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Commit Graph

301 Commits

Author SHA1 Message Date
Philip Rebohle
accbc8828c
[d3d11] Return error if no desc is provided for Create*State methods
Fixes wine test failures.
2019-10-14 01:08:31 +02:00
Philip Rebohle
762df0bedf
[d3d11] Change ValidateBufferProperties to NormalizeBufferProperties 2019-10-11 17:23:02 +02:00
Philip Rebohle
50349d1bfe
[d3d11] Add missing break; in CreateSurface
Found by a frog. Initial testing did not check return values.
2019-10-02 12:06:51 +02:00
Philip Rebohle
8f00af556e
[d3d11] Implement CreateSurface for D3D11DXGIDevice
Documentation for this method is really poor so we'll just try to
make pretty much everything work. Fixes various wine tests.
2019-10-02 02:29:06 +02:00
Philip Rebohle
aa35cdbb18
[d3d11] Fix return code on swap chain creation failure
Fixes a wine test failure.
2019-10-01 23:37:54 +02:00
Philip Rebohle
0d1048fa87
[d3d11] Fix error handling in SetMaximumFrameLatency
Fixes a wine test failure.
2019-10-01 22:12:23 +02:00
Philip Rebohle
11b7b1f1a5
[d3d11] Implement GetDeviceRemovedReason 2019-09-22 19:07:48 +02:00
Philip Rebohle
92d1cf8ae0
[d3d11] Fix CheckFeatureSupport formatting and return code 2019-09-22 15:01:49 +02:00
Philip Rebohle
7514aa1ec8
[d3d11] Implement IDXGIDevice4 2019-09-20 18:06:34 +02:00
Philip Rebohle
abf89356cd
[d3d11] Report unified memory if all heaps are device-local
Together with mapping default resources, this may or may not
help performance in some applications on integrated graphics.
2019-09-17 23:52:02 +02:00
Philip Rebohle
518d06b9c2
[d3d11] Enable D3D11.3 MapOnDefaultTextures feature 2019-09-17 23:39:06 +02:00
Philip Rebohle
c59ab258a5
[d3d11] Implement ReadFromSubresource and WriteToSubresource 2019-09-17 23:39:06 +02:00
Philip Rebohle
6ce8450b12
[d3d11] Implement D3D11.2 MapOnDefaultBuffers feature
Basically just allocates the buffer on a host-visible memory
type, like DYNAMIC or STAGING buffers depending depending on
the CPU access flags.
2019-09-17 17:47:33 +02:00
Philip Rebohle
dda89a075e
[d3d11] Report MapOnDefaultTextures feature as unsupported
Bad things can happen if we leave this undefined.
2019-09-17 14:21:19 +02:00
Philip Rebohle
2ef34a055d
[d3d11] Implement ID3D11Device5 2019-09-16 16:37:37 +02:00
Philip Rebohle
56daf44d4c
[d3d11] Implement ID3D11Device4 2019-09-16 16:26:18 +02:00
Philip Rebohle
3ba541fde6
[d3d11] Implement D3D11.4 feature queries 2019-09-16 16:22:52 +02:00
Philip Rebohle
fdf560150f
[d3d11] Implement ID3D11Device3 2019-09-16 16:13:34 +02:00
Philip Rebohle
b0f6655b92
[d3d11] Implement ID3D11Query1 2019-09-16 16:13:34 +02:00
Philip Rebohle
84c80a4aaf
[d3d11] Implement ID3D11UnorderedAccessView1 2019-09-16 16:13:34 +02:00
Philip Rebohle
81935e1684
[d3d11] Implement ID3D11ShaderResourceView1 2019-09-16 14:27:44 +02:00
Philip Rebohle
345f8694e8
[d3d11] Implement ID3D11RenderTargetView1 2019-09-16 14:27:44 +02:00
Philip Rebohle
0758f14a35
[d3d11] Implement ID3D11Texture2D1 and ID3D11Texture3D1 2019-09-16 14:27:44 +02:00
Philip Rebohle
d9f409b92f
[d3d11] Implement ID3D11RasterizerState2 2019-09-16 13:41:31 +02:00
Philip Rebohle
17a6c4168e
[dxbc] Implement stencil ref export from fragment shaders
This is an optional feature in D3D11.3, but easy enough to support.
2019-09-16 12:42:15 +02:00
Philip Rebohle
b7bc51c3bd
[d3d11] Use shaderStorageImageReadWithoutFormat for typed UAV loads 2019-09-16 12:42:15 +02:00
Philip Rebohle
7fae4a41e8
[d3d11] Add definitions for feature levels 12_0 and 12_1
Mostly useful for debugging as we're not going to support these
feature levels for now.
2019-09-16 12:42:14 +02:00
Philip Rebohle
51ff65fbc5
[d3d11] Implement D3D11.3 feature queries 2019-09-16 12:42:14 +02:00
Philip Rebohle
26afaba410
[dxbc] Implement MSAD4 instruction
Apparently we're required to support this for Direct3D 11.2+.
There are currently no known games that require this instruction.
2019-09-16 12:42:14 +02:00
Philip Rebohle
72a356fe01
[d3d11] Implement GetResourceTiling
When called on a regular resource, native D3D11 will zero
out the return values. We should match this behaviour.
2019-09-16 12:42:14 +02:00
Philip Rebohle
7ba7178d14
[d3d11] Implement ID3D11Device2
Adds some extra validation to resource creation so that
apps cannot accidentally create tiled resources.
2019-09-16 12:42:14 +02:00
Philip Rebohle
6e28ab956d
[d3d11] Implement D3D11.2 feature queries 2019-09-16 12:42:14 +02:00
Philip Rebohle
3e17ccfaaa
[d3d11] Implement missing D3D11_FEATURE_D3D9_OPTIONS feature query 2019-09-16 02:21:46 +02:00
Philip Rebohle
7b34b8515b
[d3d11] Enable shaderDemoteToHelperInvocation feature 2019-07-11 19:33:17 +02:00
Philip Rebohle
15072afa1f
[d3d11] Use new signals as frame synchronization events 2019-07-08 00:16:03 +02:00
Philip Rebohle
c8a429b9e1
[d3d11] Fix CheckMultisampleQualityLevels return code
We're supposed to return E_FAIL for unsupported sample counts,
and not zero-initialize the returned quality level count if the
format is invalid. Fixes wine test failures.
2019-06-14 13:37:01 +02:00
Philip Rebohle
5a66da8ef8
[dxvk] Fix various issues in GetFormatSupportFlags
- Support DXGI_FORMAT_UNKNOWN for buffer resources
- Report D3D11_FORMAT_SUPPORT_CPU_LOCKABLE for all supported formats
- Report support for linear-only image formats properly
- Return E_FAIL in case the format is not supported

Fixes a crash in Planet Coaster (#1091).
2019-06-13 16:32:41 +02:00
Philip Rebohle
63d8d9c3db
[d3d11] Validate buffer descriptions 2019-06-13 03:31:26 +02:00
Philip Rebohle
acab2bd8ce
[d3d11] Fix crash in GetMaximumFrameLatency with a nullptr argument 2019-06-11 16:36:43 +02:00
Philip Rebohle
a0c67191a7
[d3d11] Implement depth bounds extension 2019-05-06 00:08:58 +02:00
Philip Rebohle
3867270812
[d3d11] Implement MultiDrawIndirectCount extension 2019-05-06 00:08:58 +02:00
Philip Rebohle
117b7b1ba1
[d3d11] Implement MultiDrawIndirect extension 2019-05-06 00:08:58 +02:00
Philip Rebohle
9e57b03e64
[d3d11] Implement barrier control extension 2019-05-06 00:08:58 +02:00
Philip Rebohle
04bef3c67a
[d3d11] Add stub implementation of D3D11DeviceExt 2019-05-06 00:08:58 +02:00
Philip Rebohle
82c6a5eb1a
[d3d11] Implement D3D11Device::CreateDeviceContextState 2019-05-04 15:57:57 +02:00
Philip Rebohle
343818cf1c
[d3d11] Always enable shaderStorageImageWriteWithoutFormat
We compile some compute shaders that need it in FL10/FL9 games.
2019-05-02 08:08:45 +02:00
Joshua Ashton
60827c1b22 [d3d11] Improve CreatePredicate logging 2019-04-25 13:14:23 +02:00
Philip Rebohle
81f6ccb1be [d3d11] Select sync event based on back buffer count
May improve frame pacing in some games.
2019-04-23 20:14:30 +02:00
Philip Rebohle
f9e56c97cf
[d3d11] Fix hasing of geometry shaders with stream output
The xfb struct contains pointers, but we should hash the
strings instead, otherwise the hash changes between runs.
2019-04-15 03:48:31 +02:00
Philip Rebohle
295d583c1d
[d3d11] Lazily allocate predicate on SetPredication
Many games use CreatePredicate to create occlusion queries without
actually using predication, and we don't want to pay any runtime
cost for this when predicates aren't actually being used.
2019-04-02 04:07:05 +02:00