Philip Rebohle
d9009efd22
[d3d11] Implement and advertize support for CopyWithOverlap feature
2018-09-18 16:22:47 +02:00
Philip Rebohle
3f47fdab4d
[d3d11] Advertize support for the ForcedSampleCount rasterizer state
2018-09-18 13:23:28 +02:00
Philip Rebohle
d7441f274b
[dxvk] Enable device features for VK_EXT_vertex_attribute_divisor
2018-09-10 22:10:16 +02:00
Philip Rebohle
f8dc5612f7
[d3d11] Added option to limit tessellation factors
...
d3d11.maxTessFactor accepts values ranging from 8 to 64, and limits
the maximum tessellation factor accordingly.
2018-09-09 23:14:00 +02:00
Philip Rebohle
5c45a50daf
[d3d11] Use D3D11CounterBuffer for UAV counters
2018-08-30 15:24:47 +02:00
Philip Rebohle
e271bc490e
[d3d11] Enable ExtendedDoublesShaderInstructions
2018-08-15 20:12:41 +02:00
Philip Rebohle
0b1b898be4
[d3d11] Implement ID3D11DeviceContext1::ClearView
...
Required for Feature Level 11_1.
2018-08-15 19:03:26 +02:00
Philip Rebohle
1e857f6342
[d3d10] Add D3D10Device stub
2018-08-13 17:22:03 +02:00
Philip Rebohle
7a28f01eca
[d3d11] Enable drawIndirectFirstInstance for FL11_0 and higher
2018-08-10 04:34:54 +02:00
Philip Rebohle
40050e4e3f
[d3d11] Report bind flags instead of usage when view creation fails
2018-08-10 02:39:14 +02:00
Philip Rebohle
cc5219f8c0
[d3d11] Add meaningful error messages when view creation fails
2018-08-10 02:15:51 +02:00
Philip Rebohle
b06eb4fe2a
[d3d11] Validate image view bind flags
...
Since the bind flags of the texture may not always match the
image usage flags of the underlying Vulkan image, we should
use the latter to check whether a view can be created.
2018-08-09 21:58:58 +02:00
Philip Rebohle
1a4b17d607
[d3d11] Use user config to determine the maximum feature level
2018-08-09 21:08:03 +02:00
Philip Rebohle
dc31be7118
[d3d11] Use global user config for D3D11 options
2018-08-07 14:59:09 +02:00
Philip Rebohle
871c96b130
[d3d11] Refactor Unordered Access View Creation
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Part 4 / 4 of the refactor.
2018-08-05 19:28:39 +02:00
Philip Rebohle
55203eb458
[d3d11] Refactor Shader Resource View Creation
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Part 3 / 4 of the refactor.
2018-08-05 19:20:12 +02:00
Philip Rebohle
1038bf2ef5
[d3d11] Refactor Render Target View Creation
...
Part 2 / 4 of the refactor.
2018-08-05 19:07:53 +02:00
Philip Rebohle
0598982f35
[d3d11] Refactor Depth-Stencil View Creation
...
Part 1 of 4 of a much needed refactor. Instead of translating
the structures in the D3D11Device class, we'll move the code
to the respective view classes in order to clean up.
2018-08-05 19:02:45 +02:00
Philip Rebohle
16315a39a0
[d3d11] Use new resource helper functions during view creation
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This simplifies things when both buffers and textures are allowed.
2018-08-05 18:56:42 +02:00
Philip Rebohle
fb88070888
[d3d11] Implement copy flags for CopySubresourceRegion1 / UpdateSubresource1
2018-08-03 11:22:26 +02:00
Philip Rebohle
3fee20dfec
[d3d11] Implement DiscardResource for buffers
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We don't suppor this for images, and we don't support DiscardView yet.
Buffers can be invalidated, which may in some cases be beneficial in
order to avoid synchronization on the GPU.
2018-08-03 11:10:40 +02:00
Philip Rebohle
8044ce6c7e
[d3d11] Refactor UAV counter buffer allocator
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- Fixes violation of the minStorageBufferOffsetAlignment limit
- Allows allocation of multiple counter buffers if necessary
2018-08-03 10:17:02 +02:00
Philip Rebohle
0ba00b3f59
[dxvk] Add extended device feature structure
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This allows the client API to query and enable extended
features in the future, should it become necessary, much
like the extende feature queries.
2018-07-31 16:58:25 +02:00
Philip Rebohle
c31e646921
[dxvk] Introduce concept of shader constants
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Large constant arrays should be moved to a uniform buffer instead
of being baked directly into the shader code.
2018-07-30 20:29:05 +02:00
Philip Rebohle
7f0f7ac048
[d3d11] Refactor shader binding
...
This way we can get rid of an unnecessary template and make future
extensions possible.
2018-07-30 19:37:19 +02:00
Philip Rebohle
662b6429a8
[d3d11] Refactor resource initialization
...
In addition to moving the code to a separate class, this also
improves flushing behaviour by limiting the amount of memory
being initialized rather than the number of commands executed.
2018-07-23 15:21:17 +02:00
Philip Rebohle
5fe4c4f610
[dxvk] Use VkImageViewUsageCreateInfoKHR when creating image views
...
Must be used when view formats are used that do not support all
usage bits of the underlying image. Refs #504 .
2018-07-21 10:58:06 +02:00
Philip Rebohle
cbf4772973
[d3d11] Pass image format family to the backend
2018-07-03 12:44:56 +02:00
Philip Rebohle
845c78fd20
[dxbc] Consider stream index in signature entry lookup
2018-06-23 20:13:00 +02:00
Philip Rebohle
102591369e
[dxbc] Add DxbcModuleInfo struct
...
This will be required in the future to pass data from the
application to the shader compiler.
2018-06-23 17:14:35 +02:00
Philip Rebohle
dcd6c2c0f3
[d3d11] Implement CheckCounterInfo and related stubs
...
DXVK does not support device-specific counters, which seem to
be useful only for GPU profiling during development, but we
should report this properly to the application.
2018-06-11 14:01:45 +02:00
Philip Rebohle
68a7ad81e1
[d3d11] Enable 64-bit math feature
...
We still have DMovc to implement, but it doesn't look like this
instruction is required as of now.
2018-06-07 15:35:24 +02:00
Philip Rebohle
fc8573891e
[d3d11] Fix vertex attribute offset with D3D11_APPEND_ALIGNED_ELEMENT
...
Computes the correct offset even if some vertex attributes are not used
by the vertex shader. Fixes a crash in Sleeping Dogs: Definitive Edition
(#407 ).
2018-05-30 13:33:48 +02:00
Philip Rebohle
48037a8b87
[d3d11] Enable shaderStorageImageMultisample if the device supports it
2018-05-26 20:34:40 +02:00
Philip Rebohle
b78130defd
[d3d11] Overwatch: Fake success in CreateGeometryShaderWithStreamOutput
2018-05-25 23:53:34 +02:00
Philip Rebohle
58e9280891
[dxbc] Remove Tex2D -> Tex2DArray workaround
2018-05-24 11:49:12 +02:00
Philip Rebohle
a39b9cb131
[d3d11] Pre-clear buffers with D3D11_USAGE_DEFAULT
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Some games may expect buffers, like images, to be pre-initialized.
2018-05-22 21:10:39 +02:00
Philip Rebohle
51104c104d
[d3d11] Refactor InitTexture method
2018-05-22 21:06:26 +02:00
Philip Rebohle
fb3dbd8bcd
[d3d11] Relaxed view format compatibility check
...
Fixes regressions in multiple games. MSDN docs regarding
format compatibility are wrong in every way.
2018-05-05 20:16:01 +02:00
Philip Rebohle
f4a92a685f
[d3d11] Normalize render target and depth-stencil view types
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Fixes a regression in Kingdom Come: Deliverance that was
introduced in a55bee9554
.
2018-05-05 15:53:49 +02:00
Philip Rebohle
5a639797d2
[d3d11] Fix stencil component mapping in shader resource views
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Fixes terrain rendering in Far Cry 5.
2018-05-05 15:15:09 +02:00
Philip Rebohle
8177898151
[d3d11] Validate image view format compatibility
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Fixes Vulkan validation errors in Far Cry 5.
2018-05-05 15:13:35 +02:00
Philip Rebohle
e1a27faa4a
[dxgi] Added DXGI format family info
2018-05-05 12:57:22 +02:00
pchome
4a74cd45d5
[clang-tidy] performance-move-const-arg fix ( #324 )
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https://clang.llvm.org/extra/clang-tidy/checks/performance-move-const-arg.html
2018-04-28 14:13:23 +02:00
Philip Rebohle
1784b8c44d
[d3d11] Merge interop API
2018-04-26 22:20:09 +02:00
Philip Rebohle
01147492d5
[dxbc] Implemented Texture2D -> Texture2DArray mapping as a knob
...
Doing this for all applications is not necessary and degrades
performance in some cases.
2018-04-23 00:46:27 +02:00
Philip Rebohle
e53cb72e39
[dxbc] Make DxbcOptions a set of flags
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This allows for game-specific workarounds and driver-specific
workarounds to be applied in an easier fashion.
2018-04-22 23:49:41 +02:00
Philip Rebohle
2f20a61342
[dxbc] Map 2D MS shader resource views to 2D MS Array views
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Works around a game bug in Dragon Age: Inquisition, which binds
an MS image to a non-MS resource slot. Closes
2018-04-22 18:27:01 +02:00
Philip Rebohle
dcb5b2a20c
[dxbc] Map 1D and 2D textures to their respective array type v2
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We need to adjust the texture coordinate vectors as well, so that
some instructions continue to work properly.
2018-04-21 18:09:43 +02:00
Philip Rebohle
0318cc730a
Revert "[dxbc] Map 1D and 2D textures to their respective array type"
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Broken. Requires some prep work in the shader compiler.
2018-04-21 15:38:39 +02:00