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mirror of https://github.com/doitsujin/dxvk.git synced 2025-01-21 02:52:10 +01:00

1025 Commits

Author SHA1 Message Date
Philip Rebohle
ae7189f9a4
[d3d11] Update HUD on CS thread
Otherwise, we may end up reading some bollocks since the CS thread
might not have finished processing the entire frame yet.
2019-12-13 15:02:45 +01:00
Philip Rebohle
2689204d74
[hud] Enable manual sRGB conversion for non-sRGB swap chains
We still blend in the wrong color space, but text should be a bit
more readable in some games now.
2019-12-13 14:03:00 +01:00
Philip Rebohle
945a64252d
[d3d11] Determine exclusive fullscreen mode based on swap chain flags 2019-12-05 13:11:06 +01:00
Philip Rebohle
575a267f07
[vulkan] Support exclusive fullscreen control in presenter 2019-12-05 13:10:11 +01:00
Philip Rebohle
9c26fad40e
[vulkan] Add feature bit for exclusive fullscreen control 2019-12-05 13:05:54 +01:00
Philip Rebohle
07c2de62be
[d3d11] Silence some errors about invalid API usage on deferred contexts
Halo MCC apparently spams calls to GetData on deferred contexts, which
is obviously illegal.
2019-12-04 20:18:51 +01:00
Philip Rebohle
27ea176295
[d3d11] Remove d3d11.strictDivision option 2019-11-30 20:39:32 +01:00
Philip Rebohle
3b030d9569
[dxbc] Implement workaround to replace NaN render target outputs by zero 2019-11-30 20:39:32 +01:00
Philip Rebohle
c9c6b1886b
[d3d11] Synchronize presentation when destroying swap chain
Otherwise, we might destroy the presenter before the CS thread
actually issues the present operation, and the waitForIdle has
not the desired effect.
2019-11-26 23:51:31 +01:00
Philip Rebohle
9785fba66e
[dxgi] Implement IDXGISwapChain2::GetFrameLatencyWaitableObject 2019-11-26 16:54:52 +01:00
Philip Rebohle
65cc8c2b31
[d3d11] Create frame latency event for swap chain
Needed in order to support the DXGI 1.3 frame latency API.
2019-11-26 16:54:52 +01:00
Philip Rebohle
ef37b5fed6
[dxgi] Implement IDXGISwapChain2::SetFrameLatency 2019-11-26 16:11:46 +01:00
Philip Rebohle
2d1fb52b2f
[util] Reimplement Signal
The new implementation is more akin to D3D12 fences or timeline
semaphores, and should make implementing similar concepts easier.
2019-11-26 16:11:46 +01:00
Philip Rebohle
69bad7bf8c
[d3d11] Move frame latency handling into D3D11SwapChain 2019-11-26 16:11:46 +01:00
Joshua Ashton
7e3142b2ed [d3d11] Hook up platform-specific clock
See 89dfa2bc22577c758cb8badd34e4f177192a6eff
2019-11-26 01:52:58 +01:00
Philip Rebohle
25a1e0d355
[d3d11] Actually fix subresources discarded by DiscardView1 2019-11-24 00:34:15 +01:00
Philip Rebohle
53fca5143f
[d3d11] Ignore D3D11_COPY_DISCARD
Various truck simulations are broken and set this on every
CopySubresourceRegion call, which, if we were to implement
DiscardBuffer for non-mappable resources again, would break
them. This flag seemingly has no effect on native D3D11.
2019-11-24 00:08:06 +01:00
Philip Rebohle
a7c21a617c
[d3d11] Overhaul DiscardResource and DiscardView implementations
For host-visible resources, these behave like MAP_DISCARD.
Euro Truck Simulator 2 and friends relies on this (see #1250).
2019-11-23 23:57:07 +01:00
Philip Rebohle
6b3d60ab25
[dxvk] Enable asynchronous presentation on all hardware
...and remove the dxvk.asyncPresent option.
2019-11-19 23:34:24 +01:00
Philip Rebohle
ceddbaf7c4
[dxvk] Fix synchronization around vkDeviceWaitIdle
From the spec:
	"Host access to all VkQueue objects created
	from device must be externally synchronized"

We were not doing that, which could cause hangs and
all sorts of issues when recreating the swap chain
on Nvidia GPUs.
2019-11-19 23:34:14 +01:00
Philip Rebohle
c7718e5952
[d3d11] Zero-initialize UAV counters
Fixes a hang in Dirt Rally on RADV.
2019-11-18 18:40:39 +01:00
Philip Rebohle
73a5b33375
[d3d11] Also fix reset counter memory order for deferred context queries 2019-11-15 19:48:41 +01:00
Philip Rebohle
c24dad75dc
[d3d11] Remove allowMapFlagNoWait option 2019-11-15 11:09:11 +01:00
Philip Rebohle
dbc14fe65c
[d3d11] Fix memory order for query reset counter
Probably doesn't change anything, but let's fix it anyway.
2019-11-14 23:43:58 +01:00
Philip Rebohle
a6483e02fe
[d3d11] Submit stalling event queries before flushing
Otherwise, instead of preventing syncs, this would actually
have the opposite effect.
2019-11-14 22:57:30 +01:00
Philip Rebohle
420d95e396
[dxvk] Store shader capability information in separate set of flags 2019-11-12 18:05:03 +01:00
Philip Rebohle
31baf3529a
[d3d11] Fix uninitialized DSV flags
Fixes #1242.
2019-11-10 15:02:21 +01:00
Philip Rebohle
77574d9970
[d3d11] Don't query DXVK instance from adapter 2019-11-08 11:25:58 +01:00
Philip Rebohle
b2317cad4d
[dxvk] Pass DXVK instance to DXVK device directly, not through the adapter 2019-11-08 11:17:02 +01:00
Philip Rebohle
a0dba6bbf9
[d3d11] Hold reference to DxvkInstance
Hack to keep the instance alive which owns the adapters. Should
fix #1240 for now, but we should fix this properly later on.
2019-11-07 20:21:27 +01:00
Philip Rebohle
1d961b7dc3
[d3d11] 'a' is not a very good name for a variable 2019-11-04 13:46:18 +01:00
Philip Rebohle
77a0cb2b19
[d3d11] Don't synchronize with CS thread on present
Instead, submit from the CS thread in order to prevent out-of-order
submissions. Improves minimum FPS in Final Fantasy XIV by 5-10%.
2019-11-02 17:53:17 +01:00
Philip Rebohle
d96c22be05
[d3d11] Do not synchronize with CS thread in GetData
Instead, use a counter to determine whether there are any
pending operation for the query on the CS thread.
2019-11-02 17:53:17 +01:00
Philip Rebohle
0924bb469c
[d3d11] Move query state tracking to immediate context implementation 2019-11-02 17:53:17 +01:00
Philip Rebohle
be5dc234c1
[d3d11] Move common Begin/End implementation to immediate context 2019-11-02 13:48:03 +01:00
Philip Rebohle
63dbca82e7
[d3d11] Track used queries in deferred contexts and command lists 2019-11-02 13:48:03 +01:00
Philip Rebohle
0671007437
[d3d11] Only execute Begin for scoped queries 2019-11-02 13:48:03 +01:00
Philip Rebohle
1780c549e5
[d3d11] Only add storage buffer usage flag to constant buffers if needed
Otherwise, the backend optimization for dynamic uniform buffers will not
kick in.
2019-10-30 10:58:05 +01:00
Philip Rebohle
e95bc3256f
[d3d11] Move handling of constantBufferRangeCheck option to D3D11Options 2019-10-30 10:57:36 +01:00
Philip Rebohle
9e084e63ca
[d3d11] Remove useless members from D3D11DeferredContextMapEntry 2019-10-30 00:44:17 +01:00
Philip Rebohle
3d213efe53
[dxbc] Use SSBOs for dynamically indexed constant buffers if needed
SSBOs are tightly bound-checked on all Nvidia GPUs, so this allows for
a more accurate workaround for games relying on OOB access behaviour.
2019-10-28 15:42:46 +01:00
Philip Rebohle
a2b629415e
Revert "[d3d11] Fix ref counting for D3D11CommandList"
This reverts commit 55bae45915ffe6066fcaba76941a473684d471a4.
2019-10-27 11:10:49 +01:00
Philip Rebohle
fc0ede0657
Revert "[d3d11] Recycle command lists from deferred contexts"
This reverts commit 4e3da45fdeab9d81601ec1d4b5174cff4c6629d6.

For some reason this caused crashes.
2019-10-27 11:00:59 +01:00
Philip Rebohle
20f79a754b
[d3d11] Adjust buffer memory flags if apitrace is attached
Using cached memory speeds up apitrace significantly as it
reads back mapped memory regions.
2019-10-26 22:56:47 +02:00
Philip Rebohle
0683f4f2c0
[d3d11] Remove D3D11 counter buffer class 2019-10-26 17:44:29 +02:00
Philip Rebohle
e967c52ff7
[d3d11] Allocate predicate buffer per query
Allows us to get rid of the D3D11 counter buffer class.
2019-10-26 17:44:29 +02:00
Philip Rebohle
09f507c284
[d3d11] Allocate xfb counter buffer per buffer
Same idea as with UAV counters, allows for more efficient updates.
2019-10-26 17:44:29 +02:00
Philip Rebohle
191c9644af
[d3d11] Allocate counter buffer per UAV
Might slightly increase memory overhead, however this allows
the backend to execute UAV counter updates more efficiently.
2019-10-26 17:44:29 +02:00
Philip Rebohle
4e3da45fde
[d3d11] Recycle command lists from deferred contexts
Can save a few memory allocations and deallocations at runtime.
2019-10-25 23:09:21 +02:00
Philip Rebohle
55bae45915
[d3d11] Fix ref counting for D3D11CommandList 2019-10-25 21:37:18 +02:00