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mirror of https://github.com/doitsujin/dxvk.git synced 2024-12-14 18:23:52 +01:00
Commit Graph

1075 Commits

Author SHA1 Message Date
Philip Rebohle
01147492d5 [dxbc] Implemented Texture2D -> Texture2DArray mapping as a knob
Doing this for all applications is not necessary and degrades
performance in some cases.
2018-04-23 00:46:27 +02:00
Philip Rebohle
e53cb72e39 [dxbc] Make DxbcOptions a set of flags
This allows for game-specific workarounds and driver-specific
workarounds to be applied in an easier fashion.
2018-04-22 23:49:41 +02:00
Philip Rebohle
cfcca11fc5 [d3d11] CopySubresourceRegion: Fix block size alignment check
The source region size doesn't have to be aligned to the destination
block size. We should be checking whether the destination region is
aligned to the destination block size.
2018-04-22 23:00:31 +02:00
Philip Rebohle
4a71da3a1c [d3d11] Improved debug output for CopySubresourceRegion 2018-04-22 22:35:10 +02:00
Philip Rebohle
2f20a61342 [dxbc] Map 2D MS shader resource views to 2D MS Array views
Works around a game bug in Dragon Age: Inquisition, which binds
an MS image to a non-MS resource slot. Closes
2018-04-22 18:27:01 +02:00
Philip Rebohle
cd63ff6d76 [dxbc] Fix operand type of resinfo_rcp_float division
Fixes invalid SPIR-V generated for this instruction.
2018-04-22 16:43:16 +02:00
Philip Rebohle
f30923718f [dxbc] Fix texture component count for OpImageQueryLod
Not a bug, but we don't need the extra component when dealing with
array images.
2018-04-22 14:08:01 +02:00
Philip Rebohle
0bf97993c6 [dxbc] Fix layer count in resinfo instruction
For non-layered types, this instruction is supposed to return 0, not 1.
2018-04-22 08:34:07 +02:00
Philip Rebohle
f71f527b4d
[d3d11] Prevent mapping of depth-stencil textures
We currently don't support this, and copying data back and forth
with the wrong image aspect set crashes the RADV driver.
2018-04-21 20:34:41 +02:00
Philip Rebohle
dcb5b2a20c
[dxbc] Map 1D and 2D textures to their respective array type v2
We need to adjust the texture coordinate vectors as well, so that
some instructions continue to work properly.
2018-04-21 18:09:43 +02:00
Philip Rebohle
0318cc730a
Revert "[dxbc] Map 1D and 2D textures to their respective array type"
Broken. Requires some prep work in the shader compiler.
2018-04-21 15:38:39 +02:00
Philip Rebohle
906355b0da
[dxbc] Map 1D and 2D textures to their respective array type
As with cube textures, some games think it's a good idea to bind a
non-array view to a slot that expects an array view or vice versa.
Fixes clouds not appearing in TrackMania 2 Stadium (#191).
2018-04-21 14:15:10 +02:00
Philip Rebohle
0558a3b2c5
[d3d11] Fix incorrect cube face count calculation 2018-04-21 14:14:42 +02:00
Philip Rebohle
fd1c50d8d8
[dxbc] Fixed incorrect shader resource slot computation 2018-04-21 14:01:27 +02:00
ZeroFault
52f0d853c0 [d3d11] add some resource validation for copying resources (#305)
* [d3d11] add some resource validation for CopyResource and CopyResourceSubregion

combine if statement

* [d3d11] added copy extents validation for compressed formats

* correct return values

* fix incorrect logic operators

* set valid copy extents when possible

* [d3d11] Clamp copy region in CopySubresourceRegion

* [dxvk] Add helper methods to deal with block-compressed images

* [d3d11] Clean up validation in CopySubresourceRegion

* [d3d11] Improve error reporting and validation in CopyResource

* [d3d11] Fix inconsistent error messages
2018-04-20 23:35:29 +02:00
Philip Rebohle
50f1cf007d
[dxbc] Implement precise flag
May fix depth precision in Skyrim SE (issue #189).
2018-04-20 23:32:51 +02:00
Philip Rebohle
f52cc3859b
[general] Use non-default wine prefix in build script 2018-04-20 17:28:45 +02:00
Philip Rebohle
1ed1c43431
[d3d11] Wire up D3D11VkInteropSurface to D3D11Texture*D classes 2018-04-20 11:12:54 +02:00
Philip Rebohle
81a0fa4805
[d3d11] Implemented IDXGIVkInteropSurface for common textures 2018-04-20 10:38:39 +02:00
Joshua Ashton
90e7fe6791 Make hashes use correct types and fix narrowing warnings in spirv module. (#307)
* Fix narrowing warnings in spirv_module relating to enum's default width on x64

* Make hashes of states use correct types without casting.

* Fix narrowing conversion in d3d11_sampler.cpp
2018-04-20 01:10:58 +02:00
Philip Rebohle
62b0e34a73
[d3d11] Implement IDXGIVkInteropDevice for D3D11Device 2018-04-20 00:19:03 +02:00
Philip Rebohle
c2854e1fb9
[dxgi] Added IDXGIVkInteropSurface interface 2018-04-19 20:13:53 +02:00
Philip Rebohle
478a87f6d2
[dxgi] Added IDXGIVkInteropDevice interface 2018-04-19 15:46:57 +02:00
Philip Rebohle
a6a22cd00a
[dxvk] Export DxvkDeviceQueue from DxvkDevice
Access to the Vulkan queues provided by the DXVK device
is required for external Vulkan libraries to work.
2018-04-19 15:42:48 +02:00
Joshua Ashton
cfd3723221 Workaround for C++ STD not being set on MSVC/Visual Studio 2017 (#304) 2018-04-19 11:47:17 +02:00
Philip Rebohle
8eb78591a0
[dxbc] Scan pixel shader output register type at declaration time
Fixes invalid shaders being generated in the Blacksmith demo on
some GPUs. Works around a possible issue in the output signature
reader.

Commit #1000, yay.
2018-04-18 21:14:34 +02:00
Philip Rebohle
8125d53e58
[dxvk] Remove std::clamp usage
Breaks outdated compilers.
2018-04-18 17:49:11 +02:00
Philip Rebohle
adb0f5e16b
[dxgi] DxgiSwapchain: Check whether window is valid
Fixes a GPU hang when closing Dark Souls 3 as well as similar
undesired behaviour in other games that continue to use the
DXGI swap chain after the window has been destroyed.
2018-04-18 17:30:46 +02:00
Philip Rebohle
bb3e3c9e4f
[dxgi] GetDisplayModeList: Report DXGI_MODE_SCALING_UNSPECIFIED
This is what happens on Windows 10. In addition, we might have
to add CENTERED and STRETCHED entries for non-native modes.
2018-04-18 16:04:17 +02:00
Philip Rebohle
ffe3028285
[dxgi] GetDisplayModeList: Sort display mode list
Some games, including Dark Souls 3, rely on display modes
being returned in a specific order. This emulates Windows
10 behaviour.
2018-04-18 15:33:56 +02:00
Philip Rebohle
01061e43aa
[dxgi] GetDisplayModeList: Do not report modes as stretched
This is more in line with what Windows does. Games should now be
able to list more than just the monitor's maximum resolution again.
2018-04-18 15:33:15 +02:00
Philip Rebohle
05a96e96bb
[dxvk] Fix Nvidia driver version reporting 2018-04-17 23:34:16 +02:00
Philip Rebohle
669df2146b
Merge branch 'master' of https://github.com/doitsujin/dxvk 2018-04-17 22:23:46 +02:00
Philip Rebohle
fcdba67b88
[d3d11] Implement 2D<->3D image copies in CopySubresourceRegion 2018-04-17 22:22:49 +02:00
Vesim
b82ae16f8a [dxbc] Moved all operators in dxbc_names to dxvk namespace (#296) 2018-04-17 17:33:07 +02:00
Philip Rebohle
9a8263f465
[dxvk] Implement vertex binding divisors
Uses VK_EXT_vertex_attribute_divisor when available.
2018-04-17 17:24:16 +02:00
ZeroFault
a248ae985d [d3d11] nullptr check on Begin and End (#295) 2018-04-17 13:57:39 +02:00
Philip Rebohle
d043753e7c
[general] Fix issue with spaces in setup script
Closes #294.
2018-04-17 12:09:33 +02:00
Philip Rebohle
388fe02158
[hud] Added frametime graph
Enable with DXVK_HUD=frametimes.
2018-04-17 12:03:03 +02:00
Philip Rebohle
a4f9e5f0d5
[hud] Added line renderer 2018-04-17 10:01:06 +02:00
Philip Rebohle
8bfaae9350
[hud] Rename renderText -> render 2018-04-17 09:21:40 +02:00
Philip Rebohle
e38e1347d3
[hud] HudTextRenderer -> HudRenderer
Maintaining one class should be easier than creating
multiple renderer classes and having to switch between
them.
2018-04-17 09:20:18 +02:00
Philip Rebohle
75c928fc87
[dxbc] Remove is-bound check for constant buffer reads
We do not have to do this anymore since we'll bind a large
enough dummy buffer. Considerably reduces code size in shaders
which access a large number of shader constants.
2018-04-16 23:40:48 +02:00
Philip Rebohle
6f3454842f
[dxvk] Increase dummy buffer size to max uniform buffer size 2018-04-16 23:40:41 +02:00
Philip Rebohle
327cd5ff30
[dxvk] Enable VK_EXT_vertex_attribute_divisor if available
We will use this extension in order to implement vertex
binding divisors other than 1 for per-instance attributes.
Will be *required* as soon as support by wine and Vulkan
drivers is widely available.
2018-04-16 17:33:55 +02:00
Philip Rebohle
6e93e55762
[general] Update Vulkan headers 2018-04-16 17:31:39 +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
08777e2c0e
[dxvk] Change stat couter type to uint64_t 2018-04-15 20:59:41 +02:00
Philip Rebohle
af19bba048
[dxgi] Remove support gamma-related ScaleAndOffsetSupported
Some games, including Heroes of the Storm (#287), do not set
the values correctly so it's better to ignore them altogether.
2018-04-15 20:12:41 +02:00
Philip Rebohle
256645724b
[dxvk] Destroy old swap chain before creating a new one
We no longer use the 'oldSwapchain' member in the swap chain description
to replace an existing swap chain, but rather destroy it altogether and
create a new swap chain. While this is less than optimal, it might help
solve some swap chain-related issues such as #277.
2018-04-15 15:36:10 +02:00