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Commit Graph

64 Commits

Author SHA1 Message Date
Philip Rebohle
214891ffc6
[d3d11] Improve error logging when texture creation fails 2019-01-08 10:34:48 +01:00
Chip Davis
6feeb4bbba Only set 2D_ARRAY_COMPATIBLE on 3D textures that will be rendered to.
It is impossible to create a 2D or 2D array SRV or UAV from a 3D
texture. Nor is it possible to create a DSV from a 3D texture.
Therefore, the only time we ever need to create a 2D array view from a
3D texture is when we're going to render to it.
2019-01-02 19:15:23 +01:00
Philip Rebohle
ce3642edd0
[dxvk] Don't put rendering stage/access masks into image info
Not needed since these stages and access flags are handled by render
pass transitions.
2018-11-24 00:40:59 +01:00
Philip Rebohle
f483bc9633
[d3d11] Add usage flag for meta-pack operations if necessary
- Fix depth-stencil format list
2018-11-08 18:51:43 +01:00
Philip Rebohle
6d18efdfc7
[d3d10] Lock device on context operations
May fix thread safety issues in some games. Apparently, the
D3D10Device is supposed to be thread safe by default.
2018-10-12 18:31:55 +02:00
Philip Rebohle
da8274daaf
[d3d11] Don't set meta-resolve usage flags for depth buffers
Depth buffers cannot be resolved in D3D11.
May improve performance on some hardware when MSAA is used.
2018-09-29 14:59:36 +02:00
Philip Rebohle
c5f7f9f3b0
[d3d11] Enable usage flags for meta copy formats
This is required in order to make meta copies work between images
that do not have the necessary D3D11 bind flags set, and it may
speed things up because it allows rendering to the destination
image directly rather than requiring a temporary image.
2018-09-27 11:44:09 +02:00
Philip Rebohle
837a3f5787
[d3d11] Don't allow creation of 0x0-sized textures 2018-09-18 21:33:27 +02:00
Philip Rebohle
b97f9a702a
[d3d10] Implement D3D10 texture interfaces 2018-08-13 17:22:36 +02:00
Philip Rebohle
9373bab3e3
[d3d11] Validate image view format compatibility correctly
Prevents the application from creating illegal image views.
2018-08-09 23:34:03 +02:00
Philip Rebohle
b06eb4fe2a
[d3d11] Validate image view bind flags
Since the bind flags of the texture may not always match the
image usage flags of the underlying Vulkan image, we should
use the latter to check whether a view can be created.
2018-08-09 21:58:58 +02:00
Philip Rebohle
73c91138db
[d3d11] Allow creation of SRGB textures with D3D11_BIND_UNORDERED_ACCESS
Should fix a crash in Call of Duty: Advanced Warfare.
2018-08-09 17:13:35 +02:00
Philip Rebohle
63af141383
[d3d11] Set proper view format list for typed UAVs
Typed UAVs are mutable, but we only need them to be compatible to
their typed format and the bit-compatible integer format used for
clears.
2018-07-03 13:31:22 +02:00
Philip Rebohle
cbf4772973
[d3d11] Pass image format family to the backend 2018-07-03 12:44:56 +02:00
Philip Rebohle
4520b1ca8f
[d3d11] Fix usage and access flags for multisampled images
Meta-resolve operations will use the image in a fragment shader.
2018-06-28 16:47:54 +02:00
Philip Rebohle
060cd1d87c
[d3d11] Do not use MUTABLE_FORMAT_BIT for strictly typed formats
This used to cause issues in the past, but apparently we can safely
enable this optimization now. Improves performance slightly on RADV.
2018-06-24 17:01:05 +02:00
Philip Rebohle
fb3dbd8bcd
[d3d11] Relaxed view format compatibility check
Fixes regressions in multiple games. MSDN docs regarding
format compatibility are wrong in every way.
2018-05-05 20:16:01 +02:00
Philip Rebohle
8177898151
[d3d11] Validate image view format compatibility
Fixes Vulkan validation errors in Far Cry 5.
2018-05-05 15:13:35 +02:00
Philip Rebohle
fb288d8713
[d3d11] Disable VK_IMAGE_CREATE_MUTABLE_FORMAT_BIT for typed formats
Yields over 10% performance improvement on RADV in GPU-bound scenarios.
2018-05-05 00:49:43 +02:00
Philip Rebohle
41fca78d27 [dxgi] Add GetDevice method to IDXGIVkInteropSurface
Convenient way of getting the IDXGIVkInteropDevice from the surface
without having to go through several D3D interface queries.
2018-05-01 23:30:39 +02:00
Philip Rebohle
d5041337f5 [d3d11] Use linar tiling for textures if optimal tiling is not supported
Fixes texture creation issues in various Batman games.
2018-04-29 14:43:24 +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
Philip Rebohle
4a0c9dbaba
[d3d11] Validate texture sample count
Fixes incorrect return values in case a game tries to create
a texture with an unsupported number of samples.
2018-04-13 13:46:45 +02:00
Philip Rebohle
8508994a63
[d3d11] Cap mip level count for textures and views
Some games do not compute the number of mip levels of
a texture or texture view correctly, so we should work
around this by capping it to the highest possible value.
2018-04-12 23:42:11 +02:00
Philip Rebohle
db541d188f
[dxgi] Added static format mapping table 2018-04-12 17:49:14 +02:00
Philip Rebohle
2973c18055 [dxgi/d3d11] Remove COM_QUERY_INTERFACE macro, reset pointers
May fix some crashes in applications that rely on the returned
pointer being set to nullptr before returning.
2018-04-02 12:52:02 +02:00
Philip Rebohle
a8eecfbfe5
[d3d11] Enable direct image mapping by default 2018-03-18 00:36:53 +01:00
Philip Rebohle
eb8ae5cc82
[d3d11] Allow 2D array view creation for 3D textures
Fixes a regression that was introduced with the texture
class refactor. Fixes validation issues in Hellblade.
2018-03-14 20:40:11 +01:00
Philip Rebohle
0e0ee61d9b
[d3d11] Always use VK_IMAGE_CREATE_MUTABLE_FORMAT_BIT
We need to investigate why not doing this breaks shadows in Heaven.
2018-03-14 17:40:26 +01:00
Philip Rebohle
3b20c71894
[d3d11] Re-implement direct image mapping (disabled by default)
We cannot enable this by default yet because it may break some games.
2018-03-14 16:40:28 +01:00
Philip Rebohle
155bd32e22
[d3d11] Check if a textue can be created before making the attempt
This may prevent driver crashes and give more useful debugging info
in case a given combination of image parameters is not supported by
a device. May also improve compatibility with direct image mapping.
2018-03-14 16:03:48 +01:00
Philip Rebohle
7a6d61d943
[d3d11] Create mapped image buffer only when needed
Also adds some documentation to D3D11CommonTexture.
2018-03-14 14:49:45 +01:00
Philip Rebohle
0ba3337289
[d3d11] Refactored Map/Unmap methods 2018-03-14 14:40:09 +01:00
Philip Rebohle
91b82c05b2
[d3d11] Refactoring texture classes: Move static methods into D3D11CommonTexture 2018-03-14 01:16:31 +01:00
Philip Rebohle
56df0bcccb
[d3d11] Refactoring texture classes: Remove D3D11TextureInfo 2018-03-14 00:45:07 +01:00
Philip Rebohle
16d66c8a1d
[d3d11] Refactoring texture classes: Introduce D3D11CommonTexture 2018-03-13 23:51:30 +01:00
Philip Rebohle
e6814332e7
Revert "[d3d11] Re-enable image mapping"
Still breaks games for unknown reasons.
2018-03-13 17:40:12 +01:00
Philip Rebohle
72f954088b
[d3d11] Use only one mip level for multisampled textures 2018-03-13 11:29:25 +01:00
Philip Rebohle
3e60c8f316
[d3d11] Re-enable image mapping
After more extensive testing, it looks like commit 4eacff21
actually fixed the issue in most (all?) cases.
2018-03-12 12:54:05 +01:00
Mikhail Paulyshka
b17568deba [dxgi,d3d11] log unknown interfaces GUID (#154)
* [d3d11] log unknown interfaces GUID in QueryInterface()

* [dxgi] log unknown interfaces GUID in QueryInterface()
2018-03-12 12:05:43 +01:00
Philip Rebohle
bbbc552868
[d3d11] Disabled image mapping
Effectively reverts d3e89b20dd as it
breaks games for some reason.
2018-03-11 19:02:02 +01:00
Philip Rebohle
5b9e4c1faa
[d3d11] Fix image tiling
Fixes bug introduced in d3e89b20dd, which
applies linear tiling to the wrong kind of images.
2018-03-11 00:06:44 +01:00
Philip Rebohle
d3e89b20dd
[d3d11] Allocate host-readable images on host-visible memory
Not having to wait for an image->buffer copy to finish on the
GPU allows for more efficient synchronization. Significantly
improves performance in The Witcher 3.
2018-03-10 23:32:15 +01:00
Philip Rebohle
2b9ab6626a
[d3d11] Do not create views if the resource bind flags are invalid 2018-02-22 21:38:45 +01:00
Philip Rebohle
0bb991a1fa
[d3d11] Using proper layout for depth textures read by shaders
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL works took, but
this may or may not improve performance.
2018-01-15 13:08:34 +01:00
Philip Rebohle
4e06f498dd [d3d11] Fixed several mip level-related bugs
- When a D3D11 texture was created with a mip level count of zero,
  DXVK would compute the correct number of mip levels, but not write
  them back to the description field.
- Framebuffers would always use the size of the top level, not the
  mip levels that were actually attached to the framebuffer.
- Several image copy operations did not handle mip levels other
  than the top mip level correctly.
2018-01-06 02:09:07 +01:00
Philip Rebohle
e7bf76f5ef [d3d11] Re-implemented image mapping
Image mapping now returns the map pointer of a separate
buffer, rather than the the image itself. This fixes
issues with applications that ignore the RowPitch
and/or DepthPitch fields of the MappedSubresource struct.
2018-01-05 03:01:19 +01:00
Philip Rebohle
93a5cf093c [d3d11] Refactored texture interfaces
All texture classes now use the common info structure
internally as well so that it can be queried efficiently.
2018-01-05 01:15:56 +01:00
Philip Rebohle
5ceb041a49 [d3d11] Optimized texture image layouts 2018-01-01 19:03:05 +01:00