Game was made before ATI Technologies was bought by AMD and so doesn't recognize AMD as a GPU vendor, which for some reason makes it bug out.
It also works when it sees the word "Radeon" in the device description, which is why this issue doesn't show on amdvlk or wined3d.
This fixes a compile issue with GCC 12.1
FAILED: src/spirv/libspirv.a.p/spirv_compression.cpp.obj
i686-w64-mingw32-g++ -Isrc/spirv/libspirv.a.p -Isrc/spirv -I../dxvk-9999/src/spirv -I../dxvk-9999/include -fdiagnostics-color=always -D_FILE_OFFSET_BITS=64 -Wall -Winvalid-pch -Wnon-virtual-dtor -std=c++17 -O0 -DNOMINMAX -D_WIN32_WINNT=0xa00 -msse -msse2 -msse3 -mfpmath=sse -Wimplicit-fallthrough -O3 -march=native -pipe -flto=16 -mno-avx -MD -MQ src/spirv/libspirv.a.p/spirv_compression.cpp.obj -MF src/spirv/libspirv.a.p/spirv_compression.cpp.obj.d -o src/spirv/libspirv.a.p/spirv_compression.cpp.obj -c ../dxvk-9999/src/spirv/spirv_compression.cpp
In file included from ../dxvk-9999/src/spirv/../util/util_flags.h:5,
from ../dxvk-9999/src/spirv/spirv_include.h:7,
from ../dxvk-9999/src/spirv/spirv_instruction.h:6,
from ../dxvk-9999/src/spirv/spirv_code_buffer.h:8,
from ../dxvk-9999/src/spirv/spirv_compression.h:5,
from ../dxvk-9999/src/spirv/spirv_compression.cpp:1:
../dxvk-9999/src/spirv/../util/util_bit.h:300:33: warning: ‘template<class _Category, class _Tp, class _Distance, class _Pointer, class _Reference> struct std::iterator’ is deprecated [-Wdeprecated-declarations]
300 | class iterator: public std::iterator<std::input_iterator_tag,
| ^~~~~~~~
In file included from /usr/lib/gcc/i686-w64-mingw32/12.1.0/include/g++-v12/bits/stl_algobase.h:65,
from /usr/lib/gcc/i686-w64-mingw32/12.1.0/include/g++-v12/vector:60,
from ../dxvk-9999/src/spirv/spirv_compression.h:3:
/usr/lib/gcc/i686-w64-mingw32/12.1.0/include/g++-v12/bits/stl_iterator_base_types.h:127:34: note: declared here
127 | struct _GLIBCXX17_DEPRECATED iterator
| ^~~~~~~~
../dxvk-9999/src/spirv/spirv_code_buffer.h: In member function ‘size_t dxvk::SpirvCodeBuffer::endInsertion()’:
../dxvk-9999/src/spirv/spirv_code_buffer.h:214:19: error: ‘exchange’ is not a member of ‘std’
214 | return std::exchange(m_ptr, m_code.size());
| ^~~~~~~~
Signed-off-by: Mike Lothian <mike@fireburn.co.uk>
This fixes incorrect blending between HUD text, which would cause a narrow transparent gap between the text center and border/shadow that is visible at large text sizes.
Seems to be anything up to 3x as fast to decode than the previous code,
with the compression ratio being slightly worse. Encoding seems faster
as well.
The game tries to binda 2D texture to a slot that is declared
as a 3D texture in the shader. This causes one particle effect
to be completely black because DXVK does not bind the texture
Before we just assumed that the calls here would match the corresponding flag value (D3D11_RESOURCE_MISC_SHARED -> ::GetSharedHandle, D3D11_RESOURCE_MISC_SHARED_NTHANDLE -> ::CreateSharedHandle), but it turns out that its possible to set both flags and use both methods. Now we always tell Vulkan to export a KMT handle if D3D11_RESOURCE_MISC_SHARED is present, and use openKmtHandle to get an NT handle when needed.
Rationale is as follows:
- srcAccess never needs to contain read flags, since any memory being
read must have been made visible before by a write operation
- dstAccess is only relevant if srcAccess contains a write, because
reads alone cannot modify memory and thus do not require making the
same memory available again. An exception are layout transitions.
Doesn't really change performance in anything as far as I can tell, but
we avoid some unnecessary UBO cache flushes in compute-heavy scenarios.