Philip Rebohle
8823e4bb3d
[dxgi] Work around swapchain use-after-free bugs
...
Affects Divinity: Original Sin Enhanced Edition. Requires Wine hack to
delay memory deallocation to not crash during resolution changes.
2022-03-23 15:09:39 +01:00
Philip Rebohle
586948df1e
[d3d11] Get strong reference to swap chain in swap chain back buffers
2022-03-22 19:48:13 +01:00
Philip Rebohle
42edb62df8
[d3d11] Use smart pointer for swap chain back buffer
2022-03-22 19:28:49 +01:00
Philip Rebohle
b015cf0bb2
[dxbc] Support switch-case fallthrough
...
Apparently this is a thing in Shader Model 4, although FXC cannot emit it.
2022-03-22 17:32:43 +01:00
Philip Rebohle
0d54f7161c
[util] Enable cached dynamic resources for AC3 and AC4
...
Without it, AC3 chugs along at 40 FPS on my 5950X.
2022-03-19 20:12:20 +01:00
Oleg Kuznetsov
b36ca2c758
[d3d9] Fix Visual Studio build to resolve 'operator !=' is ambiguous error for RECT
2022-03-17 11:35:19 +01:00
Oleg Kuznetsov
5156994440
[dxvk] Add a config option to enable debug utils in addition to DXVK_PERF_EVENTS=1
2022-03-17 11:35:19 +01:00
Joshua Ashton
cf1cee04b8
[d3d11] Register annotation interfaces with D3D9
...
Some apps try use the D3DPERF_ functions for debug markers/annotations.
This utilizes the DXVK_RegisterAnnotation hidden functions to share the interfaces.
Co-authored-by: Oleg Kuznetsov <okouznetsov@nvidia.com>
2022-03-17 11:35:19 +01:00
Joshua Ashton
937a60c882
[d3d9] Add hidden exports for registering annotations
...
Adds DXVK_RegisterAnnotation at ordinal 28257 and DXVK_UnRegisterAnnotation at ordinal 28258.
2022-03-17 11:35:19 +01:00
Joshua Ashton
787a979514
[d3d9] Implement D3D9UserDefinedAnnotation
2022-03-17 11:35:19 +01:00
Joshua Ashton
47b1ab52ce
[d3d9] Implement D3D9GlobalAnnotationList
2022-03-17 11:35:19 +01:00
Joshua Ashton
5d54d79865
[d3d11] Use IDXVKUserDefinedAnnotation
2022-03-17 11:35:19 +01:00
Joshua Ashton
a010397f34
[util] Move DecodeD3DColor to util
...
This will be used in the D3D11UserDefinedAnnotation implementation to handle PIX calls which contain a color.
2022-03-17 11:35:19 +01:00
Joshua Ashton
d5d5c1a8bc
[dxvk] Define IDXVKUserDefinedAnnotation
...
Something common to share for perf markers between D3D9 and D3D11.
Inherits from the public D3D11 interface.
2022-03-17 11:35:19 +01:00
Joshua Ashton
0bc972697b
[d3d11] Fix D3D11UserDefinedAnnotation declaration
...
Mark it as final too.
2022-03-17 11:35:19 +01:00
Georg Lehmann
2550cff149
[build] Cleanup build system.
...
No changes except dropping support for msvc before 15.3.
2022-03-17 01:38:58 +00:00
Georg Lehmann
f1efc9dc9f
[dxso] Emit spirv OpCross if we can.
2022-03-16 19:13:09 +00:00
Georg Lehmann
630fee59fc
[dxso] Implement zerowins for Lerp.
...
Fixes #2545 .
2022-03-16 19:13:09 +00:00
Joshua Ashton
1f88ee595f
[d3d9] Don't expose D32 format
...
Not supported anywhere except REF device it seems... *sigh*
Supercedes: #2547
2022-03-16 19:11:16 +00:00
Philip Rebohle
4f8da62c34
[dxvk] Fix color write mask normalization
...
Previously we'd set too many bits by accident here. Also, we should
not modify partial write masks to include unnecessary bits. Only do
this if we can actually promote to a full write mask for consistency.
2022-03-16 19:31:37 +01:00
Liam Middlebrook
f92c6ae859
[dxgi] Add DXVK_ENABLE_NVAPI envvar
...
Add a new environment variable DXVK_ENABLE_NVAPI as an environment-level
override for 'nvapiHack'. This will allow for DLSS (and other
NvAPI-backed features) to be available without the user manually writing
a configuration file, allowing for more seamless integration with
Proton's launch script.
2022-03-16 13:06:25 +01:00
Robin Kertels
115385d1d9
[d3d9] Update buffer seq number in FlushBuffer
...
How did I miss this?!
2022-03-15 01:24:54 +00:00
Robin Kertels
5f4fc56226
[d3d9] Update texture sequence number AFTER using it
2022-03-13 17:13:00 +00:00
Robin Kertels
a6357a254d
[d3d9] Fix CS thread synchronization for directly mapped buffers
2022-03-13 17:13:00 +00:00
Philip Rebohle
9eb2393d44
[dxvk] Normalize color write masks for non-RGBA formats
2022-03-13 16:24:53 +01:00
Philip Rebohle
4c429f044f
[util] Add another weeb game to the list of workarounds
...
Sophie is apparently D3D9 an we already have Lydie and Suelle in there,
so it's just this on missing from that series.
2022-03-13 05:38:06 +01:00
Philip Rebohle
caa83247d9
[d3d9] Mark backend image as shared for shared resources
...
Otherwise, the backend may not transition the image to the correct
layout after each submission.
2022-03-13 02:32:56 +01:00
Robin Kertels
bd1a2aa5a1
[dxvk] Force dedicated allocation for exportable images
...
The Nvidia driver does not set prefers-/requiresDedicatedAllocation
for exportable images on its own.
This makes DXVK ignore the dedicated allocation struct ptr
which also contains VkExportMemoryAllocateInfo or
VkImportMemoryWin32HandleInfoKHR.
2022-03-13 00:43:41 +01:00
Philip Rebohle
59e3c96976
[d3d9] Fix texture formats that can be exported
2022-03-12 22:24:05 +01:00
Derek Lesho
1d1d8adee6
[d3d9] Fix shared handle check for exporting images
...
Co-authored-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2022-03-12 21:35:42 +01:00
Philip Rebohle
c87660480d
[d3d11] Reimplement R11G11B10 UAV clears without R32 views
2022-03-12 16:23:42 +01:00
Philip Rebohle
ee28f145dc
[d3d11] Explicitly handle R32-compatible UAV formats
2022-03-12 16:23:39 +01:00
Derek Lesho
6640cc350c
[d3d9] Add support for shared IDirect3DTexture9 resources.
2022-03-12 16:23:06 +01:00
Derek Lesho
48046e009c
[d3d11] Add support for shared ID3D11Texture2D resources.
2022-03-12 16:23:06 +01:00
Derek Lesho
f9d94c82a5
[util] Add helpers for shared resource metadata access.
2022-03-12 16:23:06 +01:00
Derek Lesho
02d3e0d31f
[dxvk] Add shared handle access to DxvkImage memory.
...
Based off preliminary work from Josh.
2022-03-12 16:23:06 +01:00
Derek Lesho
b5014401e7
[dxvk] Enable VK_KHR_EXTERNAL_MEMORY_WIN32 if available.
2022-03-12 16:23:03 +01:00
Philip Rebohle
5d4c8a6b51
[dxso] Fix ExpP instruction on Shader Model 2+
2022-03-11 22:44:18 +00:00
Joshua Ashton
7151fbd598
[dxvk] Use new [[fallthrough]] attribute
2022-03-10 00:47:38 +01:00
Joshua Ashton
b96f65be31
[dxbc] Use new [[fallthrough]] attribute
2022-03-10 00:47:38 +01:00
Joshua Ashton
63bd41f785
[d3d11] Add fallthrough comment to PickFormats
...
Silences a warning
2022-03-10 00:47:38 +01:00
Joshua Ashton
dc6c350cf2
[d3d9] Add fallthrough comment to SetRenderState
...
Silences a warning
2022-03-10 00:47:38 +01:00
Joshua Ashton
f4ab14cafa
[dxso] Fix potential fallthrough in RasterizerOut
2022-03-10 00:47:38 +01:00
Joshua Ashton
a5b0f2898a
[dxso] Fix ExpP fallthrough
2022-03-10 00:47:38 +01:00
Joshua Ashton
b2d96ee087
[d3d9] Fix fallthroughs in PickFormats
2022-03-10 00:47:38 +01:00
Joshua Ashton
53b9a723ac
[d3d9] Set initial dirty state flags
...
We had a bug where initial state values caused the data to not get sent to the backend.
Let's fix that going forward and dirty everything we possibly can on device creation.
2022-03-09 23:33:12 +00:00
Joshua Ashton
d4d4f0ca18
[d3d9] Fix default initialization of some state values
...
If we end up being the same as what we are, we don't dirty initially.
2022-03-09 23:33:08 +00:00
Philip Rebohle
89b1f025eb
[d3d10] Forward OpenSharedResource to D3D11 implementation
...
Trivial since the requested IID is passed by the application.
2022-03-04 19:13:30 +01:00
Philip Rebohle
23eead9e99
[meta] Release 1.10
2022-03-04 17:15:51 +01:00
Oschowa
bb178baaf1
[util] Enable cached vertex and index buffers for The Evil Within
...
Large performance win.
2022-03-04 02:19:17 +01:00
Philip Rebohle
f14bccc8c3
[util] Use CPU-cached constant buffers for Anno 1800
...
Sigh.
2022-03-03 17:33:14 +01:00
Philip Rebohle
1b196c24a4
[dxvk] Invalidate buffer in clearBuffer if possible
2022-03-01 21:39:35 +01:00
Philip Rebohle
5822a8de9f
[util] Enable cached vertex and index buffers for FFXIV
...
Fixes some weird performance issues on the Garlemald map. Doesn't seem
to affect performance in other areas.
2022-02-28 23:33:27 +01:00
Philip Rebohle
2bceeff5f2
[d3d11] Replace apitrace mode option with something more granular
...
And enable it only for vertex and index buffers in Nier Replicant.
2022-02-28 22:44:10 +01:00
Robin Kertels
b42c07253e
[d3d9] Fix sysmem readback
2022-02-24 07:49:55 +00:00
Robin Kertels
a81c653b42
[d3d9] Fix synchronization after readback
2022-02-22 21:49:28 +00:00
Philip Rebohle
a37cd46491
[util] Set maxDynamicImageBufferSize for Total War: Warhammer III
...
Massively increases performance since the game otherwise keeps
uploading a huge 48 MiB texture in every frame.
2022-02-22 05:48:25 +01:00
Philip Rebohle
dbd4dad095
[d3d11] Introduce d3d11.maxDynamicImageBufferSize option
2022-02-22 05:31:27 +01:00
Philip Rebohle
33cf522647
[d3d11] Use appropriate memory types for directly mapped images
2022-02-22 05:31:20 +01:00
Philip Rebohle
177e70949c
[d3d11] Apply apitrace mode to image upload buffers
2022-02-22 01:30:43 +01:00
Robin Kertels
29d8812709
[d3d9] Don't set NeedsReadback for POOL_SYSMEM textures
...
... or in SetRenderTarget because we always do readback for render targets.
2022-02-21 13:43:04 +00:00
Robin Kertels
b163a99bde
[d3d9] Clean up texture locking
...
We had two code paths that largely did the same.
2022-02-21 00:08:41 +00:00
Robin Kertels
dde83717f1
[d3d9] Rename WrittenByGPU to NeedsReadback
2022-02-21 00:08:41 +00:00
Robin Kertels
40444c1f50
[d3d9] Unify texture uploads
2022-02-21 00:08:41 +00:00
Robin Kertels
8b9db26536
[util] Add computeMipLevelOffset
2022-02-21 00:08:41 +00:00
Philip Rebohle
49e5357a87
[hud] Greatly simplify frame time graph rendering
2022-02-20 15:58:29 +01:00
Philip Rebohle
0709c5f5c7
[hud] Greatly simplify text rendering in the HUD
2022-02-20 15:58:29 +01:00
Philip Rebohle
8ce83cabca
[dxvk] Only mark transfer buffers as transient
...
Otherwise we may accidentally catch things like uniform buffers as well.
2022-02-20 15:58:26 +01:00
Robin Kertels
fd23dcef64
[d3d9] Disable direct buffer mapping for RE games
2022-02-20 03:30:03 +00:00
Robin Kertels
cf4c5c3422
[d3d9] Add option to disable direct buffer mapping
2022-02-20 03:30:03 +00:00
Robin Kertels
6d71eea516
[d3d9] Store buffer map mode in D3D9CommonBuffer
2022-02-20 03:30:03 +00:00
Robin Kertels
97ae14b6a0
[d3d9] Synchronize only to given sequence number in WaitForResources
2022-02-20 03:29:31 +00:00
Robin Kertels
917a8d00a2
[d3d9] Track last staging resource usage with a sequence number
2022-02-20 03:29:31 +00:00
Robin Kertels
c12cd1952c
[d3d9] Handle different mip chain lengths in UpdateTexture
2022-02-20 03:29:04 +00:00
Philip Rebohle
80f744549f
[dxvk] Get rid of spinlock when allocating GPU events
...
This is not performance-critical
2022-02-20 01:16:04 +01:00
Philip Rebohle
0ade12dc83
[dxvk] Use lock-free list for render pass instances
...
And replace the spin lock with a regular mutex.
2022-02-20 00:04:06 +01:00
Philip Rebohle
477cb617ac
[dxvk] Use lock-free list for compute pipeline lookup
2022-02-19 17:36:42 +01:00
Philip Rebohle
67e2ee1b26
[dxvk] Use lock-free list for graphics pipeline lookup
...
And use a proper mutex if we do have to synchronize,
so that we can avoid busy-waits.
2022-02-19 17:36:42 +01:00
Philip Rebohle
a4fe43462c
[dxvk] Introduce lock-free list
2022-02-19 17:36:39 +01:00
Philip Rebohle
c9750f6657
[dxvk] Don't use spinlocks for CS chunk pool
...
No reason to anymore since SRWLocks are fast enough here.
2022-02-19 16:57:09 +01:00
Philip Rebohle
520d62903a
[dxvk] Remove null check when setting vertex stride
...
Move the responsibility to the front-end instead.
2022-02-19 13:29:59 +01:00
Philip Rebohle
8e11630370
[d3d11] Set zero stride when binding null vertex buffer
2022-02-19 13:20:36 +01:00
Philip Rebohle
146fbd492f
[dxvk] Free existing staging buffer before creating a new one
2022-02-18 18:13:28 +01:00
Philip Rebohle
17a1b0ad44
[d3d11] Consider empty CS chunks when tracking resources
...
Avoids deadlocks if we track multiple resources and flush in between.
2022-02-18 14:21:53 +01:00
Philip Rebohle
9af3dce304
[dxvk] Track buffer as used in initBuffer
...
Git ate my commit when I was testing something...
2022-02-17 23:42:31 +01:00
Philip Rebohle
6ae5488157
[d3d9] Use initBuffer method
2022-02-17 20:58:31 +01:00
Philip Rebohle
18a960a1e1
[d3d11] Use initBuffer method
2022-02-17 20:58:31 +01:00
Philip Rebohle
080aa1a989
[dxvk] Add initBuffer method
2022-02-17 20:58:31 +01:00
Philip Rebohle
f7e021f791
[dxvk] Add command buffer parameter to cmdFillBuffer
2022-02-17 20:58:31 +01:00
Philip Rebohle
102bceb30c
[dxvk] Remove unused clear methods
2022-02-17 20:58:31 +01:00
Philip Rebohle
752f98cf00
[d3d9] Use initImage to clear uninitialized image resources
2022-02-17 20:58:31 +01:00
Philip Rebohle
6d0e5dfd21
[d3d11] Use initImage to clear uninitialized image resources
2022-02-17 20:58:31 +01:00
Philip Rebohle
464c6810b3
[dxvk] Repurpose initImage method
...
This is now supposed to clear images of any type, and only to be
used for resource initialization after creation.
2022-02-17 20:58:31 +01:00
Philip Rebohle
34fd16b8f2
[d3d11] Add implicit flush after tracking sequence numbers
...
Flushing early when using a tracked resource may reduce stalls.
2022-02-16 20:49:00 +01:00
Philip Rebohle
2dfdc5ac3b
[d3d11] Enable stall tracking for timestamp queries
...
Because games are dumb and don't understand that the GPU doesn't
work synchronously with the render thread.
2022-02-16 19:59:11 +01:00
Philip Rebohle
d45f5a8d79
[d3d11] Handle subresource field in copy/move operations
...
Derp.
2022-02-15 13:00:10 +01:00
Philip Rebohle
e70f9f92a6
[util] Enable apitrace mode for Nier Replicant
...
Game is broken and reads back dynamic vertex/index buffers over PCI-E.
2022-02-14 09:20:41 +01:00
Philip Rebohle
4e464327ef
[util] Bump maxImplicitDiscardSize for Quantum Break
...
Otherwise we're synchronizing and frame times are garbage.
2022-02-14 04:21:46 +01:00
Philip Rebohle
e1b3bc45ce
[d3d11] Add d3d11.maxImplicitDiscardSize option
2022-02-14 04:17:56 +01:00
Philip Rebohle
63bf928ab5
[hud] Display GPU synchronization in HUD
2022-02-14 03:28:45 +01:00
Philip Rebohle
4d9b464f7c
[d3d9] Use new waitForResource method
2022-02-14 03:15:47 +01:00
Philip Rebohle
2f80f8847e
[d3d11] Use new waitForResource method
2022-02-14 03:15:47 +01:00
Philip Rebohle
0c99b17081
[dxvk] Introduce DxvkDevice::waitForResource
...
Blocks on the queue thread's condition variable instead of busy-waiting,
and tracks synchronization with new stat counters. Cleanup is rearranged
to minimize delays before signals and resources are notified.
2022-02-14 03:15:47 +01:00
Philip Rebohle
25ebf94873
[dxvk] Display barrier count in draw call HUD item
2022-02-14 01:10:15 +01:00
Philip Rebohle
316e252a27
[dxvk] Add stat counter for pipeline barriers
2022-02-14 01:08:55 +01:00
Philip Rebohle
b5078a7ec0
[dxvk] Reduce context staging buffer size to 4 MiB
...
Same idea as before, just create a temporary buffer for larger resources.
This can avoid frequent Vulkan memory allocations and deallocations since
many small buffers are more likely to fit into a single memory chunk than
a small number of large buffers, thus reducing the overall memory footprint.
2022-02-14 01:01:34 +01:00
Philip Rebohle
08ecd49c66
[dxvk] Don't suballocate large staging buffer allocations
...
Otherwise we'll risk wasting almost half the staging buffer memory.
Creating a temporary buffer is cheap enough, so just do that.
2022-02-14 01:00:48 +01:00
Philip Rebohle
b9201db554
[dxvk] Remove unused trimStagingBuffers method
2022-02-13 02:08:20 +01:00
Philip Rebohle
95b7e6c030
[dxvk] Rework HUD font texture initialization
...
We really shouldn't need a separate context for this.
2022-02-13 02:08:20 +01:00
Philip Rebohle
425fce9200
[dxvk] Introduce transient memory flag for staging buffers
...
Potentially reduces fragmentation by putting short-lived staging buffers
and sysmem resources created by the application into different memory pools.
2022-02-13 02:08:20 +01:00
Philip Rebohle
9d4be00fa7
[dxvk] Allow large sysmem allocations on 64-bit platforms again
...
Since we frequently discard staging buffers now, having larger chunks
is actually beneficial again.
2022-02-13 02:08:20 +01:00
Philip Rebohle
d262bebd90
[dxvk] Remove DxvkStagingDataAlloc
...
Unused and overly clunky.
2022-02-13 02:08:20 +01:00
Philip Rebohle
8518572d13
[dxvk] Use DxvkStagingBuffer in DxvkContext
2022-02-13 02:08:20 +01:00
Philip Rebohle
1b88bc624a
[dxvk] Remove unused updateImage function
2022-02-13 02:08:20 +01:00
Philip Rebohle
3b833988fe
[dxvk] Use staging buffer for gamma ramp uploads
2022-02-13 02:08:19 +01:00
Philip Rebohle
80c5b61e26
[d3d11] Use DxvkStagingBuffer in D3D11DeviceContext
2022-02-13 02:08:19 +01:00
Philip Rebohle
0bc19472e8
[dxvk] Introduce DxvkStagingBuffer
2022-02-13 02:08:19 +01:00
Philip Rebohle
82518de4b4
[dxvk] Discard buffer slice in copyBuffer if possible
2022-02-13 02:08:19 +01:00
Philip Rebohle
5e763853e5
[dxvk] Introduce tryInvalidateDeviceLocalBuffer
2022-02-13 02:08:19 +01:00
Philip Rebohle
6a3de28f94
[dxvk] Repurpose updateBuffer
...
Only allow it for very small updates where scheduling a copy command would
likely be slower. Some drivers have special paths for tiny updates.
2022-02-13 02:08:19 +01:00
Philip Rebohle
a03c038f03
[d3d9] Exit early in ProcessVertices if the vertex count is 0
...
We don't want to pass a zero-sized copy to the backend.
2022-02-13 02:08:19 +01:00
Philip Rebohle
26381fd5df
[d3d11] Only use updateBuffer for very small buffer updates
...
Otherwise we may end up with significant copy overhead on the CS thread.
2022-02-13 02:08:19 +01:00
Philip Rebohle
ac9ed96457
[hud] Add HUD item to show CS thread stats
2022-02-13 02:07:48 +01:00
Philip Rebohle
b02496a8f4
[dxvk] Add CS thread stat counters
2022-02-13 02:07:48 +01:00
Philip Rebohle
d96c5a1076
[dxvk] Store DXVK device inside DxvkCsThread object
2022-02-13 02:07:48 +01:00
Philip Rebohle
52666a33c6
[dxvk] Expose a way to increment stat counters
...
In case the counters come from external sources.
2022-02-13 02:07:45 +01:00
Philip Rebohle
b6121c84aa
[d3d11] Avoid GPU synchronization on mapping images when possible
2022-02-11 18:17:35 +01:00
Philip Rebohle
3f16de157b
[d3d11] Avoid GPU synchronization on mapping buffers when possible
2022-02-11 18:17:35 +01:00
Philip Rebohle
c82b504e52
[d3d11] Further simplify D3D11DeferredContextMapEntry
...
And no longer create a strong reference to the given resource.
2022-02-11 18:17:35 +01:00
Philip Rebohle
2dcdd20517
[d3d11] Change D3D11ResourceRef constructor to be more useful
2022-02-11 18:17:35 +01:00
Philip Rebohle
0364a79eb0
[d3d11] Optimize Unmap on immediate contexts
2022-02-11 18:17:35 +01:00
Philip Rebohle
5a6711ed1d
[d3d11] Synchronize only to given sequence number in WaitForResources
...
Avoids costly thread synchronization when mapping staging resources
for reading, as well as some other scenarios.
2022-02-11 18:17:35 +01:00
Philip Rebohle
afe1840c74
[d3d11] Track resources when dispatching Cubin shaders as well
2022-02-11 18:17:35 +01:00
Philip Rebohle
bb16734a43
[d3d11] Implement sequence number tracking on deferred contexts
2022-02-11 18:17:35 +01:00
Philip Rebohle
2eeb7295c8
[d3d11] Increment sequence number when submitting command lists
...
This does not do any tracking on deferred contexts just yet.
2022-02-11 18:17:35 +01:00
Philip Rebohle
d33dac569c
[d3d11] Track last staging resource usage with a sequence number
2022-02-11 18:17:35 +01:00
Philip Rebohle
55a6b80919
[d3d11] Add method to query D3D11 resource dimension from texture
2022-02-11 18:17:35 +01:00
Philip Rebohle
d870b6ff38
[d3d11] Store ID3D11Resource interface in D3D11CommonTexture
...
Going full circle here, but it's actually useful now.
2022-02-11 18:17:35 +01:00
Philip Rebohle
9c32beccdc
[d3d11] Store buffer map mode in D3D11Buffer
...
Matches what we do for textures, and makes it so that we don't
have to dereference the resource pointer to figure this out.
2022-02-11 18:17:35 +01:00
Philip Rebohle
2db56fa160
[d3d11] Add D3D11ResourceRef
...
Implements private ref counting for arbitrary resource types.
2022-02-11 18:17:35 +01:00
Philip Rebohle
391c9e13ca
[d3d11] Add ResourceAddRef/ReleasePrivate with known resource type
2022-02-11 18:17:35 +01:00
Philip Rebohle
6b91b87dba
[dxvk] Reorganize DxvkBuffer data structure
...
Should hopefully reduce CPU cache conflicts.
2022-02-11 18:17:34 +01:00
Philip Rebohle
37f3d9208b
[dxvk] Introduce sequence numbers for CS submissions
2022-02-11 18:17:34 +01:00
Philip Rebohle
bc137fdf37
[util] Enable apitrace mode for AoE2 Definitive Edition
...
Fixes #2491 .
2022-02-11 18:15:46 +01:00
Philip Rebohle
6c862b63a2
[d3d11] Optimize UpdateSubresource for small buffer updates
...
Some games use UpdateSubresource to upload constant buffers in
between draws, so this path should be as fast as possible.
Also fixes a potential issue when using D3D11_COPY_NO_OVERWRITE
on deferred contexts, since the Map requirements don't hold here.
2022-02-07 16:14:02 +01:00
Philip Rebohle
b746e1352b
[d3d11] Implement suballocation from staging buffer for small updates
2022-02-07 16:14:01 +01:00
Philip Rebohle
7cf78a2c75
[d3d11] Fix confusing code in deferred context Map
...
This did work, but we shouldn't use an object that was already moved.
2022-02-07 16:14:01 +01:00
Philip Rebohle
e4dbd1e337
[d3d11] Remove unused parameters from deferred context Map functions
2022-02-07 16:13:58 +01:00
Krzysztof Bogacki
b5d7b42e65
[d3d11] Add D3D11On12CreateDevice stub
2022-02-07 03:21:43 +01:00
Philip Rebohle
2673d74270
[dxvk] Add version fixup for proprietary Intel drivers
2022-02-02 14:56:59 +01:00
Philip Rebohle
badc53b1bb
[dxvk] Rework driver version fixup to use driver ID instead of vendor ID
2022-02-02 14:56:55 +01:00
Georg Lehmann
58909e4582
[dxvk] Fix MSVC build.
2022-02-01 18:50:00 +00:00
Robin Kertels
b220c8989b
[d3d9] Only enable FETCH4 for single channel formats
2022-01-28 21:34:18 +00:00
Robin Kertels
5b39f0307e
[d3d11] Add FL12+ enum names
2022-01-27 19:42:14 +01:00
Philip Rebohle
1216466be7
[meta] Release 1.9.4
2022-01-24 15:08:49 +01:00
Philip Rebohle
b4e4eca99f
[dxvk] Remove options to disable OpenVR/XR support
...
No longer needed since we no longer load vrclient.so into the game's
process just to query extensions.
2022-01-24 14:50:04 +01:00
Georg Lehmann
4e6db51230
[d3d9] Fix float emulation detection.
...
ffs
2022-01-21 16:08:00 +01:00
Georg Lehmann
14df2f7251
[d3d9] Enable strict float emulation by default for new radv.
2022-01-20 23:47:41 +00:00
Philip Rebohle
a268de51e3
[dxvk] Don't shrink HVV heap if it's the main video memory heap
...
May fix issues on RBAR-enabled Nvidia systems.
2022-01-16 02:47:51 +01:00
Philip Rebohle
703cc78cc0
[util] Disable NVAPI hack for God of War
...
Needed for DLSS support.
2022-01-14 15:21:49 +01:00
Philip Rebohle
42c06ceb51
[util] Enable performance options for God of War
2022-01-14 13:16:06 +01:00
Philip Rebohle
08c7bab431
[dxvk] Reduce maximum size of multi-slice buffers
2022-01-13 18:40:27 +01:00
Philip Rebohle
71e7faef69
[dxvk] Reduce size up to which device-local buffers can be invalidated
2022-01-13 18:39:31 +01:00
Philip Rebohle
db2e32ede6
[dxvk] Be smarter about which chunks to free
...
Freeing all empty chunks immediately may cause issues if an app constantly
allocates and frees a small number of resources that don't fit into any
existing chunk, so try to keep one around. Aggressively free everything
under memory pressure if necessary.
2022-01-13 18:39:31 +01:00
Philip Rebohle
15ab07ab94
[dxvk] Replace allocation priority with allocation flags
2022-01-13 18:39:31 +01:00
Philip Rebohle
d34bbdb58e
[dxvk] Free empty memory chunks
2022-01-13 18:22:44 +01:00
Philip Rebohle
e6442d64be
[dxvk] Display allocated memory in HUD again
2022-01-13 18:22:44 +01:00
Philip Rebohle
a70a35406e
[meta] Release 1.9.3
2022-01-11 13:28:28 +01:00
Georg Lehmann
f5744284eb
[d3d9] Dirty FF vertex shader if any D3D9VertexDeclFlags change.
...
The vertex shader depends on all of these in some way.
2022-01-10 22:06:15 +00:00
Christopher Egert
b1a6cbad7f
[d3d9] Update FFVS when D3DFVF_PSIZE is specified.
...
This fixes #2387
2022-01-10 20:05:41 +00:00
Robin Kertels
4cdee69bc9
[d3d9] Always upload all managed texture mips after AddDirtyBox call
...
Co-authored-by: Paul Gofman <gofmanp@gmail.com>
2022-01-10 18:55:08 +00:00
Philip Rebohle
b53c3057e1
[dxgi] Fix refresh rate filtering in FindClosestMatchingMode
...
We need to operate on the pre-filtered list, or otherwise we may run into
problems where not all refresh rates are supported for all display modes.
2022-01-10 14:45:19 +01:00
dosse91
55c4aba4d0
Added config for James Cameron's Avatar (DX9)
2022-01-10 14:40:53 +01:00
Joshua Ashton
ecd7b67069
[d3d11] Lock context before EmitCs for annotations
2021-12-21 03:09:08 +01:00
Philip Rebohle
3bfad1e70e
[dxvk] Explicitly intiialize framebuffer info
2021-12-20 23:47:50 +01:00
Supreeeme
34774f4ea4
Enabled strict float emulation for BlazBlue Centralfiction
2021-12-15 09:44:22 +00:00
Robin Kertels
c13395db97
[util] Enable strict float emulation for a bunch of games
...
... that are known to be broken without it.
2021-12-05 16:49:19 +00:00
Robin Kertels
6c17b8801c
[d3d9] Add strict option to float emulation setting
2021-12-05 16:49:19 +00:00
Robin Kertels
eb9dfcedbd
[util] Move toLower transform to function
2021-12-05 16:49:19 +00:00
Philip Rebohle
11f8b8ba44
[dxso] Handle multiplication by zero when emitting clip distances
2021-12-05 16:49:19 +00:00
Philip Rebohle
337360cdc6
[dxso] Handle multiplication by zero in TexM*Tex instructions
2021-12-05 16:49:19 +00:00
Philip Rebohle
a9515d3530
[dxso] Handle multiplication by zero in matrix ALU instructions
2021-12-05 16:49:19 +00:00
Philip Rebohle
8063e27c08
[dxso] Handle multiplication by zero in cross product
2021-12-05 16:49:19 +00:00
Philip Rebohle
7b2b8ceff3
[dxso] Handle multiplication by zero in dst instruction
2021-12-05 16:49:19 +00:00
Philip Rebohle
ebc5326ed5
[dxso] Correctly handle multiplication by zero
2021-12-05 16:49:19 +00:00
Robin Kertels
804eca9cad
[d3d9] Respect shader defined constants for HWVP/PS buffer binding range
2021-11-30 01:57:22 +00:00
Robin Kertels
ce1c66d7dc
[dxso] Omit relative constant range check when possible
...
We can just rely on robustness2 when it's supported.
2021-11-30 01:57:22 +00:00
Robin Kertels
0061139652
[d3d9] Copy shader defined constants into SWVP UBO
...
Co-authored-by: Christopher Egert <cme3000@gmail.com>
Co-authored-by: Georg Lehmann <dadschoorse@gmail.com>
2021-11-30 01:57:22 +00:00
Robin Kertels
39039f9ac8
[dxso+d3d9] Clean up texture slots
2021-11-30 01:57:22 +00:00
Paul Gofman
b672c07a93
[d3d9] Send WM_ACTIVATEAPP messsage on WM_SIZE.
2021-11-30 01:48:24 +00:00
Philip Rebohle
1abd205216
[d3d11] Compute image data layout for unmapped textures
...
We sometimes need this information when uploading image data. Fixes #2380 .
2021-11-29 16:55:35 +01:00
Philip Rebohle
b6cd6aaecc
[d3d11] Fix depth aspect not being applied to some D16_UNORM views
2021-11-29 15:39:41 +01:00
Georg Lehmann
97f03127e9
[dxso] Remove empty dxso_helpers.h
2021-11-25 21:50:59 +00:00
Georg Lehmann
c2a66c043a
[dxvk] Remove empty dxvk_main
2021-11-25 21:50:59 +00:00
Georg Lehmann
12249fd330
[dxso] Fix constant buffer debug names
2021-11-11 23:54:05 +00:00
Joshua Ashton
4c0eee89e4
[d3d9] Use clamped LOD for creating new views
2021-11-11 23:53:38 +00:00
Joshua Ashton
c22dcdbaa3
[d3d9] Clamp LOD in calls to SetLOD
...
MSDN says this is clamped and returns the clamped value.
Closes : #1869
2021-11-11 23:52:35 +00:00
Joshua Ashton
5d4b7db9e6
[d3d9] Fix = alignent in CreateView
2021-11-11 23:51:59 +00:00
Philip Rebohle
2abe2132a6
[dxvk] Implement framebuffer cache
...
Reduces the number of object allocations per frame.
2021-11-09 18:09:50 +01:00
Philip Rebohle
a987b729a7
[dxvk] Introduce DxvkFramebufferKey
...
Can be used to cache framebuffer objects.
2021-11-09 17:49:22 +01:00
Philip Rebohle
2527ea45b9
[dxvk] Refactor framebuffer creation
2021-11-09 16:37:33 +01:00
Philip Rebohle
f1aad6cb7b
[dxvk] Remove frame buffer from context state
2021-11-09 16:37:33 +01:00
Philip Rebohle
5b725205ef
[dxvk] Introduce DxvkFramebufferInfo
...
Stores all info that is currently held by the DxvkFramebuffer class,
but is not heap-allocated and will not create an actual framebuffer
object.
2021-11-09 16:37:31 +01:00
Philip Rebohle
1fd037cf29
[dxvk] Fix load aspect mask in render pass creation
2021-11-05 16:09:05 +01:00
Philip Rebohle
4c88335f66
[util] Shrink Nvidia HVV heap for Final Fantasy XIV
...
Fixes #2210 .
2021-11-03 13:27:39 +01:00
Philip Rebohle
778aee0372
[dxvk] Rework Nvidia HVV option
2021-11-02 00:52:25 +01:00
Joshua Ashton
8912c7adb0
[d3d9] Fix long driver/device names not being null terminated
...
Signed-off-by: Joshua Ashton <joshua@froggi.es>
2021-10-22 02:58:53 +00:00
Joshua Ashton
409a6f5c3f
[d3d11] Use atomics for NVX handles
...
Primarily to make DXVK native happy, but also much cleaner.
Signed-off-by: Joshua Ashton <joshua@froggi.es>
2021-10-22 03:15:03 +02:00
Georg Lehmann
b163503f7c
[dxso] Respect SM2+ sampler source swizzle.
2021-10-20 17:43:52 +00:00
Robin Kertels
79a20c463f
[util] Enable apitrace mode for Crysis 3 Remastered
2021-10-18 18:23:58 +02:00
Robin Kertels
7f89fe1406
[d3d9+utils] Remove swvp hack
2021-10-15 10:54:18 +01:00
Robin Kertels
530f87f158
[d3d9+dxso] Rely on robustness for unset HW VS & PS constants
2021-10-15 10:54:18 +01:00
Robin Kertels
869f75895c
[d3d9+dxso] Switch constant buffer order
2021-10-15 10:54:18 +01:00
Robin Kertels
791d533a1d
[d3d9+dxso] Rely on robustness for unset SWVP constants
2021-10-15 10:54:18 +01:00
Robin Kertels
01f633289b
[d3d9] Use mapped slice when locking POOL_DEFAULT textures
...
Fixes an issue where the game would end up using the wrong
buffer slice if it previously mapped the same texture with DISCARD.
Fixes #2329
2021-10-15 10:46:40 +01:00
Philip Rebohle
3e64e1b3f5
[dxvk] Explicitly stop state cache worker threads on device destruction
...
Otherwise, the workers may access objects that are being destroyed an
app thread.
2021-10-08 00:54:59 +02:00
Paul Gofman
24eb875f02
[dxgi] Return success from DxgiSwapChain::Present1() if window is destroyed
2021-10-07 20:34:37 +02:00
oltolm
1ef4e60b69
[dxvk] fix barrier tracking code
2021-10-06 02:59:31 +02:00
Philip Rebohle
ec18532ed4
[dxvk] Use new barrier tracking for images
2021-10-01 15:52:41 +02:00
Philip Rebohle
30bc137f9c
[dxvk] Use new barrier tracking for buffers
2021-10-01 15:52:41 +02:00
Philip Rebohle
195b7d7155
[dxvk] Add fast versioned hash table for barrier tracking
2021-10-01 15:52:41 +02:00
Philip Rebohle
714ca48271
[dxvk] Work around device creation failure with CUDA interop extensions
2021-10-01 15:43:19 +02:00
Philip Rebohle
b36fa75d1d
[dxvk] Disable CUDA interop extensions on 32-bit builds
2021-10-01 15:32:40 +02:00
Philip Rebohle
8225891751
[dxvk] Fix copy-paste mistake when enabling bufferDeviceAddress feature
2021-10-01 15:32:40 +02:00
Philip Rebohle
aa4b7c9f92
[dxvk] Rework 32-bit check
2021-10-01 14:18:42 +02:00
Philip Rebohle
7193962381
[d3d11] Enable VK_KHR_buffer_device_address if necessary
...
Just enabling the extension doesn't necessarily do anything.
2021-10-01 14:12:17 +02:00
Philip Rebohle
1fefdf2ab6
[dxvk] Add VK_KHR_buffer_device_address extension info
2021-10-01 14:12:17 +02:00
Robin Kertels
c8341e4be3
[d3d9] Fix lenient clears
2021-09-28 21:14:02 +01:00
Robin Kertels
c4449faf5a
[d3d9] Don't clamp clears to the size of RT 0
2021-09-27 21:57:15 +01:00
Robin Kertels
29ee1a74e6
Revert "[d3d9] Avoid depth degenerate viewports"
...
This reverts commit 78d22cc7a5
.
2021-09-27 14:55:49 +01:00
Robin Kertels
d799b44d91
[dxso] Ensure pow base is >= 0 in LIT
2021-09-26 22:33:01 +01:00
Robin Kertels
2735988fa2
[d3d11] Only use cube arrays for regular cubemap views when enabled
2021-09-26 23:17:16 +02:00
Adam Moss
86148ec070
[d3d11,dxvk] Implement DXVK pieces required for DX11 DLSS support
...
Notably, fairly generic functions to create/launch/destroy Cuda kernels,
and methods to fetch GPU virtual addresses and handles for DX11 resources.
Note: Requires some corresponding dxvk-nvapi changes for DLSS to
be initialized successfully.
2021-09-24 15:10:07 +02:00
Philip Rebohle
3a712b766e
[dxvk] Introduce accessMemory for barrier tracking
2021-09-24 15:07:59 +02:00
Philip Rebohle
b79ce7af8a
[meta] Release 1.9.2
2021-09-20 15:07:25 +02:00
Philip Rebohle
9eb83c187c
[util] Make bool and tristate options case-insensitive
2021-09-19 19:21:49 +02:00
Philip Rebohle
dd7ffbc803
[d3d11] Also validate draw buffer for DispatchIndirect
...
Oversight.
2021-09-12 16:18:25 +02:00
Philip Rebohle
de7fb51e64
[d3d11] Validate indirect draw buffer size
...
Otherwise, if the draw parameter offset is out of bounds, we
may hang the GPU.
Fixes #2286 .
2021-09-12 01:23:04 +02:00
Georg Lehmann
827c7a892c
[util] Replace countof with std::size
2021-09-10 11:58:46 +01:00
Philip Rebohle
5f9d5f1053
[dxvk] Fix IgnoreWriteAfterWritw check for indirect dispatches
2021-09-10 02:50:52 +02:00
Philip Rebohle
2f01df82d2
[dxbc] Fix invalid NonReadable/NonWritable decorations
2021-09-09 19:35:51 +02:00
Philip Rebohle
5db76784bd
[dxbc] Accurately determine access flags for UAVs
2021-09-09 15:53:02 +02:00
Philip Rebohle
c9f7ccc7f9
[dxvk] Fix hazard detection for shader resources
2021-09-09 14:58:04 +02:00
Philip Rebohle
67391a7bb0
[d3d11] Introduce d3d11.ignoreGraphicsBarriers option
2021-09-09 14:28:25 +02:00
Philip Rebohle
5109000747
[dxvk] Add IgnoreGraphicsBarriers flag
2021-09-09 14:28:25 +02:00
Philip Rebohle
fe68b43335
[dxvk] Deduplicate buffer and image slices in barrier array
...
Fixes some major performance issues when dealing with many
consecutive dispatch calls.
2021-09-09 14:24:55 +02:00
Vincent Grande
f0e9700f34
[d3d10] Add missing include
2021-09-03 12:54:50 +02:00
Philip Rebohle
c0a7143d1b
[vulkan] Fix missing include
...
Fixes #2269 .
2021-09-02 16:34:55 +02:00
pingubot
69588b02fe
Update config.cpp ( #2256 )
2021-08-27 13:10:24 +02:00
Georg Lehmann
b498040f7d
[d3d9] Disable explicit front buffer for Fantasy Grounds
2021-08-26 09:26:10 +01:00