Philip Rebohle
0436e6ddce
[dxgi] Fix some return codes in DxgiSwapChain
...
Fixes some wine test failures.
2019-10-01 22:25:37 +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
2cb9d34f8f
[dxgi] Fix QueryVideoMemoryInfo return values
...
Fixes a wine test failure.
2019-10-01 22:12:19 +02:00
Philip Rebohle
1e00f8046c
[dxgi] Fix CheckInterfaceSupport UMD version writeback
...
Fixes a wine test failure.
2019-10-01 22:12:16 +02:00
Philip Rebohle
cd82669a85
[dxgi] Fix GetDisplayModeList1 output for DXGI_FORMAT_UNKNOWN
...
Fixes a wine test failure.
2019-10-01 22:12:09 +02:00
Philip Rebohle
f5515075f2
[dxgi] Fix GetDisplayModeList behaviour with a zero mode count
...
Allocate at least one array element so that we don't accidentally
treat the mode list like it was NULL. Fixes a wine test failure.
2019-10-01 22:12:08 +02:00
Philip Rebohle
2f4e4abcac
[dxgi] Fix CheckInterfaceSupport for IDXGIDevice
...
On Windows, this succeeds and reports the D3D9 driver version to the
application.
2019-10-01 15:06:50 +02:00
Philip Rebohle
ab51aac6d7
[dxvk] Implement context-local lookup cache for pipeline objects
...
On hit, looking up a pipeline becomes an extremly cheap O(1) operation,
avoiding a mutex lock and an expensive std::unordered_map lookup. This
works because we don't ever destroy pipeline objects.
2019-09-30 03:42:20 +02:00
Philip Rebohle
35a8cedbc2
[dxvk] Move shader set hash/eq functions into respective structs
...
Makes it easier to use them outside the pipeline manager.
2019-09-30 03:42:20 +02:00
Philip Rebohle
ba5f319809
[dxvk] Use new shader lookup hash in pipeline manager
2019-09-30 02:09:09 +02:00
Philip Rebohle
5115a42b08
[dxvk] Expose key-based lookup hash in DxvkShader
2019-09-30 02:08:09 +02:00
Philip Rebohle
54ff7bf769
[dxvk] Add methods to retrieve shaders from pipeline
2019-09-30 01:54:49 +02:00
Philip Rebohle
59d4e8a36a
[dxbc] Fix NaN handling in not-equal comparison
...
Ne and Dne are unordered in DXBC. Avoid FUnordNotEqual to
avoid potential issues with drivers and debugging tools.
2019-09-30 00:19:47 +02:00
Philip Rebohle
d128d776ad
[dxvk] Re-introduce state check for updateFramebuffer
...
Turns out we broke batching render target clears earlier.
2019-09-28 03:29:52 +02:00
Philip Rebohle
6b5d01c934
[meta] Release 1.4.1
2019-09-27 23:03:23 +02:00
Philip Rebohle
2e6da26ff0
[dxvk] Spoof Nvidia GPU for HITMAN 2
...
This game requires a functioning AGS implementation when it detects
an AMD GPU and complains about missing D3D11 support otherwise.
2019-09-26 19:27:19 +02:00
Philip Rebohle
a920a7275b
[dxvk] Eliminate some redundant state checks
2019-09-26 14:25:56 +02:00
Philip Rebohle
7cdc402a58
[dxvk] Introduce finalizeDraw
...
May improve code gen by reducing function call overhead, in a
similar way as the duplicated checks in commitGraphicsState do.
2019-09-26 01:31:51 +02:00
Philip Rebohle
187748e4d3
[d3d11] Add a comment explaining ID3D11Predicate/ID3D11Query hack
2019-09-25 22:18:08 +02:00
Philip Rebohle
53fe3423e2
[d3d11] Fix GetPredication
2019-09-25 20:55:43 +02:00
Philip Rebohle
b6cf518962
Revert "[dxbc] Always decorate SV_POSITION as invariant"
...
This reverts commit 5ee790a4a3
.
Breaks Shadow of the Tomb Raider on Nvidia for unknown reasons.
2019-09-24 23:01:36 +02:00
Philip Rebohle
5ee790a4a3
[dxbc] Always decorate SV_POSITION as invariant
...
Apparently fixes Z-Fighting in Saints Row IV on Nvidia.
2019-09-24 22:19:43 +02:00
Philip Rebohle
51f1d7725c
[dxvk] Store context flags as a 32-bit integer
...
Might improve code generation for 32-bit builds. We currently
have 31 flags and don't expect any new ones to be added.
2019-09-23 23:34:04 +02:00
Philip Rebohle
8f6df2b7fb
[d3d10] Add some null pointer checks when dealing with resources
...
Also, fix some more awkward formatting.
2019-09-23 21:59:02 +02:00
Philip Rebohle
cb60211ce0
[d3d10] Fix some awkward formatting
2019-09-23 21:47:30 +02:00
Philip Rebohle
f498e742ec
[d3d11] Handle D3D_PRIMITIVE_TOPOLOGY_UNDEFINED correctly
...
Luckily, all known cases where games use UNDEFINED topology fail
validation elsewhere due to missing vertex shaders, but we should
handle this correctly anyway.
2019-09-23 15:20:53 +02:00
Philip Rebohle
e8055f81df
[dxvk] Validate primitive topology in pipeline state
2019-09-23 15:19:46 +02:00
Philip Rebohle
f38cfd592e
[dbxc] Actually fix callc implementation
...
Yeah maybe we should close our blocks properly. There seems to be
no way to generate a callc instruction with fxc so this is untested.
2019-09-22 22:36:42 +02:00
Philip Rebohle
94ce76da6b
[dxbc] Implement label, call and callc instructions
...
Fixes #1200 .
2019-09-22 22:28:58 +02:00
Philip Rebohle
1fa8887c47
[d3d11] Return device lost errors in Present if necessary
2019-09-22 19:20:53 +02:00
Philip Rebohle
11b7b1f1a5
[d3d11] Implement GetDeviceRemovedReason
2019-09-22 19:07:48 +02:00
Philip Rebohle
2e9a836adb
[dxvk] Handle device lost errors on command submission
2019-09-22 19:06:53 +02:00
Philip Rebohle
92d1cf8ae0
[d3d11] Fix CheckFeatureSupport formatting and return code
2019-09-22 15:01:49 +02:00
Entryhazard
252d71e55e
Retrieve the function pointer once ( #1198 )
2019-09-22 10:11:17 +02:00
Philip Rebohle
f37d4b58b6
[dxvk] Explicitly compare resource use count to zero
...
Fixes MSVC compiler warnings.
2019-09-21 19:04:23 +02:00
Philip Rebohle
21b2a9a078
[meta] Release 1.4
2019-09-21 16:15:37 +02:00
Philip Rebohle
a74eceaf46
[dxvk] Bump state cache version to v6
2019-09-21 14:11:51 +02:00
Philip Rebohle
e253183bc2
[dxvk] Apply spec constants to compute shaders as well
2019-09-21 14:11:51 +02:00
Philip Rebohle
e926ceb9cc
[dxvk] Only time pipeline compile times if requested
...
Avoids some unnecessary calls to high_resolution_clock::now().
2019-09-21 13:10:09 +02:00
Philip Rebohle
6ecb74d2c0
[dxvk] Check if xfb buffers have actually changed on binding
...
We should avoid redundant render pass spilling at all costs.
This affects all games using deferred contexts for rendering
due to their implicit use of ClearState and RestoreState.
2019-09-21 05:13:05 +02:00
Philip Rebohle
1347aeba33
[dxvk] Use separate counters for read/write resource usage
...
It is not unrealistic at all to overflow the 18-bit and 14-bit
counters in modern games, so just use two 32-bit counters instead.
Avoid 64-bit atomics due to poor performance on 32-bit builts.
2019-09-21 02:45:23 +02:00
Philip Rebohle
71e74f1810
[d3d11] Disable DO_NOT_WAIT for Overwatch
...
Because of course this game breaks for some people with it enabled.
2019-09-21 01:44:38 +02:00
Philip Rebohle
7514aa1ec8
[d3d11] Implement IDXGIDevice4
2019-09-20 18:06:34 +02:00
Philip Rebohle
32410a4f2b
[dxgi] Implement IDXGISwapChain4
2019-09-20 18:06:34 +02:00
Philip Rebohle
5cb7f26bb7
[dxgi] Implement IDXGIOutput5
2019-09-20 18:06:34 +02:00
Philip Rebohle
3e8a6ec463
[dxgi] Implement IDXGIFactory5
2019-09-20 18:06:34 +02:00
Philip Rebohle
9ed980a962
[dxgi] Include DXGI 1.5 headers
2019-09-20 18:06:34 +02:00
marcin mikołajczak
9941769237
[util] Update comment for FIFA 19+ workaround ( #1197 )
2019-09-20 16:20:26 +02:00
Philip Rebohle
7e7609cac0
Revert "[d3d11] Don't create linearly tiled compressed images"
...
This reverts commit b8888ffe6a
.
This is no longer beneficial since initialization of a
linear image does not stall Map anymore.
2019-09-20 05:59:54 +02:00
Philip Rebohle
e82c87dc52
[d3d11] Implement GetDC / ReleaseDC
2019-09-20 01:44:18 +02:00