1
0
mirror of https://github.com/doitsujin/dxvk.git synced 2024-12-13 16:08:50 +01:00
Commit Graph

585 Commits

Author SHA1 Message Date
Philip Rebohle
93753a5ce7
[d3d11] Bind transform feedback buffers in SOSetTargets 2018-10-10 19:55:41 +02:00
Philip Rebohle
97d776cc00
[d3d11] Allocate counter for stream output buffers 2018-10-10 19:55:41 +02:00
Philip Rebohle
0d89dfae95
[d3d11] Report format support for stream output buffers 2018-10-10 19:55:41 +02:00
Philip Rebohle
7369dee9d6
[d3d11] Create passthrough geometry shader if necessary
Fixes stream output in Unity Engine titles.

- Fix compilation with new DxbcProgramInfo struct.
2018-10-10 19:55:41 +02:00
Philip Rebohle
5463dc7e6c
[d3d11] Implement CreateGeometryShaderWithStreamOutput
- Emit error instead of warning when enabling rasterization
2018-10-10 19:55:26 +02:00
Philip Rebohle
f42ea9f1d1
[d3d11] Set transform feedback usage, stage and access flags 2018-10-10 13:05:38 +02:00
Philip Rebohle
989a10ab88
[dxvk] Enable transform feedback device feature if available
- Enable geometryStreams feature
2018-10-10 13:05:37 +02:00
Philip Rebohle
a42f03e32d
[dxbc] Add Xfb structures to DxbcModuleInfo 2018-10-10 10:28:15 +02:00
Philip Rebohle
08b241b3ea
[d3d11] Add option to disable deferred context mapping speed hack
Fixes a regression in The Evil Within.

We should probably find a proper solution, but for now this is the best
thing we can do for games which reuse command lists.
2018-10-09 17:07:50 +02:00
Philip Rebohle
781ee00f5c
[dxvk] Refactor indirect draw/dispatch commands
Introduces an OpenGL-style bind point for the argument buffer, which
means we can avoid a lot of unnecessary reference tracking in games
that do a lot of indirect draw calls.

Reduces CPU overhead in Assassin's Creed Odyssey.
2018-10-08 10:23:18 +02:00
Philip Rebohle
0b4f1b6d6f
[d3d11] Implement DiscardView and DiscardResource for images 2018-10-01 16:54:34 +02:00
Philip Rebohle
da8274daaf
[d3d11] Don't set meta-resolve usage flags for depth buffers
Depth buffers cannot be resolved in D3D11.
May improve performance on some hardware when MSAA is used.
2018-09-29 14:59:36 +02:00
Philip Rebohle
de4c88d5aa
[d3d11] Skip CopyResource when src and dst resource are the same 2018-09-28 19:41:27 +02:00
Philip Rebohle
c9d61e16d9
[d3d11] Skip ResolveSubresource when dst and src resource are the same
Fixes black screen issue in Mortal Kombat X (#670).
2018-09-28 19:41:16 +02:00
Philip Rebohle
161fb6215a
[d3d11] Optimize UAV binding
- UpdateBuffer is faster than ClearBuffer for small updates.
- We shouldn't dispatch *two* CS commands for each UAV, one is enough.
2018-09-27 16:50:34 +02:00
Philip Rebohle
c5f7f9f3b0
[d3d11] Enable usage flags for meta copy formats
This is required in order to make meta copies work between images
that do not have the necessary D3D11 bind flags set, and it may
speed things up because it allows rendering to the destination
image directly rather than requiring a temporary image.
2018-09-27 11:44:09 +02:00
Philip Rebohle
305c361c00
[d3d11] Fix incomplete usage mask for buffer UAVs 2018-09-25 10:14:42 +02:00
Philip Rebohle
689602497f
[d3d11] Use state cache 2018-09-23 14:41:49 +02:00
Philip Rebohle
03a760bec6
[meta] Remove redundant linker entries for the utils library
Fixes #651.
2018-09-19 21:00:44 +02:00
Philip Rebohle
35238ec4d1
[d3d11] Make D3D11 context methods more robust to null pointers
Assetto Corsa tries to do some questionable things when reflections
are disabled in the game options. Refs #648.
2018-09-19 12:33:30 +02:00
Philip Rebohle
c1190e81b2
[d3d11] Handle pResource == nullptr case during view creation 2018-09-19 11:55:11 +02:00
Philip Rebohle
837a3f5787
[d3d11] Don't allow creation of 0x0-sized textures 2018-09-18 21:33:27 +02:00
Philip Rebohle
bf5476900a
[d3d11] Expose Feature Level 11_1
- We don't actually support the ExtendedResourceSharing feature, but
  since we currently don't support resource sharing at all, this makes
  no difference in practice
- Likewise, MultisampleRTVWithForcedSampleCountOne is not really
  supported, as the Vulkan backend will still use the sample count
  of the color attachments, but should have no effect in practice.
- This does not change the fact that Predication and Stream Output
  are still missing.
2018-09-18 16:27:40 +02:00
Philip Rebohle
d9009efd22
[d3d11] Implement and advertize support for CopyWithOverlap feature 2018-09-18 16:22:47 +02:00
Philip Rebohle
3f47fdab4d
[d3d11] Advertize support for the ForcedSampleCount rasterizer state 2018-09-18 13:23:28 +02:00
Philip Rebohle
482930f04a
[dxvk] Implement backend support for D3D11 forced sample count
We don't support rasterization with a sample count different from
the framebuffer sample count, but if there are no attachments, any
sample count is allowed.
2018-09-18 13:22:28 +02:00
Philip Rebohle
4469ef1ec1
[d3d11] Replace shader debug name with shader key 2018-09-18 10:35:27 +02:00
Philip Rebohle
a078bb947e
[d3d11] Replace D3D11ShaderKey with DxvkShaderKey 2018-09-18 10:35:08 +02:00
Philip Rebohle
6c889c0005
Revert "[d3d11] Avoid unnecessary buffer slice copy when mapping buffer"
This reverts commit 72106a02cb.

Breaks things for some reason. Doesn't have much of an impact anyway.
2018-09-17 23:08:00 +02:00
Philip Rebohle
72106a02cb
[d3d11] Avoid unnecessary buffer slice copy when mapping buffer 2018-09-17 22:04:31 +02:00
Philip Rebohle
19408f0ebe
[d3d11] Fix reported RowPitch/DepthPitch for mapped buffers
Some games rely on this being the exact buffer size.
2018-09-17 07:45:05 +02:00
Philip Rebohle
f9add97a07
[d3d11] Fix Begin/End for all queries other than Event and Timestamp 2018-09-11 13:00:52 +02:00
Philip Rebohle
ea9e812798
[dxvk] Introduce new 'Created' state for queries
New initial state for queries. D3D11 returns an error when trying to
retrieve data from a query in this state, rather than S_FALSE or S_OK.
2018-09-10 23:07:51 +02:00
Philip Rebohle
d7441f274b
[dxvk] Enable device features for VK_EXT_vertex_attribute_divisor 2018-09-10 22:10:16 +02:00
Philip Rebohle
012a5c2f74
[d3d11] Add option to enforce anisotropic filtering
When setting d3d11.samplerAnisotropy to a non-negative value,
AF will be either disabled (0) or enabled with the given
anisotropy (>0) for all samplers.
2018-09-10 15:42:55 +02:00
Philip Rebohle
f8dc5612f7
[d3d11] Added option to limit tessellation factors
d3d11.maxTessFactor accepts values ranging from 8 to 64, and limits
the maximum tessellation factor accordingly.
2018-09-09 23:14:00 +02:00
Philip Rebohle
57e5b05f32
[d3d11] Fix layer count for 3D RTVs with non-zero base mip level
We have to take the mip level into account as well, or otherwise
we may create a view with more layers than the selected mip level has.
2018-09-04 07:39:46 +02:00
Philip Rebohle
09948a3495
[d3d11] Synchronize CS thread after flush when waiting for resource
In some rare cases, the flush operation itself may add new references
which we need to see while spinning on the resource's usage counter.
2018-09-01 21:25:39 +02:00
Philip Rebohle
ffc2130ee6
[d3d11] Pass format swizzle to render target views
Fixes missing caterpillars in World of Tanks (#410).
2018-09-01 18:15:31 +02:00
Philip Rebohle
66d1bed083
[d3d11] Remove old UAV counter buffer implementation 2018-08-30 15:32:46 +02:00
Philip Rebohle
5c45a50daf
[d3d11] Use D3D11CounterBuffer for UAV counters 2018-08-30 15:24:47 +02:00
Philip Rebohle
9992ba1a79
[d3d11] Add more general counter buffer allocator
We're going to need it for more than just UAV counters soon.
2018-08-30 15:24:38 +02:00
Philip Rebohle
f1b075c0f3 [dxvk] Add CS chunk pool
Reduces the number of dynamic memory allocations for CS chunks by
recycling them once they are no longer needed. Also fixes a potential
issue with chunks that are dispatched multiple times.
2018-08-27 16:07:38 +02:00
Philip Rebohle
f75e3ad13f
[d3d11] Fix silly GenerateMips bug 2018-08-16 00:57:16 +02:00
Philip Rebohle
c3c7a4172d
[d3d11] Fix interface query for ID3D11Predicate 2018-08-16 00:13:40 +02:00
Mikhail Paulyshka
2a96d717d3 [d3d11] fixed compilation with MinGW-headers 6.0.0 or greater 2018-08-15 22:02:39 +02:00
Philip Rebohle
e271bc490e
[d3d11] Enable ExtendedDoublesShaderInstructions 2018-08-15 20:12:41 +02:00
Philip Rebohle
0b1b898be4
[d3d11] Implement ID3D11DeviceContext1::ClearView
Required for Feature Level 11_1.
2018-08-15 19:03:26 +02:00
Philip Rebohle
beedd39f7d
[dxvk] Accept VkClearValue in DxvkContext::clearImageView 2018-08-15 19:03:26 +02:00
Philip Rebohle
da21a6db7f
[d3d11] Silence warning about GenerateMips being called on buffers 2018-08-15 19:03:26 +02:00