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Commit Graph

545 Commits

Author SHA1 Message Date
Philip Rebohle
c22dc143d1
[d3d119 Implemented DXVK_FEATURE_LEVEL to restrict D3D feature levels 2018-01-30 12:19:53 +01:00
Philip Rebohle
727aa4d97e
[dxgi] Use VK_PRESENT_MODE_FIFO instead of MAILBOX 2018-01-30 08:53:00 +01:00
Philip Rebohle
c0cd51764d
[dxgi] Remove SyncInterval implementation
Poorly tested, may cause trouble
2018-01-30 08:45:50 +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
fb641a3dc8
[dxvk] Create dummy sampler 2018-01-29 20:54:09 +01:00
Philip Rebohle
9fbddf57df
[dxvk] Emit dynamic state after binding a graphics pipeline
Fixes issues with stencil references becoming undefined under
certain circumstances. This issue was encountered in Heroes
of the Storm.
2018-01-29 20:01:49 +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
173e46e2bd
[dxbc] Added Hull/Domain shader specific structures 2018-01-29 14:37:06 +01:00
Raffarti
f5782cd6cd Add an option to set up dxvk through overrides (#40)
* use winepath to convert unix path

* Add overrides option to setup script

* Fix missing arch switch in setup script
2018-01-29 13:22:19 +01:00
Philip Rebohle
08a916487d
[d3d11] Implemented CreateHullShader and CreateDomainShader 2018-01-29 11:53:57 +01:00
Philip Rebohle
cea86472bf
[dxvk] Fixed incorrect buffer create info 2018-01-29 11:44:02 +01:00
Philip Rebohle
52e8918b57
[d3d11] Added support for tessellation patch primitives 2018-01-29 11:31:00 +01:00
Philip Rebohle
8c4d94b570
[dxbc] Implemented OutputCoverageMask 2018-01-29 10:54:36 +01:00
Philip Rebohle
4ac38af8a7
[dxbc] Declare SV variables on first use 2018-01-29 10:41:41 +01:00
Philip Rebohle
8f554a210b
[d3d11] Silence unnecessary SOSetTargets errors 2018-01-29 01:15:51 +01:00
Philip Rebohle
d74be35e8c
[dxvk] Refactored physical buffer
Class is now much more generic, which should make things
easier for the upcomping deferred context implementation
2018-01-29 00:01:00 +01:00
Philip Rebohle
7e5a511fa0
[dxvk] Minor CS improvement 2018-01-29 00:00:19 +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
c6f4cf7330
[general] Make use of C++ zero initialization 2018-01-28 19:37:22 +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
3144a57ade
[dxgi] Added typeless format flag 2018-01-28 18:06:08 +01:00
Philip Rebohle
8a3dcf7c99
[dxbc] Added support for SV_SampleIndex 2018-01-28 15:32:35 +01:00
Philip Rebohle
0c62ca027f
[d3d11] Implemented normalization for UAV descriptions 2018-01-28 11:30:15 +01:00
Philip Rebohle
1eb0fc8846
[d3d11] Implemented GetUnorderedAccessViewDescFromResource 2018-01-28 10:57:16 +01:00
Philip Rebohle
6f51c136d2
[dxbc] Remove obsolete error message when resinfo is used with UAVs 2018-01-27 22:15:53 +01:00
Philip Rebohle
2e1e8d56a5
[dxbc] Removed branches around texture sample/gather ops
Not needed anymore thanks to dummy resources serving the same purpose.
2018-01-27 19:31:08 +01:00
Philip Rebohle
d1f76b96af
[dxvk] Added dummy resources for descriptors
This should finally shut up validation layers and also allows
the branches in texture sample operations to be removed.
2018-01-27 19:25:41 +01:00
Philip Rebohle
4e780f4f60
[dxvk] Fixed incorrect framebuffer attachment formats 2018-01-27 12:26:31 +01:00
Philip Rebohle
59a4e80c5f
Merge pull request #34 from Raffarti/script_space_fix
fixed dlls_dir variable in the setup script
2018-01-26 11:45:50 +01:00
raffarti
50551b102e fixed dlls_dir variable in the setup script 2018-01-26 11:02:01 +01:00
Philip Rebohle
d3fe3622cc
[dxvk] Do not dispatch compute shaders if no pipeline is bound
Fixes crashes in Tomb Raider 2013.
2018-01-25 12:57:43 +01:00
Philip Rebohle
e4d49aeb66
[dxvk] Fixed reported size of staging buffers
Fixes staging slice allocation in Tomb Raider (2013),
and potentially other games which allocate large staging
buffers.
2018-01-24 15:44:40 +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
f53ada57f9
[dxvk] Fixed potentially problematic image barriers 2018-01-23 19:00:48 +01:00
Philip Rebohle
a1a7bb9092
[dxvk] DxvkBindingLayout -> DxvkPipelineLayout 2018-01-23 17:40:36 +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
226afa96c9
Revert "[dxvk] Use VK_IMAGE_LAYOUT_GENERAL for all render targets"
Actually this did not fix Homefront entirely and causes severe
performance degradation if textures are SHADER_READ_ONLY_OPTIMAL.
2018-01-23 14:19:52 +01:00
Raffarti
feae2988d6 Improvements for log files (#22)
* Improvements for log files
 - Added exec name to log files
 - Added DXVK_LOG_PATH environment variable to specify the log folder
* Remove .exe from log name
* log: add log level none
* log: corrected type for string position
2018-01-23 13:36:31 +01:00
Philip Rebohle
21e9173415
[dxvk] Use VK_IMAGE_LAYOUT_GENERAL for all render targets
This is a workaround for rendering issues in some games where render
targets get seemingly randomly cleared for unknown reasons. Fixes
Homefront.
2018-01-23 13:27:41 +01:00
Philip Rebohle
2c20bf4dcb
[d3d11] Use Map() for host-visible buffers in UpdateSubresource 2018-01-23 12:16:28 +01:00
Philip Rebohle
3148155c35
[d3d11] Implemented CS chunk submission for deferred contexts
Changes were necessary due to the fact that chunks in deferred
contexts are not directly submitted to the CS thread.
2018-01-23 12:03:26 +01:00
Philip Rebohle
eff07dcf3f
Merge pull request #30 from libcg/stadium2
[d3d11] mock D3D11_QUERY_TIMESTAMP
2018-01-23 09:24:29 +01:00
Philip Rebohle
5b1311b71e
[d3d11] Added stubs for deferred contexts and command lists 2018-01-23 09:23:31 +01:00
Clément Guérin
781ebc4732 [d3d11] mock D3D11_QUERY_TIMESTAMP
Trackmania was freezing on this query when clicking on "Connect".
2018-01-22 21:39:58 -08:00
Philip Rebohle
0900dfd0e3
[dxvk] Removed explicit image barriers for render passes
Instead, the color format and layout will now be set in
the render pass description. This slows down render pass
lookups but may improve efficiency and work around driver
bugs.
2018-01-22 19:21:46 +01:00
Philip Rebohle
1da23755b7
Updated issue template 2018-01-22 14:31:53 +01:00