Philip Rebohle
6cbd611190
[d3d11] Don't clear DSV aspects that are marked as read-only
...
Saint's Row 4 appears to be doing this. Ref #24 .
2019-06-02 16:34:50 +02:00
Philip Rebohle
c59a8e6e48
[d3d11] Initialize depth images to zero rather than one
...
Matches Windows behaviour.
2019-06-02 16:33:54 +02:00
Philip Rebohle
40d4922682
[d3d11] Fix initial swap chain image count
...
Reported-by: Joshua Ashton <joshua@froggi.es>
2019-06-02 15:00:15 +02:00
Philip Rebohle
1e0fe36cae
[d3d11] Respect COPY_FLAG_NO_OVERWRITE when updating constant buffers
...
Heavy Rain uses this to update constan buffers on deferred contexts.
2019-05-25 14:42:32 +02:00
Philip Rebohle
754cf6da30
[d3d11] Validate subresource index in MapImage
...
Fixes crashes when passing an invalid subresource index.
2019-05-20 19:27:27 +02:00
Philip Rebohle
3168626f4b
[d3d11] Support mapping multiple image subresources at the same time
...
Fixes #1066 .
2019-05-20 19:27:11 +02:00
Philip Rebohle
9004fde78d
[d3d11] Remove useless 'virtual' keyword
2019-05-19 14:38:48 +02:00
Philip Rebohle
e1610f81dc
Revert "[d3d11] Use STDMETHODCALLTYPE for private virtual method"
...
For some reason, this produces broken binaries for some Gentoo
users. Fixes #1067 .
This reverts commit e5fa55cbb5
.
2019-05-19 13:22:04 +02:00
Philip Rebohle
8e9e7963a2
[d3d11] Update mapped buffers of staging textures immediately
...
Improves performance in Lords of the Fallen and The Surge.
Closes #1049 .
Co-authored-by: Robin <robin.kertels@outlook.com>
2019-05-17 12:44:36 +02:00
Philip Rebohle
e5fa55cbb5
[d3d11] Use STDMETHODCALLTYPE for private virtual method
...
Improves code generation on some compilers.
2019-05-15 22:01:19 +02:00
pchome
32e1afc7a1
[build] Add options to disable dxgi/d3d* build
2019-05-15 21:44:39 +02:00
Philip Rebohle
8cae607db0
[d3d11] Add static method implementing D3D11CreateDeviceAndSwapChain
...
ReShade requires this as it hooks both D3D11CreateDevice and *AndSwapChain,
which means that we can't call D3D11CreateDevice without entering infinite
recursion. Fixes #1057 .
Suggested-by: Riesi <riesi@opentrash.com>
2019-05-15 16:46:48 +02:00
Philip Rebohle
8784ed673b
[d3d11] Use private references for render targets
...
Matches Windows behaviour and fixes a crash in Yakuza Kiwami 2,
which calls Release() on RTVs and DSVs until the public reference
count reaches zero. Close #1053 .
2019-05-14 15:22:24 +02:00
Philip Rebohle
a54548dae9
[d3d11] Flush more aggressively when CPU bound
...
Submitting GPU work early is especially important if there is
a CPU<>GPU synchronization point somewhere.
2019-05-09 18:04:36 +02:00
Philip Rebohle
45be1dfb53
[d3d11] Flush more aggressively on stalling Event queries
...
Increases GPU utilization in Quake Champions.
2019-05-09 18:04:36 +02:00
Philip Rebohle
af45f810b2
[dxvk] Change flushing behaviour of immediate context methods
...
Should fix some inappropriate flushing, while flushing more
aggressively on render target changes.
We still keep the flush on UpdateSubresource since some games
use it to update large quantities of data.
2019-05-09 18:04:36 +02:00
Philip Rebohle
a1feaa6748
[dxvk] Add aspect mask parameter to clearImageView
2019-05-09 09:10:06 +02:00
Philip Rebohle
644f33a82b
[dxvk] Optimize unbound vertex buffer handling
...
We can actually just set the stride to 0 when binding a null
buffer, so that we can avoid all the runtime tracking.
2019-05-08 00:52:30 +02:00
Philip Rebohle
7687db0303
[dxvk] Remove extra pipeline state
...
This can be expressed with specialization constants now.
2019-05-06 00:18:59 +02:00
Philip Rebohle
a0c67191a7
[d3d11] Implement depth bounds extension
2019-05-06 00:08:58 +02:00
Philip Rebohle
3867270812
[d3d11] Implement MultiDrawIndirectCount extension
2019-05-06 00:08:58 +02:00
Philip Rebohle
492b7db07b
[d3d11] Support count buffer in Set|BindDrawBuffers
2019-05-06 00:08:58 +02:00
Philip Rebohle
117b7b1ba1
[d3d11] Implement MultiDrawIndirect extension
2019-05-06 00:08:58 +02:00
Philip Rebohle
9e57b03e64
[d3d11] Implement barrier control extension
2019-05-06 00:08:58 +02:00
Philip Rebohle
04bef3c67a
[d3d11] Add stub implementation of D3D11DeviceExt
2019-05-06 00:08:58 +02:00
Philip Rebohle
1cd8749234
[d3d11] Add stub implementation of D3D11DeviceContextExt
2019-05-06 00:08:58 +02:00
Philip Rebohle
edbbdef787
[d3d11] Add interfaces to support D3D11 extensions
2019-05-06 00:08:57 +02:00
Philip Rebohle
bacb1f7c60
[dxvk] Implement indirct draw commands with indirect count
2019-05-06 00:08:57 +02:00
Robin
4c0c66892a
[d3d11] Fix MSVC 2017 compilation
2019-05-04 22:14:28 +02:00
Philip Rebohle
f733d082f4
[d3d11] Implement D3D11DeviceContext::SwapDeviceContextState
2019-05-04 15:57:57 +02:00
Philip Rebohle
82c6a5eb1a
[d3d11] Implement D3D11Device::CreateDeviceContextState
2019-05-04 15:57:57 +02:00
Philip Rebohle
c1929ccb6f
[d3d11] Add class to implement D3DDeviceContextState
2019-05-04 15:57:55 +02:00
Philip Rebohle
f503ba4c8b
[d3d11] Fix counter value offset in DrawAuto
...
According to the newly released D3D11.3 functional specification,
we're supposed to subtract the offset of the slot 0 vertex buffer
binding from the counter value.
2019-05-02 16:03:52 +02:00
Philip Rebohle
343818cf1c
[d3d11] Always enable shaderStorageImageWriteWithoutFormat
...
We compile some compute shaders that need it in FL10/FL9 games.
2019-05-02 08:08:45 +02:00
Philip Rebohle
e6eef1d1ec
[d3d11] Minor Map/Unmap optimizations
...
Avoid unnecessary LockContext call when unmapping a buffer.
This may actually improve performance if the context has
multithreaded protection enabled (e.g. D3D10).
2019-05-01 03:01:36 +02:00
Philip Rebohle
f76fd8fa5d
[d3d11] Minor CPU savings
2019-05-01 03:00:23 +02:00
Philip Rebohle
93bd923c17
[d3d11] Set up extra state for the HUD renderer
2019-05-01 01:57:34 +02:00
Philip Rebohle
9fc09c843d
[d3d11] Set up unused extra state for the backend correctly
2019-05-01 01:57:34 +02:00
Philip Rebohle
a340b3101c
[d3d11] Add missing interface queries for IDXGIObject and IDXGIDeviceSubObject
2019-05-01 01:54:00 +02:00
Danylo Piliaiev
4dd68987d6
[d3d11] Check if uav's counter slice is defined in CopyStructureCount
...
Signed-off-by: Danylo Piliaiev <danylo.piliaiev@globallogic.com>
2019-04-30 12:34:27 +02:00
Philip Rebohle
2afe5ec141
[d3d11] Clean up rasterizer state initialization
...
The error messages are pointless since all of this is already
handled in NormalizeDesc.
2019-04-29 16:22:42 +02:00
Philip Rebohle
2c61303976
[d3d11] Implement IDXGIResource1 for textures and buffers
2019-04-27 20:21:54 +02:00
Philip Rebohle
54592b7852
[d3d11] Add basic implementation of IDXGIResource1
...
We don't support resource sharing and subresource surfaces
yet, but the interface should at least be present.
2019-04-27 20:21:47 +02:00
Philip Rebohle
ac79f69a10
[d3d11] Pass texture as D3D11Resource to DXGI interop objects
2019-04-27 16:25:55 +02:00
Philip Rebohle
d1a019a043
[d3d11] Implement Map / Unmap for IDXGISurface2
2019-04-27 16:17:50 +02:00
Philip Rebohle
af15aa0c32
[d3d11] Implement IDXGISurface2 for compatible 2D textures
...
Required by SpellForce 3. Fixes #1031 .
2019-04-27 15:35:20 +02:00
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
...
Doesn't work at all in the few games that use it.
2019-04-25 11:55:40 +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
...
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
...
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
95bfac84f1
[dxvk] Support image sub-regions for resolve operations
...
Required for legacy graphics APIs.
2019-04-19 11:41:12 +02:00
Philip Rebohle
b44cad4d32
[dxbc] Replace computeResourceSlotId by light-weight alternatives
...
Slightly reduces overhead of D3D11 binding methods.
2019-04-18 10:06:15 +02:00
Philip Rebohle
f9e56c97cf
[d3d11] Fix hasing of geometry shaders with stream output
...
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
...
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
56300ff9b7
[d3d11] Allocate mapped buffers for staging images on cached memory
...
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"
...
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
pchome
3eb9f35fc3
[build] Use generator
to produce resource files
2019-04-06 11:33:45 +02:00
Sveinar Søpler
4f9dd8d3d0
[build] Add version info to compiled DLLs
...
Fixes #980 .
2019-04-05 21:09:57 +02:00
Philip Rebohle
5819a69302
[d3d11] Add option to enable constant buffer range checks
2019-04-05 20:56:32 +02:00
Philip Rebohle
632b254714
[d3d11] Use combined image sampler descriptors for the presenter
2019-04-03 17:40:05 +02:00
Philip Rebohle
295d583c1d
[d3d11] Lazily allocate predicate on SetPredication
...
Many games use CreatePredicate to create occlusion queries without
actually using predication, and we don't want to pay any runtime
cost for this when predicates aren't actually being used.
2019-04-02 04:07:05 +02:00
Philip Rebohle
18d2905bf7
[dxvk] Remove unused alphaToOne state
...
Nothing supports this anyway, so no reason to carry it around.
2019-04-01 02:31:22 +02:00
Philip Rebohle
61adaa941d
[d3d11] Implement fast path for binding full constant buffers
...
Saves a few CPU cycles in the most common case where
we don't have to perform any sort of range check.
2019-03-28 14:09:08 +01:00
Philip Rebohle
8f580efa25
[d3d11] Correctly handle out-of-bounds constant buffer ranges
...
Otherwise we pass an invalid offset and length to the backend,
which leads to invalid descriptor set updates in Vulkan.
The D3D11 runtime does not report corrected constant offset
and count parameters to the applicaion in *GetConstantBuffers1.
Reported-by: Danylo Piliaiev <danylo.piliaiev@globallogic.com>
2019-03-28 13:45:41 +01:00
Philip Rebohle
09d60f42bc
[d3d11] Work around predicate buffer sync issue on RADV
...
If the predicate buffer is device-local memory, conditional
rendering commands don't seem to see any updates values even
though there is a barrier. When allocating on host-visible
device memory or system memory, it works as expected.
2019-03-28 10:02:11 +01:00
Philip Rebohle
3a3d7fb378
[d3d11] Properly implement SetPredication
2019-03-28 10:02:11 +01:00
Philip Rebohle
d81146e3d2
[d3d11] Allocate predicate buffer for predicates
2019-03-28 10:02:11 +01:00
Philip Rebohle
7e16c4cda1
[d3d11] Remove unused revision field from D3D11Query
2019-03-28 10:02:11 +01:00
Philip Rebohle
70520e30aa
[dxvk] Enable conditionalRendering feature if present
2019-03-28 10:02:11 +01:00
Philip Rebohle
6c8042033e
[d3d11] Select memory type based on CPU access flags
2019-03-26 21:17:52 +01:00
Philip Rebohle
302c6b5e6c
[d3d11] Implement depth-stencil uploads in resource initializer
2019-03-26 18:11:42 +01:00
Philip Rebohle
fc3515c16f
[d3d11] Implement depth-stencil uploads in UpdateSubresource1
2019-03-26 18:11:42 +01:00
Philip Rebohle
eec1cde1b3
[d3d11] Implement depth-stencil mapping on deferred contexts
2019-03-26 18:05:02 +01:00
Philip Rebohle
97d77fa508
[d3d11] Implement depth-stencil mapping on the immediate context
2019-03-26 18:04:56 +01:00
Philip Rebohle
c38b1802a2
[d3d11] Enable shaderStorageImageExtendedFormats device feature
2019-03-26 17:56:57 +01:00
Philip Rebohle
8194bec1bf
[d3d11] Fix image format mapping when creating mapped buffer
2019-03-26 17:54:43 +01:00
Philip Rebohle
7cd3e9a0d4
[d3d11] Add method to look up packed format
2019-03-26 17:54:14 +01:00
Philip Rebohle
be1832a348
[d3d11] Don't sample gamma texture if the gamma curve is identity
...
Saves some GPU time in games that don't use DXGI gamma control at all.
2019-03-24 18:07:21 +01:00
Philip Rebohle
3d53f318fd
[dxvk] Enable hostQueryReset device feature if available
2019-03-17 16:24:59 +01:00
Philip Rebohle
412d79c8c1
[d3d11] Use new query implementation
2019-03-14 21:16:41 +01:00
Philip Rebohle
8c3900c533
[d3d11] Use new GPU events for D3D11 Event queries
2019-03-14 21:16:41 +01:00
Philip Rebohle
19f82826bb
[d3d11] Don't use presentation fence on ANV
...
Should hopefully fix stuttering issues introduced with 1.0.
2019-03-14 18:50:33 +01:00
Philip Rebohle
2d39be4e72
[d3d11] Check image block alignment in UpdateSubresource1
...
Fixes validation errors in World of Warcraft, which for some reason
tries to update individual pixels of block-compressed textures.
See #964 .
2019-03-14 01:11:39 +01:00
Philip Rebohle
4fc96e60c5
[d3d11] Reimplment GetEnabledShaderStages using getShaderPipelineStages
...
They do the same thing anyway.
2019-03-02 19:56:01 +01:00
Joshua Ashton
d01110259c
[d3d11, d3d10] Init returnptrs for CreateDevice funcs.
2019-02-27 23:17:08 +01:00
Joshua Ashton
28df1e0825
[d3d11] nullptr check descs & fix return values
2019-02-27 22:01:04 +01:00
Philip Rebohle
e03b574cc1
[d3d11] Block on image acquisition fence before presenting
...
May potentially improve frame timing on drivers where image
acquisition does not block.
2019-02-25 13:34:49 +01:00
Philip Rebohle
2231caaa9e
[vulkan] Add optional fence paratemer to acquireNextImage
...
We'll reset the fence prior to acquisition, so that the user of
this API won't have to do it.
2019-02-25 13:34:46 +01:00
Philip Rebohle
49965fd79e
[dxvk] Enable depthClipEnable feature if available
2019-02-19 13:57:34 +01:00
Philip Rebohle
20ea74fa99
[d3d11] Do not enable shaderStorageImageMultisample device feature
...
See https://github.com/KhronosGroup/MoltenVK/issues/502
2019-02-19 11:32:32 +01:00
Philip Rebohle
10123ce9ab
[dxvk] Pass description of the client API to the DXVK device
2019-02-15 17:38:52 +01:00
Philip Rebohle
cbaeca8f43
[d3d11] Move sType/pNext initialization for dev.features to backend
...
There's no good reason to have this code in the D3D11 module.
2019-02-15 10:20:03 +01:00
Philip Rebohle
f7ed7b7118
[d3d11] Fix device feature enablement in some situations
...
- Geometry shaders are required by the backend
- FL9 already supports BC texture formats
2019-02-15 10:05:17 +01:00
Philip Rebohle
746562de5a
[dxgi,d3d11] Remove IDXGIVkPresentDevice
2019-02-11 20:06:12 +01:00
Philip Rebohle
fd445f7b4d
[d3d11] Move D3D11 presenter creation to WineDXGISwapChainFactory
2019-02-11 20:06:12 +01:00
Philip Rebohle
9f8c1d08a6
[dxgi,d3d11] Move swap chain creation to D3D11 module
2019-02-11 20:06:12 +01:00
Joshua Ashton
5ea8648cd9
[d3d11, d3d10, dxgi] Handle null ppvObject in QueryInterface. ( #909 )
...
When a null ppvObject is passed into a QueryInterface on any IUnknown, a E_POINTER should be returned as the result (and it should not crash.)
This matches native d3d11/d3d10/dxgi behaviour and the documentation found here https://docs.microsoft.com/en-us/windows/desktop/api/unknwn/nf-unknwn-iunknown-queryinterface(q_) for IUnknown.
2019-02-10 08:01:01 +01:00
Philip Rebohle
e56710e64f
[d3d11] Add option to disable write-after-write barriers
2019-02-07 19:39:05 +01:00
Philip Rebohle
c0b325b483
[dxbc] Add option to enable strict sm4-compliat division
...
SM4 is defined to return the first source operand if the divisor is zero.
Windows drivers don't do this by default, so we shouldn't do it either.
2019-02-05 21:08:13 +01:00
Philip Rebohle
6c17fa075b
[d3d11] Minor map optimization on deferred contexts
2019-02-04 10:26:04 +01:00
Philip Rebohle
8d493d9445
[d3d11] Minor map optimization on immediate contexts
...
We should make the fast path as fast as possible.
2019-02-04 10:24:30 +01:00
Philip Rebohle
b884c56631
[dxvk] Enable VK_EXT_memory_priority and features if available
2019-01-30 13:52:43 +01:00
Philip Rebohle
3960355d47
[d3d11] Avoid redundant viewport updates in RSSetState
...
Rise of the Tomb Raider changes its rasterizer state very frequently
(once every handful of draws), and the viewport package is very large,
so we should avoid sending it to the CS thread redundantly.
We only need to update when the scissor test state has changed.
2019-01-23 05:36:49 +01:00
Philip Rebohle
a79409ad02
Revert "[dxvk] Don't put rendering stage/access masks into image info"
...
This reverts commit ce3642edd0
.
We're actually going to need these when optimizing render pass barriers.
2019-01-22 14:52:35 +01:00
Andrew Eikum
9ad24a2216
[d3d11] In D3D11CreateDevice, create DXGI factory with IDXGIFactory1 support ( #878 )
2019-01-22 10:57:05 +01:00
Philip Rebohle
c3ae180c1a
[d3d11] Remove d3d11.fakeStreamOutput option
...
Only relevant on old drivers which do not support the extension.
Assumed to be enabled by default if Transform Feedback is not supported.
2019-01-19 17:39:59 +01:00
Philip Rebohle
4d4bd182c1
[d3d11] Allow arbitrary back buffer formats for swap chains
...
Doesn't match D3D11 behaviour, but shouldn't really break anything
since D3D11 has a fixed set of swap chain-compatible formats.
Might help DXUP in avoiding unnecessary framebuffer blits.
2019-01-19 02:28:25 +01:00
Philip Rebohle
95815a075b
[dxvk] Move depth bias out of rasterizer state
...
While the previous model corresponded to D3D11, it does
not reflect that the backend treats it the same way as
e.g. blend constants.
2019-01-17 22:25:21 +01:00
Philip Rebohle
0d84ebd4c9
[dxvk] DepthClampEnable -> DepthClipEnable
...
There are subtle differences between the two that we
should deal with in the backend at some point.
2019-01-17 01:59:10 +01:00
Philip Rebohle
4819287029
[d3d11] Do not enable depth bias if the parameters are zero
2019-01-17 00:53:54 +01:00
Michal Srb
cc38412d04
[d3d11] Fix bad check in DrawInstancedIndirect ( #863 )
2019-01-15 11:12:03 +01:00
Philip Rebohle
109300d541
[d3d11] Remove unused syncMode option
2019-01-14 19:21:10 +01:00
Philip Rebohle
2bae3a5c8b
[d3d11] Reintroduce support for dxgi.maxFrameLatency
...
This option was previously ignored for some reason.
2019-01-14 18:29:25 +01:00
Philip Rebohle
79eded9ae2
[d3d11] Only apply viewport and scissor rect if they have changed
...
Resident Evil 2 calls these functions before every single draw
call, so we should avoid emitting redundant viewport updates.
2019-01-12 20:22:08 +01:00
Philip Rebohle
c804d99db7
[d3d11] Fix log spam in SetEvictionPriority stubs
2019-01-12 15:22:34 +01:00
Philip Rebohle
4f0da40afa
[d3d11] Add some documentation to d3d11_cmd.h
2019-01-11 12:05:25 +01:00
Philip Rebohle
e665d896e3
[d3d11] Fix build errors on MSVC
2019-01-10 18:26:52 +01:00
Philip Rebohle
bbc3b3fb2b
[d3d11] Use multiDrawIndirect for subsequent indirect draw calls
...
Significantly improves performance in AC:Odyssey when CPU bound.
Only has an effect when no state changes between draw calls, and
when the draw parameter buffer is tightly packed.
2019-01-10 17:14:12 +01:00
Philip Rebohle
ad6233f74c
[d3d11] Enable multiDrawIndirect device feature if available
2019-01-10 16:59:53 +01:00
Philip Rebohle
8b5db80fbd
[dxvk] Reimplement DxvkBuffer
...
Avoids the DxvkPhysicalBuffer indirection and keeps all buffer
objects alive until the DxvkBuffer itself gets destroyed.
2019-01-09 18:04:46 +01:00
Philip Rebohle
2f1f8ba0a4
[d3d11] Fix CheckMultisampleQualityLevels behaviour
...
- Querying DXGI_FORMAT_UNKNOWN should not return an error,
and should advertize support for a sample count of 1
- Querying non-power of two sample counts should not fail
- Invalid arguments should be handled properly
2019-01-09 00:28:25 +01:00
Philip Rebohle
214891ffc6
[d3d11] Improve error logging when texture creation fails
2019-01-08 10:34:48 +01:00
Chip Davis
6feeb4bbba
Only set 2D_ARRAY_COMPATIBLE on 3D textures that will be rendered to.
...
It is impossible to create a 2D or 2D array SRV or UAV from a 3D
texture. Nor is it possible to create a DSV from a 3D texture.
Therefore, the only time we ever need to create a 2D array view from a
3D texture is when we're going to render to it.
2019-01-02 19:15:23 +01:00
Robin
1750b14c2a
[d3d11] Lock in SynchronizeCsThread
...
This prevents fixes threading issues with D3D10 games when
Present() gets called.
Fixes #567 .
2018-12-30 21:08:52 +01:00
Robin
4c9af44356
[d3d10] Use context lock instead of separate device lock
2018-12-30 21:08:52 +01:00
Philip Rebohle
4e22e4bc3a
[dxgi] Refactor swap chain creation
...
Cleans up constructor and moves a bunch of common code
to the new CreateDxvkSwapChainForHwnd function, which
can be called from both d3d11 and dxgi.
Also fixes potential issues with the current implementation
of the IWineDXGISwapChainFactory interface.
2018-12-21 15:53:29 +01:00
Philip Rebohle
1e393bf24d
[d3d11] Implement IWineDXGISwapChainFactory
...
See #822 .
2018-12-21 14:03:28 +01:00
Philip Rebohle
f638689b2a
[d3d11] Remove some unnecessary type casts in interop code
2018-12-19 22:34:47 +01:00
Philip Rebohle
3fff5d56b3
[d3d11] Mark raw and structured buffers as potential storage buffers
2018-12-14 23:45:37 +01:00
Philip Rebohle
328871de7e
[d3d11] Re-introduce support for dxgi.numBackBuffers option
2018-12-14 14:58:36 +01:00
Philip Rebohle
033ea0c31b
[d3d11] Find Vulkan device if DXGI adapter was not created by DXVK
...
Tests the LUID, then the PCI device IDs, and finally falls back
to the first Vulkan device available on the system. This allows
DXVK's d3d11.dll to be used without its own dxgi.dll, as long
as presentation support is implemented in some way.
With the previous changes, based on zzhiyi/dxvk@0fc3a24d96
Co-authored-by: Zhiyi Zhang <zzhang@codeweavers.com>
2018-12-04 19:38:52 +01:00
Philip Rebohle
1cc0455c8a
[dxgi] Remove old DXGIDevice implementation and IDXGIVkDevice
...
Both have been moved to the D3D11 module and are no longer needed.
2018-12-04 19:38:52 +01:00
Philip Rebohle
c5deedef2d
[d3d11] Move IDXGIDevice implementation to D3D11 module
...
Helps decouple the D3D11 module from the DXGI implementation. This
also allows us to clean up D3D11 device creation, which is much needed.
Based on zzhiyi/dxvk@fa441937f1
Co-authored-by: Zhiyi Zhang <zzhang@codeweavers.com>
2018-12-04 19:38:38 +01:00
Philip Rebohle
e4b91057ac
[d3d11] D3D11CreateDeviceAndSwapChain: Ignore swap chain if null
...
Fixes some issue with ReShade.
2018-12-02 13:43:55 +01:00
Philip Rebohle
cf21111401
[d3d11] Implement ID3D11Multithread for D3D11 contexts
2018-11-30 11:38:00 +01:00
Philip Rebohle
28216909bd
[d3d10] Implement D3D10Multithread
2018-11-30 11:37:57 +01:00
Philip Rebohle
cc7f5c4bb1
[d3d11] Duplicate format table into D3D11 device
...
Removes the direct D3D11Device->DXGIAdapter dependency.
2018-11-28 18:34:05 +01:00
Philip Rebohle
9139fbf95d
[d3d11] Use new Vulkan presenter
2018-11-28 12:44:17 +01:00
Philip Rebohle
746529b71b
[dxvk] Pass raw semaphore handles to submitCommandList
2018-11-28 12:44:17 +01:00
Philip Rebohle
a5c17f2753
[d3d11] Use flushCommandList method to flush initializer context
2018-11-28 12:44:17 +01:00
Philip Rebohle
08b403f655
[d3d11] Fix potential UAV binding issue
...
When rebinding an already active UAV, we still need to
update the counter unless the app passed a value of -1.
Ref #712 .
2018-11-26 17:18:35 +01:00
Philip Rebohle
ce3642edd0
[dxvk] Don't put rendering stage/access masks into image info
...
Not needed since these stages and access flags are handled by render
pass transitions.
2018-11-24 00:40:59 +01:00
Philip Rebohle
a75c596132
[d3d11] Add config option to enable TGSM initialization
2018-11-23 16:12:02 +01:00
Philip Rebohle
bfb7e54218
[d3d11] Rename dcMapSpeedHack to dcSingleUseMode
2018-11-20 11:37:48 +01:00
Philip Rebohle
ad5688764c
[d3d11] Use single-use submission mode for CS chunks where possible
2018-11-20 10:44:04 +01:00
Philip Rebohle
c61200d35f
[dxvk] Introduce single-use mode for CS chunks
...
This allows us to reset the CS chunk immediately while executing it,
which can reduce the overhead of the reset operation and may lead to
resources being released earlier.
2018-11-20 10:35:23 +01:00
Derek Lesho
66bcc4b3d8
Use std::string for util::getEnvVar input
...
This allows cleaner code when implementing DXVK as a native library
2018-11-16 06:43:45 +01:00
Philip Rebohle
0b7e114cb0
[dxgi] Implement IDXGIDevice3
2018-11-15 17:08:36 +01:00
Philip Rebohle
1724d51079
[dxgi] Refactor presenter creation
...
This change is needed to support non-D3D11 presenters in our DXGI code.
2018-11-12 11:39:34 +01:00
Philip Rebohle
0cfa5b16d3
[d3d11] Support R11G11B10 format in ClearUnorderedAccessViewUint
...
Silences an error message in Shadow of the Tomb Raider. Does not have
any consequences for this game because it initializes the view to 0.
2018-11-10 18:48:44 +01:00
Philip Rebohle
05856e836b
[d3d11] Don't enable StorageImageReadWithoutFormat feature for FL11_0
...
We don't really need this, although it might be useful in the future.
2018-11-10 11:34:23 +01:00
Philip Rebohle
bd03225c14
[dxbc] Refactor DxbcOptions
...
A bit mask isn't good enough going forward, and we also don't
need application-specific options for now.
2018-11-09 08:41:02 +01:00
Philip Rebohle
ab3ba776e0
[d3d11] Do not re-upload mapped image if it was mapped for reading
2018-11-08 18:51:53 +01:00
Philip Rebohle
4d103aad5d
[d3d11] Allow mapping depth-stencil images for reading
...
This may be needed for The Surge and Lords of the Fallen.
2018-11-08 18:51:47 +01:00
Philip Rebohle
f483bc9633
[d3d11] Add usage flag for meta-pack operations if necessary
...
- Fix depth-stencil format list
2018-11-08 18:51:43 +01:00
Philip Rebohle
81a5e2fa0c
[d3d11] Add helper to find exact mapping for depth-stencil formats
...
This is necessary in situations when we need to get the Vulkan format
that corresponds to the DXGI format rather than the remapped one.
2018-11-08 18:51:43 +01:00
Philip Rebohle
f32aff29fa
[d3d11] Clear compressed images if they do not get initialized
...
This probably makes Quantum Break run even worse, but I don't really
care at this point. Fixes #744 .
2018-11-07 18:41:07 +01:00
Philip Rebohle
d5481ac013
[d3d11] Remove redundant D3D11Buffer::GetSize method
2018-11-02 15:43:46 +01:00
Philip Rebohle
851d9fb726
[general] Remove unnecessary include directories from build files
...
These are no longer needed because dxvk includes consistently
use relative file paths now, instead of global includes.
2018-11-02 14:54:39 +01:00
Philip Rebohle
8054e4a772
[dxvk] Add DXVK context method to transparently flush the command list
...
This is identical to what the D3D11 function did, but having it in this
place will allow us to potentially implement better flush heuristics
based on work done on the CS thread.
2018-11-01 13:24:42 +01:00
Philip Rebohle
36ccd46ae7
[dxvk] Move sampler border color handling to the backend
2018-10-31 21:51:23 +01:00
Philip Rebohle
43ed820be9
[d3d11] Remove state tracking for UAV rendering
...
This scenario is now properly handled by the DXVK state tracker.
2018-10-29 12:12:34 +01:00
Philip Rebohle
5a30110d0f
Revert "[d3d11] Remove some flush points"
...
This reverts commit 5ab6f691ae
.
Apparently this leads to extremely bad frame times on some Nvidia setups.
2018-10-25 20:55:37 +02:00
Philip Rebohle
c9ce09e098
[d3d11] Respect xfb metadata when computing shader hash
...
Closes #733 .
2018-10-25 11:28:02 +02:00
Philip Rebohle
589229f4ca
[dxgi] Query device interface from the presenter
...
Removes the coupling between IDXGISwapChain and IDXGIDevice.
This is necessary because D3D12 devices don't support IDXGIDevice.
2018-10-24 15:54:56 +02:00
Philip Rebohle
7b9726fd93
[d3d11] D3D11Presenter -> D3D11PresentDevice
2018-10-23 15:10:01 +02:00
Philip Rebohle
86e6477e80
[dxgi] Remove unused presenter options
2018-10-23 14:58:57 +02:00
Philip Rebohle
967b276acb
[d3d11] Add COM interface for API-agnostic presenter
2018-10-23 14:58:57 +02:00
Philip Rebohle
64185d9be4
[d3d11] Move some DXGI presenter options to D3D11
2018-10-23 14:58:57 +02:00
Philip Rebohle
8cb4852a61
[d3d11] Add new D3D11 swap chain code
...
- Fix deferred surface creation
2018-10-23 14:58:39 +02:00
Philip Rebohle
5124fd87d5
[d3d11] Implicitly flush when queueing an event query
...
Significantly improves GPU utilization in Quake Champions.
2018-10-17 17:28:47 +02:00
Philip Rebohle
5ecfbd8425
[d3d11] Do not use QueryInterface to get query pointers
...
We're not going to implement counters anyway, so this is
unnecessary overhead.
2018-10-17 17:28:47 +02:00
Philip Rebohle
5ab6f691ae
[d3d11] Remove some flush points
...
These aren't as useful as they may look like since they occur
at render pass boundaries anyway.
2018-10-17 17:28:47 +02:00
Philip Rebohle
f14d17b743
[d3d11] Don't mark context methods as 'final'
2018-10-17 17:28:47 +02:00
Philip Rebohle
11b269efd1
[d3d11] Save a few CPU cycles in Map/MapBuffer
2018-10-16 12:29:04 +02:00
Philip Rebohle
e0e945f724
[d3d11] Show SetPredication message only when the predicate is not NULL
...
Helps determine which games actually use the feature.
2018-10-15 19:35:50 +02:00
Philip Rebohle
6b5aa0b928
Merge branch 'vk_transform_feedback'
2018-10-13 08:00:51 +02:00
Philip Rebohle
8172d347be
Revert "[d3d10] Implement ID3D10Multithread"
...
This reverts commit 55d6eae210
.
We probably don't need it, and the current implementation is broken.
2018-10-12 19:29:52 +02:00
Philip Rebohle
55d6eae210
[d3d10] Implement ID3D10Multithread
2018-10-12 19:06:05 +02:00
Philip Rebohle
6d18efdfc7
[d3d10] Lock device on context operations
...
May fix thread safety issues in some games. Apparently, the
D3D10Device is supposed to be thread safe by default.
2018-10-12 18:31:55 +02:00
Philip Rebohle
406816d17c
[d3d10] Support pOffsets parameter in SOGetTargets
2018-10-10 19:55:42 +02:00
Philip Rebohle
93a851a2fc
[d3d11] Implement DrawAuto method
2018-10-10 19:55:42 +02:00
Philip Rebohle
44024e7a7a
[d3d11] Implement Stream Output queries
2018-10-10 19:55:42 +02:00
Philip Rebohle
93753a5ce7
[d3d11] Bind transform feedback buffers in SOSetTargets
2018-10-10 19:55:41 +02:00
Philip Rebohle
97d776cc00
[d3d11] Allocate counter for stream output buffers
2018-10-10 19:55:41 +02:00
Philip Rebohle
0d89dfae95
[d3d11] Report format support for stream output buffers
2018-10-10 19:55:41 +02:00
Philip Rebohle
7369dee9d6
[d3d11] Create passthrough geometry shader if necessary
...
Fixes stream output in Unity Engine titles.
- Fix compilation with new DxbcProgramInfo struct.
2018-10-10 19:55:41 +02:00
Philip Rebohle
5463dc7e6c
[d3d11] Implement CreateGeometryShaderWithStreamOutput
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- Emit error instead of warning when enabling rasterization
2018-10-10 19:55:26 +02:00
Philip Rebohle
f42ea9f1d1
[d3d11] Set transform feedback usage, stage and access flags
2018-10-10 13:05:38 +02:00
Philip Rebohle
989a10ab88
[dxvk] Enable transform feedback device feature if available
...
- Enable geometryStreams feature
2018-10-10 13:05:37 +02:00
Philip Rebohle
a42f03e32d
[dxbc] Add Xfb structures to DxbcModuleInfo
2018-10-10 10:28:15 +02:00
Philip Rebohle
08b241b3ea
[d3d11] Add option to disable deferred context mapping speed hack
...
Fixes a regression in The Evil Within.
We should probably find a proper solution, but for now this is the best
thing we can do for games which reuse command lists.
2018-10-09 17:07:50 +02:00
Philip Rebohle
781ee00f5c
[dxvk] Refactor indirect draw/dispatch commands
...
Introduces an OpenGL-style bind point for the argument buffer, which
means we can avoid a lot of unnecessary reference tracking in games
that do a lot of indirect draw calls.
Reduces CPU overhead in Assassin's Creed Odyssey.
2018-10-08 10:23:18 +02:00
Philip Rebohle
0b4f1b6d6f
[d3d11] Implement DiscardView and DiscardResource for images
2018-10-01 16:54:34 +02:00
Philip Rebohle
da8274daaf
[d3d11] Don't set meta-resolve usage flags for depth buffers
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Depth buffers cannot be resolved in D3D11.
May improve performance on some hardware when MSAA is used.
2018-09-29 14:59:36 +02:00
Philip Rebohle
de4c88d5aa
[d3d11] Skip CopyResource when src and dst resource are the same
2018-09-28 19:41:27 +02:00
Philip Rebohle
c9d61e16d9
[d3d11] Skip ResolveSubresource when dst and src resource are the same
...
Fixes black screen issue in Mortal Kombat X (#670 ).
2018-09-28 19:41:16 +02:00