Philip Rebohle
54be0a4984
[meta] Update README
2018-08-07 16:59:49 +02:00
Philip Rebohle
b2c4855490
[dxvk] Use global user config for backend options
2018-08-07 16:59:49 +02:00
Philip Rebohle
10f7e4d91b
[meta] Update README
2018-08-07 15:35:43 +02:00
Philip Rebohle
dc31be7118
[d3d11] Use global user config for D3D11 options
2018-08-07 14:59:09 +02:00
Philip Rebohle
524ff9e233
[dxgi] Use global user config for DXGI options
2018-08-07 14:59:09 +02:00
Philip Rebohle
c0398caa2b
[dxvk] Load user config as well as per-app options in DxvkInstance
2018-08-07 14:59:09 +02:00
Philip Rebohle
5e58083c01
[util] Add classes and functions to support configuration files
2018-08-07 14:59:03 +02:00
Philip Rebohle
3359b89166
[d3d11] Do not hold strong references to the ID3D11Resource in views
...
Emulates Windows behaviour more closely. Fixes refcount-related
error messages in Unreal Engine 4 (see #302 ), as well as a crash
in Yakuza 0 (see #533 ).
2018-08-05 21:31:13 +02:00
Philip Rebohle
ffc87faed0
[d3d11] Add private ref count helpers for ID3D11Resource
2018-08-05 21:31:13 +02:00
Philip Rebohle
c223e35608
[d3d11] Do not keep a strong reference to the swap chain back buffer
...
Fixes crash in Yakuza 0 with fullscreen mode enabled. SEGA, please,
stop being lazy and learn to use reference counting correctly.
2018-08-05 21:31:13 +02:00
Philip Rebohle
cdf6ffb9bc
[util] Add private reference count to COM object
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This can be used in case DXVK needs to keep a strong reference
to an object but may not expose that reference to the application.
2018-08-05 21:31:09 +02:00
Philip Rebohle
871c96b130
[d3d11] Refactor Unordered Access View Creation
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Part 4 / 4 of the refactor.
2018-08-05 19:28:39 +02:00
Philip Rebohle
55203eb458
[d3d11] Refactor Shader Resource View Creation
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Part 3 / 4 of the refactor.
2018-08-05 19:20:12 +02:00
Philip Rebohle
1038bf2ef5
[d3d11] Refactor Render Target View Creation
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Part 2 / 4 of the refactor.
2018-08-05 19:07:53 +02:00
Philip Rebohle
0598982f35
[d3d11] Refactor Depth-Stencil View Creation
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Part 1 of 4 of a much needed refactor. Instead of translating
the structures in the D3D11Device class, we'll move the code
to the respective view classes in order to clean up.
2018-08-05 19:02:45 +02:00
Philip Rebohle
16315a39a0
[d3d11] Use new resource helper functions during view creation
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This simplifies things when both buffers and textures are allowed.
2018-08-05 18:56:42 +02:00
Philip Rebohle
b87f3f5155
[d3d11] Add common resource helper functions
2018-08-05 18:45:24 +02:00
Philip Rebohle
66e178756e
[d3d11] Introduce GetCommonBuffer helper
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Also update GetCommonTexture documentation.
2018-08-05 18:29:29 +02:00
Philip Rebohle
ace8e42213
[d3d11] Move BufferInfo struct into D3D11Buffer
2018-08-05 18:24:01 +02:00
Philip Rebohle
31140373eb
[tests] Restore old d3d11-triangle behaviour
2018-08-05 15:19:15 +02:00
Philip Rebohle
62e4c867ec
[dxgi] Relax IDXGISwapChain thread safety
...
Fixes a deadlock in Dragon Age: Inquisition.
2018-08-04 10:16:40 +02:00
Philip Rebohle
96176e3952
[meta] Release v0.64
2018-08-03 15:18:30 +02:00
Philip Rebohle
9293acfeb5
[dxbc] Work around OpControlBarrier issue on radv 18.2-git
2018-08-03 15:15:18 +02:00
Philip Rebohle
fe66e668e5
[dxvk] Implement native discardBuffer function in the backend
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This may be more efficient because it avoids renaming the buffer
in case it can be used without inserting additional barriers.
2018-08-03 11:28:00 +02:00
Philip Rebohle
fb88070888
[d3d11] Implement copy flags for CopySubresourceRegion1 / UpdateSubresource1
2018-08-03 11:22:26 +02:00
Philip Rebohle
3fee20dfec
[d3d11] Implement DiscardResource for buffers
...
We don't suppor this for images, and we don't support DiscardView yet.
Buffers can be invalidated, which may in some cases be beneficial in
order to avoid synchronization on the GPU.
2018-08-03 11:10:40 +02:00
Philip Rebohle
8044ce6c7e
[d3d11] Refactor UAV counter buffer allocator
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- Fixes violation of the minStorageBufferOffsetAlignment limit
- Allows allocation of multiple counter buffers if necessary
2018-08-03 10:17:02 +02:00
Philip Rebohle
212bd56b93
[d3d11] Fix border color mapping for opaque white
2018-08-02 17:04:09 +02:00
Philip Rebohle
1da6617a73
[dxbc] Fix sample location order for 2xMSAA case
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The sample locations were apparently incorrectly documented
in the Vulkan spec and have changed with the 1.1.82 update.
2018-08-01 11:38:59 +02:00
Philip Rebohle
ffede83d9e
[dxvk] Remove unnecessary barrier recording before compute dispatch
...
This call is not needed any longer because we have compute init barriers.
Might allow for parallel compute shader dispatch in some situations.
2018-08-01 09:14:39 +02:00
Philip Rebohle
0ba00b3f59
[dxvk] Add extended device feature structure
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This allows the client API to query and enable extended
features in the future, should it become necessary, much
like the extende feature queries.
2018-07-31 16:58:25 +02:00
Philip Rebohle
ebb7902b2c
[dxvk] Add extended device info structure
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This uses VK_KHR_get_physical_device_properties2
to query extension-specific device properties.
Queries info for VK_EXT_vertex_attribute_divisor.
2018-07-31 16:03:44 +02:00
Philip Rebohle
91407098d5
[dxbc] Actually set "icb" as the debug name of the ICB
2018-07-30 22:08:01 +02:00
Philip Rebohle
f8392b4f83
[dxbc] Fix incorrect pointer type when loading from baked ICBs
2018-07-30 21:08:52 +02:00
Philip Rebohle
2166769096
[dxbc] Map large ICBs to a constant buffer
...
Should fix an issue with compiling a specific compute shader in
the game Dragon Ball Xenoverse 2 (#523 ).
2018-07-30 20:52:42 +02:00
Philip Rebohle
bf06654a83
[d3d11] Remove DXVK_SHADER_READ_PATH
...
Broken, and won't work with ICB UBOs.
2018-07-30 20:29:05 +02:00
Philip Rebohle
bf912d0a5f
[d3d11] Create shader constant buffer if necessary
2018-07-30 20:29:05 +02:00
Philip Rebohle
c31e646921
[dxvk] Introduce concept of shader constants
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Large constant arrays should be moved to a uniform buffer instead
of being baked directly into the shader code.
2018-07-30 20:29:05 +02:00
Philip Rebohle
a8eb7d343a
[dxvk] Reconfigure bindings
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In order to map ICBs to uniform buffers, we need one spare constant
buffer slot per shader stage.
2018-07-30 20:29:05 +02:00
Philip Rebohle
af5de8a8ef
[d3d11] Fix compiler warning
2018-07-30 20:27:18 +02:00
Philip Rebohle
7f0f7ac048
[d3d11] Refactor shader binding
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This way we can get rid of an unnecessary template and make future
extensions possible.
2018-07-30 19:37:19 +02:00
Jacek Caban
b7bdd9de38
[dxvk] Include vector inheaders that use it.
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Fixes winelib compilation after recent changes.
2018-07-28 15:09:31 +02:00
Philip Rebohle
e555df93a1
[build] Improve winelib builds
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Closes #513 , which this is based on.
2018-07-28 15:07:36 +02:00
Adrià Cereto-Massagué
0aa7ab8fdb
add winelib build support to the setup script
2018-07-27 11:18:51 +02:00
Philip Rebohle
656cb2e4aa
[dxvk] Refactor Vulkan extension management
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Adding an extension will now require an additional step, but
this evolved version of the extension list code is more sane
and the structures can be more easily copied around.
2018-07-23 20:07:21 +02:00
Philip Rebohle
6d24f767c6
[dxvk] Load function pointers for VK_KHR_get_physical_device_properties2
2018-07-23 18:09:50 +02:00
Philip Rebohle
adadf362a3
[d3d11] Optimize WaitForResource behaviour when resource is already idle
...
We don't have to flush everything in this case, just flushing the current
CS chunk is enough to determine if the resource is in use by the GPU.
2018-07-23 16:08:01 +02:00
Philip Rebohle
662b6429a8
[d3d11] Refactor resource initialization
...
In addition to moving the code to a separate class, this also
improves flushing behaviour by limiting the amount of memory
being initialized rather than the number of commands executed.
2018-07-23 15:21:17 +02:00
Jacek Caban
1d3a121e89
[build] Don't use full paths in build files.
2018-07-23 13:07:47 +02:00
Philip Rebohle
2b8c96fe35
[util] Fix reference counting for thread objects
...
Fixes a potential race when threads run out of scope
before the thread function has started.
2018-07-22 02:24:04 +02:00