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Commit Graph

1682 Commits

Author SHA1 Message Date
Philip Rebohle
e0e945f724
[d3d11] Show SetPredication message only when the predicate is not NULL
Helps determine which games actually use the feature.
2018-10-15 19:35:50 +02:00
Philip Rebohle
56e9bba279
[dxgi] Fix scaling when swap image extent mismatches window size
In Proton 3.16, the window size is not necessarily equal to the size
of the WSI swap chain and DXVK is responsible for doing the scaling,
so we should compare to the actual swap image size instead.
2018-10-15 18:35:00 +02:00
Philip Rebohle
254cd8bd06
[dxvk] Optimize image descriptor updates
Avoids unnecessary atomic operations when rendering to a framebuffer
with a depth attachment.
2018-10-15 16:35:40 +02:00
Philip Rebohle
c5532f605a
[meta] Fix nonsense in README 2018-10-15 11:44:13 +02:00
Philip Rebohle
890e5f8c9c
[meta] Release v0.90 2018-10-13 16:31:32 +02:00
Philip Rebohle
6b5aa0b928
Merge branch 'vk_transform_feedback' 2018-10-13 08:00:51 +02:00
Philip Rebohle
8172d347be
Revert "[d3d10] Implement ID3D10Multithread"
This reverts commit 55d6eae210.

We probably don't need it, and the current implementation is broken.
2018-10-12 19:29:52 +02:00
Philip Rebohle
8630ee235a
[util] Re-enable D3D10 for Bioshock 2018-10-12 19:06:53 +02:00
Philip Rebohle
55d6eae210
[d3d10] Implement ID3D10Multithread 2018-10-12 19:06:05 +02:00
Philip Rebohle
e549c9303b
[d3d10] Respect D3D10_CREATE_DEVICE_SINGLETHREADED flag
May improve performance in games which do not need the locking behaviour.
2018-10-12 18:36:02 +02:00
Philip Rebohle
6d18efdfc7
[d3d10] Lock device on context operations
May fix thread safety issues in some games. Apparently, the
D3D10Device is supposed to be thread safe by default.
2018-10-12 18:31:55 +02:00
Tk-Glitch
502af0f866 [util] Spoof AMD GPU for Dauntless and Redout.
It silences some nvapi related warnings and improves performance on both titles by up to 10%.
Also fixes a random crash on Redout.
2018-10-12 12:43:58 +02:00
Fredrick Lockert
27026f48a2 [util] Spoof AMD card for Star Citizen 2018-10-12 07:10:13 +02:00
Andre Heider
7d7dbe2632 [meta] Don't hardcode the default libdir
Use the configured libdir, so non-defaults paths don't break the script.
2018-10-11 08:21:58 +02:00
Philip Rebohle
406816d17c
[d3d10] Support pOffsets parameter in SOGetTargets 2018-10-10 19:55:42 +02:00
Philip Rebohle
93a851a2fc
[d3d11] Implement DrawAuto method 2018-10-10 19:55:42 +02:00
Philip Rebohle
44024e7a7a
[d3d11] Implement Stream Output queries 2018-10-10 19:55:42 +02:00
Philip Rebohle
93753a5ce7
[d3d11] Bind transform feedback buffers in SOSetTargets 2018-10-10 19:55:41 +02:00
Philip Rebohle
97d776cc00
[d3d11] Allocate counter for stream output buffers 2018-10-10 19:55:41 +02:00
Philip Rebohle
0d89dfae95
[d3d11] Report format support for stream output buffers 2018-10-10 19:55:41 +02:00
Philip Rebohle
7369dee9d6
[d3d11] Create passthrough geometry shader if necessary
Fixes stream output in Unity Engine titles.

- Fix compilation with new DxbcProgramInfo struct.
2018-10-10 19:55:41 +02:00
Philip Rebohle
5463dc7e6c
[d3d11] Implement CreateGeometryShaderWithStreamOutput
- Emit error instead of warning when enabling rasterization
2018-10-10 19:55:26 +02:00
Philip Rebohle
f42ea9f1d1
[d3d11] Set transform feedback usage, stage and access flags 2018-10-10 13:05:38 +02:00
Philip Rebohle
3a48092630
[dxvk] Implement transform feedback draw call 2018-10-10 13:05:37 +02:00
Philip Rebohle
929b75a038
[dxvk] Add support for transform feedback queries 2018-10-10 13:05:37 +02:00
Philip Rebohle
4bdf6daa39
[dxvk] Add structure for transform feedback stream queries 2018-10-10 13:05:37 +02:00
Philip Rebohle
3435702719
[dxvk] Add basic support for indexed queries 2018-10-10 13:05:37 +02:00
Philip Rebohle
76d917df20
[dxvk] Add xfb counter write -> xfb counter read barrier
- Update xfb counter barrier
2018-10-10 13:05:37 +02:00
Philip Rebohle
93b1b9bc00
[dxvk] Implement transform feedback
Begins transform feedback when rendering with an xfb-enabled
pipeline bound, and ends transform feedback as needed, while
writing back the counters supplied by the app. This does not
yet support transform feedback queries or the draw command.
2018-10-10 13:05:37 +02:00
Philip Rebohle
a27e440272
[dxvk] Detect Xfb and set rasterized stream index 2018-10-10 13:05:37 +02:00
Philip Rebohle
1f135f59ed
[dxvk] Add Xfb API stubs 2018-10-10 13:05:37 +02:00
Philip Rebohle
52e1671167
[dxvk] Add Xfb context state 2018-10-10 13:05:37 +02:00
Philip Rebohle
989a10ab88
[dxvk] Enable transform feedback device feature if available
- Enable geometryStreams feature
2018-10-10 13:05:37 +02:00
Philip Rebohle
e27083a04f
[dxvk] Query transform feedback device properties if available 2018-10-10 13:05:37 +02:00
Philip Rebohle
13ecbcaaf5
[dxvk] Enable VK_EXT_transform_feedback 2018-10-10 13:05:37 +02:00
Philip Rebohle
61d56a1732
[dxvk] Add definitions for transform feedback entry points 2018-10-10 13:05:37 +02:00
Philip Rebohle
bf906aa226
[dxvk] Add support for transform feedback access flags 2018-10-10 13:05:37 +02:00
Philip Rebohle
8cdccc6b05
[dxvk] Update Vulkan headers 2018-10-10 13:05:24 +02:00
Philip Rebohle
d2c62a8645
[dxbc] Implement passthrough geometry shader
This is needed when vertex or domain shader code is
passed to CreateGeometryShaderWithStreamOutput.

- Fix compilation with new DxbcProgramInfo.
2018-10-10 10:28:15 +02:00
Philip Rebohle
017699df15
[dxbc] Implement Xfb output declarations and setup 2018-10-10 10:28:15 +02:00
Philip Rebohle
bb780bbe10
[dxbc] Add Xfb decorations 2018-10-10 10:28:15 +02:00
Philip Rebohle
6a5fe2247a
[dxbc] Add support for multiple streams in geometry shaders 2018-10-10 10:28:15 +02:00
Philip Rebohle
a42f03e32d
[dxbc] Add Xfb structures to DxbcModuleInfo 2018-10-10 10:28:15 +02:00
Philip Rebohle
eff81c7edf
[dxvk] Implement getShader method for graphics pipelines 2018-10-10 10:28:12 +02:00
Philip Rebohle
e5f3019524
[dxgi] *Actually* silence WaitForVBlank warning
Guess who needs more coffee.
2018-10-09 19:17:20 +02:00
Philip Rebohle
08b241b3ea
[d3d11] Add option to disable deferred context mapping speed hack
Fixes a regression in The Evil Within.

We should probably find a proper solution, but for now this is the best
thing we can do for games which reuse command lists.
2018-10-09 17:07:50 +02:00
Philip Rebohle
6dd5cdbc3e
[dxgi] Silence WaitForVblank warning 2018-10-09 14:48:49 +02:00
Andre Heider
8fcdf78b51 [dxbc] rename DxbcProgramVersion to DxbcProgramInfo
The version in not part of this class anymore.
2018-10-08 12:32:01 +02:00
Andre Heider
8492f0501e [dxbc] Drop unused major/minor from DxbcProgramVersion 2018-10-08 12:32:01 +02:00
Philip Rebohle
781ee00f5c
[dxvk] Refactor indirect draw/dispatch commands
Introduces an OpenGL-style bind point for the argument buffer, which
means we can avoid a lot of unnecessary reference tracking in games
that do a lot of indirect draw calls.

Reduces CPU overhead in Assassin's Creed Odyssey.
2018-10-08 10:23:18 +02:00