Philip Rebohle
ad536cf157
[dxvk] Add latency tracker based on NV_low_latency2
2025-01-19 02:46:24 +01:00
Philip Rebohle
5dbfb66d99
[dxvk] Pass present IDs to command submissions as necessary
2025-01-19 02:44:57 +01:00
Philip Rebohle
5a5f4c587d
[dxvk] Implement NV_low_latency2 functionality in presenter
2025-01-19 02:44:20 +01:00
Philip Rebohle
cb16701934
[dxvk] Add option to disable VK_NV_low_latency2
2025-01-19 02:39:21 +01:00
Philip Rebohle
7bf6c917ee
[dxvk] Enable VK_NV_low_latency2 if supported
2025-01-19 02:39:21 +01:00
Philip Rebohle
066aedf085
[d3d9] Pass display refresh rate around in windowed mode
2025-01-19 02:38:43 +01:00
Philip Rebohle
a295c32b37
[d3d9] Implement latency tracking
2025-01-19 02:38:43 +01:00
Philip Rebohle
b070457366
[dxgi] Pass display refresh rate around in windowed mode
2025-01-19 02:38:43 +01:00
Philip Rebohle
93269aa330
[d3d11] Implement latency tracking
2025-01-19 02:38:43 +01:00
Philip Rebohle
bf39c3a4bd
[hud] Add frame latency item
2025-01-19 02:38:43 +01:00
Philip Rebohle
3ec2662b4a
[dxvk] Add latency tracker to context
2025-01-19 02:38:43 +01:00
Philip Rebohle
648bb510ea
[dxvk] Add latency tracker to presenter
2025-01-19 02:38:43 +01:00
Philip Rebohle
778eef385e
[dxvk] Add latency tracker to queue submissions
2025-01-19 02:38:43 +01:00
Philip Rebohle
33febe9859
[dxvk] Add latency tracker
...
Implements a basic latency sleep solution that is intended to work
without requiring games to support any related vendor features.
This alone is not enough to expose the Reflex API to applications via
dxvk-nvapi, but since that relies on NV_low_latency2 specifics anyway,
we are going to add an implementation based on that extension later
with an extended interface.
2025-01-19 02:38:43 +01:00
Philip Rebohle
bf722ccc57
[util] Expose frame rate environment variable
...
We'll need this in more places.
2025-01-17 22:22:32 +01:00
Philip Rebohle
c52a68a5be
[dxvk] Fix typo that breaks HDR metadata
2025-01-16 17:47:56 +01:00
Philip Rebohle
5ed2d990af
[d3d9] Fix software cursor texture format
...
The new code expects texture reads to be in linear space, so we need
to use an sRGB format here.
2025-01-16 12:05:17 +01:00
Philip Rebohle
3dbe8ad43c
[d3d9] Rework device reset detection
...
More robust.
2025-01-16 11:38:39 +01:00
Philip Rebohle
f9c3dd1f5f
[d3d9] Remove explicit swapchain synchronization
...
No longer necessary.
2025-01-16 11:38:39 +01:00
Philip Rebohle
c43cf6895b
[d3d9] Refactor presenter management
...
There's basically no reason to ever recreate a presenter for an already
managed window with the new code.
2025-01-16 11:38:39 +01:00
Philip Rebohle
785649f3b8
[d3d11] Remove explicit swapchain synchronization
2025-01-16 11:38:39 +01:00
Philip Rebohle
42adc4ac11
[dxvk] Perform acquire and present synchronization in the backend
...
And add method to explicitly destroy relevant Vulkan objects.
2025-01-16 11:38:39 +01:00
Philip Rebohle
b03ff775ce
[dxvk] Do not initialize present status from presentImage
...
Meaningless, this needs to be done elsewhere anyway.
2025-01-16 11:38:39 +01:00
Philip Rebohle
81c3242b6d
[dxvk] Dirty swapchain if present returns SUBOPTIMAL
...
May fix some issues in case the WSI implementation can return SUBOPTIMAL
from present but not acquire. Also ensure to keep state consistent.
2025-01-16 11:38:39 +01:00
Philip Rebohle
816f8e9c87
[dxvk] Improve swapchain debug logging
2025-01-16 11:38:39 +01:00
Philip Rebohle
0f9245ff33
[d3d9,d3d11] Remove numBackBuffers option
...
Useless.
2025-01-16 11:38:39 +01:00
Philip Rebohle
cb42ea21be
[dxvk] Adjust swapchain format preferences in various cases
...
For sRGB, using a native sRGB format allows the swapchain blitter
to use a more efficient code path for drawing the HUD.
Also allow RGB9E5 for sRGB and HDR10.
2025-01-16 11:38:39 +01:00
Philip Rebohle
d200184306
[dxvk] Rework swapchain composition
...
Also adds a separate set of shaders for the software cursor, provided it
can be drawn directly with alpha blending.
2025-01-16 11:38:39 +01:00
Philip Rebohle
a09d372caf
[dxvk] Prepare swapchain blitter for compositing HUD and cursor
...
This will be necessary for non-linear color spaces to get proper blending.
2025-01-16 11:38:39 +01:00
Philip Rebohle
8be30d7d5a
[hud] Add method to check whether HUD is empty
2025-01-16 11:38:39 +01:00
Philip Rebohle
5134a4b3c5
[dxvk] Move HUD update and rendering into swapchain blitter
2025-01-16 11:38:39 +01:00
Philip Rebohle
c1ed8cd1f3
[hud] Add function to change API name dynamically
...
Needed for D3D8 due to implicit swapchain shenanigans.
2025-01-16 11:38:39 +01:00
Philip Rebohle
0eeedf9259
[hud] Allow returning HUD item objects to the caller
2025-01-16 11:38:39 +01:00
Philip Rebohle
d5744e5a81
[dxvk] Enable automatic fallbacks for HDR color spaces
...
The swap chain blitter can deal with the conversion.
2025-01-16 11:38:39 +01:00
Philip Rebohle
d85d07c0ec
[dxvk] Infer swap chain color space from image views
2025-01-16 11:38:39 +01:00
Philip Rebohle
1d790970d5
[d3d9] Set color space for swap chain image
2025-01-16 11:38:39 +01:00
Philip Rebohle
b586294e29
[d3d11] Set color space for swap chain image
2025-01-16 11:38:39 +01:00
Philip Rebohle
ed3c02906c
[dxvk] Set color space for swap chain back buffers
2025-01-16 11:38:39 +01:00
Philip Rebohle
84317f913a
[dxvk] Don't redundantly update image debug names
2025-01-16 11:38:39 +01:00
Philip Rebohle
ff41a5ab12
[dxvk] Add color space property to image description
2025-01-16 11:38:39 +01:00
Philip Rebohle
ad11509e83
[dxvk] Soften error reporting from the presenter
2025-01-16 11:38:39 +01:00
Philip Rebohle
43838d3df8
[dxvk] Move Vulkan swapchain management to backend
...
Massive cleanup reduce code duplication between D3D11 and D3D9,
and introduce a sane path to pass data around. Implicit swap
chain recreation is now entirely transparent to the frontends.
2025-01-16 11:38:39 +01:00
Philip Rebohle
06b44c6237
[dxvk] Rework HDR metadata updates
2025-01-16 11:38:39 +01:00
Philip Rebohle
63e88debee
[dxvk] Move deferSurfaceCreation handling to backend
2025-01-16 11:38:39 +01:00
Philip Rebohle
ab9646551f
[dxvk] Import swap chain images from the back-end
2025-01-16 11:38:39 +01:00
Philip Rebohle
073806df7c
[dxvk] Move surface creation to the backend
2025-01-16 11:38:39 +01:00
Philip Rebohle
c707d9026f
[meta] Release 2.5.3
v2.5.3
2025-01-13 16:20:20 +01:00
Blisto91
3d401690cb
[util] Enable Strict floatEmulation for Max Payne 3
...
Visual issues such as white, black or rainbow colored objects and effect on some driver such as ANV (and amdvlk when set to true)
2025-01-13 16:17:36 +01:00
Philip Rebohle
5f5c9a4cdd
[d3d9] Improve logging for PS input register indices
2025-01-13 15:38:25 +01:00
Philip Rebohle
af45295a2f
[d3d9] Log instruction stream in validator
2025-01-13 15:38:25 +01:00