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

133 Commits

Author SHA1 Message Date
Philip Rebohle
b469cfac0b
[d3d11] Implemented FinishCommandList/ExecuteCommandList 2018-03-03 20:59:17 +01:00
Philip Rebohle
d74db72add
[d3d11] Implemented CSGetUnorderedAccessViews 2018-03-01 07:02:39 +01:00
Philip Rebohle
43b7e84bb5
[d3d11] Return fake tessellation shader obejects to the application
Prevents crashes in applications that use domain and hull shaders for
more than just rendering. Allows Fallout 4 tp run.
2018-02-26 17:29:10 +01:00
Philip Rebohle
eadf74264b
[d3d11] Return early for clear operations on NULL views
Fixes a crash in Fallout 4 when loading into the game.
2018-02-24 23:39:22 +01:00
Philip Rebohle
82fc851f32
[d3d11] Fixed CopySubresourceRegion for partial buffer updates
Fixes a subtle bug that caused the Fallout 4 menu to render random
geometry.
2018-02-23 15:16:44 +01:00
Philip Rebohle
cb3daaf856
[dxvk] Change resolveImage interface to accept an explicit format 2018-02-20 22:26:23 +01:00
Philip Rebohle
43dbc9f1d6
[dxvk] Support depth-to-color image copies and vice versa
Fixes validation errors and depth of field effect in Neptunia VII
and potentially other games which do not use all depth images for
rendering.
2018-02-20 13:08:50 +01:00
Philip Rebohle
5334ff57bf [d3d11] Wired up D3D11Query to backend 2018-02-18 22:34:23 +01:00
Philip Rebohle
61ce7022e2
[d3d11] Fix optional write issue in GetData() 2018-02-07 12:35:40 +01:00
Philip Rebohle
b31ebbb690
[d3d11] Add support for DSV read-only flags
Games need this in order to use the depth buffer as both
a framebuffer attachment and a shader resource.
2018-02-06 17:31:23 +01:00
Philip Rebohle
e25f4b2299
[d3d11] Implemented ClearUnorderedAccessViewUint for images 2018-02-04 23:57:43 +01:00
Philip Rebohle
495f58370c
[d3d11] Implemented CopySubresourceRegion for buffers
Also fixed a typo where ResolveSubresource would do the
wrong thing.
2018-02-03 21:14:55 +01:00
Philip Rebohle
78c46f444a
[d3d11] Added missing CS thread sync for non-discard Map() 2018-01-31 16:39:47 +01:00
Philip Rebohle
08436ad1e1
[d3d11] Get rid of duplicate code in ResolveSubresource 2018-01-30 02:20:28 +01:00
Philip Rebohle
6c6b108cdd
[d3d11] Handle non-multisampled source images in ResolveSubresource 2018-01-30 01:18:43 +01:00
Philip Rebohle
4aaa351225
[d3d11] Fixed query-related logging
Log messages in GetData did not take into account that
writing back data is actually optional.
2018-01-29 17:04:07 +01:00
Philip Rebohle
ca53eaf878
[general] Minor COM pointer improvements 2018-01-29 16:31:25 +01:00
Philip Rebohle
52e8918b57
[d3d11] Added support for tessellation patch primitives 2018-01-29 11:31:00 +01:00
Philip Rebohle
8f554a210b
[d3d11] Silence unnecessary SOSetTargets errors 2018-01-29 01:15:51 +01:00
Philip Rebohle
6d75178870
[d3d11] Remove default sampler
This is handled in the backend now.
2018-01-28 22:05:08 +01:00
Philip Rebohle
b8e49f1eb8
[d3d11] Fixed incorrect aspect mask for depth-stencil clear ops
Application may specify a clear flag that the image format does
not support, in which case it should just be ignored. Fixes
validation errors in Microsoft's MultiThreadedRendering demo.
2018-01-28 21:13:37 +01:00
Philip Rebohle
b63346b052
[d3d11] Implmented ResolveSubresource for typed resources
Enables MSAA support in Nier:Automata and potentially other games.
2018-01-28 18:06:41 +01:00
Philip Rebohle
363a0f8a6b
[d3d11] Implemented IAGetIndexBuffer an IAGetVertexBuffers
TressFX needs this.
2018-01-23 19:10:48 +01:00
Philip Rebohle
14bb4ed9c2
[d3d11] Fixed depth-stencil clear outside renderpasses
Fixes rendering in Tomb Raider (2013).
2018-01-23 19:01:07 +01:00
Philip Rebohle
e198bd2d55
[d3d11] Sub-allocate from larger update buffers for UpdateSubresources
Reduces the allocation overhead when applications frequently
call UpdateSubresources to update small buffers and textures.
2018-01-23 16:43:55 +01:00
Philip Rebohle
2c20bf4dcb
[d3d11] Use Map() for host-visible buffers in UpdateSubresource 2018-01-23 12:16:28 +01:00
Philip Rebohle
5b1311b71e
[d3d11] Added stubs for deferred contexts and command lists 2018-01-23 09:23:31 +01:00
Philip Rebohle
b923a2004f
[d3d11] Fixed image copy operation 2018-01-21 01:57:12 +01:00
Philip Rebohle
b7a00e32ec
[dxvk] Limit size of the CS command queue
Prevents memory leaks and fixes stuttering in Heaven.
2018-01-21 00:49:07 +01:00
Philip Rebohle
6ab7897127
[d3d11] Enabled command stream thread 2018-01-20 23:12:03 +01:00
Philip Rebohle
7d7cc1ceda
[d3d11] Record commands into a CS chunk 2018-01-20 22:52:18 +01:00
Philip Rebohle
f25b3c8b32
[d3d11] Use EmitCs for resource updates 2018-01-20 21:42:11 +01:00
Philip Rebohle
496acd71b1
[d3d11] Use EmitCs for some Copy/Clear operations 2018-01-20 19:30:31 +01:00
Philip Rebohle
9441974497
[d3d11] Use EmitCs for state object updates 2018-01-20 19:11:42 +01:00
Philip Rebohle
cbbfefbbb7
[d3d11] Use EmitCs for shader and resource binding methods 2018-01-20 18:54:37 +01:00
Philip Rebohle
7fad731096
[d3d11] Use EmitCs for Input Assembly methods 2018-01-20 18:34:25 +01:00
Philip Rebohle
e951a5ea0c
[d3d11] Use EmitCs for draw and dispatch calls 2018-01-20 18:26:17 +01:00
Philip Rebohle
4d17b1752f
[d3d11] Use EmitCs for general setup and synchronization methods 2018-01-20 18:01:43 +01:00
Philip Rebohle
2dd24a14d2
[dxvk] Refactored blend constants
This will make things a little less painful when capturing
blend constants in a lambda function, as required for CSMT.
2018-01-20 15:41:06 +01:00
Philip Rebohle
0b426a0942
[d3d11] Added new D3D11ImmediateContext class
Initial prep work for both CSMT and Deferred Contexts.
2018-01-20 13:22:44 +01:00
Philip Rebohle
f88adc4e82
[d3d11] Implemented mipmap generation 2018-01-20 09:46:54 +01:00
Philip Rebohle
2a364c557b
[d3d11] Implemented image mapping for reads 2018-01-19 18:09:49 +01:00
Philip Rebohle
9334873188
[dxvk] Cleaned up DxvkBufferSlice and added documentation 2018-01-18 18:50:44 +01:00
Philip Rebohle
6e6c290e01
[d3d11] Use DxvkPhysicalBufferSlice for resource copies and buffer views 2018-01-18 18:33:13 +01:00
Philip Rebohle
9acc4a1a82
[d3d11] Map default constant buffers to host memory
Improves performance in applications that use UpdateSubresources
to frequently update constant buffers, such as Unigine Heaven,
Unigine Valley and Homefront.
2018-01-18 11:55:27 +01:00
Philip Rebohle
ade9cd0587
[d3d11] Removed some uninteresting log messages
Reduces log spamming in Homefront.
2018-01-17 23:49:26 +01:00
Clément Guérin
340438954d [d3d11] copy all layers and mipmaps in CopyResource
avoid using potentially undefined mappedSubresource
2018-01-14 12:17:54 -08:00
Clément Guérin
482147d929 [d3d11] support textures in CopyResource
fixes green textures and log spam with TrackMania
2018-01-14 11:09:14 -08:00
Philip Rebohle
198c9389af [d3d11] Flush resource init commands
Like regular command buffers, the command buffers used for resource
initialization should not be able to grow indefinitely.
2018-01-13 23:40:17 +01:00
Philip Rebohle
c7a9763f6d [d3d11] Re-implemented draw call-based context flush
After doing more testing, it became apparent that this
optimization is beneficial most of the time and may also
improve stability by limiting the number of commands
recorded into a single command buffer.
2018-01-13 23:09:03 +01:00