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Commit Graph

3924 Commits

Author SHA1 Message Date
Philip Rebohle
d3b2db5978
[dxvk] Loosen render pass barriers
Still use ALL_COMMANDS_BIT at the end to avoid potential WAR hazards
for things like vertex buffers.
2021-02-12 03:13:10 +01:00
Philip Rebohle
29afaea338
[dxvk] Track current render target image layouts
This can be used to optimize away some barriers and layout transitions.
2021-02-12 03:13:10 +01:00
Philip Rebohle
2787ba8450
[d3d11] Fix D3D11 bind flags and DXGI usage for swap chain images 2021-02-12 03:12:48 +01:00
Philip Rebohle
c98c5f5d17
[d3d11] Add internal DXGI usage flags to textures
We need this for swap chain images.
2021-02-12 03:12:48 +01:00
Philip Rebohle
a60916f7ee
[dxvk] Improve device ordering
Make sure that integrated GPUs are preferred over CPU
implementations on systems that have no dedicated GPU.
2021-02-11 14:58:11 +01:00
Philip Rebohle
bcadc04932
[dxvk] Validate vertex attribute alignment 2021-02-08 14:55:18 +01:00
Philip Rebohle
a045cac281
[d3d11] Fix vertex input alignment for small formats
Fixes #1922.
2021-02-08 14:28:55 +01:00
Joshua Ashton
fcaab6aa46
[d3d9] Expose adapter/backbuffer formats properly
Matches native behaviour in my testing.
2021-02-06 08:57:32 +00:00
Joshua Ashton
58d6f018bb
[d3d9] Allow A2R10G10B10 backbuffer format in Windowed 2021-02-06 08:43:37 +00:00
Joshua Ashton
ff9d451a4e
[util] Force saner SWVP limits for TrackMania Forever
Closes: #1910
2021-02-06 08:28:03 +00:00
Joshua Ashton
bba3f9f3db
[util] Defer surface creation for Nioh 2
Fixes black screen on startup.
2021-02-06 07:48:52 +00:00
Joshua Ashton
9bee3e1cb9
[util] Add config for Dark Messiah of Might & Magic
Same problem as other early Source titles, infinitely makes resources at startup to measute VRAM.
2021-01-30 04:36:26 +00:00
Philip Rebohle
01a511aa99
[dxvk,dxgi,d3d9] Fix shader spec constant IDs
These changed after changing the render target output swizzle stuff.
2021-01-29 16:46:01 +01:00
Philip Rebohle
2d670ec3db
[dxbc] Enable capabilities for float control modes
Fixes some validation errors (but seriously, why does everything
have to be a capability in SPIR-V?)
2021-01-29 16:29:39 +01:00
Philip Rebohle
c1073455bf
[spirv] Add hasCapability method 2021-01-29 16:29:26 +01:00
Philip Rebohle
3a993d0c5c
[dxvk] Use only one spec constant for fragment shader output component mapping
Let's trust the driver to be able to constant-fold bitfieldExtract operations.
2021-01-29 16:17:07 +01:00
Philip Rebohle
307f43ff1e [d3d11] Introduce option to disable float controls
And disable for SotTR since it introduces rendering issues.
2021-01-28 20:32:38 +01:00
Philip Rebohle
8de9dc9378
[d3d11] Enable d3d11.invariantPosition by default 2021-01-28 20:09:47 +01:00
Philip Rebohle
1478011822
[dxbc] Enable NaN fixup by default on older RADV versions
And get rid of a whole bunch of game-specific workarounds.
2021-01-28 19:37:10 +01:00
Philip Rebohle
f5fa7a9099
[dxbc] Set float control bits as necessary 2021-01-28 19:37:10 +01:00
Philip Rebohle
849fb329ec
[dxvk] Enable VK_KHR_shader_float_controls if supported 2021-01-28 19:37:10 +01:00
dom
7d7c057d46 [util] Enable dxgi.customVendorId for Hitman 3 2021-01-28 14:07:52 +01:00
Philip Rebohle
a17ec95f21
[utils] Enable d3d9.deferSurfaceCreation for Atelier Ryza 2 2021-01-26 12:06:20 +01:00
Philip Rebohle
b8bc36559d
[d3d11] Optimize index buffer binding with offset
Do not rebind the buffer if only the offset changes. Instead,
adjust StartIndexLocation in indexed draw calls. For indirect
draws, this will be disabled on the fly.

This may save a whole bunch of work in the backend, and reduces
the number of commands being sent to the CS thread in the first
place, which is why this optimization is not being done in the
backend itself but rather on the client API side.
2021-01-24 15:18:38 +01:00
Philip Rebohle
f869881f55
[util] Enable TGSM barrier workaround for more F1 games
F1 2020 is reportedly broken as well.
2021-01-16 15:28:30 +01:00
Joshua Ashton
742b52bbb5 [d3d11] Fix device child refs properly 2021-01-15 23:47:48 +01:00
Philip Rebohle
499f15011f
[util] Enable TGSM barrier workaround for F1 2018
Game has the same bug as F1 2019. Fixes #1897.
2021-01-15 13:15:01 +01:00
Philip Rebohle
3caf5269f2
[dxvk] Add regular barrier after graphics queue depth image upload
We still need a barrier for the layout transition.
2021-01-12 13:25:00 +01:00
Philip Rebohle
b19293430a
[dxvk] Execute depth/stencil image upload on graphics queue
Silences a validation error.
2021-01-12 12:14:53 +01:00
Joshua Ashton
0eec95843f
[d3d9] Fix warnings with query caching 2021-01-08 13:49:38 +00:00
Gabriel Ivăncescu
83f6400a07 d3d9: Send necessary messages for full-screen windows during WM_ACTIVATEAPP. 2021-01-08 13:40:34 +00:00
Joshie
dde28a967f [d3d11] Fix forward declaration of ID3D11Texture2D
This should be struct not class.

Silences warnings in MSVC.
2021-01-08 13:06:02 +01:00
Joshua Ashton
838a6ef0f1 [d3d11] Disallow mismatching shader bytecode and type
Fixes a wine test which lead to a "refcounting bug" down the line.
2021-01-08 11:59:16 +01:00
Andrew Eikum
2405e474e5 [dxvk] Use wineopenxr to apply required OpenXR extensions 2021-01-07 23:54:02 +01:00
Andrew Eikum
a3065fca8e [d3d11] Extend interop interfaces for OpenXR support 2021-01-07 23:54:02 +01:00
Robin Kertels
60a2aeb6ef [d3d9] End query before the stall heuristic flush 2021-01-07 21:19:28 +00:00
Robin Kertels
0f933fee8b [d3d9] Extend query stall tracking to other query types 2021-01-07 21:19:28 +00:00
Robin Kertels
6554ca8f9e [d3d9] Cache query data 2021-01-07 21:19:28 +00:00
gofman
5852e318e5
[d3d11] Fix device ref counting from queries. (#1887)
Fixes AO Tennis 2 crash on exit.

Co-authored-by: Paul Gofman <pgofman@codeweavers.com>
2021-01-06 20:10:44 +01:00
oltolm
f337ad3c05
fix d3d11 header for MinGW 9 (#1883) 2021-01-04 00:52:43 +01:00
PendingChaos
f39472a9ba
[util] Set invariantPosition for Devil May Cry 5 (#1863)
Fixes some missing/shifting geometry on GFX10.3 and RADV/ACO.

Tested using dxvk.conf and DXVK 1.7.3.

Signed-off-by: Rhys Perry <pendingchaos02@gmail.com>
2021-01-02 10:42:33 +01:00
Jason Bagavatsingham
05f4b1bb3c
[util] Set enableRtOutputNaNFixup for Empire of Sin (#1858)
Co-authored-by: Jason Bagavatsingham <jason.bagavtsingham@gmail.com>
2021-01-02 10:42:26 +01:00
Samuel Pitoiset
d0d1d99537
[util] set enableRtOutputNanFixup for VRChat (#1872)
Fixes rendering issues with RADV.

Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
2021-01-01 23:07:11 +01:00
Robin Kertels
ea13a68678 [util] Enable apitrace mode for Everquest 2020-12-26 17:37:07 +00:00
Robin Kertels
56399e49d1 [util] Enable apitraceMode for Tomb Raider Legend 2020-12-14 16:51:19 +00:00
Robin Kertels
6a54d86f25 [d3d9] Implement apitraceMode option 2020-12-14 16:51:19 +00:00
Robin Kertels
4b6632764f Revert "[d3d9] Only use DEVICE_LOCAL memory for small dynamic buffers"
This reverts commit f3a82a0bcc.

Apparently this makes other games slower. We need a different solution for TR: Legend.
2020-12-14 16:51:19 +00:00
Joshua Ashton
65635b23c1 [d3d9] Always slightly bias viewport, regardless of size
Since we got TRUNC_COORD on RADV, we always need to bias this now.

Closes: #1854
2020-12-14 03:51:49 +00:00
PendingChaos
495b2a098e
[util] Set invariantPosition for Monster Hunter World (#1850)
Fixes flickering on GFX10.3 with RADV/ACO.
2020-12-11 18:51:10 +01:00
Philip Rebohle
03f11baf57
[hud] Fix up nonsensical scaling factors 2020-12-06 01:03:01 +01:00
Philip Rebohle
74abb5bb80
[hud] Initialize scale to 1
See #1843.
2020-12-06 00:48:48 +01:00
Philip Rebohle
854ae7b862
[dxvk] Add transform feedback buffer usage to dummy buffer
Silences some Vulkan validation errors.
2020-12-06 00:35:29 +01:00
Philip Rebohle
0b4e167fc9
[hud] Fix typo 2020-12-02 17:13:41 +01:00
Philip Rebohle
b67639bdf0
[meta] Release 1.7.3 2020-12-02 16:14:56 +01:00
Philip Rebohle
6814ad45d4
[hud] Fix positioning of compiler item when scaled 2020-12-02 16:14:56 +01:00
Philip Rebohle
a23be756d7
[hud] Implement HUD scaling
Can be set like DXVK_HUD=fps,scale=1.5.
2020-12-01 03:31:22 +01:00
Philip Rebohle
8fe3effb40
[hud] Draw lines as triangle strip 2020-12-01 03:31:22 +01:00
Philip Rebohle
0ce5dd8b03
[dxvk] Remove conditional rendering from backend
Was disabled anyway due to being broken on various drivers,
so let's get rid of it.
2020-11-30 19:18:26 +01:00
Philip Rebohle
34e730fe41
[d3d11] Remove predication-related code 2020-11-30 19:18:26 +01:00
Philip Rebohle
e79e8b9062
[dxvk] Increase queued command buffer limit to 18
May help when games upload a large number of resources
at once, at the cost of increased memory usage.
2020-11-27 12:22:08 +01:00
Philip Rebohle
c547039bef
[dxvk] Decide memory priority based on access flags rather than usage
Buffers used as shader resources are storage buffers as well,
and should not take priority over other read-only resources.
2020-11-27 12:20:55 +01:00
Joshua Ashton
5d8539672d [util] Fix config for EverQuest2 2020-11-27 06:27:01 +00:00
Joshua Ashton
bbfd6d0690 [util] Enable alpha test wiggle room for EverQuest 2
Fixes clothing being alpha tested incorrectly due to wonky interpolation on NVIDIA.

Game uses oC0 == 1.0f

My testing on NV shows the alpha test has a precision of 1/256 for all A8 and below formats, and around 1 / 2048 for A32F formats and 1 / 4096 for A16F formats (It makes no sense to me too) so anyway, we're just going to round this to a precision of 1 / 4096 and hopefully this should make things happy everywhere.

Closes: #1832
2020-11-26 12:16:33 +00:00
Joshua Ashton
09043ddd16 [dxso] Implement option for alpha test wiggle room 2020-11-26 12:15:03 +00:00
Philip Rebohle
538b55921e
[dxbc] Conditionally return zeroes for unbound textures in shader
May allow the driver to optimize away texture operations.
2020-11-24 18:39:20 +01:00
Philip Rebohle
45461ee54e
[dxbc] Use opSelect for unbound texel fetch instructions
Generates less annoying code compared to control flow instructions,
and drivers should be able to optimize away the texture instruction
anyway since the bound state is a specialization constant.
2020-11-24 18:36:40 +01:00
Philip Rebohle
5e5937baf4
[dxvk] Pass size of 0 for dummy vertex buffer
Silences some validation errors in case null descriptors are disabled.
2020-11-24 17:50:14 +01:00
Joshua Ashton
6a63f4af56 [d3d9] Enable null descriptors for D3D9 2020-11-24 16:17:36 +00:00
Philip Rebohle
3cf7d65789
[hud] Use textureLod in fragment shader
Should silence some validation errors.
2020-11-24 17:07:22 +01:00
Joshua Ashton
c282ec7976 [dxso] Handle extraneous writemasks in matrix ops 2020-11-24 15:58:21 +00:00
Philip Rebohle
f74071ac0a
[d3d11] Support different strides for merged indirect draws
Trine 4 uses a stride of 32 bytes. Detecting the stride dynamically
allows us to merge a couple of draws in this game, and others which
do not tightly pack their draw parameter buffers.
2020-11-21 05:39:05 +01:00
Philip Rebohle
bf4465f5a2
[dxvk] Increase query pool sizes
Some games create hundreds of timestamp queries, we want to reduce
the number of pools in that case.
2020-11-21 03:35:41 +01:00
Philip Rebohle
d256175981
[dxvk] Eliminate back-to-back clears when no render pass is active
Trine 4 hits this with a multisampled depth buffer multiple times
per frame. Previously, we'd only eliminate redudant clears if the
render target to clear was active in the current render pass.
2020-11-21 03:03:15 +01:00
Philip Rebohle
61a07fc9b9
[dxbc] Fix up incorrect infinity returned by f32tof16
Completely insane fix for #1826.
2020-11-21 01:25:03 +01:00
Philip Rebohle
d0cdd79dd2
[dxgi] Allow creating R16_SFLOAT views for D16_UNORM images
Just use R16_UNORM. For some reason, D3D11 actually allows this, and
Trine 4 wants the corresponding calls to succeed, although we're going
to interpret the data as UNORM rather than FLOAT.
2020-11-20 17:14:41 +01:00
Shawn M. Chapla
7ef6132cf0
[util] Use nvapiHack by default for Far Cry Primal (#1821)
Remove nvapiHack=False default override for Far Cry Primal as the game
is unplayable without an nvapi implementation and appears to now perform
fine with nvapiHack.

Co-authored-by: Shawn M. Chapla <schapla@codeweavers.com>
2020-11-18 10:12:40 +01:00
Joshie
6a10c81d4b
[d3d11] Define ordinals for exports (#1812) 2020-11-11 16:54:36 +01:00
Philip Rebohle
13052d4949
[dxgi] Actually expose new DXGI interfaces
Derp.
2020-10-24 17:41:55 +02:00
Philip Rebohle
54a4e91dad
[dxgi] Implment IDXGIFactory7 2020-10-23 12:21:02 +02:00
Philip Rebohle
a7de355646
[dxgi] Implement IDXGIFactory6 2020-10-23 12:15:48 +02:00
Philip Rebohle
f81395c742
[dxbc] Fix operand modifiers on 64-bit types 2020-10-22 12:43:04 +02:00
Philip Rebohle
7b9644f355
[meta] Release 1.7.2 2020-10-07 17:41:54 +02:00
Philip Rebohle
1863c6e81c
[dxvk] Catch exceptions of type DxvkError on CS thread 2020-10-07 16:33:48 +02:00
Philip Rebohle
0b011ea361
[dxvk] Throw error in case a pipeline layout uses too many bindings 2020-10-07 16:33:48 +02:00
Philip Rebohle
d153d5c19a
[dxvk] Bump state cache version to v9
Needed because the binding bit mask increased in size.
2020-10-07 16:33:48 +02:00
Philip Rebohle
e98493fc24
[dxvk] Increase maximum active binding count to 384
Fixes a stack overflow in Baldur's Gate 3, caused by a compute shader
that uses 131 resources.
2020-10-07 16:33:48 +02:00
Rhys Perry
4251b7a59c [util]: Set enableRtOutputNaNFixup for Art of Rally
Fixes the (Windows) Art of Rally demo.

See https://gitlab.freedesktop.org/mesa/mesa/-/issues/3562

Signed-off-by: Rhys Perry <pendingchaos02@gmail.com>
2020-10-06 15:57:07 +02:00
Samuel Pitoiset
ccb782219c
[util] Set enableRtOutputNanFixup for some Chilla's Art games
See ValveSoftware/Proton#4167

Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
2020-09-26 16:45:49 +02:00
Samuel Pitoiset
3487685a79 [util] Set enableRtOutputNaNFixup for The Dungeon of Naheulbeuk
Fixes rendering issues with RADV and AMDVLK (haven't tried -pro).

Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
2020-09-26 15:06:29 +02:00
Joshua Ashton
c3fdc768cf [d3d9] Only define the push constants we use
Fixes #1742
2020-09-26 06:39:52 +01:00
Joshua Ashton
753fcd5649 [d3d9] Only read point scale push constant in fixed function
Otherwise it doesn't exist and we're reading garbage/non-existant data.

Even though this gets spec-constanted away via an opSelect, some drivers don't like this
2020-09-26 06:39:52 +01:00
Joshua Ashton
e4bca7a42f [d3d9] Handle specular fog factor for fixed function
Also handle POSITION_T shenanigans

Closes #1771
2020-09-26 06:06:06 +01:00
Joshua Ashton
dc392f7cfa [d3d9] Fix typo declaring fixed func fog inputs 2020-09-26 04:03:11 +01:00
Philip Rebohle
ab04f45ea0
[d3d11] Handle null pointers in CopySubresourceRegion1.
Because of course Marvel's Avengers tries to do this..
2020-09-17 13:36:09 +02:00
Robin Kertels
b21a673a8d [d3d11] Don't use clamped constant buffer range for bounds checking 2020-09-14 22:43:18 +02:00
Rhys Perry
73cb711f32 [dxbc] Bounds-check temporary array stores
Fixes flickering terrain in Just Cause 3 on RADV and possibly ANV.
2020-09-14 16:56:06 +02:00
Philip Rebohle
4801fbe098
[d3d11] Clamp and validate bound constant buffer range
SetConstantBuffers will only bind the first 65536 bytes of any
buffer passed to it if it is larger. This can be seen even when
querying the bound range via GetConstantBuffers1.

SetConstantBuffers1 does not have any effect if the bound range
is invalid.
2020-09-14 16:50:16 +02:00
Joshua Ashton
81632b91bb [dxso] Allocate shader compiler on the heap
In some apps that call us with limited stack space, this can stack overflow
2020-09-11 21:49:14 +01:00
Joshua Ashton
3e65c2bb87 [d3d9] Reduce copying around of shader metadata at Create time 2020-09-11 21:49:14 +01:00
Joshua Ashton
1274b7a8e7 [dxvk] Add helper to retrieve SHA1 hash from shader key 2020-09-11 21:49:14 +01:00
ishitatsuyuki
bb85a4caa8 Handle non-ASCII characters properly in paths 2020-09-10 15:56:38 +02:00
Philip Rebohle
7bf02a1925
[d3d11] Fix incorrect layer count for some non-PoT 3D RTVs
Otherwise, we may end up with zero layers. Fixes #1756.
2020-09-04 23:04:06 +02:00
Philip Rebohle
41a49a9c14
[dxgi] Add B8G8A8X8 formats to GetMonitorFormatBpp
Doesn't really fix anything, just silences some warnings
in Horizon Zero Dawn.
2020-09-04 17:54:01 +02:00
Philip Rebohle
645c8f8177 [util] Add option to disable log files entirely
But still log to stderr. Fixes #1743.
2020-08-24 09:09:18 +02:00
Philip Rebohle
16a51f3c03 [dxvk] Only use half of the DEVICE_LOCAL | HOST_VISIBLE heap on Nvidia
Seems to help with random crashes in FFXIV and potentially
other games on 450 series drivers.
2020-08-22 11:51:56 +02:00
Philip Rebohle
e435e071e0 [dxvk] Introduce memory heap budget
Allows more fine-grained control of memory allocations for specific
heaps. For now, target 80% for device-local heaps on UMA devices.
2020-08-22 11:50:37 +02:00
Joshua Ashton
743f309253 [d3d9] Implement YV12 video format
Needed for #1726 otherwise it will upload dump that upload garbage in a YUV2 texture.
2020-08-17 22:32:30 +01:00
Robin Kertels
89d36e1d7f [d3d9] Handle edge cases around implicit discard 2020-08-15 05:45:01 +01:00
Philip Rebohle
ea53923406
[meta] Release 1.7.1 2020-08-13 19:10:20 +02:00
Philip Rebohle
2a0f10e611
[util] Enable apitrace mode for Monster Hunter World 2020-08-13 18:52:45 +02:00
Philip Rebohle
48777c8fcf
[dxvk] Remove optional memory property flags one by one
We don't always want to remove HOST_CACHED if no DEVICE_LOCAL
type exists, so iterate over the bits one by one.
2020-08-13 18:47:52 +02:00
Philip Rebohle
346197c8c1
[util] Enable apitrace mode for Darksiders Warmastered Edition
Fixes #1719.
2020-08-12 23:39:53 +02:00
Philip Rebohle
d4f6ccb8a8
[dxvk] Add new 4444 formats to format list
Derp.
2020-08-12 23:12:18 +02:00
Joshua Ashton
d92660923a
[d3d9] Use VK_FORMAT_A4R4G4B4_UNORM_PACK16_EXT 2020-08-10 09:45:49 +02:00
Philip Rebohle
cb7f1dc966
[dxgi] Use VK_FORMAT_A4R4G4B4_UNORM_PACK16_EXT if available 2020-08-10 09:45:45 +02:00
Philip Rebohle
397daa0432
[dxvk] Enable VK_EXT_4444_formats if available 2020-08-10 09:45:45 +02:00
Robin Kertels
b28a7353bb [d3d9] Do implicit discard when locking system memory resources 2020-08-10 00:09:29 +01:00
Joshua Ashton
98c7da805b [d3d9] Rename BT.703 to BT.709
Don't know how this typo got introduced.

Thanks to Ryao for finding the matrix and pointing this out.
2020-08-07 20:54:45 +01:00
Kevin Schmidt
9f6f6a7979 [util] Enable d3d9.memoryTrackTest for Anarchy Online
Prevents the game from consuming all system memory.

Signed-off-by: Kevin Schmidt <kevin.patrick.schmidt@googlemail.com>
2020-08-07 11:11:05 +01:00
Joshua Ashton
e2a26f2bc5 [d3d9] Optimize NV12 conversion to use a macropixel of [2, 1] 2020-08-07 10:56:26 +01:00
Joshua Ashton
9fe1b9d03f [d3d9] Replace macropixel size with plane count 2020-08-07 10:56:26 +01:00
Joshua Ashton
2bf9f298af [d3d9] Implement NV12 format conversion 2020-08-07 10:56:26 +01:00
Joshua Ashton
2cfd219024 [d3d9] Move some YUV helpers to common and cleanup YUY2 shader 2020-08-07 10:56:26 +01:00
Joshua Ashton
ad6b91d84a [d3d9] Flush and synchronize to cs before format conversion
Fixes a race when DISCARD is used
2020-08-07 10:56:26 +01:00
Joshua Ashton
f1aa80dab9 [d3d9] Don't private reference additional swapchains 2020-08-07 10:56:26 +01:00
Joshua Ashton
e7d9d4739a [util] Fix trace macro for functions with no args 2020-08-07 10:56:26 +01:00
Joshua Ashton
aa01d914f1 [util] Implement METHOD_NAME for _MSC_VER 2020-08-07 10:56:26 +01:00
Jason Bagavatsingham
145d8225f4 [util] Set enableRtOutputNaNFixup for Observation 2020-08-06 14:14:49 +02:00
ryester27
d88b792447 Use d3d9.deferSurfaceCreation for Fairy Tail 2020-08-04 04:29:57 +02:00
Philip Rebohle
3322da4b94
[dxgi] Add DXGIGetDebugInterface1 stub
Required for Metro Exodus. Also exports the DXGI entry points
with their correct ordinals.
2020-07-24 12:25:48 +02:00
Biswapriyo Nath
3b52cad243 fix clang errors
File changes:
    * meson.build: add -Wno-unused-private-field and -Wno-microsoft-exception-spec
                   option to suppress clang compiler warnings
    * d3d9/d3d9_swvp_emu.h: include unordered_map for std::unordered_map
2020-07-21 11:41:28 +02:00
Christopher Egert
76e3bb78c9 [util] Disable DF24 support for Borderlands 2
and The Pre Sequel!
2020-07-20 18:41:40 +01:00
Robin Kertels
f3a82a0bcc [d3d9] Only use DEVICE_LOCAL memory for small dynamic buffers
Tomb Raider Legend writes to multiple 128KB dynamic buffers
and one 512KB one every frame.
2020-07-20 18:36:20 +01:00
Robin Kertels
2714cb952d [d3d9] Extend dirty tracking to render targets
Ensures we copy a dynamic default pool texture to its
mapping buffer after the device renders to it.
2020-07-20 18:36:20 +01:00
Philip Rebohle
66814ea8db
Revert "[d3d11] Move D3D11Shader implementation to its own file"
Useless since it doesn't fix the clang problem.
2020-07-18 00:10:31 +02:00
Philip Rebohle
56fe52ca3c
[d3d11] Move D3D11Shader implementation to its own file
And resolve some include madness. Necessary because D3D11Shader::GetDevice
needs to know the full definition of D3D11Device, but D3D11Device needs
to know the full definition of the other shader-related classes.
2020-07-17 10:16:37 +02:00
Philip Rebohle
5ab12d9668
[d3d11] Reenable null descriptor feature 2020-07-10 16:59:20 +02:00
Philip Rebohle
23691cd0ff
[dxvk] Enable extended dynamic state feature if available 2020-07-10 16:59:20 +02:00
Philip Rebohle
ce33b60f9c
[dxvk] Remove null descriptor code paths for unbound resources 2020-07-10 16:59:20 +02:00
Philip Rebohle
2c641566ab
[dxvk] Fix inefficient check in bindVertexBuffer 2020-07-10 16:59:20 +02:00
Philip Rebohle
dfc0b740f8
[dxvk] Use vkCmdBindVertexBuffers2 to bind buffer ranges
Potentially fixes problems with OOB access on dynamic vertex buffers.
2020-07-10 16:59:20 +02:00
Philip Rebohle
9ba99eba93
[dxvk] Add feature bit for extended dynamic state 2020-07-10 16:59:20 +02:00
Philip Rebohle
9f3fb028b0
[dxvk] Enable VK_EXT_extended_dynamic_state if available. 2020-07-10 16:59:20 +02:00
Gabriel Ivăncescu
1efe91e17d
[dxgi] Restore the Topmost state upon exiting fullscreen
Signed-off-by: Gabriel Ivăncescu <gabrielopcode@gmail.com>
2020-07-08 18:57:49 +02:00
Gregor Münch
4ac9dcf855 [util] Enable d3d11.invariantPosition for Mafia III: Definitive Edition 2020-07-05 17:37:13 +02:00
Samuel Pitoiset
c4f37d3981 [util] Enable d3d11.invariantPosition for Star Wars Jedi: Fallen Order
Seems to resolve https://gitlab.freedesktop.org/mesa/mesa/-/issues/2706#note_538316

Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
2020-06-18 13:40:24 +02:00
Robin Kertels
291f7e05bc [d3d9] Fix uninitialized BufferHandle when discarding mapped buffer
Co-authored-by: Christopher Egert <cme3000@gmail.com>
2020-06-15 03:26:47 +01:00
Joshua Ashton
9525f53d00 [d3d9] Only enable FETCH4 when POINT sampling
Closes #1660
2020-06-14 00:38:36 +01:00
Rhys Perry
cd0a21dda5 [util] Enable d3d11.invariantPosition for Terminator: Resistance
Seems to resolve https://gitlab.freedesktop.org/mesa/mesa/-/issues/2608
2020-06-12 17:58:30 +02:00
Rhys Perry
0a486bd975 [util] Enable d3d11.invariantPosition for Borderlands 3
Seems to resolve https://gitlab.freedesktop.org/mesa/mesa/-/issues/2608
2020-06-12 17:58:30 +02:00
Philip Rebohle
51bd84368c
[util] Disable relaxed barrier option for RE7
Introduces lighting glitches in some places.
2020-06-11 22:06:53 +02:00
Joshua Ashton
67f01631fa [d3d9] Clear dirty range when discarding buffers 2020-06-11 05:58:17 +01:00
Robin Kertels
7389da29be [d3d9] Discard mapped buffer if it's currently in use 2020-06-11 05:53:33 +01:00
Robin Kertels
5d5ec2aa77 [d3d9] Remove IsUploading from CommonTexture
This was always true on subsequent Lock calls.
The first lock was handled by the 'freshly allocated fast path' anyway.
2020-06-11 05:53:33 +01:00
Joshua Ashton
e6ed8dab63 [d3d9] Perform tracking for preloaded managed resources 2020-06-11 05:53:33 +01:00
Joshua Ashton
7e72010302 [d3d9] Upload managed resource if needed before mip gen 2020-06-11 05:53:33 +01:00
Joshua Ashton
04397e5a7b [d3d9] Mark mips as dirty when the filter changes 2020-06-11 05:53:33 +01:00
Joshua Ashton
f537474fe4 [d3d9] Add missing locks to mipmap auto gen 2020-06-11 05:53:33 +01:00
Joshua Ashton
b1bd3597a4 [d3d9] Implement PreLoad for buffers + textures 2020-06-11 05:53:33 +01:00
Samuel Pitoiset
86c53bb9e6 [util] Set enableRtOutputNaNFixup for Stars End
To fix output NaNs that introduce glitches with RADV.

Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
2020-06-09 16:08:16 +02:00
Joshua Ashton
68ae3f4376 [d3d9] Return D3D_OK when unlocking not locked textures
Matches D3D9 behaviour
2020-06-05 23:46:33 +01:00
Joshua Ashton
124023bac5 [d3d9] Add read-only check to uploading managed textures on Lock 2020-06-05 23:33:00 +01:00
Joshua Ashton
ed5cbb99b6 [d3d9] Mark managed for upload in Lock rather than Unlock
Fixes Nekopara properly.

Also refactor some locking checks
2020-06-05 23:29:23 +01:00
Joshua Ashton
86e8315416 [d3d9] Revert Nekopara hacks 2020-06-05 23:15:10 +01:00
Joshua Ashton
fa988be4aa [d3d9] Improve MarkAllForUpload implementation
Only mark the bits we are actually using.
2020-06-05 02:40:41 +01:00
Joshua Ashton
326f6c26cb [util] Enable forceSamplerTypeSpecConstants for all of the games in the Spellforce 2 seires 2020-06-05 02:36:17 +01:00
Joshua Ashton
b658cae509 [util] Enable uploadAllManagedSubresources for Nekopara titles 2020-06-05 02:35:03 +01:00
Joshua Ashton
d39cf31189 [d3d9] Implement uploadAllManagedSubresources option
Nekopara locks mip 1, then unlocks mip 0 and expects it to upload all the mips.
2020-06-05 02:34:44 +01:00
Joshua Ashton
5558460853 [d3d9] Don't mark lock on DONOTWAIT path
Fixes some issues in some games using this feature.
2020-06-01 15:52:25 +01:00
Joshua Ashton
12356d7342 [dxso] Bias FETCH4 half-texel offset to avoid grid effect 2020-06-01 13:33:08 +01:00
Philip Rebohle
2cac70fbb6
[d3d11] Require transform feedback for FL10_0 and newer
This has been supported in drivers for one and a half years at this
point, so it should be safe to make it a hard requirement.
2020-05-30 16:02:22 +02:00
Joshua Ashton
f92d60496c [util] Enable forceSamplerTypeSpecConstants for SpellForce 2: Faith in Destiny
The game binds a 2D texture to a 3D (volume) sampler which causes the readback to be 0 0 0 0 on native, whereas we can workaround it and see the intended texture and cool refracty effect that would have rendered on older real hardware 👏

Closes #1645
2020-05-27 17:14:20 +01:00
Joshua Ashton
a21e0d4bcf Revert "[dxso] Make FETCH4 swizzle ARGB"
The documentation lies about the swizzle...

This reverts commit 2fc00a331b.

Closes #1641
Once and for all !
2020-05-27 12:11:43 +01:00
Joshua Ashton
56687cc258 [dxso] Handle half texel offset for FETCH4
Closes #1641
2020-05-27 10:16:03 +02:00
Joshua Ashton
362a591e5b [spirv] Implement constuReplicant helper 2020-05-27 10:16:03 +02:00
Joshua Ashton
16cea83325 [spirv] Implement constiReplicant helper 2020-05-27 10:16:03 +02:00
Joshua Ashton
a9db65c8c2 [spirv] Implement OpImage 2020-05-27 10:16:03 +02:00
Joshua Ashton
c03eaf2de7 [d3d9] Hook up auto gen mip filter 2020-05-27 10:12:43 +02:00
Joshua Ashton
7cd46e72e9 [dxvk] Add filter type to generateMipmaps 2020-05-27 10:12:43 +02:00
Joshua Ashton
3825d16a31 [d3d9] Move mip filter into common texture 2020-05-27 10:12:43 +02:00
Joshua Ashton
561254b51d [d3d9] Support RENDERTARGET and AUTOGENMIPMAP together
Fixes funky water in Trackmania
Closes #1642
2020-05-27 09:03:58 +01:00
Joshua Ashton
2fc00a331b [dxso] Make FETCH4 swizzle ARGB
https://developer.amd.com/wordpress/media/2012/10/Advanced-DX9-Capabilities-for-ATI-Radeon-Cards_v2.pdf
2020-05-27 06:19:13 +01:00
Joshua Ashton
d8381dab8d [d3d9] Fix a typo when unmarking autogen mips 2020-05-26 18:57:28 +01:00
Joshua Ashton
1a920f44ea [d3d9] Rename GenerateMips to EmitGenerateMips 2020-05-26 18:50:34 +01:00
Joshua Ashton
fabe7b5d59 [d3d9] Check if needs mip gen in GenerateTextureMips
There could be duplicate indices!
2020-05-26 18:49:17 +01:00
Joshua Ashton
6c030afc95 [d3d9] Update device tracking when manually autogenning mips
Avoids some needless generations potentially.
2020-05-26 18:48:42 +01:00
Joshua Ashton
e57aea5749 [d3d9] Track and defer mipmap generations
Turns out we need to track this crap and generate at draw time and handle a bunch of other wacky cases for it...

Bah.

Fixes #1642
(The funky water.)
2020-05-26 18:42:53 +01:00
Joshua Ashton
b958473cc9 [d3d9] Move pLockedBox/Rect checks to subresource 2020-05-26 13:14:58 +01:00
Joshua Ashton
4c1deabcd3 [d3d9] Don't expose surfaces for autogenned mips 2020-05-26 13:11:24 +01:00
Joshua Ashton
a35df1c3b1 [d3d9] Fix AUTOGENMIPMAP not working in some instances
Closes #1642
2020-05-26 12:46:55 +01:00
Christopher Egert
67b1ee4f9b [d3d9] Only allow ColorFill on surfaces in D3DPOOL_DEFAULT
Both nine and native nvidia d3d9 seems to do this,
this fixes a crash in spacemail by xplsv.
2020-05-25 13:33:12 +01:00
Joshua Ashton
4d70d59ea4 [d3d9] Use base texture for subresource refs
Fixes a crash when running d3d9-triangle
2020-05-25 13:29:56 +01:00
Joshua Ashton
9ee4add77e [dxso] Forbid FETCH4 for 3D and not Cube
SPIR-V spec contradicts itself as to what is allowed here, and SPIR-V val doesn't help by listing the wrong dimension.
2020-05-25 09:26:09 +01:00
Joshua Ashton
87e8b9733f [dxso] Blacklist FETCH4 for cubes and normalize flags 2020-05-25 09:21:30 +01:00
Joshua Ashton
b12fa99435 [dxso] Fix scalar select on vector in FETCH4 code 2020-05-25 09:05:58 +01:00
Joshua Ashton
4e1ee5bf39 [d3d9] Normalize projection spec constant further
Only include those used in the pixel shader and are bound.
2020-05-25 06:13:21 +01:00
Joshua Ashton
8fdf9e67d3 [d3d9, dxso] Implement FETCH4 2020-05-25 06:13:21 +01:00
Philip Rebohle
cf1ff99b10 [vulkan] Disable fullscreen exclusive support on wine
Fixes issues with RenderDoc captures on winevulkan.
2020-05-24 18:38:54 +02:00
Joshua Ashton
9a40c1e6ae [dxvk] Fix fb resolve offset
gl_FragCoord is read in the fs shader, so we need to take into account the dstOffset here!

This was causing the offset to be doubled rather than eliminated
for the resolves for refractive water in Serious Sam 2
as srcOffset == dstOffset.

Fixes #1637
2020-05-22 11:13:07 +02:00
Joshua Ashton
8e7df31878 [d3d9] Correct resolve offset regions for intermediate StretchRect resolves
We don't want to use the dst info for these, given the blit will do that.

Partially fixes #1637
2020-05-22 11:13:07 +02:00
Joshua Ashton
e2ad3b1b20 [d3d9] Improve sampler anisotropy normalization 2020-05-21 08:58:39 +01:00
Philip Rebohle
0c0d582f24
[dxvk] Default to fragment shader resolved on official AMD drivers
Improves performance of MSAA resolves. RADV does not benefit.
2020-05-19 18:54:25 +02:00
Philip Rebohle
5d7b5b0e35
[dxvk] Fix framebuffer resolve barriers 2020-05-19 16:23:44 +02:00
Christopher Egert
79feed9d89 [d3d9] Allow D3DFMT_NULL as RenderTargetFormat in CheckDepthStencilMatch
This partially fixes shadows in Timeshift.
2020-05-19 04:12:36 +01:00
DadSchoorse
84bb768a32 [util] Enable d3d9.invariantPosition for Halo/Hale CE
Fixes #1550
2020-05-17 23:41:42 +02:00
Philip Rebohle
2e378257ea
[meta] Release 1.7 2020-05-16 17:07:18 +02:00
Robin Kertels
724d0fc0b2 [d3d9] Set scissor to the viewport if that's smaller
Fixes #1608
2020-05-13 18:53:11 +01:00
Philip Rebohle
6643c75f37
[dxvk] Use access flags rather than usage when tracking gfx barriers 2020-05-12 00:24:09 +02:00
Philip Rebohle
57acbbd7c7
[d3d11] Always enable STORAGE_BUFFER_BIT usage for srv/uav buffers
Fixes validation errors in games that use incorrect view types in
some cases, e.g. Cloudpunk.
2020-05-12 00:23:12 +02:00
Philip Rebohle
aa0b306d2e
[d3d11] Require multiDrawIndirect feature for Feature Level 11.0
All hardware that DXVK can run on supports this, so let's just enable it.
Saves some feature checks in games using Ubisoft's Anvil Next engine.
2020-05-11 01:15:06 +02:00
Philip Rebohle
e7455b6460
[vulkan] Remove VulkanFn wrapper
Not really necessary, and apparently this is causing trouble on GCC 10.1.

Fixes #1620.
2020-05-10 02:06:27 +02:00
Joshua Ashton
3a6c0cf605 [dxso] Implicitly define Color inputs as centroid in PS <= 2 2020-05-09 20:49:55 +01:00
Joshua Ashton
774f74cd36 [d3d9] Only dirty ff pixel shader if set texture is in PS binding range 2020-05-07 16:14:11 +01:00
Joshua Ashton
27b9736626 [d3d9] Dirty fixed function pixel shader on texture type change
Fixes #1603
2020-05-07 16:09:58 +01:00
Joshua Ashton
b2f6885e55 [d3d9] Make texture stage state args mask easier to read 2020-05-07 15:37:05 +01:00
Joshua Ashton
a6771daf49 [d3d9] Unbind depth image views on device reset 2020-05-07 15:35:48 +01:00
Joshua Ashton
42deab0d60 [d3d9] Cleanup SetStateTextureStageState dirty flags 2020-05-07 14:50:26 +01:00
Joshua Ashton
f88f424da4 [d3d9] Convert border color to float in CS thread
It's cheaper to look up sampler keys this way
2020-05-07 13:11:59 +01:00
Joshua Ashton
fd75775197 [d3d9] Use unordered comparison opposed to isnan
Results in better codegen
2020-05-07 13:05:36 +01:00
Joshua Ashton
198ce13934 [d3d9] Replace clamp with min in sampler normalization 2020-05-07 13:01:14 +01:00
Philip Rebohle
68be040f4a
[dxvk] Use compute queue for transfers if DMA queue is not available
Affects RADV. Let's see if this works and does anything for performance.
2020-05-05 12:49:13 +02:00
Philip Rebohle
5fd361757b
[d3d9] Disable old border color hack if custom border colors are supported 2020-05-04 20:18:44 +02:00
Philip Rebohle
263865cf28
[d3d9] Enable custom border color features if available 2020-05-04 19:46:57 +02:00
Philip Rebohle
00613d1dc7
[d3d11] Enable custom border color features if available 2020-05-04 19:46:57 +02:00
Philip Rebohle
1fc6e3adbe
[dxvk] Use custom border colors if available 2020-05-04 19:46:57 +02:00
Philip Rebohle
0648314451
[dxvk] Refactor DxvkSampler::getBorderColor 2020-05-04 19:46:57 +02:00
Philip Rebohle
7b81db2c75
[dxvk] Pass device to sampler constructor 2020-05-04 19:46:57 +02:00
Philip Rebohle
a968f29754
[dxvk] Enable VK_EXT_custom_border_color if available 2020-05-04 13:27:35 +02:00
Philip Rebohle
7239066c5c
[dxvk] Don't stall SDMA command buffer for image initialization 2020-05-02 20:20:56 +02:00
Philip Rebohle
4fafeb21d0
[dxvk] Optimize clearDepthStencilImage barrier 2020-05-02 20:13:13 +02:00
Philip Rebohle
e24954ca39
[dxvk] Optimize clearColorImage barrier 2020-05-02 20:13:13 +02:00
Philip Rebohle
52cad95f2c
[dxvk] Use initializeImage in clearColorImage 2020-05-02 20:13:13 +02:00
Philip Rebohle
bbd5762d3d
[dxvk] Add initializeImage helper
Allows us to use TOP_OF_PIPE -> xxx barriers more often.
2020-05-02 20:10:19 +02:00
Philip Rebohle
a208f45fe4
[dxvk] Actually reinitialize image if necessary 2020-05-02 19:27:45 +02:00
Philip Rebohle
651646ca7f
[dxvk] Fix acquire barrier in clearCompressedColorImage 2020-05-02 19:06:22 +02:00
Philip Rebohle
dcc38c98e7
[dxvk] Fix acquire barriers in resolveImageHw 2020-05-02 18:58:38 +02:00
Philip Rebohle
b370d13743
[dxvk] Fix acquire barrier in updateImage 2020-05-02 18:52:35 +02:00
Philip Rebohle
8921be81bd
[dxvk] Fix blit acquire barriers 2020-05-02 18:49:58 +02:00
Philip Rebohle
85db84a1b3
[dxvk] Fix access mask in clearImageViewFb
VK_ATTACHMENT_LOAD_OP_LOAD requires the read flags to be set.
2020-05-02 18:48:59 +02:00
Philip Rebohle
5bab5ae7a5
[dxvk] Fix acquire barriers in copyImageHw 2020-05-02 18:46:35 +02:00
Philip Rebohle
c1fcc3fc98
[dxvk] Simplify barriers around meta copy operations 2020-05-02 18:46:21 +02:00
Philip Rebohle
f6007e4f1a
[dxvk] Emit graphics barriers upon spilling render pass
We actually need to do this now since we no longer set
all the access flags in the render pass barrier.
2020-05-02 11:36:32 +02:00
Philip Rebohle
0245273ab7
[dxvk] Remove store op from render pass ops
This is always going to be VK_ATTACHMENT_STORE_OP_STORE anyway.
2020-05-02 11:36:32 +02:00
Philip Rebohle
c0f72940dd
[dxvk] Optimize regular render pass barriers
Only applies the depth/color attachment stage and access mask
if necessary, and removes a bunch of pointless read-only flags.
2020-05-02 11:36:32 +02:00
Philip Rebohle
94077ed42b
[dxvk] Reintroduce EXTERNAL->0 subpass dependency
Ensures that the layout transition happens at the right time, and
otherwise relaxes the barrier since it is assumed that the backend
will emit barriers with the appropriate as necessary.
2020-05-02 11:36:32 +02:00
Philip Rebohle
2089426420
[dxvk] Simplify render pass barriers after clears
This wasn't really doing what we intended.
2020-05-02 11:36:32 +02:00
Philip Rebohle
b9c56e3e97
[dxvk] Improve deferred clear logic
Ignores currently bound render targets until we actually begin a
render pass. This allows us to use LOAD_OP_CLEAR in more situations,
including when games clear their RTs before binding them.
2020-05-02 11:36:32 +02:00
Philip Rebohle
3cbd109020
[dxvk] Remove redundant null pointer check for framebuffer
Not necessary because we're *always* calling updateFramebuffer
before startRenderPass.
2020-05-02 11:36:31 +02:00
Philip Rebohle
2967f567d8
[dxvk] Introduce performClear helper 2020-05-02 11:36:31 +02:00
Philip Rebohle
46f860f93e
[dxvk] Don't flush memory in changeImageLayout 2020-05-02 11:36:28 +02:00
DadSchoorse
9b602ef850
[util] Rework tearFree as a Tristate
PR #1606.
2020-05-02 10:18:13 +02:00
Philip Rebohle
c9dde91760
[d3d11] Disable null descriptors again
Breaks ELEX due to incorrect image query results.
2020-05-02 01:02:46 +02:00
Philip Rebohle
f1e069568d
[build] Remove .spec files
No longer needed now that we don't support winelib builds anymore.
2020-05-01 00:52:33 +02:00
Philip Rebohle
6face8a1dc [d3d11] Enable new robustness features if available 2020-04-30 16:36:59 +02:00
Philip Rebohle
80009831d4 [d3d11] Use explicit spec constant for gamma texture
With null descriptors, the "bound" spec constants would always be 1.
2020-04-30 16:36:59 +02:00
Philip Rebohle
7b8a65589e [dxvk] Use null descriptors for unbound resources
This way we won't have to recompile pipelines any time the app
unbinds a resource.
2020-04-30 16:36:59 +02:00
Philip Rebohle
6ea9d83f94 [dxvk] Enable VK_EXT_robustness2 if available 2020-04-30 16:36:59 +02:00
Philip Rebohle
2a25e3f899 [dxvk] Skip draws if no index buffer is bound
It doesn't make much sense to bind the null buffer here, as we'd
just draw the same vertex over and over again.
2020-04-30 16:36:59 +02:00
Philip Rebohle
ca59d8e74b
[dxgi] Implement DXGIDeclareAdapterRemovalSupport 2020-04-28 15:20:43 +02:00
Philip Rebohle
5d0efd87c2
[dxgi] Implement IDXGIOutput6 2020-04-28 15:00:57 +02:00
Philip Rebohle
15f5efe4c3
[dxgi] Implement IDXGIAdapter4 2020-04-28 14:50:36 +02:00
Philip Rebohle
26ea12b18e
[dxgi] Include DXGI 1.6 headers 2020-04-28 14:44:20 +02:00
Joshua Ashton
9f4baf3f55 [d3d9] Fix swapchain surface refs once and for all
The refcounting for d3d9 swapchain surfaces is very funny.
They don't actually hold any form of reference to their parent, unlike the surface->texture relationship.

When a swapchain is destroyed, the surfaces become orphans (like offscreen rendertargets) if they are still reffed.

Calling GetContainer on them when orphaned will return E_NOINTERFACE and nullptr for __uuidof(IDirect3DSwapChain)

Fixes some potential lingering refs on the device.
2020-04-26 13:32:22 +01:00
Philip Rebohle
6d5f5580fb
[dxvk] Use correct size to clear zero buffer 2020-04-23 20:49:59 +02:00
Philip Rebohle
9a76645228
[d3d11] Simplify ClearView implementation
Removes some code duplication for the no-clear-rect case.
2020-04-22 22:32:53 +02:00
Philip Rebohle
b3c19ba5e8
[d3d11] Optimize ClearView for render target and depth-only views
We should use clearRenderTarget whenever we clear the entire view.
The Talos Principle uses ClearView to clear its render targets for
some reason, and we were hitting a slow path there.
2020-04-22 21:02:46 +02:00
Philip Rebohle
bea16263e4
[dxvk] Use GPU-local buffer in clearCompressedColorImage
Saves VA space in applications that do not initialize their textures..
2020-04-21 18:10:09 +02:00
Philip Rebohle
436357e280
[meta] Remove support for winelib builds
Untested, unmaintained, and constantly causing issues on various
setups for no apparent reason. Time to get rid of it for good.

Closes #1584.
2020-04-20 17:35:08 +02:00
Philip Rebohle
dbc9f40aa1
[meta] Release 1.6.1 2020-04-19 21:43:03 +02:00
Philip Rebohle
b0503b54ce
[dxvk] Don't pad dedicated image allocations
Fixes validation errors on Nvidia.
2020-04-19 17:19:06 +02:00
Joshua Ashton
409eac9d20 [d3d9] Use if/else in GetCommonTexture and TextureRefPrivate
These are the only things it can be, and they all end up calling what the compiler will optimize to the same function so we can avoid a branch here.
2020-04-19 01:11:11 +01:00
Joshua Ashton
3f2b582d5f [d3d9] Avoid prematurely deleting swapchain backbuffers if they are still reffed on reset 2020-04-19 00:59:02 +01:00
Joshua Ashton
837861ffdd [d3d9] Cleanup private ref code for subresources 2020-04-18 21:06:38 +01:00
Joshua Ashton
42089d73c5 [d3d9] Fix ref-counting for swapchain surfaces 2020-04-18 21:06:38 +01:00
Christian Sturm
97cd91885d [util] Enable constant buffer range check for Secret World Legends 2020-04-18 21:53:21 +02:00
Robin Kertels
d6e1c19fec [d3d11] Ignore buffer usage for the single use mapping hack
The usage doesn't matter as we swap out the entire backing slice anyway.
2020-04-18 17:15:48 +02:00
Philip Rebohle
8c68236f70
[d3d11] Check return value of Map in UpdateSubresource1
And fall back to a GPU-side copy if necessary.
2020-04-18 17:04:16 +02:00
Philip Rebohle
487ecd861c
[util] Enable constant buffer range check for Blue Reflection
Fixes #1574.
2020-04-18 14:00:04 +02:00
Philip Rebohle
ab8ab4052f [d3d9] Fix compiler warnings 2020-04-13 22:05:27 +01:00
Joshua Ashton
4699d4162a [d3d9] Implement swapchain containers for surfaces
Fixes a crash in L.A. Noire.

Closes #1564
2020-04-13 01:42:30 +01:00
Philip Rebohle
4d8940957c
[d3d11] Add option to enforce mailbox present mode 2020-04-12 20:28:33 +02:00
Philip Rebohle
7f03f45301
[util] Support encapsulated strings in configuration files
Fixes #1567.
2020-04-10 21:16:29 +02:00
Joshua Ashton
6e5e50c359 [d3d9] Optimize hazard tracking in the SetTexture case
We don't need to perform DS/RT hazard tracking updates if the texture we replaced and ourselves do not have those usages.
2020-04-09 15:29:41 +01:00
Joshua Ashton
9b4cd8aa87 [d3d9] Remove texMask from UpdateActiveHazardsRT
This is an invalid optimization and leads to render hazards being dropped

Our hazard tracking for render targets is done in render target indices as opposed to texture indices for depth stencil tracking so `texMask` doesn't work for that reason, and the fact that even if it did, there is no relationship to an individual texture and a render target index that has a hazard.
2020-04-09 15:29:41 +01:00
Joshua Ashton
6b431851da [util] Enable d3d9.invariantPosition for Battlefield 2
Closes #1558 for good
2020-04-09 14:00:26 +01:00
Joshua Ashton
ecb3e05cb9 [d3d9] Ignore adapter type for CheckDepthStencilMatch and CheckDeviceType when windowed 2020-04-09 02:35:35 +01:00
Joshua Ashton
f549586331 [util] Set d3d9.longMad to True for Battlefield 2 2020-04-08 23:23:21 +01:00
Joshua Ashton
c3cff09c4f [d3d9] Implement d3d9.longMad option 2020-04-08 23:20:57 +01:00
Joshua Ashton
93b4427a13 [d3d9] Add and use D3D9WindowMessageFilter helper
Stops us forgetting to reset the message filter

Previously when the device was intially created with fullscreen, filter would always be enabled
2020-04-08 20:20:01 +01:00
Georg Lehmann
e95e4ca225 [hud] remove unused texture 2020-04-08 20:11:02 +02:00
Joshua Ashton
3f4ffdfba8 [d3d9] Fix MinGW compilation
MSVC doesn't care about static.
2020-04-06 20:35:30 +01:00
Joshua Ashton
46329689ba [d3d9] Handle WM_DESTROY event 2020-04-06 20:16:17 +01:00
Joshua Ashton
18b46e5c22 [d3d9] Move HookWindowProc out of swapchain class 2020-04-06 20:15:49 +01:00
Joshua Ashton
a340cd4dd3 [d3d9] Add CallCharsetFunction helper 2020-04-06 20:06:45 +01:00
Joshua Ashton
6cf052b3f2 [d3d9] Cleanup ResetWindowProc 2020-04-06 19:45:15 +01:00
Joshua Ashton
135d246610 [d3d9] Cleanup and formatting for window proc hook 2020-04-06 19:42:48 +01:00
Joshua Ashton
47ddd8466a [d3d9] Re-look up wnd proc iterator
Avoids a potential issue where this could change address during this time.
2020-04-06 19:40:25 +01:00
Joshua Ashton
a80eea926a [d3d9] Filter out window messages we cause
Closes #1517
2020-04-06 19:38:26 +01:00
Joshua Ashton
83e03ac9d8 [d3d9] Make COPM render state unlikely
This is only ever called once per game and we don't support it anyway
2020-04-05 06:27:14 +01:00
Joshua Ashton
92031a7bac [d3d9] Fix dumb typo in ATOC handling 2020-04-03 21:13:15 +01:00
Philip Rebohle
00d371d78d [util] Spoof AMD GPU for GTA IV 2020-04-03 16:39:29 +01:00
Joshua Ashton
bbe681d9ca [dxvk] Fix incorrect logic in resolveDepthStencilImage
This fallbath check path should be triggered if we aren't currently using the fb.

Impacts #1537
2020-04-03 11:20:21 +02:00
Joshua Ashton
457c0c3021 [d3d9] Fix state sometimes not being set in SetRenderState
Previously this prevented us disabling AlphaToCoverage once the application enabled it.
2020-04-03 07:52:35 +01:00
Philip Rebohle
5c3d0c6836
[util] Enable d3d11.relaxedBarriers option for Resident Evil 3 2020-04-03 02:58:59 +02:00
Philip Rebohle
4d6f47640f
[dxgi] Name adapter event thread 2020-04-03 02:09:06 +02:00
Philip Rebohle
079cda1c0c
[dxgi] Implement RegisterVideoMemoryBudgetChangeNotificationEvent
Closes #1544.
2020-04-03 02:05:23 +02:00
Joshua Ashton
904d3e6c90 [d3d9] Don't declspec dllexport on MinGW builds
Fixes ordinal exporting on MinGW, which was causing a crash in CSGO due to it querying a fixed ordinal for a D3D9On12 hack.
2020-04-02 02:00:42 +01:00
Philip Rebohle
5750a7d85c
[dxbc] Fix the udiv crap again 2020-03-26 17:17:01 +01:00
Joshua Ashton
62c2c9cd15 [dxbc] Handle 0 divisors in UDiv
UDiv is defined as having 0xffffffff as both the quotient and remainder value when the divisor is 0

This fixes vertex corruption on the water bottles in Half-Life: Alyx
https://github.com/ValveSoftware/Proton/issues/3681

https://docs.microsoft.com/en-us/windows/win32/direct3dhlsl/udiv--sm4---asm-
2020-03-26 10:49:42 +01:00
Samuel Pitoiset
649c3805d9 [util] fix typo for Yooka-Laylee executable name 2020-03-25 14:29:28 +01:00
Joshua Ashton
bb2e88ee06 [d3d9] Fix crash when calling ColorFill with NULL format
Impacts #1528
2020-03-25 07:23:17 +00:00
Joshua Ashton
5ff7cad77d [d3d9] Fix formatting in D3D9WindowProc 2020-03-25 07:14:35 +00:00
Samuel Pitoiset
f6a79c366a [util] Set enableRtOutputNaNFixup for Super Monkey and Yooka-Laylee
Both games output NaNs that introduce glitches with RADV and
AMDVLK.
2020-03-22 15:38:24 +01:00
Philip Rebohle
3104192af7
[d3d11] Fix winelib build
Closes #1521.
2020-03-20 17:01:46 +01:00
Philip Rebohle
9c7945d936
[meta] Release 1.6 2020-03-20 16:07:25 +01:00
Joshua Ashton
a9339ae832 [d3d9] Fix depth hazard case for write + read
Closes #1519
2020-03-20 14:23:29 +01:00
Philip Rebohle
1150121606 [d3d9] Fix depth-stencil layouts
Otherwise we're always using GENERAL for depth buffers.
2020-03-20 04:04:53 +00:00
Philip Rebohle
a9b6421f60
[d3d11] Support signaling event in Flush1 2020-03-19 23:38:28 +01:00
Philip Rebohle
76fd9013d4
[util] Add missing include 2020-03-19 23:22:13 +01:00
Philip Rebohle
3697583f71
[d3d10] Separate d3d10core from d3d10
This way we skip compiling and linking unnecessary garbage
into the core library.
2020-03-18 22:01:11 +01:00
Joshua Ashton
7a134e49be
[d3d10] Implement D3D10[Core]GetVersion and D3D10[Core]RegisterLayers 2020-03-18 20:49:17 +01:00
Joshua Ashton
021c593ad8 [d3d9] Use all heaps when determining initial texture memory
Matches behaviour on Windows 10

Merges #1436
2020-03-18 19:40:01 +00:00
Florian Will
ba41a5219a [util] Disable explicit frontbuffer for ZUSI 3
Fixes flickering when parts of the screen are not redrawn in a frame.

Closes #1368
Merges #1437
2020-03-18 19:32:45 +00:00
Florian Will
1a4b15a82d [d3d9] Add option to disable the explicit frontbuffer
The Vulkan swapchain is unaffected by this, but we don't create an
"internal" frontbuffer in D3D9SwapChainEx if this option is set. This
breaks GetFrontBufferData (which returns backbuffer data if the option
is enabled), but it disables front/backbuffer flipping.

Most windows drivers apparently always use the same backbuffer for all
frames in windowed mode. At least one game (ZUSI 3) seems to rely on
this behavior, and only redraws dirty regions for each frame instead of
redrawing everything. With buffer flips, this leads to flickering. When
enabling this new noExplicitFrontBuffer option, the flickering
disappears.
2020-03-18 19:31:00 +00:00
Joshua Ashton
6a8933cf31 [d3d9] Allow arbitrary backbuffer/adapter formats
It seems these aren't linked in the way the docs made out, this fixes a crash when starting some titles.

Closes #1508
2020-03-18 06:00:28 +00:00
Joshua Ashton
a9040c5cce [d3d9] Allow multisampled depth stencil resolves in StretchRect
Fixes a crash in some Source 2 titles
2020-03-18 04:59:27 +00:00
Philip Rebohle
bf480ce659
[d3d11] Initialize all D3D11ContextState members
Otherwise, SwapDeviceContextState may swap in some uninitialized data.
Closes #1512.

Reported-by: Danylo Piliaiev <danylo.piliaiev@globallogic.com>
2020-03-16 18:42:57 +01:00
Philip Rebohle
26798eb312 [util] Use SwitchToThread for yield
According to MSDN, this doesn't interfere with scheduling of other threads,
unlike Sleep(0).
2020-03-15 03:43:04 +01:00
Philip Rebohle
ba213c1fa0 [dxvk] Factor out waiting for resource to become idle
And use the new generic spin function to reduce syscall spam.
2020-03-15 03:43:04 +01:00
Philip Rebohle
da506f5932 [util] Add generic recursive spinlock 2020-03-15 03:43:04 +01:00
Philip Rebohle
55e3240479 [util] Add generic spin function 2020-03-15 03:43:04 +01:00
Philip Rebohle
33b0d4c991
[d3d10] Create type reflection objects on demand
See previous commits for details. Fixes #1507.
2020-03-12 21:03:31 +01:00
Philip Rebohle
3d81b3eb82
[d3d10] Create variable reflection objects on demand 2020-03-12 21:03:30 +01:00
Philip Rebohle
21fe6a3405
[d3d10] Create constant buffer reflection objects on demand
The reported constant buffer count does not necessarily match the
number of constant buffers that can be retrieved from reflection.
2020-03-12 21:03:30 +01:00
Rémi Bernon
14946c599f [d3d9] Hook WM_NCCALCSIZE to get rid of fullscreen non-client areas. 2020-03-11 17:46:08 +00:00
Joshua Ashton
64e649ae18 [d3d9] Don't check IsNull for depth stencil views
We don't need to do this. Depth stencils can never be D3DFMT_NULL.
2020-03-09 01:13:54 +00:00
Joshua Ashton
e33627cfdc [d3d9] Optimize unnecessary loops in hazard tracking
We only want to update specific indices of bitfields at a time, so pass through that information and mask it off.
2020-03-09 01:03:18 +00:00
Joshua Ashton
812a113a85 [d3d9] Avoid multiple tzcnts per loop in hazard tracking 2020-03-09 00:53:50 +00:00
Joshua Ashton
f6b26b302d [d3d9] Handle depth stencil hazards
Track depth stencil textures being used and whether we have any active hazards.

Rebind the framebuffer with VK_IMAGE_LAYOUT_DEPTH_STENCIL_READ_ONLY_OPTIMAL if we encounter a depth stencil hazard.

Fixes black squares in Mass Effect and validation errors in some titles.

Closes #1484
2020-03-09 00:53:19 +00:00
Joshua Ashton
102d97db02 [d3d9] Add IsDepthStencil helper to D3D9CommonTexture 2020-03-09 00:24:56 +00:00
Joshua Ashton
a432befa8d [d3d9] Add RT suffix to current hazard tracking
We can have DS hazards...
2020-03-09 00:23:22 +00:00
Joshua Ashton
eaa599bf9a [d3d9] Implement A2W10V10U10 format via conversion 2020-03-08 23:32:33 +00:00
Joshua Ashton
60ec7e8208 [d3d9] Implement X8L8V8U8 format via conversion 2020-03-08 23:22:52 +00:00
Joshua Ashton
afd4e6e457 [d3d9] Use a common header for cs conversion helpers 2020-03-08 22:29:41 +00:00
Philip Rebohle
304dad2d2e
[dxvk] Fix dumb typo in changeImageLayout 2020-03-08 03:18:34 +01:00
Philip Rebohle
7b760800b4
[d3d11] Fix buffer view compatibility check 2020-03-08 01:28:51 +01:00
Philip Rebohle
2291484696
[d3d11] Fix texture view compatibility check 2020-03-08 01:28:51 +01:00
Joshua Ashton
45c8b09104 [d3d9] Don't update present region in Reset
Fixes a regression in A Hat in Time when changing resolutions
2020-03-06 18:23:08 +00:00
Philip Rebohle
245007daba [d3d9] Don't use m_monitor in GetDisplayModeEx
Should fix #1495.
2020-03-05 15:25:05 +00:00
Philip Rebohle
3a1243b05e [util] Don't set display mode if the desired mode is already set
See #1489.

Co-authored-by: zvova7890 <zvova7890@gmail.com>
2020-03-04 23:06:15 +00:00
Philip Rebohle
5e41e00456 [d3d9] Use new common monitor functions 2020-03-04 23:06:15 +00:00
Philip Rebohle
a623e8e7d6 [dxgi] Use new common monitor functions 2020-03-04 23:06:15 +00:00
Philip Rebohle
4e16d65bb8 [util] Introduce common functions to set, get and restore display modes 2020-03-04 23:06:15 +00:00
Philip Rebohle
66503aeaa0 [util] Factor out common monitor-related functions 2020-03-04 23:06:15 +00:00
Joshua Ashton
8c68cf1551 [d3d9] Fix alignment of SubresourceData
This should match SubresourceType...
2020-03-02 16:11:07 +00:00
Joshua Ashton
27d7af65a1 [d3d9] Consolidate format helper code 2020-03-02 04:37:20 +00:00
Joshua Ashton
1b26fabc6e [d3d9] Use uniform texel buffers for conversion 2020-03-02 04:37:20 +00:00
Joshua Ashton
077f48b4ef [d3d9] Flush format converter in device after init
Otherwise we can be overwritten if its a new resource we just created by the initializer.
2020-03-02 04:37:20 +00:00
Joshua Ashton
58316ebe4c [d3d9] Add missing breaks to format helper switch 2020-03-02 04:37:20 +00:00
Joshua Ashton
7743276e1d [d3d9] Implement L6V5U5 format via conversion 2020-03-02 04:37:20 +00:00
Joshua Ashton
b67f4974be [d3d9] Fix view formats for conversion formats 2020-03-02 04:03:27 +00:00
Philip Rebohle
1e426cdb08
[meta] Release 1.5.5 2020-02-29 15:45:57 +01:00
Joshua Ashton
36d3e8e83d [d3d9] Don't InitReturnPtr in CreateQuery
Matches native behaviour

Fixes a Wine test
2020-02-28 21:51:34 +00:00
Joshua Ashton
5548493fad [d3d9] Don't update device state for offset/stride if the buffer is nullptr
May also avoid some redundant rebinds here too...

Fixes a Wine test
2020-02-28 21:40:19 +00:00
Joshua Ashton
722520a9f7 [d3d9] Don't rebind user's vertex buffer/indices in DrawPrimitive[Indexed]UP
D3D9 doesn't do this, it instead sets them to NULL so we can simplify this logic a fair bit.

Found via a Wine test.
2020-02-28 21:37:00 +00:00
Joshua Ashton
3587bcdb9f [d3d9] Disallow creating additional swapchains if we are fullscreen
From Wine tests...
2020-02-28 01:43:07 +00:00
Joshua Ashton
632812b88f [d3d9] Disallow additional fullscreen swapchains
From Wine tests...
2020-02-28 01:39:52 +00:00
Joshua Ashton
0757097fa0 [d3d9] Initialize return ptr in device's GetBackBuffer
The swapchain's function does not do this, but this one does.
2020-02-28 01:37:23 +00:00
Joshua Ashton
528cacca5f [d3d9] Only have a single implicit swapchain
I am naive to think that this API is in any way sane, and that iSwapChains actually does what you would expect.

Swapchains created by CreateAdditionalSwapchain[Ex] are not tracked in that figure... There can only ever be one.

Great API. Very cool.

This also adds and consolidates some missing thread synchronization on the swapchain functions (that should have already had it).

(note: m_implicitSwapchain always exists, so we don't need to lock if that's all we call.)
2020-02-28 01:29:38 +00:00
Joshua Ashton
e41640dcde [d3d9] Make nullptr/oob checks in GetBackBuffer unlikely 2020-02-28 01:03:34 +00:00
Joshua Ashton
8cfca32c2a [d3d9] Don't InitReturnPtr in GetBackBuffer
Matches native behaviour.

Found via a Wine test.
2020-02-28 01:02:56 +00:00
Joshua Ashton
c07f8c941c [d3d9] Delegate VCACHE check to QuerySupported
Fixes a failing Wine test
2020-02-28 00:59:44 +00:00
Joshua Ashton
3332bb2844 [d3d9] Add some missing synchronization when completely remaking a presenter 2020-02-27 22:55:20 +00:00
Joshua Ashton
33f6add0ff [d3d9] Fix sampler decision at Present time 2020-02-27 22:54:43 +00:00
Joshua Ashton
b6e1da916a [d3d9] Fix scissor rect size when presenting 2020-02-27 22:53:14 +00:00
Joshua Ashton
1592e2770b [d3d9] Remove unnecessary dirty checks in Reset 2020-02-26 22:34:17 +00:00
Joshua Ashton
fbf76e8420 [d3d9] Don't mark unuploaded textures as uploaded 2020-02-25 04:37:01 +00:00
Joshua Ashton
d1dc217d31 [d3d9] Fix readback for evictManagedOnUnlock 2020-02-23 16:59:33 +00:00
Joshua Ashton
0e353895fd [d3d9] Enumerate adapters by display
WPF expects us to return an adapter for every display attached otherwise
it decides to device reset every frame.

Closes #1459
2020-02-21 18:03:57 +00:00
Joshua Ashton
f095f6385e [d3d9] Initialize all backbuffers in swapchain creation
Otherwise they are garbage and undefined layout.

Fixes some validation errors in Lumino City #1462
2020-02-21 06:45:02 +00:00
Joshua Ashton
38838f7428 [d3d9] Synchronize present and wait for idle when invalidating a swapchain
Lumino City calls CreateAdditionalSwapchain instead of the regular device reset functions.

We were missing some needed synchronization here to make this work properly for this game.

Impacts #1462
2020-02-21 01:38:58 +00:00
Joshua Ashton
2408b881a2 [dxso] Use SSBOs for vertex constant buffers if we'd be outside of uniform range
Impacts #1375
2020-02-20 08:14:58 +01:00
Joshua Ashton
d11a07082c [d3d9] Remove unnecessary dirty flag change in CreateConstantBuffers 2020-02-20 08:14:58 +01:00
Joshua Ashton
512393e469 [d3d9] Refactor constant buffer creation 2020-02-20 08:14:58 +01:00
Joshua Ashton
f688889b41 [d3d9] Avoid setting cursor position if we are already at that position
Avoids an infinite loop where we trigger the cursor move window message which calls SetCursorPos and so on and so forth...

Closes #1400
2020-02-20 01:44:50 +00:00
Joshua Ashton
17166a8aeb [d3d9] Add equality operator overloads for POINT 2020-02-20 01:39:13 +00:00
Joshua Ashton
261a242486 [d3d9] Disallow GetFrontBufferData for anything but D3DPOOL_SYSTEMMEM
Fixes #1464
2020-02-19 18:05:50 +00:00
Joshua Ashton
74d23c22de [build] Use __CRT_UUID_DECL for uuid definitions
Closes #1463
2020-02-18 20:25:05 +01:00
Joshua Ashton
760a163fc5 [util] Disable discard for D&D Temple of Elemental Evil
This game uses D3DLOCK_DISCARD incorrectly
2020-02-18 17:01:41 +00:00
Joshua Ashton
8fabc25a38 [d3d9] Implement d3d9.allowDiscard 2020-02-18 16:53:51 +00:00
Joshua Ashton
6b85e6d3f1 Revert "[d3d9] Ignore D3DLOCK_DISCARD when partially locking buffers"
This reverts commit 50cf3a465b.
2020-02-18 16:50:39 +00:00
Joshua Ashton
378bdbdfb0 [d3d9] Remove repeated wrap state setting in Reset 2020-02-17 18:05:45 +00:00
Philip Rebohle
4cf3ef538c [d3d9] Fix A4R4G4B4 swizzle 2020-02-17 15:32:28 +00:00
Joshua Ashton
4405b51bf3 [dxso] Respect src modifiers in Texcrd for PS 1.4
`texcrd r4.xy, t4_dw.xyww`

Cross Racing Championship Extreme 2005 uses a writemask in texcrd as well as the _dw modifier on the src which we weren't respecting previously.

Closes #1450
2020-02-16 23:24:33 +00:00
Joshua Ashton
a6d554615e [d3d9] Avoid needless swizzle for A4R4G4B4
Should fix this d3d9 format working on Intel ANV

Impacts #1455
2020-02-16 22:54:28 +00:00
Joshua Ashton
50cf3a465b [d3d9] Ignore D3DLOCK_DISCARD when partially locking buffers
Fixes #1444
2020-02-15 03:10:00 +00:00
Joshua Ashton
7d3ec74b40 [d3d9] Don't perform clipping in FF if disabled
Avoids unnecessary matrix multiplications in the shader, given this isn't as cheap as it is for programmable.
2020-02-14 19:19:22 +00:00
Joshua Ashton
0c16cc7749 [d3d9] Perform FF vertex clipping in world space
Previously we were doing this in object space which is incorrect.

Closes #1446
2020-02-14 19:09:02 +00:00
Joshua Ashton
cad3b69e82 [d3d9] Fix likeliness in GetStreamSource 2020-02-14 17:21:52 +00:00
Joshua Ashton
2096a95262 [d3d9] Fix ColorFill using sampler views for partial extents
Closes #1434
2020-02-14 06:49:15 +01:00
Joshua Ashton
02c79d892c [d3d9] Try to create offscreen surfaces with render target usage 2020-02-14 06:49:15 +01:00
Joshua Ashton
1f5ddde411 [d3d9] Remove unused D3D9ViewSet structure 2020-02-14 06:49:15 +01:00
ryester27
dff2a4ea24 [util] Force 16:9 aspect ratio for Hyperdimension Neptunia U: Action Unleashed 2020-02-14 02:50:15 +00:00
Joshua Ashton
582fe899f8 [dxso] Implement TexBemL 2020-02-14 01:15:34 +00:00
Joshua Ashton
c7d5ce1c50 [d3d9] Fix incorrect type for luminance scale and offset in D3DTOP_BUMPENVMAPLUMINANCE 2020-02-14 01:10:26 +00:00
Joshua Ashton
ae68e3a5bc [d3d9] Defer managed texture uploads until PrepareDraw and when needed
This also caches shader masks used for hazard tracking.
2020-02-14 00:51:58 +00:00
Joshua Ashton
0ea510eb9b [util] Add clearAll helper to bitset 2020-02-14 00:51:58 +00:00
Joshua Ashton
6e9725a124 [d3d9] Use bitsets for bool subresource arrays
Also remove lockflag tracking and consolidate that to a bitset
2020-02-14 00:51:58 +00:00
Joshua Ashton
960d2bd158 [util] Add exchange helper to bitset 2020-02-14 00:51:58 +00:00
Joshua Ashton
cf6142e782 [d3d9] Don't expose formats with alpha as adapter formats
Impacts #1440
2020-02-14 00:46:14 +00:00
Joshua Ashton
acb3cda1dc [d3d9] Hold a private reference to FVF-generated vertex decls
Otherwise the device will never be able to be destroyed as there will be a circular dependency.

Closes #1417
2020-02-13 18:42:49 +00:00
Philip Rebohle
313d46984d
[dxbc] Fix memory semantics for atomic operations 2020-02-13 01:15:44 +01:00
Philip Rebohle
4aa6800e95
[d3d11] Validate subresource index in copy operations
Rocket League tries to copy five subresources of a texture that only
has one single array layer and one single mip map, which causes GPU
hangs on Nvidia drivers.
2020-02-13 00:39:55 +01:00
Philip Rebohle
f12ddfa4d3
[dxbc] Fix line tessellation factor ordering 2020-02-12 12:00:46 +01:00
Joshua Ashton
51903d8348 [d3d9] Genericise video format conversion 2020-02-10 18:27:35 +00:00
Philip Rebohle
7567486668 [d3d9] Handle invalid alpha ref correctly 2020-02-10 15:20:13 +00:00
Philip Rebohle
bf03fd8732 [d3d9] Implment fixed-function clipping 2020-02-10 07:32:22 +01:00
Joshua Ashton
ba8dad3958 [d3d9] Fix multiplication order in D3D9StateBlock::MultiplyStateTransform 2020-02-10 06:22:58 +00:00
Joshua Ashton
c42d44a4c3 [d3d9] Mark vertex blend dirty in MultiplyTransform if needed 2020-02-10 06:17:05 +00:00
Joshua Ashton
14203761d9 [d3d9] Reverse multiplication order in MultiplyTransform
Closes https://github.com/Joshua-Ashton/d9vk/issues/295
2020-02-10 06:16:12 +00:00
Joshua Ashton
afeb4814c7 [d3d9] Remove SRGB variant from Q8W8V8U8 2020-02-10 04:57:45 +00:00
Philip Rebohle
07fee4a0e5
[util] Disable VR for Subnautica 2020-02-09 09:05:52 +01:00
Joshua Ashton
310ab6da64 [d3d9] Implement D3DTOP_BUMPENVMAPLUMINANCE 2020-02-08 23:08:48 +00:00
Joshua Ashton
302aed256b [d3d9] Implement D3DTOP_BUMPENVMAP 2020-02-08 23:00:57 +00:00
Joshua Ashton
4291bc9dfb [d3d9] Reupload fixed func ps data if stage constant changes
Closes #1420
2020-02-08 16:33:47 +00:00
Philip Rebohle
4738d12d73
[util] Enable forced TGSM barriers for F1 2019
Fixes visual issues on RADV.
2020-02-08 00:48:45 +01:00
Philip Rebohle
76a6f6eab9
[dxbc] Add option to force memory barriers after shared memory stores 2020-02-08 00:48:42 +01:00
Joshua Ashton
2f8fbf9114 [d3d9] Use linear sampler for upscaling if extents don't match on Present 2020-02-07 18:53:47 +00:00
Philip Rebohle
c780ed5da3
[util] Enable invariant position for Saint's Row III / IV 2020-02-07 17:40:55 +01:00
Philip Rebohle
2435c6369c
[meta] Release 1.5.4 2020-02-07 01:02:22 +01:00
Joshua Ashton
b9474cf787 [d3d9] Return D3D_OK in CreateTexture even if AUTOGENMIPMAP flag is stripped
D3DOK_NOAUTOGEN is only returned when querying format support, the flag is stripped away silently in CreateTexture if it has to be.

Fixes #1409
2020-02-06 23:48:01 +00:00
Joshua Ashton
1f67602b98 [d3d9] Check correct sampler bitfield when applying/capturing sampler state 2020-02-06 22:37:50 +00:00
Philip Rebohle
8020803340
[util] Disable OpenVR for Raft 2020-02-06 20:48:21 +01:00
Philip Rebohle
88147e19d2 [d3d9] Simplify dirty check for shader constants 2020-02-06 17:58:15 +01:00
Philip Rebohle
aa70369671 [d3d9] Store copy of shader metadata in constant set
Reduces pointer chasing when updating shader constants.
2020-02-06 17:58:15 +01:00
Philip Rebohle
69b04c609a [dxso] Fix GCC warning for an unused variable 2020-02-06 17:50:28 +01:00
Philip Rebohle
2288dd924e [d3d9] Fix GCC warnings for unsigned->signed comparisons 2020-02-06 17:50:28 +01:00
Philip Rebohle
06809587e8 [d3d9] Don't arbitrarily set fog scale to 0
The Witcher 1 sets FOGSTART == FOGEND together with LINEAR fog mode, in
which case we previously set fog_scale to 0 and therefore incorrectly
override the pixel color with the fog color.

Fixes #1401.
2020-02-06 17:50:04 +01:00
Joshua Ashton
87dd8f0122 [d3d9] Validate blit regions are in range
Closes #1392
2020-02-04 23:45:32 +00:00
Joshua Ashton
92ee9c7ef1 [d3d9] Error on StretchRect when not D3DPOOL_DEFAULT 2020-02-04 22:37:44 +00:00
Joshua Ashton
08fc5342a9 [dxso] Initialize vPos in shaders if we have pixel fog
Fixes some fog related regressions since we deferred this
2020-02-04 21:43:16 +00:00
Philip Rebohle
ce51431860
[dxvk] Skip over adapters not supporting Vulkan 1.1
Even with a 1.1 instance it appears to be possible to retrieve 1.0
adapters, so we'll just ignore them.
2020-02-03 11:31:58 +01:00
František Zatloukal
976d3b5ee4 [util] Include ostream in util_rc_ptr.h 2020-01-31 15:17:18 +01:00
Joshua Ashton
1abacc947c [dxso] Apply projection before bumpmapping in TexBem
Also fixes us to use the correct stage id for TexBem matrix indices...

What a truly terrible API this is. This literally makes 0 sense.

This function needs a massive cleanup later too.

Closes #1387
2020-01-31 00:33:47 +00:00
Philip Rebohle
6a5d472e60
[meta] Release 1.5.3 2020-01-30 16:17:31 +01:00
Joshua Ashton
3196fbc759 [d3d9] Unbind fragment shader for ProcessVertices
Fixes validation errors and potential UB on some drivers
2020-01-29 21:43:12 +00:00
Joshua Ashton
201d508626 [dxso] Handle writemask in TexKill op
Turns out this actually applies to what is tested, despite docs saying otherwise and never ever seeing this before!

Fixes some broken ENB shaders which I assume have some manual hand edits because I can't get FXC to generate this code at all.
2020-01-29 17:22:38 +00:00
Philip Rebohle
3ab675c233 Revert "[util] Disable float emulation for Hat in Time"
Turns out this breaks some levels (e.g. Chapter 1 Act 3).
Performance impact seems minimal on RADV+ACO.

This reverts commit 6f93d3bf22.
2020-01-28 17:46:33 +00:00
Philip Rebohle
c560ec44b5 [d3d11] Re-introduce client API HUD item 2020-01-28 16:32:58 +00:00
Philip Rebohle
be16da37d7 [d3d11] Introduce COM interface to set and get API version
Allows us to identify DirectX 10 applications correctly.
2020-01-28 16:32:58 +00:00
Philip Rebohle
1e6ad0b372 [d3d9] Re-introduce client API HUD item 2020-01-28 16:32:58 +00:00
Philip Rebohle
38ad868214 [hud] Add parameter to allow placing HUD items 2020-01-28 16:32:58 +00:00
Philip Rebohle
588beb5b2f [hud] Don't initialize client API HUD item by default
Removes the client API property from the DXVK device as well.
Instead, client APIs should create the HUD item manually.
2020-01-28 16:32:58 +00:00
Philip Rebohle
ca4c03284f [dxvk] Don't oversubscribe memory heaps on UMA devices
Otherwise, we seem to suffer a major performance penalty
on setups with insufficient dedicated system memory.
2020-01-28 16:31:34 +00:00
Philip Rebohle
3beca254e2 [dxvk] Move UMA check to backend 2020-01-28 16:31:34 +00:00
Joshua Ashton
b1edf227f8 [d3d9] Enable depth bounds feature, if supported
Only expose it in format checks if the adapter supports the feature also
2020-01-28 01:51:04 +00:00
Joshua Ashton
6f93d3bf22 [util] Disable float emulation for Hat in Time
Squeezes out some extra performance in this title
2020-01-27 14:21:21 +01:00
Joshua Ashton
720cdf383e [d3d9] Use spec constants for bool constants 2020-01-27 14:21:21 +01:00
Joshua Ashton
a43223256e [d3d9] Fix GetTextureStageState using unmapped types
Closes #1378
2020-01-27 01:07:11 +00:00
Joshua Ashton
65f4437417 [dxso] Initialize vPos value at the start of the shader
Otherwise we can end up initializing it in a branch and that's no good.

Closes https://github.com/doitsujin/dxvk/issues/1294
2020-01-26 18:40:32 +00:00
Joshua Ashton
b4666ac044 [dxso] Count max constants after we pull out pre-defines 2020-01-26 18:13:45 +00:00
Philip Rebohle
c77a9e3bfe
[util] Unify Risen 1/2/3 app profiles 2020-01-25 12:10:05 +01:00
Philip Rebohle
fdb2b972e9
[util] Add more exe names to Gothic 3 app profile
Fixes #1372.
2020-01-25 12:10:05 +01:00
Joshua Ashton
9b486515fa [d3d9] Allow StretchRect BC -> BC format without stretch 2020-01-25 00:31:45 +00:00
Philip Rebohle
e242d7f312
[meta] Release 1.5.2 2020-01-25 00:32:25 +01:00
Philip Rebohle
5d2215e898 [d3d9] Don't try to blit to compressed images
Fixes Vulkan validation errors and potential driver crashes in
Dragon Age Origins.
2020-01-24 22:59:26 +00:00
Joshua Ashton
13792df4c5 [d3d9] Don't mark D3DUSAGE_AUTOGENMIPMAP as renderable
We can't access those mips via locking in D3D9 so it's a-okay! :)
2020-01-24 15:54:15 +00:00
Joshua Ashton
2004fba22c [util] Disable d3d9.allowDoNotWait for RTHDRIBL
This app goes into an infinite loop if it gets D3DERR_WASSTILLDRAWING and the perf penalty of blocking on GetRenderTargetData in other apps is too high!
2020-01-24 15:54:15 +00:00
Joshua Ashton
f804c6364d [d3d9] Implement d3d9.allowDoNotWait 2020-01-24 15:54:15 +00:00
Joshua Ashton
764cb5634f [d3d9] Unmark resources as dirty if they get discarded 2020-01-24 15:54:15 +00:00
Joshua Ashton
6fa28bf937 [d3d9] Don't block on GetRenderTargetData
Fixes perf in #1363
2020-01-24 15:54:15 +00:00
Philip Rebohle
7469f5d4a0
[util] Disable supportDFFormats for Gothic 3
See #1367.
2020-01-24 14:21:28 +01:00
Philip Rebohle
38a0d2c552
[d3d9] Don't check for sRGB formats when retrieving back buffer view
Turns out this is always false anyway.
2020-01-24 01:47:52 +01:00
Philip Rebohle
582b06a706 [d3d9] Rotate swap chain back buffers
Restores functionality removed in 81c3daa3d0.
2020-01-24 00:27:09 +00:00
Philip Rebohle
6a6af16195 [d3d9] Retrieve back buffer view from the D3D9Surface 2020-01-24 00:27:09 +00:00
Philip Rebohle
81c3daa3d0
[dxvk] Remove image renaming
Broken by design, has to be implemented by client APIs instead.
2020-01-23 22:21:45 +01:00
Florian Will
0b3f9718c9 [d3d9] Fix some off-by-one TSS types enum values
They are 0-based instead of 1-based, and therefore supposed to be
off-by-one compared to D3DTEXTURESTAGESTATETYPE, but three values in the
enum are actually off-by-two.

For me, this fixes some odd rail rendering in ZUSI 3.

Fixes: 7d0ddc4b
2020-01-23 17:26:51 +00:00
Joshua Ashton
792c74e1d9 [d3d9] Fix texture stage index in stateblocks
Fixes minimap transparency in FHX https://github.com/Joshua-Ashton/d9vk/issues/306
2020-01-23 02:19:43 +00:00
Joshua Ashton
9919ffe5ca [util] Add simple [] operator to our bitset 2020-01-23 02:05:09 +00:00
Joshua Ashton
7d0ddc4b3b [d3d9] Remap texture stage state types onto our own enum
Fits us nicely into a dword for captures while not exclusing D3DTSS_CONSTANT
2020-01-23 02:05:09 +00:00
Joshua Ashton
a1cad25a51 [d3d9] Remove unnecessary loops for some stateblocks applications 2020-01-23 02:05:09 +00:00
Philip Rebohle
21330497e0
[util] Add app profile for Entropia Universe
Fixes #1364 (again).
2020-01-23 01:31:57 +01:00
Philip Rebohle
9721938e57
[d3d11] Introduce d3d11.invariantPosition option
Apparently it's better to make app profiles than risk tanking
performance for all applications. Invariance rules in D3D11 are
undocumented so it's not clear what the correct solution is.
2020-01-23 01:28:19 +01:00
Philip Rebohle
11f08c7dea
[dxbc] Declare vertex positions as invariant
Otherwise, games relying on different vertex shaders to produce
the same numerical results may suffer from Z-fighting issues.

Fixes #1364.
2020-01-22 23:59:51 +01:00
Joshua Ashton
ff2c6a076f [d3d9] Fix opSelect condition vector size
Fixes invalid fixed function shaders
2020-01-22 22:54:27 +00:00
Joshua Ashton
7de15fe837 [util] Spoof AMD for Skyrim (nvapi) 2020-01-22 16:20:42 +00:00
Philip Rebohle
a57dc75247
[d3d11] Implicitly begin scoped queries in End if necessary
Matches (undocumented) D3D11 behaviour. Warriors Orochi 4 runs into
this because it does not begin some of its timestamp disjoint queries
before ending them and retrieving data.
2020-01-22 04:17:13 +01:00
Joshua Ashton
35a9934cde [d3d9] Make unbound textures return (0, 0, 0, 1) (fixed func)
Fixes sky in Ferentus Herrcot Xiones

https://github.com/Joshua-Ashton/d9vk/issues/306
2020-01-18 03:10:47 +00:00
Joshua Ashton
4810a5dc72 [dxso] Make unbound textures return (0, 0, 0, 1)
Matches native behaviour
2020-01-18 03:10:47 +00:00
Philip Rebohle
eed57ed6c4
[util] Enable d3d9.deferSurfaceCreation for a ton of weeb games 2020-01-17 18:29:15 +01:00
Philip Rebohle
caae5d18ed
[d3d9] Remove unused variable
Fixes a compiler warning.
2020-01-17 18:04:09 +01:00
Philip Rebohle
609856db35
[d3d9] Create front buffer 2020-01-17 18:04:09 +01:00
Philip Rebohle
f20a3c07fb [d3d9] Don't create sRGB views for non-sRGB compatible textures
Otherwise we end up creating views with VK_IMAGE_FORMAT_UNDEFINED.
2020-01-17 17:47:08 +01:00
Philip Rebohle
296aacb23e [d3d9] Return specific image view from GetSampleView
Lets us have pick the sRGB-ness of the view in one place. Needed
for the next patch.
2020-01-17 17:47:08 +01:00
Philip Rebohle
905d69e77b [d3d9] Don't pass format mapping to D3D9CommonTexture
Instead, infer it from the format. This is basically being done
already, however the mapping we pass in is not correct if the
image format is Unknown.
2020-01-17 17:47:08 +01:00
Philip Rebohle
7150d2b7fb [dxvk] Don't enable VK_KHR_descriptor_update_template
Core in Vulkan 1.1.
2020-01-17 17:46:59 +01:00
Philip Rebohle
4923bc20f7 [dxvk] Don't enable VK_KHR_shader_draw_parameters
Core in Vulkan 1.1.
2020-01-17 17:46:59 +01:00
Philip Rebohle
073669b7e7 [dxvk] Don't enable VK_KHR_maintenance1, VK_KHR_maintenance2
Core in Vulkan 1.1.
2020-01-17 17:46:59 +01:00
Philip Rebohle
60145f0167 [dxvk] Don't enable VK_KHR_dedicated_allocation, VK_KHR_get_memory_requirements2
Core in Vulkan 1.1.
2020-01-17 17:46:59 +01:00
Philip Rebohle
252ec9406d [dxvk] Don't enable VK_KHR_get_physical_device_properties2
Core in Vulkan 1.1.
2020-01-17 17:46:59 +01:00
Philip Rebohle
6690a31d8d [dxbc] Don't enable SPV_KHR_shader_draw_parameters
Core in SPIR-V 1.3.
2020-01-17 17:46:59 +01:00
Philip Rebohle
7e35a0687b [d3d9] Don't enable DrawParameters capability
Not used in D3D9 shaders.
2020-01-17 17:46:59 +01:00
Joshua Ashton
b954ab886f [d3d9] Implement GetFrontBufferData (currently with first backbuffer)
Fixes screenshots in ATi ToyShop demo
2020-01-17 06:01:48 +00:00
Joshua Ashton
e5df573292 [d3d9] Add AreFormatsSimilar helper 2020-01-17 05:55:47 +00:00
Joshua Ashton
9fce945b62 [d3d9] Don't create views if we are a null resource 2020-01-17 04:20:05 +00:00
Philip Rebohle
bafcaa0c07
[dxvk] don't try to fall back to Vulkan 1.0
Vulkan 1.1 came out in early 2018, everyone should be using a
compatible driver and ICD loader these days.
2020-01-16 19:48:10 +01:00
Philip Rebohle
eb37dfa8d2 [d3d9] Create multiple back buffers for GetBackBuffer API
Needed by Atelier Sophie.
2020-01-16 18:50:23 +01:00
Philip Rebohle
c911784bb8 [d3d9] Synchronize with presentation in D3D9SwapChainEx::Reset
Otherwise, the subsequent patches would break if Reset is called
while there's still a frame in flight.
2020-01-16 18:50:23 +01:00
Philip Rebohle
41a91cbae6 [dxvk] Implement image swapping 2020-01-16 18:50:23 +01:00
Philip Rebohle
5193e8ef24 [dxvk] Introduce DxvkPhysicalImage 2020-01-16 18:50:23 +01:00
Philip Rebohle
2c457e496a [dxvk] Register image views with the parent image
Needed for image renaming.
2020-01-16 18:50:23 +01:00
Philip Rebohle
8770a14743 [dxvk] Use small_vector to store image view format compatibility list
Avoids some memory allocations, but increases the object size slightly.
2020-01-16 18:50:23 +01:00
Philip Rebohle
70e52aa6f2 [dxvk] Factor out image view creation 2020-01-16 18:50:23 +01:00
Philip Rebohle
e4215252df [util] Add small_vector helper
A vector with a small fixed-size array, which changes to a dynamic
array as needed. Can be used to avoid memory allocations in some
scenarios.
2020-01-16 18:50:23 +01:00
Andrew Eikum
5706ec55e4 [dxgi] Don't check window validity in IDXGISwapchain::GetFullscreenState
This causes an error on exit in Jump King, which uses SharpDX.
2020-01-16 17:50:32 +01:00
Joshua Ashton
9e5e4c1cfc [d3d9] Don't mark for hazards if we aren't rendering to mip 0 2020-01-16 03:04:58 +00:00
Joshua Ashton
7c53a997ef [d3d9] Keep subresource views in subresources, defer creation until needed
Avoid creating a bunch of views that we probably don't need whenever a texture is created
2020-01-16 03:00:31 +00:00
Philip Rebohle
18450f4643
[d3d11] Lock immediate context when submitting presentation commands
Otherwise, a race condition occurs if a game submits rendering commands
at the same time as presenting the swap chain image. Only works if
multithreaded protection is enabled, but according to MSDN, it is
illegal to use DXGI commands and the immediate context in parallel.

Fixes stability issues in Tales of Vesperia.
2020-01-15 23:48:58 +01:00
Joshua Ashton
a7b4c29957 [dxso] Use m's id for bump matrix in TexBem
Fixes refractive windows in Vampire The Masquerade: Bloodlines

Was also a silly typo given my comment right above about it 🐸!
2020-01-15 18:04:04 +00:00
Joshua Ashton
64ece36349 [d3d9] Implement d3d9.forceSwapchainMSAA
Works good enough for some titles like Vampire The Masquerade: Bloodlines.
2020-01-11 02:34:37 +00:00
Joshua Ashton
3ebd4b28a3 [d3d9] Defer dialog mode swapchain recreation decision to Present
Avoids unnecessary swapchain recreations if the game calls SetDialogBoxMode multiple times per frame
2020-01-10 04:30:55 +00:00
Joshua Ashton
9647e449d2 [d3d9] Remove redundant logging from SetDialogBoxMode
This path doesn't error anyway...
2020-01-10 04:30:02 +00:00
Philip Rebohle
4308d9b4b3
[meta] Release 1.5.1 2020-01-09 20:10:58 +01:00
Philip Rebohle
79fcaa9fba [d3d9] Remove unused variable from D3D9DeviceEx::Clear
Fixes a compiler warning.
2020-01-09 18:06:58 +00:00
Philip Rebohle
cd00719122
[dxvk] Tweak number of pipeline compiler threads
Gives some 6-core and 8-core CPUs a bit more breathing room, while
also supporting up to 32 workers instead of just 16 to leverage
the new high core count Ryzen CPUs.
2020-01-09 18:04:25 +01:00
Joshua Ashton
47555f1dda [d3d9] Add GetSurfaceExtent helper 2020-01-09 03:29:58 +00:00
Joshua Ashton
cd58b147a1 [d3d9] Respect mip != 0 for Clear fastpath 2020-01-09 03:24:50 +00:00
Joshua Ashton
ebcab68822 [d3d9] Respect specific mip size for implicit viewport in SetRenderTarget
Closes #1295
2020-01-09 03:19:37 +00:00
Joshua Ashton
3cfc16ea34 [d3d11] Move shader stage and buffer slot calc to inside lambda
Take advantage of the fact that template permutations transfer into lambdas inside of them.
Removes some unnecessary captures.
2020-01-08 23:09:53 +01:00
Joshua Ashton
b738c4220b [d3d9] Scale depth bias value based on current format's r value 2020-01-08 19:38:18 +00:00
Joshua Ashton
2d7f4b1a2c [d3d9] Set depth bias values separately, optimize redundant rasterizer state changes 2020-01-08 19:38:18 +00:00
Philip Rebohle
b376417f20
[dxvk] Fix loading vkAcquireFullScreenExclusiveModeEXT etc.
We're not using those functions, but these are device functions, not
instance functions. vkGetPhysicalDeviceSurfacePresentModes2EXT appears
to be an instance function.

Found while investigating #1324.
2020-01-08 04:10:10 +01:00
Philip Rebohle
8b9c03ce76
[util] Improve Spinlock implementation
Addresses two potential issues:
- Our spinlocks are almost never contested, however the code generated
  is not ideal without the likely/unlikely hints.
- In the unlike event that a spinlock is in fact contested, we'd yield
  immediately, even though most of the time we'd only have to wait for
  a few hundred cycles at most.

Replacing our spinlocks with std::mutex is not an option due to much
higher locking overhead in the uncontested case; doing so reduces
performance significantly for the buffer slice and pipeline locks.
2020-01-07 17:28:33 +01:00
Joshua Ashton
9541aef0b8 [d3d9] Ensure D3DDISPLAYMODEEX we use to call the Ex funcs has its size set correctly 2020-01-06 04:14:02 +00:00
Joshua Ashton
61b6f8f297 [d3d9] Hook up GetAdapterDisplayMode to resp. adapter func
Fixes fullscreen at < native res in Vampire: The Masquerade Bloodlines 1/2
2020-01-06 04:07:02 +00:00
Joshua Ashton
91574993df [d3d9] Return current display mode in GetAdapterDisplayModeEx rather than last mode
Fixes fullscreen at < native res in Vampire: The Masquerade Bloodlines 1/2
2020-01-06 04:06:45 +00:00
Joshua Ashton
845ab2b5af [d3d9] Don't re-set dialogbox mode on swapchain Reset
There's no reason to do this now that we have no error path in SetDialogBoxMode...
2020-01-04 21:12:53 +00:00
Joshua Ashton
d53b3adaea [d3d9] Remove incorrect error returns SetDialogBoxMode
The Microsoft docs for this are incorrect based on my tests of all the described edge-cases.
https://docs.microsoft.com/en-us/windows/win32/api/d3d9/nf-d3d9-idirect3ddevice9-setdialogboxmode
2020-01-04 21:10:26 +00:00
Philip Rebohle
ae01bd8bd4 [dxgi] Ignore sync interval if PRESENT_TEST is used
Otherwise, the following sequence leads to the Vulkan
swap chain being recreated once per frame:

  swapchain->Present(0, DXGI_PRESENT_TEST);
  swapchain->Present(1, 0);

Found while investigating #1314.
2020-01-04 11:18:51 +01:00
Philip Rebohle
3db00a0f40 [d3d11] Increment transfer command counter when initializing UAV counter
Otherwise, we won't clear the counter before it is being used if there are
no other transfer commands recorded to the initializer command buffer.
2020-01-03 13:44:23 +01:00
Joshua Ashton
0343938c2e [util] Enable d3d9.forceSamplerTypeSpecConstants for Halo [CE]
The game uses incorrect sampler types in the shaders for glass rendering which breaks it on native + us if we don't spec-constantly chose the sampler type automagically.
2020-01-01 20:58:42 +00:00
Joshua Ashton
c024b89171 [dxso] Implement d3d9.forceSamplerTypeSpecConstants
This option makes us always use a spec constant to determine sampler type (instead of just in PS 1.x)
which works around a game bug in Halo CE where it gives cube textures to 2d/volume samplers
2020-01-01 20:56:05 +00:00
Philip Rebohle
694d6c7f77 [util] Improve ticket lock implementation
Atomic fetch-and-add on unlock is not needed since no other thread can
modify the serving counter after the calling thread acquired the lock.
May slightly improve performance in games relying on ID3D10Multithread.
2020-01-01 13:59:46 +01:00
Joshua Ashton
ff129abaf0 [d3d9] Fix crash when trying to present with a currently invalid presenter
Closes #1304
2019-12-28 01:27:18 +00:00
Joshua Ashton
0993f6f25d [dxso] Negate reflection in TexM3x3VSpec 2019-12-25 18:43:51 +00:00
Joshua Ashton
66fee8ff51 [dxso] Normalize eyeRay and normal before reflection in TexM3x3Spec 2019-12-25 18:36:34 +00:00
Joshua Ashton
e0b83b13b5 [dxso] Only track co-issue parent opcode rather than the full context
Tracking the full instruction ctx is slow and unnecessary
2019-12-25 18:00:46 +00:00
Joshua Ashton
724fe78ba1 [dxso] Don't emit a co-issue for CNDs parented to a CND
Closes #1309
2019-12-25 17:43:35 +00:00
Joshua Ashton
b4f2094c02 [d3d9] Enable bounds testing for D3DPOOL_SYSTEMMEM buffers
Improves performance in Halo CE.
2019-12-22 19:05:22 +00:00
Joshua Ashton
d39ff9020e [dxso] Perform saturate after bitshift modifier 2019-12-22 18:14:46 +00:00
Joshua Ashton
3ff9c4cc43 [dxso] Track and prioritize co-issued CNDs above their parent ops 2019-12-22 17:46:57 +00:00
Joshua Ashton
4d6fbacd3a [dxso] Keep track of the current instruction index in a decoding context 2019-12-22 17:44:30 +00:00
Joshua Ashton
abf74299e9 [dxso] Parse co-issue instruction modifier 2019-12-22 17:44:04 +00:00
Joshua Ashton
fb4d794412 [d3d9] Use VK_FORMAT_D24_UNORM_S8_UINT for D3DFMT_DF24
May improve performance in some instances
2019-12-22 01:46:50 +00:00
Joshua Ashton
05de0b20a0 [d3d9] Use VK_FORMAT_D24_UNORM_S8_UINT for D3DFMT_D24X8
May improve performance in some instances
2019-12-22 01:43:36 +00:00
Joshua Ashton
90ce37c8c9 [d3d9] Make ChangeReportedMemory actually atomic
Massive edge case that will never happen, but better to be safe than sorry.
Reduces the atomic ops too.
2019-12-20 18:07:35 +00:00
Joshua Ashton
fae99907da [util] Add get to bitset 2019-12-18 23:18:01 +00:00
Joshua Ashton
5cc0fd5c25 [d3d9] Simplify SetViewport
pViewport == nullptr is illegal
2019-12-18 23:18:01 +00:00
Joshua Ashton
bab56433cb [d3d9] Avoid rebinding scissor rects if the same one is re-set 2019-12-18 23:18:01 +00:00
Joshua Ashton
288a9dd547 [d3d9] Avoid rebinding viewports if the same one is re-set 2019-12-18 23:18:01 +00:00
Joshua Ashton
9ec0541b93 [d3d9] Still rebind viewport/scissor when setting the same RT
Closes #1290
2019-12-18 23:18:01 +00:00
Joshua Ashton
7b0723520a [d3d9] Add operator overloads for RECT 2019-12-18 23:18:01 +00:00
Joshua Ashton
777cd4cd64 [d3d9] Add operator overloads for D3DVIEWPORT9 2019-12-18 23:01:16 +00:00
Alessandro Toia
3c8fdc2863 Report gpu vendor as Nvidia for Star Wars Battlefront II 2019-12-18 17:38:24 +01:00
Philip Rebohle
31948cae8c [spirv] Allow specifying the SPIR-V version explicitly
We're going to use some SPIR-V 1.4 features for D3D11 if supported,
but 1.4 is not supported by all implementations.
2019-12-18 17:36:46 +01:00
Joshua Ashton
78e4816fc0 [d3d9] Avoid unnecessary state block constant bits when not SWVPing 2019-12-18 14:48:01 +01:00
Joshua Ashton
312905e8a3 [d3d9] Use new bitset helper + tzcnt for stateblocks 2019-12-18 14:48:01 +01:00
Joshua Ashton
b99b1d153a [util] Add bitset helper 2019-12-18 14:48:01 +01:00
Joshua Ashton
784abe5cf4 [d3d9] Move auto depth stencil creation to after swapchain creation
If the app specifies w == 0 and/or h == 0 then this will be filled in by then in the presentation params.

Impacts #1278
2019-12-18 00:09:55 +00:00
Joshua Ashton
009e772fe8 [d3d9] Remove initial device reset outside of constructor
Allows us to funnel hresults from that to the response of CreateDevice
2019-12-17 23:59:37 +00:00
Joshua Ashton
3b119c0be6 [d3d9] Log unavailable backbuffer format if encountered when resetting swapchain 2019-12-17 22:36:27 +00:00
Joshua Ashton
3abd30bb96 [d3d9] Fix return value for invalid backbuffer formats
This got changed when I saw that the auto depth stencil when set to an unavailable returns D3DERR_NOTAVAILABLE.
Turns out if the backbuffer is unavailable it returns D3DERR_INVALIDCALL...

Consistent...

Closes #1278
2019-12-17 22:36:27 +00:00
Philip Rebohle
a265af74ed
[hud] Respect dxvk.hud configuration option again
This was accidentally dropped during the HUD refactor. Fixes #1279.
2019-12-17 04:40:06 +01:00
Joshua Ashton
e527b963c4 [util] Handle undefined ratios in simplest ratio helper
Fixes division by zero error

Closes #1280
2019-12-17 03:16:56 +00:00
Joshua Ashton
91b5105db5 [d3d9] Move capture struct and enum to stateblock header
Makes more sense for it to be here.
2019-12-17 03:16:50 +00:00
Philip Rebohle
3cdae3ae1d
[meta] Release 1.5 2019-12-16 14:41:29 +01:00
Philip Rebohle
9be0bf95ca
[util] Defer D3D9 surface creation for Atelier Ryza 2019-12-16 14:41:29 +01:00
Joshie
54ed8f0bb0 [d3d9] Implement Direct3D9 Frontend (#1275)
Co-authored-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
Co-authored-by: Robin Kertels <robin.kertels@gmail.com>
Co-authored-by: pchome <pchome@users.noreply.github.com>
Co-authored-by: Christopher Egert <cme3000@gmail.com>
Co-authored-by: Derek Lesho <dereklesho52@Gmail.com>
Co-authored-by: Luis Cáceres <lacaceres97@gmail.com>
Co-authored-by: Nelson Chen <crazysim@gmail.com>
Co-authored-by: Edmondo Tommasina <edmondo.tommasina@gmail.com>
Co-authored-by: Riesi <riesi@opentrash.com>
Co-authored-by: gbMichelle <gbmichelle.dev@gmail.com>
2019-12-16 04:28:01 +01:00
Philip Rebohle
566fb84abd
[hud] Allocate vertex buffer in host-visible device memory if possible 2019-12-16 00:24:19 +01:00
Philip Rebohle
c6fb8fa5e8
[hud] Clean up HUD rendering
- Avoids rebinding the vertex buffer on every single draw.
- Avoids push constants. We could use MultiDrawIndirect in the future.
- Slightly reduces the vertex buffer size.
2019-12-16 00:03:21 +01:00
Philip Rebohle
13d2479ecf
[hud] Don't create uniform buffer
No longer used.
2019-12-15 23:17:23 +01:00
Philip Rebohle
9c6ff95bb6
[hud] Don't use vertex shader for scaling
Instead, do it on the CPU.
2019-12-15 23:13:59 +01:00
Philip Rebohle
aa40decc23
[d3d11] Don't present if the presenter has no swap chain.
Also fixes DXGI_PRESENT_TEST handling for zero-sized windows.
2019-12-15 11:38:57 +01:00
Philip Rebohle
2d0c9127f3
[vulkan] Don't create a swap chain if the window size is 0
This can actually happen on win32, and creating a zero-sized swap
chain is illegal.
2019-12-15 11:32:43 +01:00
Philip Rebohle
ae7189f9a4
[d3d11] Update HUD on CS thread
Otherwise, we may end up reading some bollocks since the CS thread
might not have finished processing the entire frame yet.
2019-12-13 15:02:45 +01:00
Philip Rebohle
2689204d74
[hud] Enable manual sRGB conversion for non-sRGB swap chains
We still blend in the wrong color space, but text should be a bit
more readable in some games now.
2019-12-13 14:03:00 +01:00
Philip Rebohle
08d5b4e0e7
[hud] Don't average the draw call count
Turns out this was a bad idea.
2019-12-13 13:14:23 +01:00
Philip Rebohle
ef99078fc4
[hud] Reduce update frequency of draw call display 2019-12-13 13:05:49 +01:00
Philip Rebohle
2c4879b58c
[hud] Reduce update frequency of queue submission display
Shows the maximum number of submissions encountered per frame
in the given time frame.
2019-12-13 13:01:44 +01:00
Philip Rebohle
3febca6863
[hud] Add colorful labels 2019-12-13 12:34:01 +01:00
Philip Rebohle
5da27a92f5
[hud] Fix letter spacing 2019-12-13 12:17:15 +01:00
Philip Rebohle
7a18cb1227
[dxvk] Remove unused memory stat counters 2019-12-13 12:08:36 +01:00
Philip Rebohle
ed69da0fff
[hud] Remove legacy code 2019-12-13 11:58:09 +01:00
Philip Rebohle
3415376984
[hud] Implement compiler activity display as a HUD item 2019-12-13 11:54:51 +01:00
Philip Rebohle
5d8ae8f988
[hud] Implement GPU load display as a HUD item 2019-12-13 11:54:51 +01:00
Philip Rebohle
936f22d2aa
[hud] Implement memory stats display as a HUD item 2019-12-13 11:54:50 +01:00
Philip Rebohle
3aff573bd4
[hud] Implement pipeline stat display as a HUD item 2019-12-13 11:54:26 +01:00
Philip Rebohle
3de8499697
[hud] Implement draw call stats display as a HUD item 2019-12-13 11:54:13 +01:00
Philip Rebohle
0f2610010b
[hud] Implement queue submission counter as a HUD item 2019-12-13 11:54:13 +01:00
Philip Rebohle
07a4504a9f
[hud] Implement frame time graph as a HUD item 2019-12-13 11:54:13 +01:00
Philip Rebohle
2d5f44a7ff
[hud] Implement FPS display as a HUD item 2019-12-13 11:54:13 +01:00
Philip Rebohle
0da5aac357
[hud] Implement Vulkan device info as a HUD item 2019-12-13 11:54:13 +01:00
Philip Rebohle
e4bc5c2aee
[hud] Implement client API info as a HUD item 2019-12-13 11:54:13 +01:00
Philip Rebohle
1c079a96e5
[hud] Implement DXVK version info as a HUD item 2019-12-13 11:54:13 +01:00
Philip Rebohle
6931f03120
[hud] Add new HUD item abstraction
Allows for a cleaner and more flexible implementation of new HUD elements.
The old implementation was not intended to support quite as many elements
as it does, and now there is some need for API-specific HUD elements.
2019-12-13 11:54:13 +01:00
Philip Rebohle
4346f82209
[hud] Don't pass DXVK context around in HUD modules 2019-12-13 11:54:13 +01:00
Philip Rebohle
8e587af0da
[dxvk] Add method to retrieve per-heap memory stats 2019-12-13 11:54:13 +01:00
Philip Rebohle
4fcf28f4dc
[util] Spoof Nvidia cards for Crysis 3
The game for some reason runs significantly slower in CPU-bound scenarios
when it recognizes an AMD GPU. On the other hand, there seems to be a small
performance hit on an actual Nvidia GPU (GTX 670) in GPU-bound scenarios when
doing this, but on most setups the tradeoff should be worth it.
2019-12-11 23:01:27 +01:00
Philip Rebohle
b9258c0c49
[dxvk] Separate gfx resource hazard checking and barrier emission
Otherwise, when performing three draws with the same storage buffers or
storage images bound, we don't emit a barrier between the 2nd and 3rd
draw since the tracking information gets cleared by the second draw.

Fixes #1262.
2019-12-11 13:45:57 +01:00
Joshua Ashton
f5dd509429 [spirv] Implement constbReplicant 2019-12-11 03:18:39 +01:00
Joshua Ashton
8b6dd0544e [spirv] Implement constvec4b32 2019-12-11 03:18:39 +01:00
Joshua Ashton
028c6198e4 [spirv] Implement opReflect 2019-12-11 03:18:39 +01:00
Joshua Ashton
3ce678b17d [spirv] Implement opExp 2019-12-11 03:18:39 +01:00
Joshua Ashton
fdbfb2c92d [spirv] Implement opInverse, opNormalize and opLength 2019-12-11 03:18:39 +01:00
Joshua Ashton
edf0661994 [spirv] Implement opTranspose 2019-12-11 03:18:39 +01:00
Joshua Ashton
e144c17363 [spirv] Implement constfReplicant helper 2019-12-11 03:18:39 +01:00
Joshua Ashton
7a956ef8c8 [dxvk] Expose ability to retrieve type from DxvkShaderKey 2019-12-11 03:18:39 +01:00
Joshua Ashton
7c8d03b3e1 [dxvk] Add helper to get size of memory/image in bytes 2019-12-11 03:18:39 +01:00
Philip Rebohle
3063d7fc7c [dxvk] Improve DxvkImageView::handle()
Should fix a silly compiler warning and improves code gen, which
is important since this is *the* most frequently called function
in the backend.
2019-12-11 03:18:39 +01:00
Joshua Ashton
d5d6ae4fe1 [dxvk] Add support for implicit samplers 2019-12-11 03:18:39 +01:00
Joshua Ashton
3fa8691033 [util] Implement simplest ratio helper 2019-12-11 03:18:39 +01:00
Joshua Ashton
16dd1249b7 [util] Add alignDown helper 2019-12-11 03:18:39 +01:00
Joshua Ashton
57b2c02528 [util] Implement lzcnt 2019-12-11 03:18:39 +01:00
Joshua Ashton
aef12f7ee3 [util] Add countof helper 2019-12-11 03:18:39 +01:00
Joshua Ashton
d4cad9055c [util] Implement a clamped version of ComObject, for D3D9
Satisfies a quirk in D3D9, solving an issue in SWTFU.
2019-12-11 03:18:39 +01:00
Joshua Ashton
511ed27733 [util] Add GetPrivateRefCount helper 2019-12-11 03:18:39 +01:00
Joshua Ashton
9280818a57 [util] Implement fclamp for fp special cases 2019-12-11 03:18:39 +01:00
Joshua Ashton
ec197b49f9 [util] Implement some basic vector and matrix math utils 2019-12-11 03:18:39 +01:00
Joshua Ashton
d44707e349 [util] Mark clamp & align as constexpr 2019-12-11 03:18:39 +01:00
Joshua Ashton
a3f74b5eda [util] Implement bit cast. 2019-12-11 03:18:39 +01:00
Philip Rebohle
fc91fe1d34
[dxgi] Add fake implementation of DxgiFactory::EnumWarpAdapter
Apparently FIFA 19 needs this.
2019-12-09 23:27:56 +01:00
Philip Rebohle
945a64252d
[d3d11] Determine exclusive fullscreen mode based on swap chain flags 2019-12-05 13:11:06 +01:00
Philip Rebohle
575a267f07
[vulkan] Support exclusive fullscreen control in presenter 2019-12-05 13:10:11 +01:00
Philip Rebohle
9c26fad40e
[vulkan] Add feature bit for exclusive fullscreen control 2019-12-05 13:05:54 +01:00
Philip Rebohle
dc13f48318
[dxvk] Enable VK_EXT_full_screen_exclusive if available
Also pulls in VK_KHR_get_surface_capabilities2 as a dependency.
2019-12-05 13:05:51 +01:00
Philip Rebohle
07c2de62be
[d3d11] Silence some errors about invalid API usage on deferred contexts
Halo MCC apparently spams calls to GetData on deferred contexts, which
is obviously illegal.
2019-12-04 20:18:51 +01:00
Philip Rebohle
1ae7d4b302
Revert "[dxvk] Don't clear bind mask for unbound UBOs and samplers"
For some bizarre reason, this crashes Star Citizen. The reason might be
that we create multiple pipelines with identical pipelines when using a
state cache, which used to crash some drivers in the past.

Fixes #1266.

This reverts commit 00a064e32b.
2019-12-04 12:24:25 +01:00
Philip Rebohle
0e44bc3068
[meta] Release 1.4.6 2019-12-03 14:52:22 +01:00
Philip Rebohle
27ea176295
[d3d11] Remove d3d11.strictDivision option 2019-11-30 20:39:32 +01:00
Philip Rebohle
3230cec3f3
[util] Enable d3d11.enableRtOutputNanFixup for FFXIV
And disable strict division. The previous workaround broke radial blur.
2019-11-30 20:39:32 +01:00
Philip Rebohle
3b030d9569
[dxbc] Implement workaround to replace NaN render target outputs by zero 2019-11-30 20:39:32 +01:00
Philip Rebohle
2e51e28849
[spirv] Implement opIsNan 2019-11-30 20:39:28 +01:00
Luis Cáceres
abff2afeaf [dxvk] Fix multiple inclusion of dxvk_platform_exts.h
This fixes build failures when using `--unity on` meson parameter
2019-11-28 17:43:08 +01:00
Philip Rebohle
5fe8d823a0
[dxvk] Disable VK_EXT_conditional_rendering
We're currently not using it, and it prevents sharing RenderDoc captures
between different AMD drivers.
2019-11-28 15:41:02 +01:00
Philip Rebohle
4c0e4fba0c
[dxvk] Don't return a value from updateShaderResources
We're checking the bind point all the time anyway, so the previous
design was inconsistent.
2019-11-28 15:25:12 +01:00
Philip Rebohle
2aa1ff414c
[dxvk] Bind descriptor sets at descriptor update time
Gets rid of one 'if' per draw/dispatch and two functions.
2019-11-28 15:17:42 +01:00
Philip Rebohle
49e7df96ec
[dxbc] Emit a spec constant for uniform buffers
This partially reverts commit fd547b666e.

For some reason, not doing so breaks Overwatch (because of course it does).
2019-11-28 00:55:38 +01:00
Philip Rebohle
00a064e32b
[dxvk] Don't clear bind mask for unbound UBOs and samplers
These don't need special treatment, so we really don't need to
recompile the pipeline if they are not bound.
2019-11-28 00:55:36 +01:00
Philip Rebohle
32ac8a8d51
[util] Make Fence and Win32Fence final
Otherwise, Josh will keep complaining about this until the end of time.
2019-11-27 12:31:17 +01:00
Philip Rebohle
c9c6b1886b
[d3d11] Synchronize presentation when destroying swap chain
Otherwise, we might destroy the presenter before the CS thread
actually issues the present operation, and the waitForIdle has
not the desired effect.
2019-11-26 23:51:31 +01:00
Philip Rebohle
9ccad0d197
[dxvk] Use waitForIdle when destroying DXVK device
Otherwise, we might call vkDeviceWaitIdle before all command buffers
have been submitted to the Vulkan queue. Found by inspection.
2019-11-26 22:06:13 +01:00
Philip Rebohle
7446d3c58a
[dxgi] Don't allow changing the FRAME_LATENCY_WAITABLE_OBJECT flag 2019-11-26 16:54:52 +01:00
Philip Rebohle
9785fba66e
[dxgi] Implement IDXGISwapChain2::GetFrameLatencyWaitableObject 2019-11-26 16:54:52 +01:00
Philip Rebohle
65cc8c2b31
[d3d11] Create frame latency event for swap chain
Needed in order to support the DXGI 1.3 frame latency API.
2019-11-26 16:54:52 +01:00
Philip Rebohle
6ebf3e1656
[util] Implement fence capable of signaling win32 events 2019-11-26 16:11:46 +01:00
Philip Rebohle
ef37b5fed6
[dxgi] Implement IDXGISwapChain2::SetFrameLatency 2019-11-26 16:11:46 +01:00
Philip Rebohle
2d1fb52b2f
[util] Reimplement Signal
The new implementation is more akin to D3D12 fences or timeline
semaphores, and should make implementing similar concepts easier.
2019-11-26 16:11:46 +01:00
Philip Rebohle
69bad7bf8c
[d3d11] Move frame latency handling into D3D11SwapChain 2019-11-26 16:11:46 +01:00
Philip Rebohle
a0651392c4
[dxvk] Fix include awfulness 2019-11-26 16:10:58 +01:00
Philip Rebohle
e648d59a10
[util] Fix winelib build
Fixes #1256.
2019-11-26 16:09:35 +01:00
Joshua Ashton
bf14371f9e [util] Wide character conversion changes
Replaces tows with an easier helper that fits in nicer with fixed-size arrays in DXGI, etc.

Prefer UTF8 in tows/fromws.
2019-11-26 01:53:49 +01:00
Joshua Ashton
7e3142b2ed [d3d11] Hook up platform-specific clock
See 89dfa2bc22
2019-11-26 01:52:58 +01:00
Joshua Ashton
c39c3e8dcc [dxvk] Hook up platform-specific clock
See 89dfa2bc22
2019-11-26 01:52:58 +01:00
Joshua Ashton
38f945bf0b [util] Add platform-specific clock implementation
MinGW calls to GetSystemTimeAsFileTime via gettimeofday for std::chrono::high_resolution_clock::now,
This is horribly slow and inaccurate.

There are also issues if MinGW is not built with libstdc++ at the same time that can cause the precision to be bad enough to cause massive hangs.
This effectively works around that as well.

Relevant: ValveSoftware/Proton#3198
2019-11-26 01:52:58 +01:00
Philip Rebohle
25a1e0d355
[d3d11] Actually fix subresources discarded by DiscardView1 2019-11-24 00:34:15 +01:00
Philip Rebohle
53fca5143f
[d3d11] Ignore D3D11_COPY_DISCARD
Various truck simulations are broken and set this on every
CopySubresourceRegion call, which, if we were to implement
DiscardBuffer for non-mappable resources again, would break
them. This flag seemingly has no effect on native D3D11.
2019-11-24 00:08:06 +01:00
Philip Rebohle
a7c21a617c
[d3d11] Overhaul DiscardResource and DiscardView implementations
For host-visible resources, these behave like MAP_DISCARD.
Euro Truck Simulator 2 and friends relies on this (see #1250).
2019-11-23 23:57:07 +01:00
Philip Rebohle
1211bb5e5f
[dxvk] Sort buffer slices before returning them to the buffer
Buffer slices often get shuffled over time due to timing and thread
synchronization, which makes it less and less likely for the dynamic
uniform buffer binding optimization to be effective. Sorting the
slices beforehand addresses the issue and may help CPU performance.
2019-11-23 00:42:54 +01:00
Philip Rebohle
596001c37e
[dxvk] Enable shader-based depth-stencil copies for AMDVLK
Turns out to be slightly faster in practice.
2019-11-22 02:12:02 +01:00
Philip Rebohle
9e965546fc
[meta] Release 1.4.5 2019-11-19 23:36:01 +01:00
Philip Rebohle
6b3d60ab25
[dxvk] Enable asynchronous presentation on all hardware
...and remove the dxvk.asyncPresent option.
2019-11-19 23:34:24 +01:00
Philip Rebohle
ceddbaf7c4
[dxvk] Fix synchronization around vkDeviceWaitIdle
From the spec:
	"Host access to all VkQueue objects created
	from device must be externally synchronized"

We were not doing that, which could cause hangs and
all sorts of issues when recreating the swap chain
on Nvidia GPUs.
2019-11-19 23:34:14 +01:00
Philip Rebohle
4fff2343c1
[dxvk] Fix handling of undefined shader inputs
If the previous stage or the input layout does not define an input,
D3D11 will read zeroes wheras the result is undefined in Vulkan.

Fixes performance degradation and rendering issue in Final Fantasy XV
with the "Geomapping" (terrain tessellation) option enabled.
2019-11-19 15:34:29 +01:00
Philip Rebohle
a1f55330ee
[dxvk] Implement pass to eliminate undefined shader input variables 2019-11-19 15:26:32 +01:00
Philip Rebohle
5a2fd7c71b
[spirv] Add method to retrieve literal string from instruction 2019-11-19 12:49:07 +01:00
Philip Rebohle
8252d1ccd5
[spirv] Add method to erase data from code buffer 2019-11-19 12:17:11 +01:00
Philip Rebohle
9f88249b91
[spirv] Add method to allocate new ID from code buffer. 2019-11-19 12:12:05 +01:00
Philip Rebohle
014798161c
[dxvk] Avoid some unnecessary barriers around render target clears 2019-11-18 19:36:19 +01:00
Philip Rebohle
c7718e5952
[d3d11] Zero-initialize UAV counters
Fixes a hang in Dirt Rally on RADV.
2019-11-18 18:40:39 +01:00
Philip Rebohle
cee7db1c57
[dxvk] Always align texel buffers to at least 16 bytes
Since we don't know the view format in advance, and some
drivers require single-texel alignment.
2019-11-18 13:45:35 +01:00
Philip Rebohle
73a5b33375
[d3d11] Also fix reset counter memory order for deferred context queries 2019-11-15 19:48:41 +01:00
Philip Rebohle
e787077554
[util] Remove traces of the allowMapFlagNoWait option 2019-11-15 19:45:40 +01:00
Philip Rebohle
c24dad75dc
[d3d11] Remove allowMapFlagNoWait option 2019-11-15 11:09:11 +01:00
Philip Rebohle
dbc14fe65c
[d3d11] Fix memory order for query reset counter
Probably doesn't change anything, but let's fix it anyway.
2019-11-14 23:43:58 +01:00
Philip Rebohle
a6483e02fe
[d3d11] Submit stalling event queries before flushing
Otherwise, instead of preventing syncs, this would actually
have the opposite effect.
2019-11-14 22:57:30 +01:00
Philip Rebohle
3457e312b0
[dxvk] Always align index buffer slices to 256 Bytes
To be on the safe side.
2019-11-14 14:32:01 +01:00
Philip Rebohle
420d95e396
[dxvk] Store shader capability information in separate set of flags 2019-11-12 18:05:03 +01:00
Philip Rebohle
1ca235d186
[util] Disable strict DC mode for MGSV again
Not necessary since the resubmitted contexts don't contain mapped buffers.
2019-11-12 00:59:33 +01:00
Philip Rebohle
4f7e7979e3
[util] Add app profile for Metal Gear Solid 5 2019-11-11 23:31:14 +01:00
Philip Rebohle
cc18730967
[dxvk] Enable option to disable OpenVR integration 2019-11-11 23:30:35 +01:00
Philip Rebohle
9f66351b82
[dxvk] Move extension provider list to DxvkInstance 2019-11-11 23:30:07 +01:00
Philip Rebohle
6948d18f5f
[dxvk] Always align vertex buffer slices to 256 bytes
Works around an unknown geometry rendering isssue in Warhammer Chaosbane.
Should probably be investigated at some point.
2019-11-10 22:37:11 +01:00
Philip Rebohle
31baf3529a
[d3d11] Fix uninitialized DSV flags
Fixes #1242.
2019-11-10 15:02:21 +01:00
Philip Rebohle
4b199ef60d
[dxvk] Remove option to disable transfer queue 2019-11-08 11:29:22 +01:00
Philip Rebohle
a74449c367
[dxvk] Remove ability to query instance from adapter
Adapters don't hold a reference to the instance.
2019-11-08 11:28:08 +01:00
Philip Rebohle
77574d9970
[d3d11] Don't query DXVK instance from adapter 2019-11-08 11:25:58 +01:00
Philip Rebohle
b2317cad4d
[dxvk] Pass DXVK instance to DXVK device directly, not through the adapter 2019-11-08 11:17:02 +01:00
Philip Rebohle
212f5ba1f3
[dxgi] Query DXVK instance from DXGI factory, not the adapter 2019-11-08 11:06:15 +01:00
Philip Rebohle
ed8af3ccc4
[dxvk] Document wonky DxvkAdapter ref count behaviour 2019-11-07 21:08:20 +01:00
Philip Rebohle
a0dba6bbf9
[d3d11] Hold reference to DxvkInstance
Hack to keep the instance alive which owns the adapters. Should
fix #1240 for now, but we should fix this properly later on.
2019-11-07 20:21:27 +01:00