Philip Rebohle
d844ddfdfa
[dxgi] Add option for deferred surface creation
...
Deferred surface creation is required for Frostpunk due to conflicts
with the D3D9 swap chain created by the game before it presents the
first frame to the DXGI swap chain, but breaks NieR:Automata due to
threading issues.
2018-05-24 13:04:29 +02:00
Philip Rebohle
f087016e77
[dxgi] Add app-specific DXGI options
2018-05-24 13:04:21 +02:00
Philip Rebohle
23ba3e228a
[dxgi] Add option for deferred surface creation
...
Deferred surface creation is required for Frostpunk due to conflicts
with the D3D9 swap chain created by the game before it presents the
first frame to the DXGI swap chain, but breaks NieR:Automata due to
threading issues.
2018-05-24 12:31:21 +02:00
Philip Rebohle
66db3e8714
[dxgi] Add app-specific DXGI options
2018-05-24 12:31:04 +02:00
Philip Rebohle
a43025294a
[dxbc] Remove DxbcImageInfo::layered property
2018-05-24 12:07:03 +02:00
Philip Rebohle
12d79257be
[dxbc] Remove TexCube -> TexCubeArray workaround
2018-05-24 12:00:31 +02:00
Philip Rebohle
58e9280891
[dxbc] Remove Tex2D -> Tex2DArray workaround
2018-05-24 11:49:12 +02:00
Philip Rebohle
d9772b0ffd
[dxvk] Create image views for all supported view types
...
Rather than creating just one image view per DxvkImageView, we create
views for all compatible types in an attempt to work around game bugs
in Diablo 3, Far Cry 5, Nier Automata, Dishonored 2, Trackmania etc.,
which bind incompatible resource views to some resource slots.
2018-05-24 11:44:04 +02:00
Philip Rebohle
61049c33fb
[dxgi] Reduce reported VRAM on 32-bit platforms
...
This is closer to what Windows does, and some applications may have
trouble with more than 3GB VRAM.
2018-05-24 10:48:06 +02:00
Philip Rebohle
38c5e57025
[dxgi] Refactor Vulkan swap chain and surface creation
...
Creating the Vulkan surface at the latest possible moment fixes
an issue with Frostpunk, which renders to a D3D9 swap chain
before presenting to the GXGI swap chain.
2018-05-23 13:03:12 +02:00
Philip Rebohle
531732fe91
[dxgi] Add IDXGIFactory2 to supported interfaces
2018-05-23 01:32:52 +02:00
Philip Rebohle
d1b705bf0d
[dxgi] Implemented IDXGISwapChain1
2018-05-23 01:06:34 +02:00
Philip Rebohle
58fa815926
[dxgi] Fixed error message formatting in DxgiDevice
2018-05-22 23:52:12 +02:00
Philip Rebohle
56e7389495
[dxgi] Stubbed out IDXGIFactory2
2018-05-22 23:52:03 +02:00
Philip Rebohle
5a61d81135
[dxgi] Stubbed out IDXGISwapChain1
2018-05-22 23:50:28 +02:00
Philip Rebohle
979ba2d7c6
[dxgi] Implemented IDXGIAdapter2
2018-05-22 23:48:07 +02:00
Philip Rebohle
a39b9cb131
[d3d11] Pre-clear buffers with D3D11_USAGE_DEFAULT
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Some games may expect buffers, like images, to be pre-initialized.
2018-05-22 21:10:39 +02:00
Philip Rebohle
51104c104d
[d3d11] Refactor InitTexture method
2018-05-22 21:06:26 +02:00
Philip Rebohle
fb11acbc91
[dxbc] Implement geometry shader instancing
...
Required for Frostpunk (see #385 ).
2018-05-22 19:36:53 +02:00
Philip Rebohle
7f619d9051
[dxvk] Use only one extra thread for async pipeline compilation
...
With the benefits of asynchronous compilation being generally low and
compilation in advance not being feasible, there is no reason to create
more threads.
2018-05-22 00:32:44 +02:00
Philip Rebohle
425a5bca2e
[d3d11] Optimized buffer mapping on deferred contexts
2018-05-22 00:11:32 +02:00
Joshua Ashton
5cc3afcf30
Fix tzcnt intrinsic on MSVC ( #381 )
2018-05-19 09:26:25 +02:00
Philip Rebohle
126c50a674
[dxbc] SampleMask does not depend on SampleRateShading
...
This was fixed in a later revision of the SPIR-V 1.0 specification.
2018-05-19 09:07:31 +02:00
Philip Rebohle
a6ace7908f
[dxbc] Do not emit empty 'else' blocks
2018-05-18 22:37:23 +02:00
Philip Rebohle
d1d829c09b
[vr] Query Vulkan extensions for OpenVR at runtime
2018-05-18 16:47:44 +02:00
Philip Rebohle
707967ac1d
[vr] Add OpenVR loader
...
Provides methods to query required Vulkan instance and device extensions.
2018-05-18 16:46:34 +02:00
Philip Rebohle
14beaaf8d4
[vr] Added OpenVR header
2018-05-18 15:39:45 +02:00
Philip Rebohle
3d9f7c70dd
[general] Update README
2018-05-17 00:35:18 +02:00
Philip Rebohle
7408bc22b5
[dxvk] Remove ability to enable instance layers
2018-05-17 00:35:12 +02:00
Philip Rebohle
a30e1368b1
[dxvk] Implement name set merging
2018-05-17 00:35:04 +02:00
Philip Rebohle
796379a551
[dxvk] Refactor the way instance extensions are enabled
2018-05-17 00:34:48 +02:00
Philip Rebohle
d1eddbdc3f
[dxvk] Make vk::NameSet more versatile
2018-05-17 00:34:38 +02:00
Philip Rebohle
40b52758e3
[dxvk] Enumerate discrete GPUs before integrated GPUs
...
May help with games that do not run on Intel GPUs when
the Intel Vulkan driver is installed alongside the AMD
or Nvidia drivers.
2018-05-16 16:17:39 +02:00
Philip Rebohle
26b319b29b
[d3d11] Fallout 4: Force Flush on GetData calls
2018-05-14 02:40:59 +02:00
Philip Rebohle
a90c2843a7
[dxvk] Remove std::vector from DxvkDataBuffer
...
Vectors are zero-initialized upon resize, which is unnecessary
in this case and potentially impacts performance.
2018-05-13 21:34:38 +02:00
Philip Rebohle
516d7f091e
Merge branch 'disable-opt-bit'
2018-05-13 16:19:31 +02:00
Philip Rebohle
f42f7cc743
[dxvk] Make use of the asynchronous pipeline compiler optional
...
Users can enable this by setting DXVK_USE_PIPECOMPILER=1.
2018-05-13 16:02:23 +02:00
Philip Rebohle
2ee80ce1bd
[dxvk] Log start/stop of pipe compiler worker threads
2018-05-13 15:37:31 +02:00
Philip Rebohle
368eea7310
[dxvk] Use derivative pipelines again
2018-05-13 15:37:18 +02:00
Philip Rebohle
c17f4e2fc0
[dxvk] Increase update buffer size
...
Helps reduce the number of memory allocations further
when deferred contexts are used for rendering.
2018-05-13 14:45:50 +02:00
Philip Rebohle
9d4654f445
[dxvk] Fix update buffer allocation size
2018-05-13 11:12:54 +02:00
Philip Rebohle
3fc9466a07
[dxvk] Fix query scopes
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Occlusion queries must begin and end in the same render pass.
Fixes a rendering issue in Shadow Warrior 2 on AMD drivers.
2018-05-12 19:46:08 +02:00
Philip Rebohle
5f3b65014f
[dxvk] Reset query pools on the init buffer
2018-05-12 19:45:42 +02:00
Philip Rebohle
3135359ee9
[dxvk] Create a separate command buffer for initialization tasks
...
We'll use this to reset query pools without having to spill
the active render pass. Required to fix a query-related bug.
2018-05-12 19:32:50 +02:00
Philip Rebohle
581e505f54
[dxbc] Fix bit scan instructions
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firstbithi counts from the MSB rather than the LSB. Fixes
rendering issues in Hitman.
2018-05-12 01:39:23 +02:00
Philip Rebohle
32631caf96
Merge branch 'master' of https://github.com/doitsujin/dxvk
2018-05-11 18:13:50 +02:00
varris1
0034ed4464
[general] Let meson handle cflags ( #362 )
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Meson determines the cflags by --buildtype. Letting meson handle it will fix the OW crash.
2018-05-11 11:30:03 +02:00
Philip Rebohle
b805560340
[dxvk] Do not log invalid pipeline state
...
Fixes some log spam in case games attempt to render geometry
with an invalid pipeline state vector.
2018-05-10 21:59:57 +02:00
Philip Rebohle
cfb4791872
[dxvk] Use VK_PIPELINE_CREATE_DISABLE_OPTIMIZATION_BIT
...
Optimized versions of the pipelines will be compiled asynchronously.
2018-05-10 14:54:44 +02:00
Philip Rebohle
517a7532be
[dxvk] Added DxvkPipelineCompiler
2018-05-10 14:29:13 +02:00