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Commit Graph

4260 Commits

Author SHA1 Message Date
WinterSnowfall
51e56c0420 [util] Enforce a maxAvailableMemory limit for Majesty 2 2022-05-23 07:54:37 +00:00
Paul Gofman
cc11bb8240 [d3d9] Don't adjust window position and size in windowed mode. 2022-05-23 07:53:13 +00:00
Paul Gofman
cde0fbe7b0 [util] Enable d3d9.deferSurfaceCreation for Small Radios Big Televisions 2022-05-19 02:51:41 +00:00
Joshua Ashton
5b7406fed5 [d3d9] Fix crash when using StretchRect with NULL rts 2022-05-10 02:02:35 +01:00
pchome
15fa310bb4 [build] Bump required meson version to >=0.49 2022-05-01 18:37:39 +02:00
Philip Rebohle
6ddd0cfe0a
[d3d11] Do not add UINT formats to all UAV format lists
Analogous to vkd3d-proton changes. Allows drivers to use compression more
frequently.
2022-04-25 17:37:10 +02:00
Philip Rebohle
a85f7c48a5
[d3d11] Make ClearUnorderedAccessViewUINT fallback more generic 2022-04-25 17:34:45 +02:00
Philip Rebohle
304d0549d5
[dxbc] Implement range check for private array reads
We already do this for stores.
2022-04-21 18:06:41 +02:00
Robin Kertels
3004026db8 [d3d9] Only bind RT if we actually write to it
The alternative render path for shadow maps in Dead Space relies on this.
2022-04-20 00:58:17 +01:00
Robin Kertels
bdafa16e39 [d3d9] Only bind depth buffer if the depth or stencil test is enabled 2022-04-20 00:58:17 +01:00
Joshua Ashton
d6cbd99141 [util] Add missing include to thread.h 2022-04-19 18:14:58 +01:00
Joshua Ashton
08e2ec6c98 [util] Implement env helpers on non-Windows platforms 2022-04-19 17:08:17 +01:00
Joshua Ashton
147f3738f9 [d3d9] Use strlcpy helper 2022-04-19 17:08:17 +01:00
Joshua Ashton
dc6b7fa4a7 [util] Add strlcpy helper
strncpy is not safe.
2022-04-19 17:08:17 +01:00
Joshua Ashton
9ee0f51870 [util] Implement thread helpers on non-Windows platforms 2022-04-19 17:08:06 +01:00
Robin Kertels
9302d33ac7 [d3d9+util] Enable invariant position by default 2022-04-18 12:40:46 +01:00
Philip Rebohle
35e8f4676b [dxvk] Remove old shader creation code 2022-04-18 13:20:16 +02:00
Philip Rebohle
a731f5daae [d3d11] Use new DxvkShader constructor for video shaders 2022-04-18 13:20:16 +02:00
Philip Rebohle
69817a84dc [d3d11] Use new DxvkShaderCreateInfo struct to retrieve shader info 2022-04-18 13:20:16 +02:00
Philip Rebohle
427f51eda7 [d3d9] Use new DxvkShader constructor for format conversion 2022-04-18 13:20:16 +02:00
Philip Rebohle
98ec79f6fa [d3d9] Use new DxvkShader constructor for SWVP emulation 2022-04-18 13:20:16 +02:00
Philip Rebohle
ab95b61e44 [d3d9] Use new DxvkShader constructor for fixed-function shaders 2022-04-18 13:20:16 +02:00
Philip Rebohle
10bab0c182 [dxso] Use new DxvkShader constructor 2022-04-18 13:20:16 +02:00
Philip Rebohle
8993560cde [dxbc] Use new DxvkShader constructor 2022-04-18 13:20:16 +02:00
Philip Rebohle
81d88a484d [dxvk] Use new DxvkShader constructor for HUD shaders 2022-04-18 13:20:16 +02:00
Philip Rebohle
62e706a6bb [dxvk] Use new DxvkShader constructor for swap chain shaders 2022-04-18 13:20:16 +02:00
Philip Rebohle
d0b52f3ac5 [dxvk] Use new DxvkShaderCreateInfo struct to retrieve shader info 2022-04-18 13:20:16 +02:00
Philip Rebohle
b0db58f098 [dxvk] Introduce new way to create DxvkShader objects 2022-04-18 13:20:16 +02:00
Philip Rebohle
736f743ae4
[spirv] Implement faster in-memory compression for shaders
Seems to be anything up to 3x as fast to decode than the previous code,
with the compression ratio being slightly worse. Encoding seems faster
as well.
2022-04-11 02:55:12 +02:00
Blisto91
727ba89670 [util] remove allowLockFlagReadonly from conf 2022-04-09 19:44:50 +02:00
Blisto91
2e68b33abd [util] correct enableDebugUtils conf to default False 2022-04-09 19:44:50 +02:00
Blisto91
3672375bc1 [util] Use cached constant buffers for Armored Warfare 2022-04-09 15:19:49 +02:00
Robin Kertels
42c66c410e [d3d9] Calculate slice alignment when uploading straight from the mapping buffer 2022-04-06 18:52:58 +00:00
Paul Gofman
957a305ca8 [d3d9] Ignore multiple app activation window messages. 2022-04-06 18:51:50 +00:00
Paul Gofman
b0ed9e30ce [d3d9] Filter window messages when processing WM_ACTIVATEAPP. 2022-04-06 18:51:50 +00:00
Robin Kertels
ce87bec412 [util] Force sampler type spec const for Star Wars TFU2
The game tries to binda  2D texture to a slot that is declared
as a 3D texture in the shader. This causes one particle effect
to be completely black because DXVK does not bind the texture
2022-04-05 22:37:04 +00:00
Philip Rebohle
95a3413949
[util] Fix typo in app profiles
Accidentally broke everything.
2022-03-31 18:01:52 +02:00
Philip Rebohle
e07157fe72
[d3d11] Only apply anisotropy override to linear samplers
Mirrors D3D9, more or less.
2022-03-30 14:37:33 +02:00
Philip Rebohle
e7e7fa231c
[dxvk] GPU query reset path
Require VK_EXT_host_query_reset instead. This fallback path is
untested nowadays and too slow to be useful.
2022-03-30 13:32:18 +02:00
Robin Kertels
6a80b51dc3 [meta] Move apitrace guide over to dxvk repo 2022-03-29 21:33:08 +00:00
Georg Lehmann
f0ccd8fe2e [util] Limit Limbo to 60 fps
Fixes: #2564
2022-03-28 21:39:28 +02:00
Derek Lesho
d11f0ac77b [d3d11] Always export correct shared handle type from ::GetSharedHandle and ::CreateSharedHandle
Before we just assumed that the calls here would match the corresponding flag value (D3D11_RESOURCE_MISC_SHARED -> ::GetSharedHandle, D3D11_RESOURCE_MISC_SHARED_NTHANDLE -> ::CreateSharedHandle), but it turns out that its possible to set both flags and use both methods.  Now we always tell Vulkan to export a KMT handle if D3D11_RESOURCE_MISC_SHARED is present, and use openKmtHandle to get an NT handle when needed.
2022-03-28 21:38:42 +02:00
Philip Rebohle
1c3736da8c
[dxvk] Filter out unnecessary access flags when recording barriers
Rationale is as follows:
- srcAccess never needs to contain read flags, since any memory being
  read must have been made visible before by a write operation
- dstAccess is only relevant if srcAccess contains a write, because
  reads alone cannot modify memory and thus do not require making the
  same memory available again. An exception are layout transitions.

Doesn't really change performance in anything as far as I can tell, but
we avoid some unnecessary UBO cache flushes in compute-heavy scenarios.
2022-03-28 10:45:29 +02:00
Philip Rebohle
ebdaf90fdc
[util] Enable d3d9.deferSurfaceCreation for Atelier Sophie 2
2022 and K-T are still using D3D9 for video stuff.
2022-03-28 04:37:02 +02:00
Philip Rebohle
a72463c5af
[meta] Release 1.10.1 2022-03-26 12:44:25 +01:00
Philip Rebohle
b4efaa4ef0
[util] Enable cached constant buffers for Frostpunk
Massively improves CPU-bound performance.
2022-03-26 12:44:25 +01:00
Robin Kertels
4e34c29c56 [d3d9] Disable culling when the app passes an invalid value 2022-03-25 17:13:12 +01:00
Philip Rebohle
991a11617a
[util] Enable d3d9.deferSurfaceCreation for Stranger of Paradise FFO
Reportedly required for VRR to work. Game still doesn't work here.
2022-03-25 16:36:17 +01:00
Philip Rebohle
0db26a0456
[dxbc] Actually do the skip range check thing properly
Turns out the first attempt only worked because my test case didn't
do any dynamically indexed stores at all, but broke everything else.
Oops.
2022-03-24 12:53:29 +01:00
Philip Rebohle
3ecd13cec2
[dxbc] Only emit temp array range check for dynamically indexed stores
Generates less code and makes things slightly more readable.
2022-03-24 12:47:40 +01:00