Philip Rebohle
e671692886
[d3d10] Implement D3D10Shader
2018-08-13 17:22:42 +02:00
Philip Rebohle
2af07c5faf
[d3d10] Implement D3D10Query
2018-08-13 17:22:42 +02:00
Philip Rebohle
ae12fbd23c
[d3d10] Implement D3D10CreateDepthStencilView
2018-08-13 17:22:42 +02:00
Philip Rebohle
ea46a0340e
[d3d10] Implement D3D10RenderTargetView
2018-08-13 17:22:42 +02:00
Philip Rebohle
0052ff236b
[d3d10] Implement D3D10ShaderResourceView
2018-08-13 17:22:42 +02:00
Philip Rebohle
ddb2a7bd59
[d3d10] Implement D3D10RasterizerState
2018-08-13 17:22:42 +02:00
Philip Rebohle
68bfacfcaa
[d3d10] Implement D3D10DepthStencilState
2018-08-13 17:22:41 +02:00
Philip Rebohle
f2381ac4eb
[d3d10] Implement D3D10BlendState
2018-08-13 17:22:41 +02:00
Philip Rebohle
ace06ce697
[d3d10] Implement D3D10InputLayout
2018-08-13 17:22:41 +02:00
Philip Rebohle
759ff737a4
[d3d10] Implement D3D10SamplerState
2018-08-13 17:22:41 +02:00
Philip Rebohle
553c90307a
[d3d10] Implement D3D10Buffer
2018-08-13 17:22:41 +02:00
Philip Rebohle
b97f9a702a
[d3d10] Implement D3D10 texture interfaces
2018-08-13 17:22:36 +02:00
Philip Rebohle
1e857f6342
[d3d10] Add D3D10Device stub
2018-08-13 17:22:03 +02:00
Philip Rebohle
8c1063b512
[d3d10] Add build files and implement D3D10CreateDevice functions
2018-08-13 17:22:00 +02:00
Philip Rebohle
7a28f01eca
[d3d11] Enable drawIndirectFirstInstance for FL11_0 and higher
2018-08-10 04:34:54 +02:00
Philip Rebohle
82c891b1fb
[d3d11] Fix structured buffer view validation
2018-08-10 02:39:35 +02:00
Philip Rebohle
40050e4e3f
[d3d11] Report bind flags instead of usage when view creation fails
2018-08-10 02:39:14 +02:00
Philip Rebohle
cc5219f8c0
[d3d11] Add meaningful error messages when view creation fails
2018-08-10 02:15:51 +02:00
Philip Rebohle
5276a90195
[d3d11] Add format and resource type to D3D11_COMMON_RESOURCE_DESC
2018-08-10 02:15:30 +02:00
Philip Rebohle
f9e096e954
[d3d11] Validate buffer view format compatibility
...
Prevents the app from creating illegal buffer views.
2018-08-09 23:37:41 +02:00
Philip Rebohle
9373bab3e3
[d3d11] Validate image view format compatibility correctly
...
Prevents the application from creating illegal image views.
2018-08-09 23:34:03 +02:00
Philip Rebohle
7e0a2a9165
[d3d11] Added GetBufferFormatFeatures and GetImageFormatFeatures helpers
2018-08-09 23:33:36 +02:00
Philip Rebohle
f586970c59
[d3d11] Validate buffer view bind flags
2018-08-09 22:04:03 +02:00
Philip Rebohle
b06eb4fe2a
[d3d11] Validate image view bind flags
...
Since the bind flags of the texture may not always match the
image usage flags of the underlying Vulkan image, we should
use the latter to check whether a view can be created.
2018-08-09 21:58:58 +02:00
Philip Rebohle
cdc85a1238
[d3d11] Add GetImageUsageFlags and GetBufferUsageFlags helpers
2018-08-09 21:49:31 +02:00
Philip Rebohle
1a4b17d607
[d3d11] Use user config to determine the maximum feature level
2018-08-09 21:08:03 +02:00
Philip Rebohle
73c91138db
[d3d11] Allow creation of SRGB textures with D3D11_BIND_UNORDERED_ACCESS
...
Should fix a crash in Call of Duty: Advanced Warfare.
2018-08-09 17:13:35 +02:00
Philip Rebohle
dc31be7118
[d3d11] Use global user config for D3D11 options
2018-08-07 14:59:09 +02:00
Philip Rebohle
3359b89166
[d3d11] Do not hold strong references to the ID3D11Resource in views
...
Emulates Windows behaviour more closely. Fixes refcount-related
error messages in Unreal Engine 4 (see #302 ), as well as a crash
in Yakuza 0 (see #533 ).
2018-08-05 21:31:13 +02:00
Philip Rebohle
ffc87faed0
[d3d11] Add private ref count helpers for ID3D11Resource
2018-08-05 21:31:13 +02:00
Philip Rebohle
c223e35608
[d3d11] Do not keep a strong reference to the swap chain back buffer
...
Fixes crash in Yakuza 0 with fullscreen mode enabled. SEGA, please,
stop being lazy and learn to use reference counting correctly.
2018-08-05 21:31:13 +02:00
Philip Rebohle
871c96b130
[d3d11] Refactor Unordered Access View Creation
...
Part 4 / 4 of the refactor.
2018-08-05 19:28:39 +02:00
Philip Rebohle
55203eb458
[d3d11] Refactor Shader Resource View Creation
...
Part 3 / 4 of the refactor.
2018-08-05 19:20:12 +02:00
Philip Rebohle
1038bf2ef5
[d3d11] Refactor Render Target View Creation
...
Part 2 / 4 of the refactor.
2018-08-05 19:07:53 +02:00
Philip Rebohle
0598982f35
[d3d11] Refactor Depth-Stencil View Creation
...
Part 1 of 4 of a much needed refactor. Instead of translating
the structures in the D3D11Device class, we'll move the code
to the respective view classes in order to clean up.
2018-08-05 19:02:45 +02:00
Philip Rebohle
16315a39a0
[d3d11] Use new resource helper functions during view creation
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This simplifies things when both buffers and textures are allowed.
2018-08-05 18:56:42 +02:00
Philip Rebohle
b87f3f5155
[d3d11] Add common resource helper functions
2018-08-05 18:45:24 +02:00
Philip Rebohle
66e178756e
[d3d11] Introduce GetCommonBuffer helper
...
Also update GetCommonTexture documentation.
2018-08-05 18:29:29 +02:00
Philip Rebohle
ace8e42213
[d3d11] Move BufferInfo struct into D3D11Buffer
2018-08-05 18:24:01 +02:00
Philip Rebohle
fe66e668e5
[dxvk] Implement native discardBuffer function in the backend
...
This may be more efficient because it avoids renaming the buffer
in case it can be used without inserting additional barriers.
2018-08-03 11:28:00 +02:00
Philip Rebohle
fb88070888
[d3d11] Implement copy flags for CopySubresourceRegion1 / UpdateSubresource1
2018-08-03 11:22:26 +02:00
Philip Rebohle
3fee20dfec
[d3d11] Implement DiscardResource for buffers
...
We don't suppor this for images, and we don't support DiscardView yet.
Buffers can be invalidated, which may in some cases be beneficial in
order to avoid synchronization on the GPU.
2018-08-03 11:10:40 +02:00
Philip Rebohle
8044ce6c7e
[d3d11] Refactor UAV counter buffer allocator
...
- Fixes violation of the minStorageBufferOffsetAlignment limit
- Allows allocation of multiple counter buffers if necessary
2018-08-03 10:17:02 +02:00
Philip Rebohle
212bd56b93
[d3d11] Fix border color mapping for opaque white
2018-08-02 17:04:09 +02:00
Philip Rebohle
0ba00b3f59
[dxvk] Add extended device feature structure
...
This allows the client API to query and enable extended
features in the future, should it become necessary, much
like the extende feature queries.
2018-07-31 16:58:25 +02:00
Philip Rebohle
bf06654a83
[d3d11] Remove DXVK_SHADER_READ_PATH
...
Broken, and won't work with ICB UBOs.
2018-07-30 20:29:05 +02:00
Philip Rebohle
bf912d0a5f
[d3d11] Create shader constant buffer if necessary
2018-07-30 20:29:05 +02:00
Philip Rebohle
c31e646921
[dxvk] Introduce concept of shader constants
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Large constant arrays should be moved to a uniform buffer instead
of being baked directly into the shader code.
2018-07-30 20:29:05 +02:00
Philip Rebohle
af5de8a8ef
[d3d11] Fix compiler warning
2018-07-30 20:27:18 +02:00
Philip Rebohle
7f0f7ac048
[d3d11] Refactor shader binding
...
This way we can get rid of an unnecessary template and make future
extensions possible.
2018-07-30 19:37:19 +02:00
Philip Rebohle
adadf362a3
[d3d11] Optimize WaitForResource behaviour when resource is already idle
...
We don't have to flush everything in this case, just flushing the current
CS chunk is enough to determine if the resource is in use by the GPU.
2018-07-23 16:08:01 +02:00
Philip Rebohle
662b6429a8
[d3d11] Refactor resource initialization
...
In addition to moving the code to a separate class, this also
improves flushing behaviour by limiting the amount of memory
being initialized rather than the number of commands executed.
2018-07-23 15:21:17 +02:00
Mikhail Paulyshka
f38ee85a39
[build] Fix compilation on MSVC ( #505 )
...
* [build] do not use shared_library/objects property with MSVC
* [util] use ./com/com_include.h instead of windef.h
It is required for Windows 10 SDK.
* [util] store thread procedure lambda in std::function
* [dxgi] fix annoying MSVC warning
warning C4099: 'IDXGIVkInteropDevice': type name first seen using 'class' now seen using 'struct'
2018-07-21 12:43:33 +02:00
Philip Rebohle
5fe4c4f610
[dxvk] Use VkImageViewUsageCreateInfoKHR when creating image views
...
Must be used when view formats are used that do not support all
usage bits of the underlying image. Refs #504 .
2018-07-21 10:58:06 +02:00
Jacek Caban
88cda20746
[d3d11] Import dxgi by -l instead of directly specifying library name.
2018-07-19 08:55:34 +02:00
Jacek Caban
c934d85b85
[d3d11] Move D3D11ImmediateContext constexpr values to .cpp file
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In my winelib builds, I get unresolved dxvk::D3D11ImmediateContext::MinFlushIntervalUs symbol. I'm not sure why it doesn't inline this constexpr, but it doesn't seem useful to expose that in header anyway.
2018-07-19 08:55:34 +02:00
Jacek Caban
6d16bb4c87
Don't use std::thread.
...
Wine needs to setup each thread that has an access to Windows APIs. It means that in winelib builds, we can't let standard C++ library create threads and need to use Wine for that instead. I wrote a thin wrapper around Windows thread functions so that the rest of code just has to use new dxvk::thread class instead of std::thread.
2018-07-19 08:55:34 +02:00
Jacek Caban
06511aa72c
[build] Use .spec files instead of .def files in winelib build
2018-07-19 08:55:34 +02:00
Jacek Caban
635a43fefe
[build] Explicitly specify .dll and .exe extensions in winelib build
...
meson can't handle that itself.
2018-07-19 08:55:34 +02:00
Philip Rebohle
2100d7aa3a
[d3d11] Fake SO support for F1 2015, Mafia 3
2018-07-12 00:32:36 +02:00
Philip Rebohle
87b5161b2a
[d3d11] Reset implicit flush timer only when actually flushing
...
In some situations, calling Flush without any commands that
could be flushed would unnecessarily prevent the implicit
flush heuristic from kicking in properly.
2018-07-09 20:31:54 +02:00
Philip Rebohle
c8c6f24b63
[d3d11] Fix log spam when an application uses DiscardView
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We don't support this method, but we should only issue the warning
once to prevent poor performance.
2018-07-08 15:53:30 +02:00
Philip Rebohle
974db9712b
[dxvk] Remove clear rect parameter from clearRenderTarget
...
With deferred clears and render target-based clears, this was
not properly supported anyway.
2018-07-06 15:01:37 +02:00
Philip Rebohle
63af141383
[d3d11] Set proper view format list for typed UAVs
...
Typed UAVs are mutable, but we only need them to be compatible to
their typed format and the bit-compatible integer format used for
clears.
2018-07-03 13:31:22 +02:00
Philip Rebohle
cbf4772973
[d3d11] Pass image format family to the backend
2018-07-03 12:44:56 +02:00
Philip Rebohle
bc1384b7b4
[d3d11] Issue warning when using a command list more than once
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The way buffers are invalidated can cause issues when the same command
list is submitted multiple times. Games don't seem to need this right
now.
2018-06-29 12:44:52 +02:00
Philip Rebohle
4520b1ca8f
[d3d11] Fix usage and access flags for multisampled images
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Meta-resolve operations will use the image in a fragment shader.
2018-06-28 16:47:54 +02:00
Philip Rebohle
42a676bbdb
[d3d11] Tweak implicit flush limits
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We're going to flush more often in CPU-limited scenarios, but these
new values are reasonable especially in games which submit large
amounts of GPU work at once, and should help reduce rendering latency.
Improves GPU utilization and frame rates in Hellblade by up to 10%.
2018-06-27 20:25:33 +02:00
Philip Rebohle
9fee253d09
[d3d11] Add more implicit flush points
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All these methods will implicitly spill the active render pass and
are typically not called very often, so we can try to keep the GPU
busy.
2018-06-27 18:34:17 +02:00
Philip Rebohle
4f28d57352
[dxvk] Remove unused rasterizer discard state flag
2018-06-25 16:56:52 +02:00
Philip Rebohle
060cd1d87c
[d3d11] Do not use MUTABLE_FORMAT_BIT for strictly typed formats
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This used to cause issues in the past, but apparently we can safely
enable this optimization now. Improves performance slightly on RADV.
2018-06-24 17:01:05 +02:00
Philip Rebohle
845c78fd20
[dxbc] Consider stream index in signature entry lookup
2018-06-23 20:13:00 +02:00
Philip Rebohle
102591369e
[dxbc] Add DxbcModuleInfo struct
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This will be required in the future to pass data from the
application to the shader compiler.
2018-06-23 17:14:35 +02:00
Philip Rebohle
432708c15f
[d3d11] Fix image aspect mask for typeless resolve
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The DXGI format info only stores the aspect mask for views created
with that format, but we're dealing with a raw resource here so we
have to query the aspect mask from the Vulkan format in question.
Fixes validation errors with typeless resolve if the formats of
the two involved images are identical.
2018-06-21 10:17:59 +02:00
Philip Rebohle
60bf471f06
[d3d11] Fix issue with back buffer creation
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In case the window size is 0 in either dimension, we ended up
creating an image with an invalid size. Fixes Vulkan validation
errors in Hearthstone.
2018-06-21 10:12:38 +02:00
Philip Rebohle
f5d73842b2
[d3d11] Do not flush on every call to GetData
...
There are several scenarios when flushing can have
a significant negative impact on performance:
1. When the query result is already available
2. When the game scatters GetData calls when rendering
Frostpunk hits both issues at the same time, which led to
over 120 queue submissions per frame. This patch reduces
that to 3 submissions per frame when the game is GPU-bound.
2018-06-19 14:34:15 +02:00
Philip Rebohle
5dfe0d077d
[d3d11] Fix render target layouts for linar tiling
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There currently doesn't seem to be a game which actually renders
to images with linear tiling, but we should handle this anyway.
Only the GENERAL layout is allowed if the tiling is not OPTIMAL.
2018-06-19 11:28:54 +02:00
Philip Rebohle
f519a0f2e4
[d3d11] Fake streamout support for Final Fantasy XV
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The game uses this feature only for Hairworks. This hides an error
message and allows the game to start.
2018-06-16 18:52:20 +02:00
Philip Rebohle
a148233b13
[d3d11] Use clearBuffer to initialize UAV counters
2018-06-16 10:22:38 +02:00
Philip Rebohle
7fa26f1c87
[d3d11] Implement render pass spilling for UAV rendering
...
Spilling the render pass should make shader storage buffer/image writes
visible due to how external subpass dependencies are defined. For UAV
rendering, we need to do this when changing the UAVs, even if the render
targets themselves do not change.
2018-06-15 20:49:24 +02:00
Philip Rebohle
c93f2b980e
[d3d11] Report correct timer frequency for TIMESTAMP_DISJOINT queries
2018-06-13 14:30:44 +02:00
Philip Rebohle
dce2f844c0
[d3d11] Add ID3DUserDefinedAnnotation stub
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We can implement this properly in the future using VK_EXT_debug_utils.
2018-06-11 14:29:47 +02:00
Philip Rebohle
dcd6c2c0f3
[d3d11] Implement CheckCounterInfo and related stubs
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DXVK does not support device-specific counters, which seem to
be useful only for GPU profiling during development, but we
should report this properly to the application.
2018-06-11 14:01:45 +02:00
Philip Rebohle
05f24c3c38
[d3d11] Reduce log spam about UAV rendering
2018-06-10 04:19:30 +02:00
Philip Rebohle
1e7a05c796
[d3d11] Remove GetData do-not-flush workaround for Fallout 4
...
Not needed anymore due to the implicit flush.
2018-06-08 13:13:42 +02:00
Philip Rebohle
d4cb5115e7
[d3d11] Flush implicitly when GetData returns S_FALSE
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Keeps the GPU busy when spinning on a query and ensures that we're
flushing at some point. Replaces the Fallout 4 hang workaround.
2018-06-08 13:11:24 +02:00
Philip Rebohle
a2df1ea4c9
[d3d11] Added warning that UAV rendering might not work as expected
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We still haven't implemented synchronization for UAV rendering properly.
2018-06-08 12:42:09 +02:00
Philip Rebohle
c716372941
[d3d11] Move GetData implementation to D3D11ImmediateContext
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It is illegal to call this method on a deferred context, so we should
filter out those calls. This allows the implementation to make use of
features specific to the immediate context.
2018-06-08 12:29:24 +02:00
Philip Rebohle
68a7ad81e1
[d3d11] Enable 64-bit math feature
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We still have DMovc to implement, but it doesn't look like this
instruction is required as of now.
2018-06-07 15:35:24 +02:00
Philip Rebohle
e8ac81fe8a
[dxvk] Removed support for depth bounds test
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This feature is not used in D3D11, so we don't need backend support.
2018-06-06 13:11:09 +02:00
Philip Rebohle
6579b2ad99
Merge branch 'auto-flush-v2'
2018-06-05 18:46:46 +02:00
Philip Rebohle
4a0c81276f
[d3d11] Implement new auto-flush heuristic
2018-06-04 23:31:49 +02:00
ZeroFault
d44cc7630b
Allow FarCry 5 to use D3D11_MAP_FLAG_DO_NOT_WAIT ( #416 )
2018-06-03 22:33:08 +02:00
Philip Rebohle
fc8573891e
[d3d11] Fix vertex attribute offset with D3D11_APPEND_ALIGNED_ELEMENT
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Computes the correct offset even if some vertex attributes are not used
by the vertex shader. Fixes a crash in Sleeping Dogs: Definitive Edition
(#407 ).
2018-05-30 13:33:48 +02:00
Philip Rebohle
c600b43d73
[d3d11] Allocate DYNAMIC buffers on device-local host-visible memory
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Improves performance on AMD cards when GPU-bound.
~5% FPS increase in The Witcher 3.
2018-05-29 14:50:08 +02:00
Philip Rebohle
8cd97959f2
[d3d11] Chjeck whether input layouts are identical
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Prevents redundant state changes when a game switches between
identical input layouts. Reduces the the number of Vulkan
calls in Grim Dawn by ~30%.
2018-05-27 01:10:49 +02:00
Philip Rebohle
48037a8b87
[d3d11] Enable shaderStorageImageMultisample if the device supports it
2018-05-26 20:34:40 +02:00
Philip Rebohle
b78130defd
[d3d11] Overwatch: Fake success in CreateGeometryShaderWithStreamOutput
2018-05-25 23:53:34 +02:00
Philip Rebohle
84a62f795f
Merge branch 'meta-mipgen'
2018-05-25 17:46:41 +02:00
Philip Rebohle
4b37590e14
[dxvk] Use new mip map generator
2018-05-25 17:45:41 +02:00