Philip Rebohle
e1a27faa4a
[dxgi] Added DXGI format family info
2018-05-05 12:57:22 +02:00
Philip Rebohle
a55bee9554
[d3d11] Validate render targets before setting them up
...
Mimicks what native D3D11 does. Fixes validation errors in
Nier:Automata with multisampling enabled in some situations.
2018-05-05 09:12:36 +02:00
Philip Rebohle
fb288d8713
[d3d11] Disable VK_IMAGE_CREATE_MUTABLE_FORMAT_BIT for typed formats
...
Yields over 10% performance improvement on RADV in GPU-bound scenarios.
2018-05-05 00:49:43 +02:00
Philip Rebohle
fe24d76fd0
[dxgi] Report D3D10 support only when DXVK_FAKE_DX10_SUPPORT is set
...
Should fix a regression in Assassin's Creed 4: Black Flag.
2018-05-05 00:48:35 +02:00
Philip Rebohle
94b74667e9
[dxgi] Fix Fullscreen->Windowed transition (again)
...
We need to preserve the flags if the application changes them.
This is in line with what native DXGI does.
2018-05-04 21:55:38 +02:00
Philip Rebohle
c2c8d8be8a
[d3d11] Minor formatting fix
2018-05-04 21:52:34 +02:00
Philip Rebohle
6cbc133619
[dxgi] Use ShowWindow instead of redundant SetWindowPos call
2018-05-04 17:53:02 +02:00
Philip Rebohle
de803b3670
[dxgi] Report refresh rate as a multiple of 1000 Hz
...
More closely emulates what Windows dows.
2018-05-04 17:37:29 +02:00
Philip Rebohle
9cec1ecca3
[d3d11] Fix stage and access mask for default constant buffers
2018-05-04 10:23:36 +02:00
Philip Rebohle
ac1d505d14
[dxvk] Do not compute SHA-1 hash of generated shaders
...
We do not need this on this branch.
2018-05-04 00:16:39 +02:00
Philip Rebohle
ae0e5bccdd
[dxvk] Make shader accessible from shader module
2018-05-03 23:56:28 +02:00
Philip Rebohle
33357f1f36
[dxvk] Compute SHA-1 hash of generated shaders
2018-05-03 23:56:22 +02:00
Philip Rebohle
3a3b1eda59
[dxvk] Move render pass out of pipeline state vector
2018-05-03 23:48:45 +02:00
Philip Rebohle
59d4f1a1fb
[util] Add method to retrieve SHA1 hashes in 32-bit chunks
2018-05-03 23:47:42 +02:00
Joshua Ashton
5e1f478673
[build] add_global_arguments -> add_project_arguments ( #339 )
2018-05-03 04:09:33 +02:00
Philip Rebohle
77d0424d7f
[dxgi] Advertize support for ID3D10Device and ID3D10Device1
...
We don't actually support these, but applications can reasonably
assume that D3D10 is supported if D3D11 is present. Closes #329 .
2018-05-02 17:00:56 +02:00
Philip Rebohle
27d3a78d79
[dxbc] Omit empty source string in OpSource instruction
...
This parameter is optional and confuses RenderDoc if present.
2018-05-02 13:07:26 +02:00
Philip Rebohle
5683422208
Merge branch 'clearopt'
2018-05-02 00:45:17 +02:00
Philip Rebohle
e30a8299e6
[dxvk] Refactor DxvkFramebuffer and DxvkRenderpass
2018-05-02 00:45:10 +02:00
Philip Rebohle
41fca78d27
[dxgi] Add GetDevice method to IDXGIVkInteropSurface
...
Convenient way of getting the IDXGIVkInteropDevice from the surface
without having to go through several D3D interface queries.
2018-05-01 23:30:39 +02:00
Philip Rebohle
badb93334e
[dxvk] Fix DxvkContext::transformImage
...
We have to spill the render pass before transforming the
image. We don't need the barrier if the old and new
layout are the same.
2018-05-01 23:29:58 +02:00
Philip Rebohle
5e02c1bb2f
[dxvk] Move DxvkPipelineManager instance back to DxvkDevice
2018-05-01 16:56:33 +02:00
Philip Rebohle
d201a1f7c6
[dxvk] Made pipe manager and pipeline classes thread-safe
2018-05-01 16:45:28 +02:00
Philip Rebohle
cf1358b2f4
[dxvk] Fixed partial depth-stencil clear operations
2018-04-30 21:42:16 +02:00
Philip Rebohle
4c298d486d
[dxgi] Restore display mode even when the window got destroyed
2018-04-30 20:15:35 +02:00
Philip Rebohle
46f2e4d864
[dxgi] CheckInterfaceSupport; Log interface queries
2018-04-30 20:01:50 +02:00
Philip Rebohle
370ff34e9f
[d3d11] Fix sampler state validation for anisotropy
...
Fixes an issue where samplers are not created in Path of Exile.
2018-04-30 19:38:38 +02:00
Philip Rebohle
2626a26072
[d3d11] Fix sampler state validation for anisotropy
...
Fixes an issue where samplers are not created in Path of Exile.
2018-04-30 19:36:42 +02:00
Philip Rebohle
ba53cf92ac
Revert "[dxvk] Refactor DxvkFramebuffer and DxvkRenderpass"
...
This reverts commit 1bbfe77013
.
Breaks Path of Exile.
2018-04-30 18:47:35 +02:00
Philip Rebohle
5d5be87402
[dxvk] Oprimize render target clear operations
...
We can save one image layout transition when clearing a render
target by delaying clears until vkCmdBeginRenderPass is called.
2018-04-30 17:04:13 +02:00
Philip Rebohle
16a25db846
Merge branch 'master' of https://github.com/doitsujin/dxvk
2018-04-30 15:56:32 +02:00
Philip Rebohle
1bbfe77013
[dxvk] Refactor DxvkFramebuffer and DxvkRenderpass
2018-04-30 15:47:29 +02:00
ZeroFault
768a078250
[d3d11] Implement state block normalization ( #333 )
...
* [d3d11] implement stateblock normalization
* add const to default state description object
* fix code formatting
* Correct the blend state normalization
* add missing error return
* code cleanup and refactoring
* remove unecessary const qualifier and fix code formatting
* [d3d11] Cosmetic changes
2018-04-30 10:41:57 +02:00
Philip Rebohle
a32050374c
[dxgi] Implement display mode changes
...
Allows games to change the screen resolution in fullscreen
mode. This is currently in a rough shape and some games may
not work as expected when selecting fullscreen mode.
2018-04-29 23:03:27 +02:00
Philip Rebohle
a3c561f9dc
[dxgi] LeaveFullscreenMode: Correctly restore the window size
2018-04-29 17:26:00 +02:00
Philip Rebohle
1bcae90dd0
[dxvk] Fix image layouts for images using VK_IMAGE_TILING_LINEAR
...
We have to use VK_IMAGE_LAYOUT_GENERAL for those. On top of that,
we should avoid image transitions when the image is in GENERAL
layout anyway in order to save some time on the GPU.
2018-04-29 15:28:50 +02:00
Philip Rebohle
d5041337f5
[d3d11] Use linar tiling for textures if optimal tiling is not supported
...
Fixes texture creation issues in various Batman games.
2018-04-29 14:43:24 +02:00
Philip Rebohle
9aa73d1148
[dxvk] Set non-zero framebuffer size when there are no attachments
...
This is required for UAV-only rendering and will be required for
stream output in the future as well.
2018-04-29 11:19:18 +02:00
Philip Rebohle
7cb7e4a944
Merge branch 'master' of https://github.com/doitsujin/dxvk
2018-04-28 14:18:18 +02:00
Philip Rebohle
99813a7778
[d3d11] Use const ref pointer for device parameter
...
Closes #323 .
2018-04-28 14:17:52 +02:00
pchome
4a74cd45d5
[clang-tidy] performance-move-const-arg fix ( #324 )
...
https://clang.llvm.org/extra/clang-tidy/checks/performance-move-const-arg.html
2018-04-28 14:13:23 +02:00
pchome
1dbf8bf2a1
[dxvk] Fix native build on *nix x86_64 systems ( #328 )
...
* [dxvk] Fix native build on *nix x86_64 systems
> /usr/include/c++/v1/algorithm:2633:1:
> note: candidate template ignored: deduced conflicting types for parameter '_Tp' ('unsigned long' vs. 'unsigned long long')
winegcc, clang-tidy and other native build types/tools are affected.
http://en.cppreference.com/w/cpp/language/types#Data_models
> 64 bit systems:
> * LLP64 or 4/4/8 (int and long are 32-bit, pointer is 64-bit)
> * Win64 API
> * LP64 or 4/8/8 (int is 32-bit, long and pointer are 64-bit)
> * Unix and Unix-like systems (Linux, Mac OS X)
http://en.cppreference.com/w/cpp/types/integer#Function_macros_for_minimum-width_integer_constants
Macro `UINT64_C(1)` from `stdint.h` should literally interpret `1` to `1UL` or `1ULL`
```c
# if __WORDSIZE == 64
# define UINT64_C(c) c ## UL
# else
# define UINT64_C(c) c ## ULL
# endif
```
* [dxvk] Fix native build on *nix x86_64 systems
Use explicit template argument instead of 1ull or UINT64_C(1) macro.
2018-04-28 09:08:14 +02:00
pchome
78e8621d09
[clang-tidy] performance-for-range-copy fix ( #322 )
...
https://clang.llvm.org/extra/clang-tidy/checks/performance-for-range-copy.html
2018-04-28 01:14:57 +02:00
Philip Rebohle
1784b8c44d
[d3d11] Merge interop API
2018-04-26 22:20:09 +02:00
Philip Rebohle
8cb3a266f7
[dxvk] Fix potential state tracking issue when updating render targets
2018-04-26 18:43:19 +02:00
Philip Rebohle
962a7f5766
[dxvk] Ignore redundant render target bindings
...
Further reduces render pass count if applications bind render targets
without using them, and then bind the old set of render targets again.
2018-04-26 15:30:18 +02:00
Philip Rebohle
1075990dbe
[dxvk] Apply render target bindings at draw time
...
This should help reduce the number of redundant render pass spills,
especially in games which use deferred contexts for rendering. This
optimization mostly helps in GPU-bound scenarios.
2018-04-26 14:47:55 +02:00
Philip Rebohle
8606576d83
[hud] Do not explicitly use a framebuffer object
2018-04-26 13:24:42 +02:00
Philip Rebohle
5eaacf7459
[dxbc] Add gs_vertex_in to the entry point interface
...
Fixes invalid SPIR-V generated in the Blacksmith demo (#267 ).
2018-04-23 18:07:31 +02:00
Philip Rebohle
d91114d733
[dxvk] Rename renderPassBegin/End methods to start/spillRenderPass
2018-04-23 11:11:40 +02:00