Philip Rebohle
9f264ba008
[d3d11] Remove predication workaround for RADV
...
This no longer has any effect due to changes in the driver, and
we no longer support Predication anyway.
2019-04-25 18:29:13 +02:00
Joshua Ashton
60827c1b22
[d3d11] Improve CreatePredicate logging
2019-04-25 13:14:23 +02:00
Philip Rebohle
4eff83bdee
[d3d11] Disable Predication support
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Doesn't work at all in the few games that use it.
2019-04-25 11:55:40 +02:00
Philip Rebohle
cd63cebc63
[dxvk] Simplify validateGraphicsState
2019-04-24 23:16:52 +02:00
Philip Rebohle
981ea547f9
[d3d11] Don't use presentation fence
2019-04-23 20:14:34 +02:00
Philip Rebohle
81f6ccb1be
[d3d11] Select sync event based on back buffer count
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May improve frame pacing in some games.
2019-04-23 20:14:30 +02:00
Philip Rebohle
4cc35da3b2
[d3d11] Allocate one additional swap chain image
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DXGI's BufferCount apparently only counts back buffers,
while there's an implicit front buffer.
2019-04-23 20:12:29 +02:00
Philip Rebohle
2245aada03
[dxvk] Use stricter barriers around meta operations
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Fixes some rendering issues on AMDVLK in some situations.
2019-04-19 11:41:12 +02:00
Philip Rebohle
95bfac84f1
[dxvk] Support image sub-regions for resolve operations
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Required for legacy graphics APIs.
2019-04-19 11:41:12 +02:00
Joshua Ashton
a3966b442b
[dxvk] Add adapterCount function to DXVKInstance.
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Will be needed in the Direct3D9 interface as you can query the number of adapters.
2019-04-18 23:18:15 +02:00
Joshua Ashton
0c34fae9c7
[spirv] Implement constvec3f32
2019-04-18 23:18:02 +02:00
Joshua Ashton
a770c73dbc
[spirv] Implement opVectorTimesScalar
2019-04-18 23:18:02 +02:00
Joshua Ashton
f1a8e02e0f
[spirv] Implement opPow
2019-04-18 23:18:02 +02:00
Philip Rebohle
94beec0c13
[dxvk] Fix subresources in barriers for 2D views of 3D images
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The array layers passed during framebuffer creation are the selected
3D slices in this case, the image actually only has one array layer.
We should account for that when recording barriers.
2019-04-18 12:08:27 +02:00
Philip Rebohle
b44cad4d32
[dxbc] Replace computeResourceSlotId by light-weight alternatives
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Slightly reduces overhead of D3D11 binding methods.
2019-04-18 10:06:15 +02:00
Philip Rebohle
044e3967e7
[hud] Show compiler activity indicator for at least one second
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Otherwise this would flicker when shaders are already cached.
2019-04-15 12:42:07 +02:00
Philip Rebohle
35a2a02714
[dxbc] Do not emit GS system values if rasterization is disabled
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Fixes issue in Star Citizen, which declares a max output vertex count
of 128 in a geometry shader which emits eight components per vertex,
which becomes 12 components in DXVK due to the gl_Position builtin.
This should keep us below the magic limit of 1024 output components.
2019-04-15 09:00:46 +02:00
Philip Rebohle
f9e56c97cf
[d3d11] Fix hasing of geometry shaders with stream output
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The xfb struct contains pointers, but we should hash the
strings instead, otherwise the hash changes between runs.
2019-04-15 03:48:31 +02:00
Philip Rebohle
ca717eeb62
[d3d11] Track query state correctly
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Not sure if any game actually needs this, but we should avoid
sending bogus commands to the backend when the app sends bogus
commands to us.
2019-04-14 16:27:15 +02:00
Philip Rebohle
364ae7270d
[d3d11] Don't allocate predicate for unsupported predicates
2019-04-14 14:26:56 +02:00
Philip Rebohle
7dc449ac55
[hud] Add new HUD entry to show shader compiler activity
2019-04-14 13:28:57 +02:00
Philip Rebohle
8b84d002f8
[hud] Pass surface size to HUD renderer
2019-04-14 13:28:57 +02:00
Philip Rebohle
bb01318984
[dxvk] Add stat counter for shader compiler activity
2019-04-14 13:28:57 +02:00
Jens Peters
522fa8d777
[meta] Update README with 'api' option for the HUD
2019-04-13 08:57:23 +02:00
Philip Rebohle
2c0ddbd072
[util] Enable D3D11_MAP_FLAG_DO_NOT_WAIT for Anno 1800
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Removes a sync point and almost doubles performance as a result.
2019-04-12 10:52:25 +02:00
Robin
fd9a938c7e
[build] Fix MSVC build with version info
2019-04-08 10:14:57 +02:00
Philip Rebohle
adc447cc9f
[dxvk] Increase query pool sizes
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Many games create a very large number of occlusion queries, and
we shouldn't create more pools than necessary.
2019-04-08 01:51:38 +02:00
Philip Rebohle
7018db3614
[dxvk] Implement shader-based resolve
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Resolve attachments are currently too broken on most drivers,
so we cannot really rely on them.
2019-04-07 21:07:25 +02:00
Philip Rebohle
ea5dcd5b14
[dxvk] Re-implement class to create meta-resolve objects
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This time with specialization constants so that we don't have
to read the tetxure's sample count from the descriptor.
2019-04-07 21:07:25 +02:00
Philip Rebohle
addbae585f
[dxvk] Enable VK_AMD_shader_fragment_mask if available
2019-04-07 21:07:25 +02:00
Philip Rebohle
14593baebd
[dxvk] Add new resolve shaders
2019-04-07 21:07:21 +02:00
Philip Rebohle
56300ff9b7
[d3d11] Allocate mapped buffers for staging images on cached memory
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These will most likely be used for reading, so we should put them
on a memory type which allows reading.
2019-04-07 14:47:43 +02:00
Philip Rebohle
51f229530b
Revert "[d3d11] Select memory type based on CPU access flags"
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This reverts commit 6c8042033e
.
Batman: Arkham City doesn't set the CPU access flags correctly
for some images it maps for reading, and breaks on Nvidia as a
result.
2019-04-07 14:42:01 +02:00
Philip Rebohle
1da7b1e87c
Revert "[meta] Release 1.1"
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This reverts commit a696f69ec2
.
2019-04-07 10:13:18 +02:00
Philip Rebohle
e901d9d149
[dxgi] Fix broken gamma with combined image samplers
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Fixes #1003 .
2019-04-07 09:55:54 +02:00
Philip Rebohle
a696f69ec2
[meta] Release 1.1
2019-04-06 16:26:21 +02:00
Philip Rebohle
f6bdb7bb63
[dxvk] Fix circular reference between DxvkDevice and DxvkGpuQueryPool
2019-04-06 12:31:20 +02:00
pchome
3eb9f35fc3
[build] Use generator
to produce resource files
2019-04-06 11:33:45 +02:00
pchome
67446eda47
[build] Fix winelib wrc
2019-04-06 11:33:45 +02:00
Philip Rebohle
aa45b3cc31
[dxvk] Fix build failure for some people
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Why am I the only one who never has any issues with this?
2019-04-06 10:10:29 +02:00
Sveinar Søpler
4f9dd8d3d0
[build] Add version info to compiled DLLs
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Fixes #980 .
2019-04-05 21:09:57 +02:00
Philip Rebohle
b89646584b
[util] Enable constant buffer range check for Dark Souls Remastered ans Grim Dawn
2019-04-05 20:56:32 +02:00
Philip Rebohle
5819a69302
[d3d11] Add option to enable constant buffer range checks
2019-04-05 20:56:32 +02:00
Philip Rebohle
9b99c55a2e
[dxbc] Implement optional constant buffer range check
2019-04-05 20:56:29 +02:00
Philip Rebohle
b9bfbb9ccc
[dxvk] Fix move constructor of DxvkShaderModule
2019-04-04 16:10:44 +02:00
Philip Rebohle
da4baefdf0
[spirv] Fix initial allocation size for compressed buffer
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The old initial size was still for uint8.
2019-04-04 13:15:59 +02:00
Philip Rebohle
ac3cd0b688
[dxvk] Store compressed shader modules in DxvkShader
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Reduces the amount of memory used to store shaders to
around ~45%-50% of the original size.
2019-04-04 13:00:31 +02:00
Philip Rebohle
f49863f321
[dxvk] Store enabled SPIR-V capabilities explicitly
2019-04-04 13:00:31 +02:00
Philip Rebohle
f32200b668
[spirv] Implement in-memory compression for shader modules
2019-04-04 13:00:31 +02:00
Philip Rebohle
d2395180af
[util] Add helpers to pack/unpack data to/from larger units
2019-04-04 13:00:31 +02:00