Philip Rebohle
fcdba67b88
[d3d11] Implement 2D<->3D image copies in CopySubresourceRegion
2018-04-17 22:22:49 +02:00
ZeroFault
a248ae985d
[d3d11] nullptr check on Begin and End ( #295 )
2018-04-17 13:57:39 +02:00
Philip Rebohle
98b8d41016
[dxbc] Write shader name to the generated SPIR-V
...
Might help identifying shaders in debugging tools such as Renderdoc.
2018-04-15 21:00:08 +02:00
Philip Rebohle
d523405a5a
[dxvk] Implement bindRenderTargets method
...
An alternative to manually creating a framebuffer object and binding
it via bindFramebuffer. Future optmizations can use this to bring
down the number of redundant render pass changes.
2018-04-15 01:09:53 +02:00
Philip Rebohle
87d14fb57f
[d3d11] Report TYPED_UAV only if both TBs and SIs are supported
2018-04-14 23:20:35 +02:00
Philip Rebohle
f07f610b6a
[d3d11] Improve format support queries
...
- Do not report MIP_AUTOGEN if the image format cannot
be used as a color attachment
- Do not report SAMPLE_COMPARISON and GATHER_COMPARISON
if the DXGI format has no corresponding depth format
- Only report image-related features if the image format
can actually be used as a sampled image
2018-04-14 16:07:01 +02:00
Philip Rebohle
a6767ebd52
[d3d11] Improved debug output of D3D11DeviceContext methods
2018-04-14 11:45:31 +02:00
Philip Rebohle
4a0c9dbaba
[d3d11] Validate texture sample count
...
Fixes incorrect return values in case a game tries to create
a texture with an unsupported number of samples.
2018-04-13 13:46:45 +02:00
Philip Rebohle
8508994a63
[d3d11] Cap mip level count for textures and views
...
Some games do not compute the number of mip levels of
a texture or texture view correctly, so we should work
around this by capping it to the highest possible value.
2018-04-12 23:42:11 +02:00
Philip Rebohle
56a1433d3f
[d3d11] ClearUnorderedAccessViewUInt: Create temp view if necessary
...
If this method is used to clear a view with a floating point format,
we need to create a compatible view with an integer format in order
to clear the resource with the correct value. Fixes some calls to
this function in Rise of the Tomb Raider and other games.
2018-04-12 23:31:15 +02:00
Philip Rebohle
db541d188f
[dxgi] Added static format mapping table
2018-04-12 17:49:14 +02:00
Philip Rebohle
ef4a3c5bfc
[d3d11] Use meta clear for ClearUnorderedAccessView* methods
2018-04-11 23:39:12 +02:00
Philip Rebohle
bd5254f8d3
[d3d11] Fixed compiler errors
...
Why the hell did my GCC not complain about this earlier?
2018-04-08 22:26:35 +02:00
pchome
acaf6c9e87
[d3d11] Fix compilation with WINE headers ( #247 )
...
All this structures are defined in WINE headers but `D3D11_FORMAT_SUPPORT2`.
2018-04-07 14:02:57 +02:00
Philip Rebohle
00a452ed89
[d3d11] Implement DXBC shader module cache
...
If an application compiles the same shader multiple times, we should reuse
an already existing DxvkShaderModule instead of creating a new one. This
helps keep the number of DxvkGraphicsPipeline objects low in games such
as Rise of the Tomb Raider.
2018-04-06 17:54:02 +02:00
Philip Rebohle
e06300d592
[d3d11] Fix multisample format support query for depth images
...
Fixes a crash in World of Warships when reflections are enabled.
2018-04-04 11:24:16 +02:00
Philip Rebohle
7de27d4fd8
[d3d11] Flush immediate context on command list execution
...
This optimization may help keep the GPU busy in case there's
a large number of draw calls pending at the time a command
list from a deferred context is submitted for execution.
2018-04-03 19:53:37 +02:00
Philip Rebohle
2973c18055
[dxgi/d3d11] Remove COM_QUERY_INTERFACE macro, reset pointers
...
May fix some crashes in applications that rely on the returned
pointer being set to nullptr before returning.
2018-04-02 12:52:02 +02:00
Philip Rebohle
77010d96e4
[dxgi/d3d11] Set returned pointers to nullptr before returning
...
May solve issues with applications which check whether the returned
pointer is null rather than checking a function's return value.
2018-04-02 12:04:20 +02:00
Vesim987
a2f05467c7
[d3d11] Force CreateRenderTargetView to return S_OK with D3D11_RESOURCE_DIMENSION_BUFFER ( #230 )
...
It makes Battlefield 3 and Battlefield 4 working.
2018-03-31 21:47:54 +02:00
Philip Rebohle
ae88f83b86
[d3d11] Introduce D3D11DeviceContainer
...
Refactored DxgiVkDevice, D3D11Device and D3D11Presenter
to behave more like aggregable objects, where the new
D3D11DeviceContainer class is the COM aggregate object.
Fixes the reference counting issue outlined in #210 .
2018-03-28 21:24:52 +02:00
Philip Rebohle
8d3dcba8d5
[dxgi] Renamed private DXGI interfaces
2018-03-28 19:06:00 +02:00
Philip Rebohle
410cde3f17
[dxgi] Move device creation to DxgiAdapter
...
This is better than exporting new functions.
2018-03-28 18:58:53 +02:00
Philip Rebohle
1a8567a363
[d3d11] Fixed silly bug in blend state comparison
2018-03-28 11:55:03 +02:00
Philip Rebohle
675b1c5b8c
[d3d11] Implemented image mapping on deferred contexts
...
Also refactored buffer mapping to reduce code duplication.
Optimized the lookup function for a small performance gain
in games which map a lot of resources on deferred contexts.
2018-03-25 13:24:03 +02:00
Philip Rebohle
61c55d6f89
[d3d11] Get rid of redundant format query
2018-03-25 08:38:31 +02:00
Philip Rebohle
4e84a77896
[d3d11] Disable DO_NOT_WAIT flag by default
...
Apparently this breaks Elder Scrolls Online as well, so we'll
just enable it explicitly for games which benefit from this
optimization and disable it by default.
2018-03-25 00:54:42 +01:00
Philip Rebohle
4ed007e9f6
[d3d11] Add <unordered_map> include
...
Fixes #201 .
2018-03-24 18:54:00 +01:00
Philip Rebohle
0900e1b5f9
[d3d11] Added missing files
2018-03-24 17:29:13 +01:00
Philip Rebohle
bd69e843c2
[d3d11] Added D3D11Options
...
Includes a per-app knob for Witcher 3 to disable D3D11_MAP_FLAG_DO_NOT_WAIT.
2018-03-24 17:02:24 +01:00
Philip Rebohle
ba9e1f307d
[dxbc] Don't use rvalue references for file streams
2018-03-23 18:17:16 +01:00
Philip Rebohle
0a2fa590f5
[d3d11] Reset busy flag after emitting the Flush command
...
Fixes a general performance regression in games
that call WaitForResources a lot.
2018-03-23 11:54:19 +01:00
Philip Rebohle
085fd6a959
[d3d11] Remove unnecessary Map() check
2018-03-22 19:28:00 +01:00
Philip Rebohle
d9b1995cf0
[d3d11] Do not forward D3D11_MAP_FLAG_DO_NOT_WAIT for mapped images
...
Workaround for a regression in The Witcher 3 that was introduced
in commit 53d557c2db
. May have a
significant negative impact on performance in some games.
2018-03-22 14:12:43 +01:00
Philip Rebohle
b3aff7cd2e
[d3d11] Fix immediate context initialization
...
The old initialization code did not take either CSMT or
Deferred Contexts into account and could lead to illegal
calls to beginRecording.
Fixes a hang encountered in Dishonored 2.
2018-03-22 13:40:45 +01:00
Philip Rebohle
7f6c8dff95
[d3d11] Fix flush condition and CS thread synchronization
...
If chunks have been sent to the CS thread, we need to
flush even if the current chunk is empty.
2018-03-22 12:58:26 +01:00
Philip Rebohle
53d557c2db
[d3d11] Implement D3D11_MAP_FLAG_DO_NOT_WAIT
...
Improves framerate in Dishonored 2 by up to 50%.
2018-03-22 11:02:14 +01:00
Philip Rebohle
08806070ca
[d3d11] Fix CheckFeatureSupport return value
2018-03-21 15:08:34 +01:00
Philip Rebohle
efcd5c6b4d
[d3d11] Implement support for D3D11_FEATURE_FORMAT_SUPPORT2
2018-03-21 13:31:22 +01:00
Philip Rebohle
09151f3616
[d3d11] Lift shaderStorageImageReadWithoutFormat requirement
2018-03-21 12:57:29 +01:00
Philip Rebohle
c1a1ff3915
[d3d11] Implement remaining D3D11.1 feature queries
2018-03-21 04:58:31 +01:00
Philip Rebohle
17e981f360
[dxvk] Increase UAV slot count to 64 for the graphics pipeline
...
D3D11 raised this limit from 8 UAVs in the fragment shader to
64 UAVs in all graphics stages combined.
2018-03-21 04:56:33 +01:00
Philip Rebohle
bd71f256e5
[d3d11] Fixed constant buffer binding update
2018-03-21 03:26:31 +01:00
Philip Rebohle
6550e8d623
[d3d11] Expose implemented Feature Level 11.1 features
2018-03-20 23:25:23 +01:00
Philip Rebohle
fd4e55007f
[d3d11] Export support for driver command lists
...
This indicates that our implementation of UpdateSubresource on
deferred contexts is not affected by the same issue as on Windows.
2018-03-19 17:57:20 +01:00
Philip Rebohle
493ad66d91
[d3d11] Remove obsolete acquire/release pair
...
This is no longer needed with the universally
thread-safe slice allocator.
2018-03-19 17:56:26 +01:00
Philip Rebohle
c6251d28fc
[d3d11] Remove warnings from CopySubresourceRegion1 / UpdateSubresource1
...
The flags should have no impact on correctness, so not supporting them
makes no difference. Prevents log spam in Dishonored 2.
2018-03-19 14:52:42 +01:00
pchome
2f8ccfa30e
[build] Add header required for std::find_if()
2018-03-19 12:49:48 +02:00
Philip Rebohle
f1c3b59e87
[d3d11] Implemented buffer mapping on deferred contexts
...
Allows the MultiThreadedRendering demo from the Microsoft SDK to run.
2018-03-19 03:19:13 +01:00
Philip Rebohle
d6d6ed4efd
[d3d11] Expose Feature Level 11_1 if explicitly requested
...
Not enabled by default since some 11_1 functionality is not yet implemented.
2018-03-18 23:39:40 +01:00
Philip Rebohle
127fad89be
[d3d11] Refactored D3D11SamplerState creation
2018-03-18 23:35:40 +01:00
Philip Rebohle
b04e9b5f18
[d3d11] Refactored D3D11DepthStencilState creation
2018-03-18 23:32:01 +01:00
Philip Rebohle
11d8eb3be4
[d3d11] Implemented D3D11BlendState1
2018-03-18 23:27:29 +01:00
Philip Rebohle
2591bbdabd
[d3d11] Implemented ID3D11RasterizerState1 stub
2018-03-18 22:53:20 +01:00
Philip Rebohle
0a473b4f86
[d3d11] Return error if an application creates an RTV for a buffer
...
Vulkan does not support buffer RTVs, and neither does DXVK, so we
should return an error in that case. Previously, DXVK would crash
upon querying image information.
2018-03-18 21:38:48 +01:00
Philip Rebohle
e009e63aa7
[d3d11] Fix sampler state refcount issue
...
We cannot use strong references in state objects that
are stored inside a member of the device itself.
2018-03-18 14:57:14 +01:00
Philip Rebohle
2346a2ac03
[d3d11] Remove inconsistent uses of "this"
2018-03-18 12:57:39 +01:00
Philip Rebohle
c43702e445
[d3d11] Implement GetConstantBuffers1 methods
2018-03-18 12:45:27 +01:00
Philip Rebohle
e54246d000
[d3d11] Implement SetConstantBuffers1 methods
2018-03-18 12:39:11 +01:00
Philip Rebohle
3133e4ba35
[d3d11] Add constant buffer offsets and counts to context state
2018-03-18 12:36:45 +01:00
Philip Rebohle
a8eecfbfe5
[d3d11] Enable direct image mapping by default
2018-03-18 00:36:53 +01:00
Philip Rebohle
ebd46e4109
[d3d11] Re-define D3D11_FEATURE_DATA_ARCHITECTURE_INFO
...
Fixes previous commit on MinGW.
2018-03-17 21:38:35 +01:00
Mikhail Paulyshka
043982d3be
[d3d11] stub implementation of ID3D11Device1 ( #175 )
2018-03-17 20:11:00 +01:00
Mikhail Paulyshka
a3e7139c1e
[d3d11] stub implementation of ID3DDeviceContext1 ( #174 )
2018-03-17 18:54:09 +01:00
Philip Rebohle
52a9a4f406
[dxvk] Reimplemented clearRenderTarget
...
Closer to the D3D11 API. We cannot use the normal clearColorImage and
clearDepthStencilImage methods in case the game uses a 2D array view
for a 3D image. Fixes some validation issues in Hellblade.
2018-03-17 17:59:43 +01:00
Philip Rebohle
1af52abb67
[d3d11] Move OMSetRenderTargets optimization to D3D11ImmediateContext
...
We cannot call Flush() on deferred contexts anyway, so the command
submission optimization should only be applied to immediate contexts.
2018-03-17 14:09:16 +01:00
Philip Rebohle
ccfe1a346b
[d3d11] Moved GetViewFromDesc and NormalizeDesc out of D3D11Devuce
2018-03-17 13:42:37 +01:00
Philip Rebohle
0ddbb58ce4
[d3d11] Enable IDXGIDevice2 interface query
2018-03-17 13:05:55 +01:00
Philip Rebohle
eb8ae5cc82
[d3d11] Allow 2D array view creation for 3D textures
...
Fixes a regression that was introduced with the texture
class refactor. Fixes validation issues in Hellblade.
2018-03-14 20:40:11 +01:00
Philip Rebohle
0e0ee61d9b
[d3d11] Always use VK_IMAGE_CREATE_MUTABLE_FORMAT_BIT
...
We need to investigate why not doing this breaks shadows in Heaven.
2018-03-14 17:40:26 +01:00
Philip Rebohle
3b20c71894
[d3d11] Re-implement direct image mapping (disabled by default)
...
We cannot enable this by default yet because it may break some games.
2018-03-14 16:40:28 +01:00
Philip Rebohle
155bd32e22
[d3d11] Check if a textue can be created before making the attempt
...
This may prevent driver crashes and give more useful debugging info
in case a given combination of image parameters is not supported by
a device. May also improve compatibility with direct image mapping.
2018-03-14 16:03:48 +01:00
Philip Rebohle
7a6d61d943
[d3d11] Create mapped image buffer only when needed
...
Also adds some documentation to D3D11CommonTexture.
2018-03-14 14:49:45 +01:00
Philip Rebohle
0ba3337289
[d3d11] Refactored Map/Unmap methods
2018-03-14 14:40:09 +01:00
Philip Rebohle
91b82c05b2
[d3d11] Refactoring texture classes: Move static methods into D3D11CommonTexture
2018-03-14 01:16:31 +01:00
Philip Rebohle
56df0bcccb
[d3d11] Refactoring texture classes: Remove D3D11TextureInfo
2018-03-14 00:45:07 +01:00
Philip Rebohle
16d66c8a1d
[d3d11] Refactoring texture classes: Introduce D3D11CommonTexture
2018-03-13 23:51:30 +01:00
Philip Rebohle
e6814332e7
Revert "[d3d11] Re-enable image mapping"
...
Still breaks games for unknown reasons.
2018-03-13 17:40:12 +01:00
Philip Rebohle
25cae39cdb
[spirv] Remove SPIR-V tools integration
...
SPIR-V tools did not turn out to be useful, but increased the
binary size by a significant amount and caused build problems.
- spirv-opt: Far too slow for the intended purpose, and Nvidia
specific shader issues have been reported and fixed.
- spirv-val: Not much value in practice since shaders can be
written to a directory and validated manually.
2018-03-13 14:32:03 +01:00
Philip Rebohle
72f954088b
[d3d11] Use only one mip level for multisampled textures
2018-03-13 11:29:25 +01:00
Philip Rebohle
06cff50453
[d3d11] Flush CS chunks when executing/finalizing command lists
...
Fixes rendering issues and validation errors in Kingdom Come: Deliverance.
2018-03-12 23:36:55 +01:00
Mikhail Paulyshka
d3a4230acf
[d3d11] D3D11Device::QueryInterface() suppress warning for d56e2a4c-5127-8437-658a-98c5bb789498
...
there is no public information about this interface
2018-03-12 23:29:44 +03:00
Philip Rebohle
56c826be85
[d3d11] Do not enable D3D11_BIND_UNORDERED_ACCESS for back buffers
...
Not all formats can be used for unordered access views. An application
must explicitly request this feature during swap chain creation.
2018-03-12 13:03:33 +01:00
Philip Rebohle
3e60c8f316
[d3d11] Re-enable image mapping
...
After more extensive testing, it looks like commit 4eacff21
actually fixed the issue in most (all?) cases.
2018-03-12 12:54:05 +01:00
Mikhail Paulyshka
b17568deba
[dxgi,d3d11] log unknown interfaces GUID ( #154 )
...
* [d3d11] log unknown interfaces GUID in QueryInterface()
* [dxgi] log unknown interfaces GUID in QueryInterface()
2018-03-12 12:05:43 +01:00
Mikhail Paulyshka
f94ff7db4f
[d3d11] add check for pResource against nullptr in D3D11ImmediateContext::Map()
2018-03-12 03:18:44 +03:00
Philip Rebohle
4eacff21e9
[dxvk] Flush initialization context unconditionally
...
An application might need to wait for a resource to become available
just after it has been created, in which case its initialization
commands might not have been dispatched yet. If no rendering commands
were issued on the immediate context prior to the wait operation,
WaitForResource would stall indefinitely.
2018-03-11 20:25:09 +01:00
Philip Rebohle
bbbc552868
[d3d11] Disabled image mapping
...
Effectively reverts d3e89b20dd
as it
breaks games for some reason.
2018-03-11 19:02:02 +01:00
Philip Rebohle
5b9e4c1faa
[d3d11] Fix image tiling
...
Fixes bug introduced in d3e89b20dd
, which
applies linear tiling to the wrong kind of images.
2018-03-11 00:06:44 +01:00
Philip Rebohle
d3e89b20dd
[d3d11] Allocate host-readable images on host-visible memory
...
Not having to wait for an image->buffer copy to finish on the
GPU allows for more efficient synchronization. Significantly
improves performance in The Witcher 3.
2018-03-10 23:32:15 +01:00
Philip Rebohle
afaa3b5a30
[d3d11] Fix minor code inconsistencies
2018-03-10 14:41:06 +01:00
Philip Rebohle
7069df6b1e
[d3d11] Reimplemented ClearState
...
Potentially increases the overhead of ClearState calls, but also correctly
resets the context state when deferred contexts are used.
2018-03-10 13:06:15 +01:00
Philip Rebohle
5cb6c968b5
[d3d11] Fix RestoreUnorderedAccessViews for pixel shaders
2018-03-10 12:47:45 +01:00
Philip Rebohle
ca53fe7925
[d3d11] Minor fixes
2018-03-10 12:11:17 +01:00
Philip Rebohle
969b35c80c
[d3d11] RestoreState: Restore DS/OM/RS state objects
2018-03-10 11:56:58 +01:00
Philip Rebohle
5befa3b745
[d3d11] RestoreState: Restore IA state
2018-03-10 11:44:27 +01:00
Philip Rebohle
c49a0b969b
[d3d11] RestoreState: Restore viewport state
2018-03-10 11:31:40 +01:00
Philip Rebohle
f15feef47f
[d3d11] RestoreState: Restore shader resource bindings
2018-03-10 11:30:32 +01:00
Philip Rebohle
5ef0f31c66
[dxvk/d3d11] Refactored resource binding
...
Slightly reduces overhead of D3D11 *SetShaderResources methods.
2018-03-10 11:16:52 +01:00
Philip Rebohle
b72f11a0bf
[d3d11] RestoreState: Restore vertex and index buffer bindings
2018-03-10 10:39:07 +01:00
Philip Rebohle
d1a2cff9ac
[d3d11] RestoreState: Restore framebuffer and shader bindings
2018-03-10 10:19:07 +01:00
Philip Rebohle
b7a964e15e
[d3d11] Fix texture cube array view normalization
2018-03-09 17:24:36 +01:00
Philip Rebohle
3b42011c50
[d3d11] Implemented OMGetRenderTargetsAndUnorderedAccessViews and predication stub
2018-03-09 16:47:20 +01:00
Philip Rebohle
09fd7abde0
[d3d11] Fix potentially invalid value for anisotropic filtering
2018-03-09 15:24:28 +01:00
Philip Rebohle
85d28f7328
[d3d11] Implemented ClearUnorderedAccessViewUint for raw and structured buffers
2018-03-07 16:29:13 +01:00
Philip Rebohle
95e2c641e0
[d3d11] Partially implement SOSetTargets/SOGetTargets
...
This does not implement any stream output functionality yet,
but it allows games to set and query stream output buffers.
2018-03-07 15:32:19 +01:00
Philip Rebohle
b494bb2ac1
[d3d11] Fixed potential sync issue in Map()
2018-03-07 10:37:27 +01:00
Mikhail Paulyshka
9deb73a2a7
Add support for MSVC, attempt 3 ( #130 )
...
* [dxvk] fixes for MSVC
* nullptr -> int is illegal conversion for MSVC. nullptr was replaced with VK_NULL_HANDLE
* MSVC does not support source code strings longer than 65535 chars. String was replaced with array of chars.
* [utils] fixes for MSVC
* __mingw_uuidof() does not exists in MSVC
* apply GCC pragma only for GCC
* added missing header
* [dxbc] fixes for MSVC
*added missing header
* [dxgi] fixes for MSVC
* user __declspec(uuid()) instead of _mingw_uuidof()
* do not use DLLEXPORT macro for MSVC
* [d3d11] fixes for MSVC
* replace WINBOOL with BOOL
* do not declare D3D11 structs for MSVC
* do not use DLLEXPORT macro for MSVC
* [meson] fix build scripts for MSVC
* change cpp version from c++1z to c++latest for MSVC
* set -DOMINMAX definition for MSVC
* disable test and wine_utils for MSVC
* use .def files instead of __declspec(dllexport) for MSVC (bypass 'C2375: redefinition; different linkage' error)
* fix .def files for MinGW
* add --enable-stdcall-fixup linker flag for MinGW
2018-03-06 18:34:34 +01:00
Philip Rebohle
4fed7521f7
[d3d11] Enabled tessellation shaders
...
Note that applications that require tessellation support
will not work as of yet.
2018-03-06 17:02:47 +01:00
Philip Rebohle
13331a463f
[d3d11] Re-implement check for mapping device-local images
2018-03-06 11:35:12 +01:00
Philip Rebohle
1cbe6829eb
Revert "Add MSVC support ( #123 )"
...
This reverts commit c63d4361a0
.
2018-03-05 14:32:28 +01:00
Mikhail Paulyshka
c63d4361a0
Add MSVC support ( #123 )
...
* [utils] fixes for MSVC
* __mingw_uuidof() does not exists in MSVC
* apply GCC pragma only for GCC
* added missing header
* [dxvk] fixes for MSVC
* nullptr -> int is illegal conversion for MSVC. nullptr was replaced with VK_NULL_HANDLE
* MSVC does not support source code strings longer than 65535 chars. String was replaced with array of chars.
* [dxbc] fixes for MSVC
*added missing header
* [dxgi] fixes for MSVC
* user __declspec(uuid()) instead of _mingw_uuidof()
* [d3d11] fixes for MSVC
* replace WINBOOL with BOOL
* do not declare D3D11 structs
* [meson] fix build scripts for MSVC
* change cpp version from 1z to 17 for MSVC
* set -DOMINMAX definition for MSVC
* disable test and wine_utils for MSVC
* use .def files instead of __declspec(dllexport) (bypass 'C2375: redefinition; different linkage' error)
2018-03-05 14:28:51 +01:00
Philip Rebohle
484308347a
[d3d11] Treat D3D11SamplerState as state object
2018-03-05 02:21:34 +01:00
Philip Rebohle
7a6e20f3a8
[d3d11] Fixed CheckMultisampleQualityLevels return values
2018-03-05 01:08:26 +01:00
Philip Rebohle
9ede325c5b
Merge branch 'master' of https://github.com/doitsujin/dxvk
2018-03-05 01:07:58 +01:00
Mikhail Paulyshka
6c62d7608e
[d3d11] add stub for ID3DUserDefinedAnnotation ( #122 )
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* [d3d11] D3D11DeviceContext::QueryInterface: log missing GUID
* [d3d11] suppress warnings for ID3DUserDefinedAnnotation and ID3D11Debug
2018-03-05 01:07:09 +01:00
Philip Rebohle
e8e5739978
[d3d11] Fixed potential crashes in InitImage/InitBuffer
2018-03-03 23:33:55 +01:00
Philip Rebohle
52f6ba1756
[dxvk] Fixed D3D11CreateDeviceAndSwapChain bug
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Some applications may want to create a swap chain
without specifying a device or context pointer.
2018-03-03 23:15:15 +01:00
Philip Rebohle
c5bbf2d989
[d3d11] Fixed FinishCommandList
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- ppCommandList is optional.
- We need to call RestoreState in order to set up the current context
state for the new command list.
2018-03-03 22:28:30 +01:00
Philip Rebohle
82ac381919
[d3d11] Move framebuffer creation out of OMSetRenderTargets
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This might be useful when restoring context state.
2018-03-03 22:15:41 +01:00
Philip Rebohle
b469cfac0b
[d3d11] Implemented FinishCommandList/ExecuteCommandList
2018-03-03 20:59:17 +01:00
Philip Rebohle
d74db72add
[d3d11] Implemented CSGetUnorderedAccessViews
2018-03-01 07:02:39 +01:00
Philip Rebohle
757bb2bad7
[dxvk] Mark events and queries as available by default
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Fixes a lockup in World of Warships, which waits for an event query
to be signaled without actually ever calling End() for that query.
2018-02-27 10:14:53 +01:00
Philip Rebohle
dc67cf730e
[d3d11] Add exception handling to CreateTexture* methods
2018-02-27 08:54:24 +01:00
Philip Rebohle
43b7e84bb5
[d3d11] Return fake tessellation shader obejects to the application
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Prevents crashes in applications that use domain and hull shaders for
more than just rendering. Allows Fallout 4 tp run.
2018-02-26 17:29:10 +01:00
Philip Rebohle
e45d502fe4
[d3d11] Fix Create*Shader return values
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When not writing back any shader object, we should be returning
S_FALSE instead of S_OK.
2018-02-26 17:04:45 +01:00
Philip Rebohle
c7acfb667f
[d3d11] Fix format for 1D RTVs and DSVs
2018-02-26 17:00:24 +01:00
Philip Rebohle
e4292adf29
[d3d11] Implemented 1D render target and depth-stencil views
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An apitrace for Fallout 4 suggests that the game actually uses this.
2018-02-26 15:21:18 +01:00
Philip Rebohle
3ebafcc281
Revert "[d3d11] Remvoed query support"
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This reverts commit 3d17eb68b9
.
2018-02-26 14:33:27 +01:00
Philip Rebohle
14845628c4
Revert "[d3d11] Fixed fake event query"
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This reverts commit dbf3fd768d
.
2018-02-26 14:33:17 +01:00
Philip Rebohle
00f6262ff3
[dxbc] Properly implement Input/Output coverage masks
2018-02-26 14:23:41 +01:00
Philip Rebohle
eadf74264b
[d3d11] Return early for clear operations on NULL views
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Fixes a crash in Fallout 4 when loading into the game.
2018-02-24 23:39:22 +01:00
Philip Rebohle
82fc851f32
[d3d11] Fixed CopySubresourceRegion for partial buffer updates
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Fixes a subtle bug that caused the Fallout 4 menu to render random
geometry.
2018-02-23 15:16:44 +01:00
Philip Rebohle
dbf3fd768d
[d3d11] Fixed fake event query
2018-02-23 13:21:09 +01:00
Philip Rebohle
3d17eb68b9
[d3d11] Remvoed query support
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Breaks too many games.
2018-02-23 13:17:24 +01:00
Philip Rebohle
e4dae74865
[dxvk] Validate tessellation state for graphics pipeline
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This should help with freezes as long as Tessellation is
not properly implemented.
2018-02-23 12:55:23 +01:00
Philip Rebohle
8813ff979a
[d3d11] Allow UAVs to be created for the swap image
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Fixes an issue with ComputeMark
2018-02-22 21:38:51 +01:00
Philip Rebohle
2b9ab6626a
[d3d11] Do not create views if the resource bind flags are invalid
2018-02-22 21:38:45 +01:00
Philip Rebohle
4c693fc262
[spirv] Added experimental spirv-tools integration
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Added support for the validator in order to make debugging easier,
as well as the optimizer, which may help Nvidia users run DXVK.
2018-02-22 18:06:00 +01:00
Philip Rebohle
cb3daaf856
[dxvk] Change resolveImage interface to accept an explicit format
2018-02-20 22:26:23 +01:00
Philip Rebohle
43dbc9f1d6
[dxvk] Support depth-to-color image copies and vice versa
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Fixes validation errors and depth of field effect in Neptunia VII
and potentially other games which do not use all depth images for
rendering.
2018-02-20 13:08:50 +01:00
Philip Rebohle
e89c7e9276
[d3d11] Added test case for occlusion queries and small improvements
2018-02-19 11:27:14 +01:00
Philip Rebohle
675a629ae5
[d3d11] Fixed crash with timestamp disjoint queries
2018-02-18 23:39:55 +01:00
Philip Rebohle
18c723fe8b
[d3d11] Remove leftover log message
2018-02-18 23:18:41 +01:00
Philip Rebohle
5fea615ed7
[dxvk] Implement backend part for event queries
2018-02-18 22:57:45 +01:00
Philip Rebohle
5334ff57bf
[d3d11] Wired up D3D11Query to backend
2018-02-18 22:34:23 +01:00
Philip Rebohle
7ae4904ae9
[dxvk] Relax feature requirements, minor fixes
2018-02-18 11:16:18 +01:00
pchome
fb3734ce49
[d3d11] Fix unhandled exception
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With this patch The Witcher 3 can successfully load saved game.
2018-02-14 07:35:39 +02:00
Philip Rebohle
fba16e2a04
[d3d11] Added experimental support for RTVs into 3D images
2018-02-14 03:16:53 +01:00
Philip Rebohle
4965f8c318
[d3d11] Implemented SRV and RTV normalization
2018-02-14 01:29:50 +01:00
Philip Rebohle
5a42512028
[dxbc] Silence DclIndexRange warnings
2018-02-08 10:17:59 +01:00
Philip Rebohle
f4d679caa2
[d3d11] Enable sampleRateShading feature
2018-02-08 10:06:10 +01:00
Philip Rebohle
ad6c45d6b1
[dxvk] Improve debuggability of shader compiler issues
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When using DXVK_LOG_LEVEL=debug, the graphics pipeline manager now
prints the names of the shaders used by the pipeline. This shall
help debug driver crashes in vkCreate*Pipelines.
2018-02-07 16:44:30 +01:00
Philip Rebohle
61ce7022e2
[d3d11] Fix optional write issue in GetData()
2018-02-07 12:35:40 +01:00
Philip Rebohle
b31ebbb690
[d3d11] Add support for DSV read-only flags
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Games need this in order to use the depth buffer as both
a framebuffer attachment and a shader resource.
2018-02-06 17:31:23 +01:00
Philip Rebohle
83458c4467
[dxvk] Separated resource view classes
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Since we are doing this for UAVs already, we should be
doing this for all view classes in order to account for
the minor differences between all of them.
2018-02-05 22:35:23 +01:00
Philip Rebohle
ad81d0bfa5
[general] Remove _vk prefix from DLL names
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Fixes #56 .
2018-02-05 09:10:42 +01:00
Philip Rebohle
e25f4b2299
[d3d11] Implemented ClearUnorderedAccessViewUint for images
2018-02-04 23:57:43 +01:00
Philip Rebohle
495f58370c
[d3d11] Implemented CopySubresourceRegion for buffers
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Also fixed a typo where ResolveSubresource would do the
wrong thing.
2018-02-03 21:14:55 +01:00
Philip Rebohle
14d5054893
[dxvk] Initial work on instance data fetch rates
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Adds a pipeline flag to indicate that instanced
draw calls need to be emulated.
2018-02-01 20:15:25 +01:00
Clément Guérin
4050e8297f
[d3d11] mock D3D11_QUERY_EVENT
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in addition to fix low framerate with vsync ON on Trackmania, this lets
GTA V show the loading screen.
2018-01-31 22:00:40 -08:00
Philip Rebohle
78c46f444a
[d3d11] Added missing CS thread sync for non-discard Map()
2018-01-31 16:39:47 +01:00
Philip Rebohle
f3ae248f39
[d3d11] Include <algorithm>
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This apparently causes builds to fail on some platforms. Fixes #42 .
2018-01-31 01:57:43 +01:00
Philip Rebohle
c22dc143d1
[d3d119 Implemented DXVK_FEATURE_LEVEL to restrict D3D feature levels
2018-01-30 12:19:53 +01:00
Philip Rebohle
08436ad1e1
[d3d11] Get rid of duplicate code in ResolveSubresource
2018-01-30 02:20:28 +01:00
Philip Rebohle
6c6b108cdd
[d3d11] Handle non-multisampled source images in ResolveSubresource
2018-01-30 01:18:43 +01:00
Philip Rebohle
4aaa351225
[d3d11] Fixed query-related logging
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Log messages in GetData did not take into account that
writing back data is actually optional.
2018-01-29 17:04:07 +01:00
Philip Rebohle
ca53eaf878
[general] Minor COM pointer improvements
2018-01-29 16:31:25 +01:00
Philip Rebohle
08a916487d
[d3d11] Implemented CreateHullShader and CreateDomainShader
2018-01-29 11:53:57 +01:00
Philip Rebohle
52e8918b57
[d3d11] Added support for tessellation patch primitives
2018-01-29 11:31:00 +01:00
Philip Rebohle
8f554a210b
[d3d11] Silence unnecessary SOSetTargets errors
2018-01-29 01:15:51 +01:00
Philip Rebohle
6d75178870
[d3d11] Remove default sampler
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This is handled in the backend now.
2018-01-28 22:05:08 +01:00
Philip Rebohle
b8e49f1eb8
[d3d11] Fixed incorrect aspect mask for depth-stencil clear ops
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Application may specify a clear flag that the image format does
not support, in which case it should just be ignored. Fixes
validation errors in Microsoft's MultiThreadedRendering demo.
2018-01-28 21:13:37 +01:00
Philip Rebohle
c6f4cf7330
[general] Make use of C++ zero initialization
2018-01-28 19:37:22 +01:00
Philip Rebohle
b63346b052
[d3d11] Implmented ResolveSubresource for typed resources
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Enables MSAA support in Nier:Automata and potentially other games.
2018-01-28 18:06:41 +01:00
Philip Rebohle
0c62ca027f
[d3d11] Implemented normalization for UAV descriptions
2018-01-28 11:30:15 +01:00
Philip Rebohle
1eb0fc8846
[d3d11] Implemented GetUnorderedAccessViewDescFromResource
2018-01-28 10:57:16 +01:00
Philip Rebohle
363a0f8a6b
[d3d11] Implemented IAGetIndexBuffer an IAGetVertexBuffers
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TressFX needs this.
2018-01-23 19:10:48 +01:00
Philip Rebohle
14bb4ed9c2
[d3d11] Fixed depth-stencil clear outside renderpasses
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Fixes rendering in Tomb Raider (2013).
2018-01-23 19:01:07 +01:00
Philip Rebohle
e198bd2d55
[d3d11] Sub-allocate from larger update buffers for UpdateSubresources
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Reduces the allocation overhead when applications frequently
call UpdateSubresources to update small buffers and textures.
2018-01-23 16:43:55 +01:00
Philip Rebohle
2c20bf4dcb
[d3d11] Use Map() for host-visible buffers in UpdateSubresource
2018-01-23 12:16:28 +01:00
Philip Rebohle
3148155c35
[d3d11] Implemented CS chunk submission for deferred contexts
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Changes were necessary due to the fact that chunks in deferred
contexts are not directly submitted to the CS thread.
2018-01-23 12:03:26 +01:00
Philip Rebohle
eff07dcf3f
Merge pull request #30 from libcg/stadium2
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[d3d11] mock D3D11_QUERY_TIMESTAMP
2018-01-23 09:24:29 +01:00
Philip Rebohle
5b1311b71e
[d3d11] Added stubs for deferred contexts and command lists
2018-01-23 09:23:31 +01:00
Clément Guérin
781ebc4732
[d3d11] mock D3D11_QUERY_TIMESTAMP
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Trackmania was freezing on this query when clicking on "Connect".
2018-01-22 21:39:58 -08:00
Philip Rebohle
847d50d812
Merge branch 'csmt'
2018-01-21 18:06:13 +01:00
Philip Rebohle
07f5a7f069
[d3d11] Synchronize with CS thread before present
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Fixes flickering by synchronizing with the presenter. This has
to do for now, a more efficient solution can be added later.
2018-01-21 18:04:22 +01:00
Philip Rebohle
7c3a9beb22
[dxvk] Recycle CS chunks
2018-01-21 12:59:43 +01:00
Philip Rebohle
650170b167
[general] Rename libraries
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This allows the setup script to work without creating
symbolic links or moving the files around.
2018-01-21 11:38:19 +01:00
Guy1524
5c4e290d72
Check if shader in READ_PATH exists before using it
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Make sure that the replacement shader in the DXVK_SHADER_READ_PATH exists, if not use the generated shader.
2018-01-20 21:20:45 -05:00
Philip Rebohle
70b639784b
Revert "[d3d11] Temporary fix for Presenter <-> CS thread sync issue"
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This reverts commit 3118012ada
.
2018-01-21 02:57:36 +01:00
Philip Rebohle
3118012ada
[d3d11] Temporary fix for Presenter <-> CS thread sync issue
2018-01-21 02:48:36 +01:00
Philip Rebohle
51e89f00be
[d3d11] Fixed flush order
2018-01-21 02:21:38 +01:00
Philip Rebohle
b923a2004f
[d3d11] Fixed image copy operation
2018-01-21 01:57:12 +01:00
Philip Rebohle
b7a00e32ec
[dxvk] Limit size of the CS command queue
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Prevents memory leaks and fixes stuttering in Heaven.
2018-01-21 00:49:07 +01:00
Philip Rebohle
6ab7897127
[d3d11] Enabled command stream thread
2018-01-20 23:12:03 +01:00
Philip Rebohle
7d7cc1ceda
[d3d11] Record commands into a CS chunk
2018-01-20 22:52:18 +01:00
Philip Rebohle
aaf7b05625
[d3d11] Use EmitCs for buffer mapping
2018-01-20 22:28:15 +01:00
Philip Rebohle
f25b3c8b32
[d3d11] Use EmitCs for resource updates
2018-01-20 21:42:11 +01:00
Philip Rebohle
496acd71b1
[d3d11] Use EmitCs for some Copy/Clear operations
2018-01-20 19:30:31 +01:00
Philip Rebohle
9441974497
[d3d11] Use EmitCs for state object updates
2018-01-20 19:11:42 +01:00
Philip Rebohle
cbbfefbbb7
[d3d11] Use EmitCs for shader and resource binding methods
2018-01-20 18:54:37 +01:00
Philip Rebohle
7fad731096
[d3d11] Use EmitCs for Input Assembly methods
2018-01-20 18:34:25 +01:00
Philip Rebohle
e951a5ea0c
[d3d11] Use EmitCs for draw and dispatch calls
2018-01-20 18:26:17 +01:00
Philip Rebohle
4d17b1752f
[d3d11] Use EmitCs for general setup and synchronization methods
2018-01-20 18:01:43 +01:00
Philip Rebohle
2dd24a14d2
[dxvk] Refactored blend constants
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This will make things a little less painful when capturing
blend constants in a lambda function, as required for CSMT.
2018-01-20 15:41:06 +01:00
Philip Rebohle
62a43cbdbe
[d3d11] Add EmitCs method to D3D11DeviceContext
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Subsequently, all calls into the DXVK context will be
replaced by calls to the EmitCs method with a lambda.
2018-01-20 15:29:10 +01:00
Philip Rebohle
0b426a0942
[d3d11] Added new D3D11ImmediateContext class
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Initial prep work for both CSMT and Deferred Contexts.
2018-01-20 13:22:44 +01:00
Philip Rebohle
f88adc4e82
[d3d11] Implemented mipmap generation
2018-01-20 09:46:54 +01:00
Philip Rebohle
a644eebfd7
[d3d11] Fixed initialization of compressed images
2018-01-19 18:11:20 +01:00
Philip Rebohle
2a364c557b
[d3d11] Implemented image mapping for reads
2018-01-19 18:09:49 +01:00
Philip Rebohle
1f070ec26c
[d3d11] Downgraded input layout message to debug
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Specifying a vertex attribute that is not actually consumed by
the shader is perfectly legal and may improve performance if
the number of state changes can be reduced.
2018-01-19 01:25:19 +01:00
Grazvydas Ignotas
d1ae152f60
Fix build on gcc6
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Fixes build with mingw from ubuntu 17.10.
Missing C++17 features I guess.
2018-01-19 00:59:40 +02:00
Philip Rebohle
9334873188
[dxvk] Cleaned up DxvkBufferSlice and added documentation
2018-01-18 18:50:44 +01:00
Philip Rebohle
6e6c290e01
[d3d11] Use DxvkPhysicalBufferSlice for resource copies and buffer views
2018-01-18 18:33:13 +01:00
Philip Rebohle
9acc4a1a82
[d3d11] Map default constant buffers to host memory
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Improves performance in applications that use UpdateSubresources
to frequently update constant buffers, such as Unigine Heaven,
Unigine Valley and Homefront.
2018-01-18 11:55:27 +01:00
Philip Rebohle
af6bc1e7e2
[d3d11] Enable dual-source blending feature
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Required for Unigine Heaven.
2018-01-18 08:42:57 +01:00
Philip Rebohle
3ac25d5e2a
[d3d11] Updated D3D11CreateDevice
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Since D3D11Device and D3D11DeviceContext share the same reference
counter, we can actually create a device if the device pointer is
missing. Fixes Homefront.
2018-01-18 01:18:22 +01:00
Philip Rebohle
ade9cd0587
[d3d11] Removed some uninteresting log messages
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Reduces log spamming in Homefront.
2018-01-17 23:49:26 +01:00
Philip Rebohle
6e3cb5dfdc
[d3d11] Enable depth clamp
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This is technically incorrect, but Tomb Raider requires this to
render parts of the UI.
2018-01-17 19:39:06 +01:00
Philip Rebohle
7fb89f22c6
[d3d11] Implemented normalization for shader resource view parameters
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Fixes image view creation in Tomb Raider 2013 and potentially other games.
2018-01-17 15:19:55 +01:00
Philip Rebohle
4c8c23eea1
[d3d11] Reduced log spamming, improved parameter naming consistency
2018-01-16 20:10:49 +01:00
Philip Rebohle
052f231295
Merge remote-tracking branch 'libcg/stadium2'
2018-01-16 19:27:23 +01:00
Philip Rebohle
0bb991a1fa
[d3d11] Using proper layout for depth textures read by shaders
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VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL works took, but
this may or may not improve performance.
2018-01-15 13:08:34 +01:00
Clément Guérin
340438954d
[d3d11] copy all layers and mipmaps in CopyResource
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avoid using potentially undefined mappedSubresource
2018-01-14 12:17:54 -08:00
Clément Guérin
482147d929
[d3d11] support textures in CopyResource
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fixes green textures and log spam with TrackMania
2018-01-14 11:09:14 -08:00
Clément Guérin
fc43b83623
[d3d11] move supported query check to d3d11_query
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it's better to have everything in one place.
2018-01-14 11:09:14 -08:00
Clément Guérin
2844d4bad7
[d3d11] don't fail when creating unsupported queries
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just keep going, and fail when trying to use them. this lets ManiaPlanet boot.
2018-01-14 11:09:14 -08:00
Philip Rebohle
198c9389af
[d3d11] Flush resource init commands
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Like regular command buffers, the command buffers used for resource
initialization should not be able to grow indefinitely.
2018-01-13 23:40:17 +01:00
Philip Rebohle
c7a9763f6d
[d3d11] Re-implemented draw call-based context flush
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After doing more testing, it became apparent that this
optimization is beneficial most of the time and may also
improve stability by limiting the number of commands
recorded into a single command buffer.
2018-01-13 23:09:03 +01:00
Philip Rebohle
65d84dabfe
[d3d11] Removed draw-call based context flush
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Combined with the recent command submission optimization,
this actually had a negative impact on performance.
2018-01-13 05:27:26 +01:00
Philip Rebohle
ac1fe7c2b0
[d3d11] Optimized command submission
2018-01-13 05:00:27 +01:00
Philip Rebohle
672675ba78
[d3d11] Implemented OMSetRenderTargetsAndUnorderedAccessViews
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Note that this does *not* properly implement UAV rendering in
the backend yet. For that, we need to add memory barriers.
2018-01-12 15:38:07 +01:00
Philip Rebohle
2dd2d16a09
[d3d11] Return S_OK from GetDeviceRemovedReason
2018-01-12 11:39:59 +01:00
Philip Rebohle
19d81f1aef
[d3d11] Made shader name public for debugging
2018-01-12 00:43:19 +01:00
Philip Rebohle
3fc064f434
[d3d11] Added shader module creation log
2018-01-12 00:06:54 +01:00
Philip Rebohle
32078033c6
[d3d11] Fixed UAV counter buffer binding
2018-01-11 17:12:39 +01:00
Philip Rebohle
f5bfaac4b3
[d3d11] Use cube array views for non-array cube maps
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This is actually necessary in order to properly render the map mode in
Nier:Automata, which binds non-array cube maps to a cube array slot.
2018-01-11 12:33:38 +01:00
Philip Rebohle
c1d6c20066
[d3d11] Implemented D3D11 parts of append/consume buffers
2018-01-11 12:23:55 +01:00
Philip Rebohle
1b67ffaed2
[d3d11] Added default sampler state
2018-01-10 19:07:55 +01:00
Philip Rebohle
ab2c7de523
[d3d11] Use CUBE instead of CUBE_ARRAY for non-array cubes
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Since the change has been reverted in the DXBC compiler, it also needs
to be changed back during view creation.
2018-01-10 10:18:26 +01:00
Philip Rebohle
180cc35c84
[d3d11] Use VK_IMAGE_VIEW_TYPE_CUBE_ARRAY for non-array cube maps
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Games may bind simple cube map views to a resource slot that requires
a cube map array view. Fixes GPU lockups in Nier: Automata.
2018-01-09 00:51:10 +01:00
Philip Rebohle
c7e33e636e
[dxvk] Fixed vertex buffer binding issue
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If an application binds vertex buffers before changing the input layout,
it might happen that the vertex buffers are not bound correctly to the
Vulkan command buffer. This issue is now resolved.
2018-01-08 20:23:21 +01:00
Philip Rebohle
3925675b89
[d3d11] Optimized command submission
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The context will now be flushed after a render pass that consisted of
several hundreds of draw calls. This way the GPU should be kept busy.
2018-01-08 17:45:21 +01:00
Philip Rebohle
ad10ab07f8
Revert "[d3d11] Added dummy resoruce binding for buffers"
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This approach will not work if the d3d11 context binds an
incompatible resouce in case the pipeline itself changes.
2018-01-08 13:01:31 +01:00
Philip Rebohle
24ad9e730c
[d3d11] Added dummy resoruce binding for buffers
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Fixes crashes when a D3D11 application uses unbound resources
in shaders. Allows Nier:Automata to play back cutscenes.
2018-01-08 10:17:52 +01:00
Philip Rebohle
f4cd90d6fa
[dxbc] Implemented vendor-specific workarounds in an attemt to fix Nvidia
2018-01-07 20:05:27 +01:00
Philip Rebohle
4e06f498dd
[d3d11] Fixed several mip level-related bugs
...
- When a D3D11 texture was created with a mip level count of zero,
DXVK would compute the correct number of mip levels, but not write
them back to the description field.
- Framebuffers would always use the size of the top level, not the
mip levels that were actually attached to the framebuffer.
- Several image copy operations did not handle mip levels other
than the top mip level correctly.
2018-01-06 02:09:07 +01:00
Philip Rebohle
356591cc99
[d3d11] Fixed viewport offset
2018-01-05 16:53:12 +01:00
Philip Rebohle
e7bf76f5ef
[d3d11] Re-implemented image mapping
...
Image mapping now returns the map pointer of a separate
buffer, rather than the the image itself. This fixes
issues with applications that ignore the RowPitch
and/or DepthPitch fields of the MappedSubresource struct.
2018-01-05 03:01:19 +01:00