 +02:00
Philip Rebohle
dbaa4d8df4
[dxvk] Add blending toggle to swap chain blitter pipelines
2024-10-04 19:10:14 +02:00
Philip Rebohle
836e990dc5
[dxvk] Correctly use VK_SHARING_MODE_CONCURRENT for buffers
...
Fixes some out-of-spec behaviour introduced with the global buffer rework.
2024-10-04 18:49:23 +02:00
Philip Rebohle
a278d6bf1d
[d3d11] Implement sequential swap effects
2024-10-04 12:58:55 +02:00
Philip Rebohle
c9ec2eeab2
[dxvk] Ensure image is in correct layout for invalidation
...
Otherwise, layout tracking might track a dead image and get confused.
2024-10-04 12:58:55 +02:00
Philip Rebohle
2af3fde5f2
[d3d9] Remove additional swap chain context
2024-10-04 12:58:55 +02:00
Philip Rebohle
172d3450d1
[d3d11] Rename EmitCsChunkExternal for consistency
2024-10-04 12:58:55 +02:00
Philip Rebohle
c678e8c803
[d3d11] Remove additional swap chain context
...
Do everything on the main context instead. Also only
present once regardless of sync interval.
2024-10-04 12:58:55 +02:00
Philip Rebohle
129efdaba6
[d3d11] Do not use separate context to initialize back buffers
2024-10-04 12:58:55 +02:00
Philip Rebohle
89ebabd8fd
[dxgi] Enable frame rate limit for SyncInterval > 1 in windowed mode
2024-10-04 12:58:55 +02:00
Philip Rebohle
bf9dfc77ce
[dxvk] Add context method for WSI synchronization
...
Mostly convenience, but we do want to get rid of Begin/EndRecording
at some point.
2024-10-04 12:58:55 +02:00
Philip Rebohle
63b200f08d
[dxvk] Reimplement HUD rendering to use Vulkan directly
...
And change how rendering works in general so that we emit fewer
draw calls.
2024-10-04 12:58:55 +02:00
Philip Rebohle
b35c0bce4f
[dxvk] Always enable multiDrawIndirect and shaderDrawParameters features
2024-10-04 12:58:55 +02:00
Philip Rebohle
46f10c8fd5
[dxvk] Add command list parameter to dispatch-related functions
2024-10-04 12:58:55 +02:00
Philip Rebohle
7d31a7f16f
[dxvk] Add command list parameter to some query-related functions
...
And reintroduce cmdResetQueryPool.
2024-10-04 12:58:55 +02:00
Philip Rebohle
4ce200bcae
[dxvk] Add command list parameter to cmdBindDescriptorSet(s)
2024-10-04 12:58:55 +02:00
Philip Rebohle
aa162365ce
[dxvk] Add command list parameter to cmdPushConstants
...
We want to be able to invoke compute shaders during init commands.
2024-10-04 12:58:55 +02:00
Philip Rebohle
207e15eb24
[dxvk] Refactor swap chain blitter to use plain Vulkan
...
Temporarily disable the HUD until that is refactored too.
2024-10-04 12:58:55 +02:00
Philip Rebohle
1c06431e18
[dxvk] Add method to use a context's command list directly
...
Also provide the descriptor pool for convenience.
2024-10-04 12:58:55 +02:00
Philip Rebohle
09284988ff
[hud] Show memory used percentage relative to budget
2024-10-03 23:47:56 +02:00
Philip Rebohle
0c49e30882
[dxvk] Add memory budget to memory stats
2024-10-03 23:47:56 +02:00
Philip Rebohle
513312885e
[dxvk] Use actual memory budget if provided by the implementation
...
For now, this is only used for the heuristic on when to aggressively
free empty chunks and replaces the 80% heap size heuristic.
Periodically updates the memory budget from the worker thread.
2024-10-03 23:47:56 +02:00
Robin Kertels
7d05a99640
[d3d9] Fix StretchRect fast-path resolve
2024-10-03 00:06:51 +02:00
Robin Kertels
4807af01ad
[d3d9] Resolve whole image in StretchRect
...
Fixes a validation error in Sims 4.
2024-10-02 20:22:37 +02:00
Philip Rebohle
1443e22626
[d3d11] Fix derp with anisotropy option
...
Fixes #4313 .
2024-10-02 11:02:06 +02:00
Philip Rebohle
90b036f550
[dxvk] Fix undefined behaviour move
2024-09-30 17:44:45 +02:00
WinterSnowfall
a5e3f29074
[dxvk] Fix HUD memory chunk colors on UMA
2024-09-30 14:28:44 +02:00
Philip Rebohle
e83446f5c9
[d3d11] Fix remaining synchronization issues with CUDA interop
2024-09-30 10:29:27 +02:00
Philip Rebohle
c26c21edb4
[d3d11] Lock buffers in place when used with CUDA interop
2024-09-30 10:29:27 +02:00
Philip Rebohle
11f8dc0818
[dxvk] Add functions to lock in and query GPU buffer addresses
2024-09-30 10:29:27 +02:00
Philip Rebohle
9f0bd8e17f
[d3d11] Lock textures in place when used with CUDA interop
...
Prevents images from being relocated by the backend.
2024-09-30 10:29:27 +02:00
Philip Rebohle
c59d6bd12c
[dxvk] Add flag to ensure stable image GPU addresses
2024-09-30 10:29:27 +02:00
Philip Rebohle
438a08f87c
[d3d11] Add functions to emit externally generated CS chunks
2024-09-30 10:29:27 +02:00
Philip Rebohle
abd888a0bb
[dxvk] Clean up check whether buffer can be relocated
2024-09-30 10:29:27 +02:00
Philip Rebohle
b164d6e2a7
[d3d9] Do not proactively enable meta copy usage flags
...
Same as the corresponding D3D11 change, let the backend deal with this
when necessary.
2024-09-30 10:29:27 +02:00
Philip Rebohle
5f3fa9e423
[d3d11] Do not proactively enable meta copy usage flags
...
Instead, let the backend deal with this and recreate the image as necessary.
2024-09-30 10:29:27 +02:00
Philip Rebohle
2fa773e791
[dxvk] Bump maximum sampler count to 4000
...
All sampler allocations go through the pool now, so we can do this.
2024-09-30 10:29:27 +02:00
Philip Rebohle
150c40280f
[dxvk] Get rid of internal blit samplers
2024-09-30 10:29:27 +02:00
Philip Rebohle
67d1285b08
[dxvk] Refactor meta blits
2024-09-30 10:29:27 +02:00