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Commit Graph

5354 Commits

Author SHA1 Message Date
Philip Rebohle
c2489d5a45 [dxbc] Fix array register anaylsis with multiple dst operands 2024-04-19 01:01:52 +02:00
Philip Rebohle
6ef98c613f [dxvk] Re-enable maintenance4 feature
Sileces some validation errors.
2024-04-19 01:01:52 +02:00
Philip Rebohle
7441137a33 [dxbc] Ignore system value components when declaring inputs 2024-04-19 01:01:52 +02:00
WinterSnowfall
571948cfc0 [d3d9] Remove support for VERTEXSTATS queries 2024-04-13 19:11:00 +01:00
Martino Fontana
133f0794bc [util] Remove framerate limiter for Nier Replicant
Without mods, Nier Replicant runs faster when going above 60 FPS.
The game had an official patch that implemented a framerate limiter to prevent this. This limiter is terrible, because it's not a stable 60 FPS, but a weird 57-58 FPS. There's no way to disable this in-game, it has to be done by editing a config file or through a mod.

So, why remove the default frame limiter from DXVK?
- In the default case (a user plays the game as it is), it does nothing, since 57-58 is lower than 60.
- If a user is going out of their way to edit the config file, why would they assume that DXVK already provides a frame limiter? They are going to follow [a guide](https://www.pcgamingwiki.com/wiki/NieR_Replicant#Framerate_limited_to_57.7E58_FPS) that says to set up a frame limiter, it doesn't say "set up a frame limiter, unless you are using DXVK, in that case it's already there".
- They are using [Special K in order to use a mod to play at high refresh rates at normal speed](https://wiki.special-k.info/SpecialK/Custom/Replicant). In this case, DXVK's default limiter is harmful, since it is not documented that it's there by default.

Since this default limiter is useless in the first two cases and harmful in the third, I think it should be removed.
The alternative would be to document this (e.g. in PCGamingWiki), but the instructions wouldn't look pretty... "After following the instructions to use Special K in order to play at higher framerates at normal speed, if are using DXVK/Proton, also do these things to disable its default 60 FPS cap: [...]"

Especially because that the game isn't broken in the default case, I don't think DXVK should tamper with these things in a way that requires documentation to revert.

Tested Special K's mod to play at higher refresh rates on Linux.
2024-04-08 21:48:47 +02:00
Philip Rebohle
44695f9311 [dxvk] Adjust desciptor pool reset heuristic
Drastically limits the amount of descriptor memory we allocate in situations
where an application renders without presenting anything to a swap chain.

The new limit is a bit tight for some real-world use cases (e.g. Ashes of the Singularity),
but at worst we will start calling vkAllocateDescriptorSets once per set and draw.
2024-04-08 15:40:25 +02:00
Casey Bowman
49e9ea5f5a [dxgi] Force vendor ID change when XeSS is detected on an Intel GPU
Games using libxess.dll or wrapper modules will crash.
To work around this, we hide the Intel GPU's vendor ID to avoid using the
XeSS module.
2024-04-03 20:32:04 +02:00
Blisto91
198bd3a4b8 [d3d11] Remove missed Shared Keyedmutex warning
D3D11_RESOURCE_MISC_SHARED_KEYEDMUTEX is implemented.
2024-04-03 20:31:52 +02:00
Philip Rebohle
f06c646315 [dxbc] Remove broken atomic counter subgroup optimization
This is not a legal optimization inside non-uniform control flow due
to Vulkan's extremely permissive convergence rules, and apparently
breaks on Nvidia as a result.

Mesa drivers already do the same thing internally anyway.
2024-04-03 14:55:43 +02:00
Philip Rebohle
855b2746b6 [util] Remove TRAHA Global config
This game apparently no longer exists.
2024-03-26 13:42:55 +01:00
Blisto91
28c7c09bf5 [dxgi] Remove useMonitorFallback option
QueryDisplayConfig optimization is now in Proton 9 Wine
2024-03-21 17:23:38 +01:00
Philip Rebohle
2742486540 [dxvk] Don't query color space support for null surfaces
Fixes a crash in games with the dxgi.deferSurfaceCreation workaround set.
Note that this potentially breaks HDR.
2024-03-21 15:32:48 +01:00
Philip Rebohle
037d0fa1ad [meta] Release 2.3.1 2024-03-20 13:48:30 +01:00
Philip Rebohle
cbf51a7a25 [d3d11] Enable copy usage for typeless images as necessary 2024-03-20 13:30:31 +01:00
Philip Rebohle
70e34dc31c [dxvk] Support arbitrary source formats for color<->depth copies
Fixes rendering bugs in War Thunder.
2024-03-20 13:29:59 +01:00
Philip Rebohle
c5aeb0f87a [dxvk] Get rid of separate depth shaders for shader-based copies
We can export both depth and color in a single shader instead.
2024-03-19 19:32:12 +01:00
Philip Rebohle
a163082770 [dxvk] Align index buffer size to index size
Fixes validation errors in FFXIV.
2024-03-19 19:32:12 +01:00
Blisto91
2e1a19c7fd [util] Cap Dark Void to 60fps
Game crashes in certain places like specific cutscenes unless capped at 60fps.
2024-03-18 12:56:27 +01:00
Joshua Ashton
0beb18ef73 [d3d9] Wait for submission when calling ReturnUnderlyingResource 2024-03-16 19:11:11 +00:00
Joshua Ashton
ef4428ab8c [d3d9] Improve ReturnUnderlyingResource stub for 9on12 2024-03-16 18:59:03 +00:00
Philip Rebohle
1085ba713e [dxgi] Implicitly set HDR color space for RGBA16_FLOAT swap chains 2024-03-16 18:56:41 +00:00
Philip Rebohle
e857b09432 [dxgi] Change default behaviour of hideNvkGpu option 2024-03-15 22:48:57 +01:00
Kaitlyn
538f1d13d4 Fix UAV as well 2024-03-15 15:22:13 +01:00
Kaitlyn
783c9d4591 Fix MiscFlags check in GetDescFromResource 2024-03-15 15:22:13 +01:00
Kaitlyn
1a685b1c67 Implement D3D11DXGIDevice::EnqueueSetEvent 2024-03-15 13:47:28 +01:00
Robin Kertels
8b8be7c2bf [d3d9] Fix stream count in Reset 2024-03-10 17:12:22 +01:00
Billy Laws
0776d764a4
build: Support building for ARM64EC
When targeting ARM64EC, both __x86_64__ and _M_X86_64 are defined but
not all x86 intrinsics are present, treat EC as regular ARM64 so the
native intrinsics are used instead.
2024-03-09 05:43:46 +00:00
Robin Kertels
15ddadc4de [d3d9] Fix number of streams 2024-03-08 18:42:15 +01:00
Philip Rebohle
69a52b3da0 [dxbc] Do not emit depth compare for unsupported image types
Fixes invalid SPIR-V.
2024-03-07 16:11:23 +01:00
Philip Rebohle
707ad6f328 [spirv] Add OpConstantNull 2024-03-07 16:11:23 +01:00
Philip Rebohle
3a6992ea97 [dxbc] Enable depth compare types for 1D images
Used by Renderdoc internal shaders.
2024-03-07 16:11:23 +01:00
Robin Kertels
72c86b8229 [d3d9] Only unbind in EndScene if the game cleared the binding 2024-03-06 22:58:48 +01:00
Robin Kertels
85215b10d6 [d3d9] Respect vertex buffer offset when dynamically uploading geometry 2024-03-06 18:13:26 +01:00
Philip Rebohle
fd3fbf6607 [dxvk] Remove old memory budget code
Obsolete since we removed the Nvidia HVV workaround for old drivers.

Closes #3877.
2024-03-06 15:48:34 +01:00
Minelelol
0a699fddb6 Update config.cpp
Insane Performance increase
2024-03-06 15:25:16 +01:00
Blisto91
afec5cce88 [util] Remove some unneeded built in configs
Dirt 5 does not crash without working ags anymore and Ethan Carter Redux also starts fine without a spoof.
This allows the built in AMD ags in Proton 9 to be used for these games.

The Hitman 3 config is redundant as it doesn't allow RT to be enabled without Nvapi anyway.
2024-03-06 15:24:54 +01:00
Philip Rebohle
0414bbe2d5 [dxgi] Add separate option to override vendor IDs for NVK 2024-03-06 14:46:21 +01:00
Robin Kertels
20490b678f [d3d9] Fix missing else brackets in ResetSwapchain 2024-03-06 12:08:45 +01:00
Blisto91
428c98bc63 [util] Disable countLosableResources for all d3d9 Supreme Ruler games
All the d3d9 Supreme ruler games have this issue.
2024-03-05 15:28:11 +01:00
Robin Kertels
a0e39e94fa [d3d9] Use most recently used swapchain for GetFrontBufferData 2024-03-05 13:54:15 +00:00
Robin Kertels
eaa732d0b3 [d3d9] Place GetFrontBufferData screenshot at window position 2024-03-05 13:54:15 +00:00
Robin Kertels
49b18f03fe [d3d9] Unbind buffers in EndScene & Reset 2024-03-05 13:52:51 +00:00
Philip Rebohle
c9cea93b7b [dxbc] Use raw access chains for buffer loads and stores
Maps more or less perfectly to D3D raw and structured buffers.
2024-03-05 14:41:18 +01:00
Philip Rebohle
69d74a46a0 [dxbc] Remove emitRawBuffer{Load,Store}
And factor these into the callers. We need to preserve the raw
index and offset parameters to use raw access chains.
2024-03-05 14:41:18 +01:00
Philip Rebohle
94098aa97d [dxbc] Enable SPV_NV_raw_access_chains 2024-03-05 14:41:18 +01:00
Philip Rebohle
c677ba9b3e [dxvk] Enable VK_NV_raw_access_chains if available 2024-03-05 14:41:18 +01:00
Philip Rebohle
77c7396ee1 [spirv] Add support for OpRawAccessChainNV 2024-03-05 14:41:18 +01:00
Philip Rebohle
9004c132ed [dxbc] Declare dynamically indexed UBOs with the maximum possible size
Fixes #3861.
2024-02-23 13:39:29 +01:00
Philip Rebohle
24d4c9c938 [util] Disable command lists for Granblue Fantasy Relink
The uses deferred contexts for rendering if driver command lists are enabled,
but when AMDAGS is loaded, it will also unconditionally use MultiDrawIndirect
functions. Since the AGS version in use does not support deferred contexts,
this breaks rendering, so we will have to force it into the immediate context
path.

Testing also shows slightly higher performance (~3-5%) with this path in
CPU-bound scenarios.
2024-02-22 16:07:24 +01:00
Philip Rebohle
5ded7d67f0 [d3d11] Implement UpdateSubresource bug if native command lists are disabled 2024-02-22 16:07:24 +01:00
Philip Rebohle
234f3ea071 [d3d11] Add option to hide native command list support 2024-02-22 16:07:24 +01:00
Robin Kertels
c5a37d443a [d3d9] Handle null IBO when uploading data for draw 2024-02-20 13:04:01 -08:00
Robin Kertels
f254afb4fb [util] Enable strict float emulation for Red River 2024-02-20 12:58:03 -08:00
Robin Kertels
39c19e9299 [d3d9] End scene on reset 2024-02-20 12:58:03 -08:00
Robin Kertels
738fd4f895 [d3d9] Don't actually unbind buffers 2024-02-20 12:58:03 -08:00
Philip Rebohle
9491b56beb util: Enable d3d11.ignoreGraphicsBarriers for Granblue Relink
Improves GPU-bound performance due to the game using PS UAVs.
2024-02-15 20:33:55 +01:00
Robin Kertels
ab3593185f [d3d9] Fail GetRTData if src and dst have mismatching sizes
MySims tries to do this and needs this to fail,
otherwise mouse picking is off.
2024-02-06 11:02:43 +01:00
Robin Kertels
e9a0fec5b3 [dxso] Clamp Exp when fast float emulation is enabled 2024-02-06 11:02:20 +01:00
Echo J
fae78407a2 d3d9: Remove an unused variable
This fixes a gcc warning (originally reported by Saancreed)
2024-02-06 10:19:28 +01:00
Robin Kertels
5312ef1cf9 [d3d9] Upload DYNAMIC+SYSMEM vertex and index data for each draw 2024-02-05 13:13:18 +00:00
Robin Kertels
62d64bd63a [d3d9] Don't upload buffers before Up draws 2024-02-05 13:13:18 +00:00
Robin Kertels
f83ba898af [dxvk] Use signed int for vertexOffset
BaseVertexIndex is signed in Vulkan, D3D11 & D3D9.
2024-02-05 13:13:18 +00:00
Philip Rebohle
05cb963e22 [util] Set sync interval override for P3R 2024-02-02 17:30:13 +01:00
Philip Rebohle
eb339bc7e4 [dxgi,d3d11] Move syncInterval override to DXGI swap chain
This way it also applies to D3D12 games.
2024-02-02 17:30:13 +01:00
Tatsuyuki Ishi
e2a46a347d [meta] Declare bool conversion operators as explicit
Non-explicit conversion operators in general can participate in very
surprising conversion chains. Explicit bool operator is a good place to
start with, because even with explicit they do get automatic contextual
conversion in a lot of places, e.g., if conditions.
2024-01-27 11:44:51 +01:00
Tatsuyuki Ishi
afc6aa70fb [d3d11] Explicitly convert DxvkExt to bool in D3D11DeviceFeatures
When assigning to a BOOL (which is an uint in disguise) and using explicit
bool conversion operators (introduced in a latter commit) an explicit cast
is required.
2024-01-27 11:44:51 +01:00
Tatsuyuki Ishi
799aeff560 [dxvk] Fix incorrect comparison in DxvkSparsePageTable::updateMapping
m_mappings[page] was getting implicitly converted to bool.
2024-01-27 11:44:51 +01:00
Robin Kertels
2ca8fdf890 [util] Disable counting losable resources for Supreme Ruler Ultimate
The game is broken and leaks a state block.
2024-01-26 18:11:25 +00:00
Robin Kertels
0841f5faf4 [d3d9] Implement config option to disable rejecting reset 2024-01-26 18:11:25 +00:00
Robin Kertels
7d9864c077 [d3d9] Only enable ATOC when rendering to MS RT 2024-01-26 17:48:21 +00:00
Dean Beeler
d4c5fc74e7
d3d11: Fix crash when srv is submitted to ClearUnorderedAccessViewUint
* The Settlers submits (possibly incorrectly) an SRV to ClearUnorderedAccessViewUint. The static_cast in the function does not translate correctly and crashes.

Native D3D11 behavior is to ignore the bad parameter entirely. It does not clear the SRV nor does it fault or even error with the DEBUG validator.
2024-01-23 16:01:12 +01:00
Tatsuyuki Ishi
89267b62ad [build] Remove declspec UUID annotations
MIDL_INTERFACE already implies struct DECLSPEC_UUID.
2024-01-23 15:44:47 +01:00
Blisto91
34d8e65fd7 [util] cachedDynamicBuffers for Codename Panzers Phase One/Two
Helps CPU bound performance
2024-01-23 15:44:28 +01:00
Joshua Ashton
1568c263fb [d3d9] Only add unique modes to mode list 2024-01-19 16:28:22 +00:00
Joshua Ashton
0cd4165658 [d3d9] Add D3DDISPLAYMODEEX operator 2024-01-19 16:28:22 +00:00
Joshua Ashton
4b8e8bed6e [d3d9] Move operators out of dxvk namespace 2024-01-19 16:28:22 +00:00
r-a-sattarov
ac78048c23 [util] Fix e2k build 2024-01-16 22:03:31 +01:00
Richard Yao
14560600a9 Micro-optimize locking in fences
When a fence has been missed, we can avoid locking *most* of the time
via the double-checked locking pattern. We still lock before a second
check in case the scheduler caused us to miss the fence. If the
scheduler did cause us to miss the fence, we can drop the lock prior to
executing the callback function, as a second micro-optimization.

Signed-off-by: Richard Yao <richard.yao@alumni.stonybrook.edu>
2024-01-15 12:42:19 +01:00
Blisto91
854e06d3f0 [util] Enable deviceLossOnFocusLoss for BF2 and BF2142
The ingame spawn and gear selection GUI can disappear from view unless this is set.
2024-01-14 22:25:43 +01:00
Blisto91
eb806952d8
[util] Set deviceLossOnFocusLoss for Assassin's Creed 2 (#3763)
Makes it not crash on alt tab using at least Proton. 
Windows will still have issues with alt tab.
2024-01-09 10:43:48 +01:00
Blisto91
a44dfabe26 [util] Set float emulation to Strict for UK Truck Simulator 1
Fixes black foliage
2024-01-09 10:42:52 +01:00
spiffeeroo
5e06cf9573 [util] Limit Sonic CD to 60 fps
Game engine physics/speed for Sonic CD is tied to frame rate so limit max frame rate to 60 fps. Otherwise, the game runs too quickly for high refresh rate monitors.
2024-01-02 19:05:44 +01:00
Blisto91
2cf590f636 [util] Enable cached vertex buffers for Kenshi
Improves the games performance when CPU bound.
2023-12-30 22:47:24 +01:00
Robin Kertels
a7a63b37c3 [util] Fix incorrect config option name 2023-12-27 03:06:49 +01:00
Robin Kertels
9cde0b5798 [d3d9] Fix off-by-one when copying shader defined constants 2023-12-25 14:51:02 +00:00
Blisto91
adb33d3af1 [util] Hide Intel in Far Cry 3, 4 and Primal
Also unhides Nvidia in Primal as it has the same clear value rounding assumptions as Far Cry 3 and 4
2023-12-23 09:23:27 +01:00
Philip Rebohle
1b31aa5dbc [util] Enable hideIntegratedGraphics for Metro Exodus EE 2023-12-01 14:14:36 +01:00
Philip Rebohle
03c09ce15f [dxvk] Add option to skip integrated GPU adapters 2023-12-01 14:14:13 +01:00
Blisto91
91f7f43c35 [util] Don't spoof Nvidia on AMD GPUs in Hitman 3
Spoofing to Nvidia prevents ray tracing enablement on AMD and the game does not crash without ags anymore
2023-11-18 12:18:08 +01:00
Robin Kertels
d998dee46e [d3d11] Lock context in KeyedMutex::ReleaseSync
Co-authored-by: Yuxuan Shui <yshuiv7@gmail.com>
2023-11-16 15:43:07 +01:00
Philip Rebohle
ea3149801f [d3d9] Return empty buffer slice for out-of-bounds offsets
Fixes #3715.
2023-11-14 10:54:54 -08:00
xpander69
1cb58b0732 [Util] two more executables to workaround Warhammer Online
Test server executables need the same VendorID to work around the rendering issues.
2023-11-14 12:23:50 +01:00
Philip Rebohle
2ed1778df9 [d3d11] Handle potential integer overflow when validating draw offsets
Apparently some games use -1 as an argument offset, which is nonsensical
and leads to issues.
2023-11-02 17:49:38 +01:00
Philip Rebohle
a427d22cde [dxvk] Add Vulkan instance flag for D3D9 apps 2023-10-31 16:05:58 +01:00
Joshua Ashton
22c2abb9b7 [dxgi] Treat R16G16B16A16_FLOAT as 32bpp for display
HDR in Control (a patch released by a developer post-launch, not
actually in the game sadly) tries to set a video mode with
DXGI_FORMAT_R16G16B16A16_FLOAT.

This seemingly works on Windows, and based on FindClosestMode etc
documentaton, this seems required to work for any format that scanout
it supported for.

It's really not like the bpp is meaningful on Windows with the
distinction of 8bit and 10bit not working in GDI modes at all.
Nor does it end up actually setting anything on Linux/Deck where
modesets are emulated.

So, treat DXGI_FORMAT_R16G16B16A16_FLOAT as 32bpp so the
FindClosestMatchingMode and EnterFullscreenMode calls succeed.
2023-10-29 10:09:34 +01:00
Blisto91
f45911a28f [util] Disable allowDirectBufferMapping for SkyDrift
Works around a alt tab OOM crash
2023-10-23 14:52:44 +02:00
Blisto91
e00db24557 [util] Enable useMonitorFallback for Holocure
Temporary performance drop workaround until QueryDisplayConfig optimization is in Proton Wine.
2023-10-10 19:32:23 +02:00
Paul Gofman
552d2f0a6d [dxgi] Add useMonitorFallback option
And enable it for CP2077.
It is supposed to be dropped once QueryDisplayConfig optimization
is in Proton Wine.
2023-10-10 12:01:51 +02:00
WinterSnowfall
4d974685c9 [d3d9] Mark presenter for recreation on device reset with deferSurfaceCreation 2023-10-06 14:05:39 +02:00
Blisto91
f0ff0007dc [util] Enable cachedDynamicBuffers for Battlestations Midway
Helps performance dips that can happen in some areas
2023-10-06 14:05:04 +02:00