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mirror of https://github.com/doitsujin/dxvk.git synced 2024-12-13 07:08:50 +01:00
Commit Graph

5288 Commits

Author SHA1 Message Date
Jens Peters
02db89ac30 [dxgi] Allow HDR on UE4/D3D11 when NVAPI is enabled 2023-08-24 21:21:29 -07:00
Philip Rebohle
92dc61f161 [d3d11] Fix up UAV clears for A8_UNORM 2023-08-24 13:12:07 +02:00
Philip Rebohle
6a5ed02db3 [dxgi] Use VK_FORMAT_A8_UNORM if available 2023-08-24 13:12:07 +02:00
Philip Rebohle
64828e2c6c [dxvk] Use vkCmdBindIndexBuffer2 if supported 2023-08-24 13:12:07 +02:00
Philip Rebohle
a4f2a49a02 [dxvk] Add description for new image formats 2023-08-24 13:12:07 +02:00
Philip Rebohle
aa41a7a351 [dxvk] Enable VK_KHR_maintenance5 if available. 2023-08-24 13:12:07 +02:00
Philip Rebohle
79f6239df3 [d3d11] Implement DXGI_SWAP_EFFECT_SEQUENTIAL and FLIP_SEQUENTIAL
Requires sparse since we have no other means to swap the backing image.
2023-08-24 13:00:35 +02:00
Philip Rebohle
53a68635b2 [dxvk] Optimize page table updates for images
Dramatically reduces overhead when binding full subresources.
2023-08-24 13:00:35 +02:00
Philip Rebohle
179c5ec998 [dxvk] Sort allocated memory pages for sparse allocator
This way, memory regions bound to consecutive pages are more likely
to end up in consecutive memory regions, which allows batching page
table updates more efficiently.
2023-08-24 13:00:35 +02:00
Philip Rebohle
d6e0107e23 [dxvk] Ensure to submit sparse binding commands 2023-08-24 13:00:35 +02:00
Joshua Ashton
428ca9416d [d3d11] Implement synchronization on keyed mutexes
Co-authored-by: Paul Gofman <pgofman@codeweavers.com>
2023-08-23 16:50:52 +02:00
Joshua Ashton
c26f40229a [vulkan] Query wine_vk{Acquire,Release}KeyedMutex
Non-standard functions, but exposed by winevulkan to support keyed mutexes.

Co-authored-by: Paul Gofman <pgofman@codeweavers.com>
2023-08-23 16:50:52 +02:00
Joshua Ashton
8226690298 [dxvk] Enable VK_KHR_win32_keyed_mutex
Co-authored-by: Paul Gofman <pgofman@codeweavers.com>
2023-08-23 16:50:52 +02:00
Philip Rebohle
c2cd129b89 [dxvk] Fix xfb counter buffer draw tracking 2023-08-23 13:44:35 +02:00
Philip Rebohle
915244c00c [d3d11] Fix various D3D10 interface queries 2023-08-23 01:06:04 +02:00
Blisto91
6fce094942 [util] Limit fps in Project: Snowblind
Player movement and animation can bug out at high fps like issues moving around objects and the players head detaching slightly when moving backwards.
Seems like it also helps some crash issues.
2023-08-21 01:43:24 +02:00
Robin Kertels
740ebec7ee [d3d9+dxso] Consider DMAP sampler in bit masks 2023-08-20 10:21:16 -07:00
Robin Kertels
bcaaac4ad7 [d3d9] Handle sampling from DS_READONLY properly 2023-08-18 18:59:53 -07:00
Joshua Ashton
1130512db5 [dxgi] Add global HDR interop interface for NVAPI/AGS 2023-08-18 22:57:06 +01:00
Philip Rebohle
4ae542e875 [util] Do not hide Nvidia GPUs from Ratchet & Clank
NVAPI is disabled now due to crashing issues in a wine-specific code
path within the game, but we still want it to detect the correct GPU
so that it doesn't complain about drivers and also allows users to
enable Raytracing.
2023-08-15 00:23:19 +02:00
Philip Rebohle
952c66fe2a [dxgi] Add options to hide Intel or AMD GPUs. 2023-08-14 20:12:02 +02:00
Philip Rebohle
b6a7714e67 [dxgi,util] Rename dxgi.nvapiHack option to dxgi.hideNvidiaGpu 2023-08-14 19:21:16 +02:00
Etaash Mathamsetty
037669f715 [dxso] Don't assume 32 registers. 2023-08-13 20:34:38 +01:00
Robin Kertels
295a58afdf [d3d9] Check depth bounds test when deciding to bind DSV 2023-08-13 20:32:20 +01:00
Robin Kertels
0746a3b91a [d3d9] Don't resolve an image with 1 sample 2023-08-10 13:45:40 +02:00
Etaash Mathamsetty
429555a540 [dxgi] Fix behavior of GetWindowAssociation 2023-08-09 12:18:24 +02:00
Blisto91
dfcd7aedd8
[util] Limit Conflict Vietnam to 60fps (#3606)
Physics can bug out at higher fps making the character fly or get stuck when running up or down slopes.
2023-08-09 12:18:10 +02:00
gofman
cbda22a040
[d3d11] Add stub IDXGIKeyedMutex interface. (#3601)
Partially based on a patch by Derek Lesho.

Co-authored-by: Paul Gofman <pgofman@codeweavers.com>
2023-08-07 17:23:32 +02:00
Georg Lehmann
549bd86f03 [d3d9] use strict float emulation for nvk
nvk supports nir_op_fmulz/ffmaz
2023-08-06 11:01:03 +01:00
WinterSnowfall
b0b46fd075 [d3d9] Don't show/hide a software cursor 2023-08-02 01:51:19 +01:00
Joshua Ashton
a62117cd13 build: Disable stdcall alias-ing and use kill-at
Disable stdcall aliasing and enable kill-at to ensure our exported
functions don't have the @8, @40, etc suffixes.

This still keeps `--enable-stdcall-fixup` as otherwise the linker can
get confused trying to find exports from the .def. This does not result
in aliases being added, just for them to be found to add to the export
table.

This also switches d3d11 to use the MinGW provided dxgi.lib for linking
and d3d10 to use the MinGW provided d3d11.lib for linking.
Unfortunately the .a's we output seem to still have the @blah that we
killed so we cannot use them for internal linkage since using kill-at.

Tested that what we get out of MinGW now is what we want with dllexp.

Supercedes: #3590

Exports

```
➜  build git:(master) ✗ winedump -j export src/dxgi/dxgi.dll
Contents of src/dxgi/dxgi.dll: 129505860 bytes

  Name:            DXGI.DLL
  Characteristics: 00000000
  TimeDateStamp:   64C97A2D Tue Aug  1 22:33:33 2023
  Version:         0.00
  Ordinal base:    9
  # of functions:  9
  # of Names:      5
Addresses of functions: 00423028
Addresses of name ordinals: 00423060
Addresses of names: 0042304C

  Entry Pt  Ordn  Name
  00007C17     9 CreateDXGIFactory
  00007BF3    10 CreateDXGIFactory1
  00007B62    11 CreateDXGIFactory2
  00007C3B    16 DXGIDeclareAdapterRemovalSupport
  00007CD8    17 DXGIGetDebugInterface1

Done dumping src/dxgi/dxgi.dll
```

```
➜  build git:(fix-stdcall-32-bit) winedump -j export src/d3d11/d3d11.dll
Contents of src/d3d11/d3d11.dll: 263021637 bytes

  Name:            D3D11.DLL
  Characteristics: 00000000
  TimeDateStamp:   64C97A2E Tue Aug  1 22:33:34 2023
  Version:         0.00
  Ordinal base:    18
  # of functions:  7
  # of Names:      4
Addresses of functions: 005E3028
Addresses of name ordinals: 005E3054
Addresses of names: 005E3044

  Entry Pt  Ordn  Name
  00020045    18 D3D11CoreCreateDevice
  000200AA    22 D3D11CreateDevice
  0002010E    23 D3D11CreateDeviceAndSwapChain
  0002025F    24 D3D11On12CreateDevice

Done dumping src/d3d11/d3d11.dll
```

Import of DXGI in D3D11

```
  offset 005e1014 dxgi.dll
  Hint/Name Table: 005E408C
  TimeDateStamp:   00000000 (Thu Jan  1 01:00:00 1970)
  ForwarderChain:  00000000
  First thunk RVA: 005E4300
   Thunk    Ordn  Name
  005e4300     4  CreateDXGIFactory1
```
2023-08-01 23:35:09 +01:00
pchome
e598dcd77e
[util] Add DXVK_CONFIG to define additional options 2023-08-01 22:09:29 +02:00
Philip Rebohle
09857dcaa9 [dxvk] Dirty multisample state if sample mask export changes.
This affects Alpha-to-Coverage.
2023-08-01 18:07:47 +02:00
Philip Rebohle
d66f8385c3 [dxvk] Disable alpha to coverage if sample mask is written
Matches D3D11 behaviour and fixes tree rendering in A Total War Saga: TROY.
2023-08-01 16:58:46 +02:00
Philip Rebohle
007e9f4c89 [dxvk] Check whether fragment shader exports sample mask 2023-08-01 16:27:23 +02:00
Philip Rebohle
9b019d26ac [dxgi] Forward IDXGIOutput::GetFrameStatistics to full-screen swap chain
Testing on Windows reveals that this function does not work with windowed
mode swap chains even in flip model.
2023-07-31 21:47:44 +02:00
Philip Rebohle
228615b639 [d3d11] Rework D3D11CoreCreateDevice
FiveM calls this directly and apparently our signature wasn't quite
what they expect it to be.
2023-07-31 13:13:48 +02:00
Blisto91
13440a5d89 [dxvk] Clarify Vulkan 1.3 driver requirement in log 2023-07-23 19:59:31 +02:00
Blisto91
1daae75048 [util] Set Cached Dynamic Resources for d3d11 Vindictus
Co-authored-by: NorbertHarangozo <maszek.solutions@gmail.com>
2023-07-23 19:12:12 +02:00
Philip Rebohle
b4d87eaac0 [dxbc] Fix constant texture offsets with 1D textures
Fixes #3572.
2023-07-22 17:37:37 +02:00
Philip Rebohle
1e11db98d0 [dxvk] Use separate mutex for completed chunk counter
Fixes a possible deadlock.
2023-07-21 21:45:50 +02:00
Philip Rebohle
f689ddd838 [dxvk] Use dual queues for CS thread
Reduces lock contention since we can just swap out the entire queue
any time the worker thread runs out of stuff to do.
2023-07-21 21:21:34 +02:00
Philip Rebohle
eed43c8524 [dxgi] Fix QPC time in frame statistics 2023-07-21 10:22:56 +02:00
Philip Rebohle
d066fbbaed [d3d11] Set up line rasterization mode appropriately 2023-07-20 23:43:03 +02:00
Philip Rebohle
a67c99943a [dxbc] Set output topology for GS and TES correctly 2023-07-20 23:43:03 +02:00
Philip Rebohle
5ece97f769 [dxvk] Add line rasterization mode to rasterization state 2023-07-20 23:43:03 +02:00
Philip Rebohle
228cd4c331 [dxvk] Enable VK_EXT_line_rasterization if supported. 2023-07-20 23:43:03 +02:00
Philip Rebohle
878da4984b [util] Disable single-use command lists for Ghost Recon Wildlands 2023-07-17 15:00:55 +02:00
Philip Rebohle
c599f95e5d [d3d11] Do not cache GetCurrentProcess result
This is just a constant.
2023-07-16 21:16:16 +02:00
Paul Gofman
4893788d9b [d3d11] Fixup incorrect MiscFlags in D3D11Device::OpenSharedResourceGeneric()
So texture sharing works with vkd3d-proton before correcting flags
there.
2023-07-16 15:34:39 +02:00
Paul Gofman
fc952a3ca3 [d3d11] Validate texture sharing parameters at texture creation 2023-07-16 15:34:39 +02:00
Paul Gofman
01ad79278b [d3d11] Support just one handle type in D3D11DXGIResource::{Get|Create}SharedHandle 2023-07-16 15:34:39 +02:00
Paul Gofman
48557886de [d3d11] Determine shared texture handle type through D3D11_RESOURCE_MISC_SHARED_NTHANDLE 2023-07-16 15:34:39 +02:00
Paul Gofman
8319793a98 [d3d11] Always close handle in D3D11CommonTexture::ExportImageInfo()
For KMT handle openKmtHandle() creates new handle, for NT handle
m_image->sharedHandle() gets duplicated handle from
vkGetMemoryWin32HandleKHR().
2023-07-16 15:34:39 +02:00
Blisto91
886268fcf9 [util] Remove Secret World Legends config 2023-07-16 15:26:46 +02:00
Blisto91
6be1f6d7bd [util] Limit fps in The Incredibles 2023-07-05 20:48:19 +02:00
Joshua Ashton
2f72115f91 [d3d9] Keep 1 presenter per swapchain window
Some apps such as level editors such as Hammer World Editor, some GUI apps/launchers etc use window overrides in presentation.

Previously we'd remake a new surface every time, which was incredibly slow making these apps basically unusable.

Now we keep one surface + swapchain + image views around per window/window override we have, along with the frame latency objs + frame counter.
(Obviously an app may present to multiple windows in a frame, so for frame latency purposes we track that per-window.
2023-07-04 16:44:31 +02:00
Alpyne
026aa49ef8 [util] replaceNaN: Align result
Otherwise _mm_store_ps can fail
2023-07-03 15:36:21 +02:00
Trevonn
3a368f4780 Bladestorm Nightmare - Game speed increases when above 60 FPS outside of missions
The game has 3 v-sync options but doesn't explain what they do.
0 = 60 FPS
1 = Monitor Refresh Rate
2 = 30 FPS

Framerate is capped at 60 in missions and then up to monitor refresh in the main menu and tavern area

This PR would provide a better default experience for people using option 1 with high refresh displays
2023-07-01 17:12:36 +02:00
Philip Rebohle
0f4458e173 [dxvk] Remove pending submission counter 2023-06-26 01:37:46 +01:00
Philip Rebohle
ccb87d5ea9 [d3d9] Port flush heuristic from D3D11 2023-06-26 01:37:46 +01:00
Alpyne
022bf1d134 [d3d9] Allow changing API name for d3d8 2023-06-24 18:18:38 +01:00
Alpyne
d6e7e3e780 [d3d9] Add DxvkD3D8Bridge for d3d8 interop 2023-06-24 17:58:49 +01:00
Blisto91
b77928b6fe [util] Fix Modern Warfare 2 Campaign Remastered config 2023-06-24 13:28:49 +02:00
Philip Rebohle
987df8a487 [util] Filter out internal private ref on object destruction
Closes #3531 for real this time.
2023-06-24 12:45:38 +02:00
Philip Rebohle
a7278cdab1 [dxgi] Do not interact with other DXGI objects during swapchain destruction
This trips up Stalker Anomaly for some reason, but initializing an output
is not meaningful anyway in this situation since we either know the output
in question already, or we don't and it cannot be in a non-default state.

Closes #3531.
2023-06-24 12:38:10 +02:00
Joshua Ashton
3b3ebc9350 [d3d9] Rename some members to be clearer 2023-06-24 04:09:04 +01:00
Joshua Ashton
00ae118655 [d3d9] Don't use m_activeRTs in SetPixelShader
These are just textures, not surfaces.
2023-06-24 04:07:19 +01:00
Joshua Ashton
55be12daa5 Revert "[d3d9] Use m_activeRTs in BindFramebuffer"
This is only textures. Oops.

This reverts commit ff65599dba.
2023-06-24 04:06:24 +01:00
Joshua Ashton
0e36a07a93 [d3d9] Don't mark DS as hazardous if depth write is disabled 2023-06-24 03:55:16 +01:00
Joshua Ashton
ff65599dba [d3d9] Use m_activeRTs in BindFramebuffer
Can roll in the anyColorWrites this way.
2023-06-24 03:42:54 +01:00
Joshua Ashton
6b60de2d31 [d3d9] Fix unbinding RTs
Fixes a regression with 8560efa3c7 in ND1.

Also more optimized.
2023-06-24 03:41:31 +01:00
Joshua Ashton
362743c1d6 [d3d9] Update DS hazards when PS shader masks change 2023-06-24 02:55:38 +01:00
Joshua Ashton
7f302fc350 [d3d9] Don't mark DS hazards if not used by shader 2023-06-24 02:53:14 +01:00
Philip Rebohle
8704ed7af6 [dxvk] Ignore some pipeline flags when ending render pass 2023-06-22 23:41:24 +02:00
Philip Rebohle
0895858901 [dxvk] Only decrement pending submission count for command submissions
Otherwise we'll underflow the integer and break the D3D9 flush heuristic.
2023-06-22 20:15:42 +02:00
Joshua Ashton
80b27f95bc [d3d9] Fix active hazards RT only being 4 bits 2023-06-22 16:37:09 +01:00
Joshua Ashton
a791493d14 [d3d9] Don't rebind AlphaTest when changing RT if not necessary 2023-06-22 16:37:09 +01:00
Joshua Ashton
c768196251 [d3d9] Compress hazard state going into CS
This can potentially happen per-draw so make it as small as possible.
2023-06-22 16:37:09 +01:00
Joshua Ashton
3625c5d481 [d3d9] Optimize DS active hazard check
There can only be one DS, so no need to loop over.
2023-06-22 16:37:09 +01:00
Philip Rebohle
b3cbe36c08 [dxvk] Apply frame rate limit on presentation timeline
This may reduce latency as we no longer end up stalling subsequent
GPU submissions.
2023-06-22 16:17:03 +02:00
Philip Rebohle
166d90b04c [d3d11] Fix frame latency based on buffer count
We need to ignore the front buffer here since we synchronize after
presentation.
2023-06-22 16:16:30 +02:00
Robin Kertels
60b6e98529 [d3d9] Transition DS too if there's a feedback loop 2023-06-21 15:16:43 +01:00
Robin Kertels
a20869fb93 [d3d9] Track textures in m_activeHazardsRT instead of RT
There's 21 textures and only 4 RTs.
Tracking the textures allows us to mask off the active texture bitfield
instead of the active render target one, potentially resulting in fewer iterations.
2023-06-21 15:16:43 +01:00
Philip Rebohle
a287566c65 [dxgi] Implement frame statistics based on IDXGIVkSwapChain1 2023-06-21 15:16:37 +02:00
Philip Rebohle
28f48f9fdc [dxgi] Initialize output refresh counts with non-zero values
Matches Windows behaviour.
2023-06-21 15:16:37 +02:00
Philip Rebohle
e02a800c33 [d3d11] Implement IDXGIVkSwapChain1 interface for D3D11 swap chain 2023-06-21 15:16:37 +02:00
Philip Rebohle
d7fa39c4eb [util] Be more robust against timing weirdness when computing vblank count 2023-06-21 15:16:37 +02:00
Philip Rebohle
d1e39be7e7 [dxgi] Add IDXGIVkSwapChain1 interface definition 2023-06-21 15:16:37 +02:00
Philip Rebohle
438c535fe7 [d3d11] Always release frame latency semaphore in Present 2023-06-21 15:16:37 +02:00
Philip Rebohle
7dbe4abb48 [d3d9] Use new presenter signal mechanism for frame pacing 2023-06-21 15:16:37 +02:00
Philip Rebohle
e99bc591df [d3d11] Use new presenter signal mechanism for frame latency event 2023-06-21 15:16:37 +02:00
Philip Rebohle
08363edb05 [dxvk] Only synchronize with presents with FIFO present modes 2023-06-21 15:16:37 +02:00
Philip Rebohle
5d1196733b [dxvk] Implement waiting for specific present requests 2023-06-21 15:16:37 +02:00
Philip Rebohle
ca3492570c [dxvk] Add functionality to wait for a given present operation 2023-06-21 15:16:37 +02:00
Philip Rebohle
215c4f8f6f [dxvk] Enable VK_KHR_present_id and VK_KHR_present_wait if supported 2023-06-21 15:16:37 +02:00
Robin Kertels
5a1ebfa4ee Revert "[d3d9] Only use direct buffer mapping for DYNAMIC buffers"
This reverts commit 1850819483.
2023-06-20 23:08:52 +01:00
Joshua Ashton
6f87ccdafc [d3d11] Use FORCE_UNORM depth bias representation for UNORM formats 2023-06-20 13:31:48 +01:00
Joshua Ashton
b30a4f0cc7 [d3d9] Use FLOAT or FORCE_UNORM depth bias representation 2023-06-20 13:31:48 +01:00
Joshua Ashton
4e9853f608 [dxvk] Expose depth bias representation/exact controls 2023-06-20 13:31:48 +01:00
Joshua Ashton
5fbb0dd4ba [dxvk] Enable EXT_depth_bias_control 2023-06-20 13:31:48 +01:00
Alpyne
0b9acf3a25 [util] Add str::split
Used by d3d8
2023-06-20 13:31:17 +01:00
Timo Gurr
211d095ee4 [util] Limit STEINS;GATE ELITE to 60 fps
Intros, menu and ui animations are playing way too fast, also causing
input issues.
2023-06-20 13:27:52 +02:00
Trevonn
77e7e8bfba [util] Report NVIDIA for Star Wars Battlefront as it errors out on AMD 2023-06-20 13:23:52 +02:00
Alpyne
5d29140f74 [util] replaceNaN: Use unaligned SIMD _mm_loadu_ps
There is no good reason to expect games will have aligned the data they're passing in.
2023-06-19 21:13:37 +01:00
Alpyne
0236e780a7 [d3d9] Fix std::hex in D3D9CommonTexture 2023-06-19 21:02:10 +01:00
Alpyne
24dbcf8fd8 [dxso] Shared code for texbem and bem 2023-06-19 20:59:18 +01:00
Alpyne
404c984f9c [dxso] Implement bem instruction 2023-06-19 20:59:18 +01:00
Alpyne
a79772322b [d3d9] Initialize m_mapFlags to 0
Can sometimes get weird default values in there.
2023-06-19 19:52:03 +01:00
Trevonn
36e6a7c2e5 [util] Set maxChunkSize to 1 for GOG and fix EA App exe name
Similar to the other launchers the VRAM goes 600MB+ to 100MB+
2023-06-16 16:28:31 +01:00
Trevonn
c5ab5be48d [util] Set maxChunkSize to 1 for EA App
Reduces GPU VRAM usage of EADesktop.exe from 162MB to 6MB
2023-06-15 19:39:28 +01:00
Paul Gofman
af9bd16b8d [dxvk] Always reference library in VR extension providers 2023-06-15 19:07:26 +02:00
Winter Snowfall
2c014fdb34 [util] Match on the GOG version of KoF XIII as well 2023-06-15 19:06:45 +02:00
Timo Gurr
6478c10a18 [util] Set maxChunkSize to 1 for Battle.net
Currently when Diablo 4 is running the Battle.net launcher it uses around
600MB of VRAM. Reducing the max chunk size to 1MB reduces the memory usage
to around 150MB.
2023-06-15 19:06:26 +02:00
Philip Rebohle
7388c243d2 [dxvk] Fix incorrect fullScreenExclusive feature check 2023-06-15 17:32:05 +02:00
Lilium
bd575a4a46 [d3d11] implement 'clampNegativeLodBias' as a conf option 2023-06-14 20:22:27 +01:00
Lilium
3fce9886f5 [d3d9] implement 'clampNegativeLodBias' as a conf option 2023-06-14 20:22:27 +01:00
Lilium
5d134b877a [d3d9] implement 'samplerLodBias' as a conf option 2023-06-14 20:22:27 +01:00
Robin Kertels
c75ed86909 [d3d9] Reset vertex & index buffer in Reset 2023-06-13 22:47:55 +01:00
Robin Kertels
d1707026f9 [d3d9] Remove uninitialized device present params 2023-06-13 22:47:55 +01:00
Robin Kertels
b8d36eeacc [d3d9] Fix losing auto depth stencil surface 2023-06-13 22:47:55 +01:00
Robin Kertels
8f740c53b4 [d3d9] Remove IsLosable
Redundant.
2023-06-13 22:47:55 +01:00
Robin Kertels
52ac271acb [d3d9] Reject Reset if there's any remaining DEFAULT resources 2023-06-13 14:15:18 +01:00
Robin Kertels
a1a91dd766 [d3d9] Fix potential race when discarding systemmem textures 2023-06-11 16:57:17 +01:00
Robin Kertels
22f6246fd6 [util] Fix app profile grouping 2023-06-11 16:57:17 +01:00
Robin Kertels
9d6804e40a [util] Disable direct buffer mapping for Injustice 2023-06-11 16:57:17 +01:00
Robin Kertels
5fd025c513 [d3d9] Rename apitraceMode
It's not just used for apitrace and the new name
is more consistent with the D3D11 equivalent option.
2023-06-11 16:57:17 +01:00
Robin Kertels
d9d6316609 [d3d9] Remove allowDiscard hack 2023-06-11 16:57:17 +01:00
Robin Kertels
9b877cf623 [util] Remove D&D - The Temple of Evil workaround
The game uses SWVP, so we don't need an app hack here.
2023-06-11 16:57:17 +01:00
Robin Kertels
2c3f2b9ad1 [d3d9] Ignore DISCARD after device loss 2023-06-11 16:57:17 +01:00
Robin Kertels
1850819483 [d3d9] Only use direct buffer mapping for DYNAMIC buffers
Tests show that buffers with just D3DUSAGE_WRITEONLY are uploaded on Unlock.
2023-06-11 16:57:17 +01:00
Robin Kertels
1db2e3a6ec [util] Re-enable direct buffer mapping for Dark Romance
The game uses SWVP, so we don't need the hack anymore.
2023-06-11 16:57:17 +01:00
Robin Kertels
2efd3f3698 [util] Re-enable direct buffer mapping for RE games
I cannot reproduce the stalls anymore.
2023-06-11 16:57:17 +01:00
Robin Kertels
bbaf01d9e6 [d3d9] Force staging buffer mapping for pure SWVP devices 2023-06-11 16:57:17 +01:00
Robin Kertels
4a55047dde [d3d9] Forbid disabling SWVP on a pure SWVP device 2023-06-11 16:57:17 +01:00
Joshua Ashton
3fddc364ee [util] Fix UTF8 encodeTypedChar for 4 byte chars
Some flipped logic here...
2023-06-10 13:58:33 +02:00
Philip Rebohle
4d254b13be [dxgi] Unlock presenter lock early during presentation
If SetGammaControl and Present are called at the same time, we'll
otherwise have a deadlock due to reversed lock order.

Fixes #3458.
2023-06-05 17:02:15 +02:00
Joshua Ashton
d241daa0b1 [util] Add app profile for Fallout 76 2023-06-05 03:00:53 +02:00
Eric Sullivan
2e70a2b07d [util] Set maxChunkSize to 1 for the Rockstar launcher and social club
Currently when Red Dead Redemption 2 is running the Rockstar launcher,
and social club each use over 600MB of VRAM. The root cause of this is
DXVK creating two memory pools of 256MB for read, and read/write resources.
Reducing the max chunk size to 1MB reduces the memory usage of each to
around 40MB.
2023-06-05 02:17:26 +02:00
Robin Kertels
52f04ca3d4 [d3d9] FF: Fix using wrong texCoord mask 2023-06-04 17:52:18 +01:00
Joshua Ashton
c585ea251e [dxso] Respect all PS input elements for registers
Fixes shadows in Test Drive Unlimited 2.

Closes: #3469
2023-06-02 23:12:22 +02:00
Philip Rebohle
ab00591297 [dxvk] Introduce dxvk.tearFree option
And replace the old frontend-specific options.
2023-06-01 17:48:51 +02:00
Philip Rebohle
85d52ccb88 [dxvk] Implement dynamic present mode switching
This way, we don't need to recreate the swap chain when the app switches
between vsync enabled and disabled. Currently only works when running
bleeding-edge Gamescope with ENABLE_GAMESCOPE_WSI=1.
2023-06-01 17:48:51 +02:00
Philip Rebohle
e6be0cf996 [dxvk] Rework present mode selection for swap chains 2023-06-01 17:48:51 +02:00
Philip Rebohle
1728d9e89d [dxvk] Rework presenter creation to take a DxvkDevice
This way we can easily query available Vulkan features.
2023-06-01 17:48:51 +02:00
Philip Rebohle
b1b0abdbbf [dxvk] Move presenter implementation to DXVK module 2023-06-01 17:48:51 +02:00
Philip Rebohle
be875cd7e6 [dxvk] Enable VK_EXT_swapchain_maintenance1 and surface_maintenance1 2023-06-01 17:48:51 +02:00
WinterSnowfall
8b6cbda6de [d3d9] Properly expose the MaxVertexBlendMatrixIndex capability 2023-05-30 23:56:26 +01:00
Robin Kertels
4b10846008 [dxso] Fix RT mask for SM1 2023-05-26 04:28:49 +01:00
Joshua Ashton
e0654977c9 [d3d9] Stub out D3D9On12 interfaces
Closes: #3445
2023-05-24 14:36:45 +01:00