Philip Rebohle
2cac70fbb6
[d3d11] Require transform feedback for FL10_0 and newer
...
This has been supported in drivers for one and a half years at this
point, so it should be safe to make it a hard requirement.
2020-05-30 16:02:22 +02:00
Joshua Ashton
f92d60496c
[util] Enable forceSamplerTypeSpecConstants for SpellForce 2: Faith in Destiny
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The game binds a 2D texture to a 3D (volume) sampler which causes the readback to be 0 0 0 0 on native, whereas we can workaround it and see the intended texture and cool refracty effect that would have rendered on older real hardware 👏
Closes #1645
2020-05-27 17:14:20 +01:00
Joshua Ashton
a21e0d4bcf
Revert "[dxso] Make FETCH4 swizzle ARGB"
...
The documentation lies about the swizzle...
This reverts commit 2fc00a331b
.
Closes #1641
Once and for all !
2020-05-27 12:11:43 +01:00
Joshua Ashton
56687cc258
[dxso] Handle half texel offset for FETCH4
...
Closes #1641
2020-05-27 10:16:03 +02:00
Joshua Ashton
362a591e5b
[spirv] Implement constuReplicant helper
2020-05-27 10:16:03 +02:00
Joshua Ashton
16cea83325
[spirv] Implement constiReplicant helper
2020-05-27 10:16:03 +02:00
Joshua Ashton
a9db65c8c2
[spirv] Implement OpImage
2020-05-27 10:16:03 +02:00
Joshua Ashton
c03eaf2de7
[d3d9] Hook up auto gen mip filter
2020-05-27 10:12:43 +02:00
Joshua Ashton
7cd46e72e9
[dxvk] Add filter type to generateMipmaps
2020-05-27 10:12:43 +02:00
Joshua Ashton
3825d16a31
[d3d9] Move mip filter into common texture
2020-05-27 10:12:43 +02:00
Joshua Ashton
561254b51d
[d3d9] Support RENDERTARGET and AUTOGENMIPMAP together
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Fixes funky water in Trackmania
Closes #1642
2020-05-27 09:03:58 +01:00
Joshua Ashton
2fc00a331b
[dxso] Make FETCH4 swizzle ARGB
...
https://developer.amd.com/wordpress/media/2012/10/Advanced-DX9-Capabilities-for-ATI-Radeon-Cards_v2.pdf
2020-05-27 06:19:13 +01:00
Joshua Ashton
d8381dab8d
[d3d9] Fix a typo when unmarking autogen mips
2020-05-26 18:57:28 +01:00
Joshua Ashton
1a920f44ea
[d3d9] Rename GenerateMips to EmitGenerateMips
2020-05-26 18:50:34 +01:00
Joshua Ashton
fabe7b5d59
[d3d9] Check if needs mip gen in GenerateTextureMips
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There could be duplicate indices!
2020-05-26 18:49:17 +01:00
Joshua Ashton
6c030afc95
[d3d9] Update device tracking when manually autogenning mips
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Avoids some needless generations potentially.
2020-05-26 18:48:42 +01:00
Joshua Ashton
e57aea5749
[d3d9] Track and defer mipmap generations
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Turns out we need to track this crap and generate at draw time and handle a bunch of other wacky cases for it...
Bah.
Fixes #1642
(The funky water.)
2020-05-26 18:42:53 +01:00
Joshua Ashton
b958473cc9
[d3d9] Move pLockedBox/Rect checks to subresource
2020-05-26 13:14:58 +01:00
Joshua Ashton
4c1deabcd3
[d3d9] Don't expose surfaces for autogenned mips
2020-05-26 13:11:24 +01:00
Joshua Ashton
a35df1c3b1
[d3d9] Fix AUTOGENMIPMAP not working in some instances
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Closes #1642
2020-05-26 12:46:55 +01:00
Christopher Egert
67b1ee4f9b
[d3d9] Only allow ColorFill on surfaces in D3DPOOL_DEFAULT
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Both nine and native nvidia d3d9 seems to do this,
this fixes a crash in spacemail by xplsv.
2020-05-25 13:33:12 +01:00
Joshua Ashton
4d70d59ea4
[d3d9] Use base texture for subresource refs
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Fixes a crash when running d3d9-triangle
2020-05-25 13:29:56 +01:00
Joshua Ashton
9ee4add77e
[dxso] Forbid FETCH4 for 3D and not Cube
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SPIR-V spec contradicts itself as to what is allowed here, and SPIR-V val doesn't help by listing the wrong dimension.
2020-05-25 09:26:09 +01:00
Joshua Ashton
87e8b9733f
[dxso] Blacklist FETCH4 for cubes and normalize flags
2020-05-25 09:21:30 +01:00
Joshua Ashton
b12fa99435
[dxso] Fix scalar select on vector in FETCH4 code
2020-05-25 09:05:58 +01:00
Joshua Ashton
4e1ee5bf39
[d3d9] Normalize projection spec constant further
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Only include those used in the pixel shader and are bound.
2020-05-25 06:13:21 +01:00
Joshua Ashton
8fdf9e67d3
[d3d9, dxso] Implement FETCH4
2020-05-25 06:13:21 +01:00
Philip Rebohle
cf1ff99b10
[vulkan] Disable fullscreen exclusive support on wine
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Fixes issues with RenderDoc captures on winevulkan.
2020-05-24 18:38:54 +02:00
Joshua Ashton
9a40c1e6ae
[dxvk] Fix fb resolve offset
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gl_FragCoord is read in the fs shader, so we need to take into account the dstOffset here!
This was causing the offset to be doubled rather than eliminated
for the resolves for refractive water in Serious Sam 2
as srcOffset == dstOffset.
Fixes #1637
2020-05-22 11:13:07 +02:00
Joshua Ashton
8e7df31878
[d3d9] Correct resolve offset regions for intermediate StretchRect resolves
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We don't want to use the dst info for these, given the blit will do that.
Partially fixes #1637
2020-05-22 11:13:07 +02:00
Joshua Ashton
e2ad3b1b20
[d3d9] Improve sampler anisotropy normalization
2020-05-21 08:58:39 +01:00
Philip Rebohle
0c0d582f24
[dxvk] Default to fragment shader resolved on official AMD drivers
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Improves performance of MSAA resolves. RADV does not benefit.
2020-05-19 18:54:25 +02:00
Philip Rebohle
5d7b5b0e35
[dxvk] Fix framebuffer resolve barriers
2020-05-19 16:23:44 +02:00
Christopher Egert
79feed9d89
[d3d9] Allow D3DFMT_NULL as RenderTargetFormat in CheckDepthStencilMatch
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This partially fixes shadows in Timeshift.
2020-05-19 04:12:36 +01:00
DadSchoorse
84bb768a32
[util] Enable d3d9.invariantPosition for Halo/Hale CE
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Fixes #1550
2020-05-17 23:41:42 +02:00
Philip Rebohle
2e378257ea
[meta] Release 1.7
2020-05-16 17:07:18 +02:00
Robin Kertels
724d0fc0b2
[d3d9] Set scissor to the viewport if that's smaller
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Fixes #1608
2020-05-13 18:53:11 +01:00
Philip Rebohle
6643c75f37
[dxvk] Use access flags rather than usage when tracking gfx barriers
2020-05-12 00:24:09 +02:00
Philip Rebohle
57acbbd7c7
[d3d11] Always enable STORAGE_BUFFER_BIT usage for srv/uav buffers
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Fixes validation errors in games that use incorrect view types in
some cases, e.g. Cloudpunk.
2020-05-12 00:23:12 +02:00
Philip Rebohle
aa0b306d2e
[d3d11] Require multiDrawIndirect feature for Feature Level 11.0
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All hardware that DXVK can run on supports this, so let's just enable it.
Saves some feature checks in games using Ubisoft's Anvil Next engine.
2020-05-11 01:15:06 +02:00
Philip Rebohle
e7455b6460
[vulkan] Remove VulkanFn wrapper
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Not really necessary, and apparently this is causing trouble on GCC 10.1.
Fixes #1620 .
2020-05-10 02:06:27 +02:00
Joshua Ashton
3a6c0cf605
[dxso] Implicitly define Color inputs as centroid in PS <= 2
2020-05-09 20:49:55 +01:00
Joshua Ashton
774f74cd36
[d3d9] Only dirty ff pixel shader if set texture is in PS binding range
2020-05-07 16:14:11 +01:00
Joshua Ashton
27b9736626
[d3d9] Dirty fixed function pixel shader on texture type change
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Fixes #1603
2020-05-07 16:09:58 +01:00
Joshua Ashton
b2f6885e55
[d3d9] Make texture stage state args mask easier to read
2020-05-07 15:37:05 +01:00
Joshua Ashton
a6771daf49
[d3d9] Unbind depth image views on device reset
2020-05-07 15:35:48 +01:00
Joshua Ashton
42deab0d60
[d3d9] Cleanup SetStateTextureStageState dirty flags
2020-05-07 14:50:26 +01:00
Joshua Ashton
f88f424da4
[d3d9] Convert border color to float in CS thread
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It's cheaper to look up sampler keys this way
2020-05-07 13:11:59 +01:00
Joshua Ashton
fd75775197
[d3d9] Use unordered comparison opposed to isnan
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Results in better codegen
2020-05-07 13:05:36 +01:00
Joshua Ashton
198ce13934
[d3d9] Replace clamp with min in sampler normalization
2020-05-07 13:01:14 +01:00
Philip Rebohle
68be040f4a
[dxvk] Use compute queue for transfers if DMA queue is not available
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Affects RADV. Let's see if this works and does anything for performance.
2020-05-05 12:49:13 +02:00
Philip Rebohle
5fd361757b
[d3d9] Disable old border color hack if custom border colors are supported
2020-05-04 20:18:44 +02:00
Philip Rebohle
263865cf28
[d3d9] Enable custom border color features if available
2020-05-04 19:46:57 +02:00
Philip Rebohle
00613d1dc7
[d3d11] Enable custom border color features if available
2020-05-04 19:46:57 +02:00
Philip Rebohle
1fc6e3adbe
[dxvk] Use custom border colors if available
2020-05-04 19:46:57 +02:00
Philip Rebohle
0648314451
[dxvk] Refactor DxvkSampler::getBorderColor
2020-05-04 19:46:57 +02:00
Philip Rebohle
7b81db2c75
[dxvk] Pass device to sampler constructor
2020-05-04 19:46:57 +02:00
Philip Rebohle
a968f29754
[dxvk] Enable VK_EXT_custom_border_color if available
2020-05-04 13:27:35 +02:00
Philip Rebohle
7239066c5c
[dxvk] Don't stall SDMA command buffer for image initialization
2020-05-02 20:20:56 +02:00
Philip Rebohle
4fafeb21d0
[dxvk] Optimize clearDepthStencilImage barrier
2020-05-02 20:13:13 +02:00
Philip Rebohle
e24954ca39
[dxvk] Optimize clearColorImage barrier
2020-05-02 20:13:13 +02:00
Philip Rebohle
52cad95f2c
[dxvk] Use initializeImage in clearColorImage
2020-05-02 20:13:13 +02:00
Philip Rebohle
bbd5762d3d
[dxvk] Add initializeImage helper
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Allows us to use TOP_OF_PIPE -> xxx barriers more often.
2020-05-02 20:10:19 +02:00
Philip Rebohle
a208f45fe4
[dxvk] Actually reinitialize image if necessary
2020-05-02 19:27:45 +02:00
Philip Rebohle
651646ca7f
[dxvk] Fix acquire barrier in clearCompressedColorImage
2020-05-02 19:06:22 +02:00
Philip Rebohle
dcc38c98e7
[dxvk] Fix acquire barriers in resolveImageHw
2020-05-02 18:58:38 +02:00
Philip Rebohle
b370d13743
[dxvk] Fix acquire barrier in updateImage
2020-05-02 18:52:35 +02:00
Philip Rebohle
8921be81bd
[dxvk] Fix blit acquire barriers
2020-05-02 18:49:58 +02:00
Philip Rebohle
85db84a1b3
[dxvk] Fix access mask in clearImageViewFb
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VK_ATTACHMENT_LOAD_OP_LOAD requires the read flags to be set.
2020-05-02 18:48:59 +02:00
Philip Rebohle
5bab5ae7a5
[dxvk] Fix acquire barriers in copyImageHw
2020-05-02 18:46:35 +02:00
Philip Rebohle
c1fcc3fc98
[dxvk] Simplify barriers around meta copy operations
2020-05-02 18:46:21 +02:00
Philip Rebohle
f6007e4f1a
[dxvk] Emit graphics barriers upon spilling render pass
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We actually need to do this now since we no longer set
all the access flags in the render pass barrier.
2020-05-02 11:36:32 +02:00
Philip Rebohle
0245273ab7
[dxvk] Remove store op from render pass ops
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This is always going to be VK_ATTACHMENT_STORE_OP_STORE anyway.
2020-05-02 11:36:32 +02:00
Philip Rebohle
c0f72940dd
[dxvk] Optimize regular render pass barriers
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Only applies the depth/color attachment stage and access mask
if necessary, and removes a bunch of pointless read-only flags.
2020-05-02 11:36:32 +02:00
Philip Rebohle
94077ed42b
[dxvk] Reintroduce EXTERNAL->0 subpass dependency
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Ensures that the layout transition happens at the right time, and
otherwise relaxes the barrier since it is assumed that the backend
will emit barriers with the appropriate as necessary.
2020-05-02 11:36:32 +02:00
Philip Rebohle
2089426420
[dxvk] Simplify render pass barriers after clears
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This wasn't really doing what we intended.
2020-05-02 11:36:32 +02:00
Philip Rebohle
b9c56e3e97
[dxvk] Improve deferred clear logic
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Ignores currently bound render targets until we actually begin a
render pass. This allows us to use LOAD_OP_CLEAR in more situations,
including when games clear their RTs before binding them.
2020-05-02 11:36:32 +02:00
Philip Rebohle
3cbd109020
[dxvk] Remove redundant null pointer check for framebuffer
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Not necessary because we're *always* calling updateFramebuffer
before startRenderPass.
2020-05-02 11:36:31 +02:00
Philip Rebohle
2967f567d8
[dxvk] Introduce performClear helper
2020-05-02 11:36:31 +02:00
Philip Rebohle
46f860f93e
[dxvk] Don't flush memory in changeImageLayout
2020-05-02 11:36:28 +02:00
DadSchoorse
9b602ef850
[util] Rework tearFree as a Tristate
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PR #1606 .
2020-05-02 10:18:13 +02:00
Philip Rebohle
c9dde91760
[d3d11] Disable null descriptors again
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Breaks ELEX due to incorrect image query results.
2020-05-02 01:02:46 +02:00
Philip Rebohle
f1e069568d
[build] Remove .spec files
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No longer needed now that we don't support winelib builds anymore.
2020-05-01 00:52:33 +02:00
Philip Rebohle
6face8a1dc
[d3d11] Enable new robustness features if available
2020-04-30 16:36:59 +02:00
Philip Rebohle
80009831d4
[d3d11] Use explicit spec constant for gamma texture
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With null descriptors, the "bound" spec constants would always be 1.
2020-04-30 16:36:59 +02:00
Philip Rebohle
7b8a65589e
[dxvk] Use null descriptors for unbound resources
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This way we won't have to recompile pipelines any time the app
unbinds a resource.
2020-04-30 16:36:59 +02:00
Philip Rebohle
6ea9d83f94
[dxvk] Enable VK_EXT_robustness2 if available
2020-04-30 16:36:59 +02:00
Philip Rebohle
2a25e3f899
[dxvk] Skip draws if no index buffer is bound
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It doesn't make much sense to bind the null buffer here, as we'd
just draw the same vertex over and over again.
2020-04-30 16:36:59 +02:00
Philip Rebohle
ca59d8e74b
[dxgi] Implement DXGIDeclareAdapterRemovalSupport
2020-04-28 15:20:43 +02:00
Philip Rebohle
5d0efd87c2
[dxgi] Implement IDXGIOutput6
2020-04-28 15:00:57 +02:00
Philip Rebohle
15f5efe4c3
[dxgi] Implement IDXGIAdapter4
2020-04-28 14:50:36 +02:00
Philip Rebohle
26ea12b18e
[dxgi] Include DXGI 1.6 headers
2020-04-28 14:44:20 +02:00
Joshua Ashton
9f4baf3f55
[d3d9] Fix swapchain surface refs once and for all
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The refcounting for d3d9 swapchain surfaces is very funny.
They don't actually hold any form of reference to their parent, unlike the surface->texture relationship.
When a swapchain is destroyed, the surfaces become orphans (like offscreen rendertargets) if they are still reffed.
Calling GetContainer on them when orphaned will return E_NOINTERFACE and nullptr for __uuidof(IDirect3DSwapChain)
Fixes some potential lingering refs on the device.
2020-04-26 13:32:22 +01:00
Philip Rebohle
6d5f5580fb
[dxvk] Use correct size to clear zero buffer
2020-04-23 20:49:59 +02:00
Philip Rebohle
9a76645228
[d3d11] Simplify ClearView implementation
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Removes some code duplication for the no-clear-rect case.
2020-04-22 22:32:53 +02:00
Philip Rebohle
b3c19ba5e8
[d3d11] Optimize ClearView for render target and depth-only views
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We should use clearRenderTarget whenever we clear the entire view.
The Talos Principle uses ClearView to clear its render targets for
some reason, and we were hitting a slow path there.
2020-04-22 21:02:46 +02:00
Philip Rebohle
bea16263e4
[dxvk] Use GPU-local buffer in clearCompressedColorImage
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Saves VA space in applications that do not initialize their textures..
2020-04-21 18:10:09 +02:00
Philip Rebohle
436357e280
[meta] Remove support for winelib builds
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Untested, unmaintained, and constantly causing issues on various
setups for no apparent reason. Time to get rid of it for good.
Closes #1584 .
2020-04-20 17:35:08 +02:00
Philip Rebohle
dbc9f40aa1
[meta] Release 1.6.1
2020-04-19 21:43:03 +02:00
Philip Rebohle
b0503b54ce
[dxvk] Don't pad dedicated image allocations
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Fixes validation errors on Nvidia.
2020-04-19 17:19:06 +02:00