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mirror of https://github.com/doitsujin/dxvk.git synced 2025-02-05 11:52:10 +01:00

1392 Commits

Author SHA1 Message Date
Philip Rebohle
11aa2a703a
[d3d11] Introduce D3D11_COMMON_TEXTURE_MAP_MODE_STAGING
This map mode can be used when no Vulkan image is needed to back a
staging resource, which can save a significant amount of memory.
2021-06-24 21:07:48 +02:00
Philip Rebohle
b384f5372e
[d3d11] Zero-initialize mapped buffers for images correctly 2021-06-24 21:07:48 +02:00
Philip Rebohle
f50c5234dc
[dxvk] Add source offset/extent to copyPackedBufferToDepthStencilImage 2021-06-24 21:07:48 +02:00
Philip Rebohle
a14884c652
[dxvk] Add destination offset/extent to copyDepthStencilImageToPackedBuffer
Needed to support partial copies between buffers and depth-stencil images.
2021-06-24 21:07:47 +02:00
Philip Rebohle
ba4938e201
[dxvk] Add slice alignment to copyImageToBuffer 2021-06-24 21:07:47 +02:00
Philip Rebohle
4840cdaf8c
[dxvk] Add slice alignment to copyBufferToImage 2021-06-24 21:07:45 +02:00
Georg Lehmann
6b8ab4fd38 [d3d11] Remove mingw-w64 < 6 workarounds 2021-06-15 20:41:34 +02:00
Philip Rebohle
e281eee795 [dxgi] Add NotifyModeChange method to IDXGIVkSwapChain 2021-06-12 13:50:08 +02:00
Philip Rebohle
8b67ef724e [d3d11] Add frame rate limiter and dxgi.maxFrameRate option 2021-06-12 13:50:08 +02:00
Joshua Ashton
e64a8ee61a [d3d11] Bump frame id before presentation 2021-06-01 18:31:29 +02:00
Joshua Ashton
f98a45b305 [d3d11] Sync frame latency after presentation 2021-06-01 18:16:35 +02:00
Philip Rebohle
0b88d0deab
[vulkan] Remove getSyncSemaphores from presenter
Instead, return the semaphores in acquireNextImage.
2021-06-01 04:32:50 +02:00
Philip Rebohle
253884a8c7
[vulkan] Remove fence from presenter
We don't use these anywhere.
2021-06-01 03:51:16 +02:00
Philip Rebohle
383cde2051
[d3d11] Allow creation of render target views for planar images 2021-05-30 19:42:44 +02:00
Philip Rebohle
01051bac99
[d3d11] Allow creation of unordered access views for planar images 2021-05-30 19:42:44 +02:00
Philip Rebohle
6d72bc94f4
[d3d11] Allow creation of shader resource views for planar images 2021-05-30 19:42:44 +02:00
Philip Rebohle
2740030fca
[d3d11] Support video processor output views in ClearView 2021-05-30 19:42:44 +02:00
Philip Rebohle
b04721f9a2
[d3d11] Use staging buffer for MapImage on deferred contexts 2021-05-30 19:42:44 +02:00
Philip Rebohle
ff9d6e3226
[d3d11] Use staging buffer and copyBufferToImage for UpdateSubresource
Reduces number of copies and also fixes problems with multi-plane formats.
2021-05-30 19:42:44 +02:00
Philip Rebohle
e749a4a4ac
[d3d11] Create shadow copy of video input images if sampled bit is not set
This can happen with RGB input views since not having any bind flags set
is legal for video input views, and SHADER_RESOURCE is actually explicitly
disallowed, but we don't always want to set sampled bit for those resources.
2021-05-30 19:42:44 +02:00
Philip Rebohle
3c22f4066b
[d3d11] Lock context in video context entry points 2021-05-30 19:42:44 +02:00
Philip Rebohle
25607a0692
[d3d11] Report video processor capabilities for image formats 2021-05-30 19:42:44 +02:00
Philip Rebohle
6d9da5a8d7
[d3d11] Don't use MAP_MODE_DIRECT for multi-plane images 2021-05-30 19:42:44 +02:00
Philip Rebohle
01236fbd84
[d3d11] Use correct method to clear multi-plane images 2021-05-30 19:42:44 +02:00
Philip Rebohle
ee30acf120
[d3d11] Use new packImageData for initializing mapped image buffers 2021-05-30 19:42:44 +02:00
Philip Rebohle
7184b75f8f
[d3d11] Use GetSubresourceLayout for image maps on the immediate context 2021-05-30 19:42:44 +02:00
Philip Rebohle
1b296f8338
[d3d11] Introduce GetSubresourceLayout 2021-05-30 19:42:44 +02:00
Philip Rebohle
e87aa08fd2
[d3d11] Implement basic video processor blitting 2021-05-30 19:42:43 +02:00
Philip Rebohle
969ac59667
[d3d11] Add ID3D11VideoContext stub 2021-05-30 19:42:43 +02:00
Philip Rebohle
1df26a3605
[d3d11] Implement video processor views 2021-05-30 19:42:43 +02:00
Philip Rebohle
09cf2cd11e
[d3d11] Add ID3D11VideoProcessor stub 2021-05-30 19:42:43 +02:00
Philip Rebohle
bdb7eef874
[d3d11] Add ID3D11VideoProcessorEnumerator stub 2021-05-30 19:42:43 +02:00
Philip Rebohle
1eaf2545c3
[d3d11] Add ID3D11VideoDevice stub 2021-05-30 19:42:43 +02:00
Philip Rebohle
e988895e51
[d3d11] Set mutable and extended usage bits for multi-plane images 2021-05-30 19:42:43 +02:00
Philip Rebohle
6462174c13
[dxvk] Support multi-plane formats in copyImageToBuffer 2021-05-30 19:42:43 +02:00
Philip Rebohle
86542248df
[dxvk] Support multi-plane formats in copyBufferToImage 2021-05-30 19:42:43 +02:00
Philip Rebohle
cb7adeef08
[d3d11] Add range checking to GetShaderResources 2021-04-22 12:56:11 +02:00
Philip Rebohle
65655ce37c
[d3d11] Add range checking to GetSamplers 2021-04-22 12:56:11 +02:00
Philip Rebohle
ef9ad29b7f
[d3d11] Add range checking to GetConstantBuffers 2021-04-22 12:56:11 +02:00
Philip Rebohle
2d9c229eaa
[d3d11] Add range checking to SOGetTargets 2021-04-22 12:56:11 +02:00
Philip Rebohle
11a02831a9
[d3d11] Add range checking to UAV and render target methods 2021-04-22 12:56:11 +02:00
Philip Rebohle
b51fd4d06c
[d3d11] Add range checking to IAGetVertexBuffers 2021-04-22 12:56:11 +02:00
Philip Rebohle
a13dad07cc
[d3d11] Add some missing STDMETHODCALLTYPE declarations 2021-04-22 12:56:11 +02:00
Liam Middlebrook
fb0b11903b [d3d11] Implement D3D11UserDefinedAnnotation
Reviewed-by: Oleg Kuznetsov <okouznetsov@nvidia.com>
2021-04-08 14:25:02 +02:00
Philip Rebohle
c3feea2bce [dxvk] Make samplerAnisotropy feature optional 2021-04-04 20:01:30 +01:00
Philip Rebohle
0a787683b6 [dxvk] Don't require shaderStorageImageExtendedFormats
No real reason to, not sure why we did this in the first place.
2021-04-04 20:01:30 +01:00
Philip Rebohle
2f553b5b16
[d3d11] Implement conservative rasterization
Needed for Nvidia ShadowLibs in Final Fantasy XV.
2021-03-13 20:22:32 +01:00
Philip Rebohle
e3b92bcfac
[dxvk] Add conservative rasterization mode to rasterizer state 2021-03-13 20:22:32 +01:00
Philip Rebohle
3acdf6e22a
[d3d11] Perform bound-checking in GetBufferSlice
Ensures that we don't pass invalid buffer slices to the backend.
2021-03-04 17:37:13 +01:00
Philip Rebohle
049fda9218
[d3d11] Revert index buffer optimization
This causes some problems when the app uses a combination of index
buffer offset and StartIndexLocation that overflows 32-bit integers.

In my testing, there haven't been many games benefitting from this
optimization anyway, so just reverting it should not have tangible
effects on performance.
2021-03-04 15:47:39 +01:00