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Commit Graph

5514 Commits

Author SHA1 Message Date
pchome
e598dcd77e
[util] Add DXVK_CONFIG to define additional options 2023-08-01 22:09:29 +02:00
Philip Rebohle
09857dcaa9 [dxvk] Dirty multisample state if sample mask export changes.
This affects Alpha-to-Coverage.
2023-08-01 18:07:47 +02:00
Philip Rebohle
d66f8385c3 [dxvk] Disable alpha to coverage if sample mask is written
Matches D3D11 behaviour and fixes tree rendering in A Total War Saga: TROY.
2023-08-01 16:58:46 +02:00
Philip Rebohle
007e9f4c89 [dxvk] Check whether fragment shader exports sample mask 2023-08-01 16:27:23 +02:00
Philip Rebohle
9b019d26ac [dxgi] Forward IDXGIOutput::GetFrameStatistics to full-screen swap chain
Testing on Windows reveals that this function does not work with windowed
mode swap chains even in flip model.
2023-07-31 21:47:44 +02:00
Philip Rebohle
228615b639 [d3d11] Rework D3D11CoreCreateDevice
FiveM calls this directly and apparently our signature wasn't quite
what they expect it to be.
2023-07-31 13:13:48 +02:00
Ellie Hermaszewska
dfbebba6b5
[native] Add CHAR and PCSTR to windows_base.h 2023-07-29 18:01:01 +01:00
Blisto91
4ed04268fd [build] Use new glslang name with fallback 2023-07-29 14:54:32 +02:00
Blisto91
4ed1474030 [meta] Move up Vulkan driver section in readme 2023-07-23 19:59:31 +02:00
Blisto91
13440a5d89 [dxvk] Clarify Vulkan 1.3 driver requirement in log 2023-07-23 19:59:31 +02:00
Blisto91
1daae75048 [util] Set Cached Dynamic Resources for d3d11 Vindictus
Co-authored-by: NorbertHarangozo <maszek.solutions@gmail.com>
2023-07-23 19:12:12 +02:00
Philip Rebohle
b4d87eaac0 [dxbc] Fix constant texture offsets with 1D textures
Fixes #3572.
2023-07-22 17:37:37 +02:00
Philip Rebohle
1e11db98d0 [dxvk] Use separate mutex for completed chunk counter
Fixes a possible deadlock.
2023-07-21 21:45:50 +02:00
Philip Rebohle
f689ddd838 [dxvk] Use dual queues for CS thread
Reduces lock contention since we can just swap out the entire queue
any time the worker thread runs out of stuff to do.
2023-07-21 21:21:34 +02:00
Philip Rebohle
eed43c8524 [dxgi] Fix QPC time in frame statistics 2023-07-21 10:22:56 +02:00
Philip Rebohle
d066fbbaed [d3d11] Set up line rasterization mode appropriately 2023-07-20 23:43:03 +02:00
Philip Rebohle
a67c99943a [dxbc] Set output topology for GS and TES correctly 2023-07-20 23:43:03 +02:00
Philip Rebohle
5ece97f769 [dxvk] Add line rasterization mode to rasterization state 2023-07-20 23:43:03 +02:00
Philip Rebohle
228cd4c331 [dxvk] Enable VK_EXT_line_rasterization if supported. 2023-07-20 23:43:03 +02:00
Blisto91
98f3887680 [util] Cleanup a couple of example config options 2023-07-17 15:38:13 +02:00
Blisto91
3a9a70b5f0 [meta] Add Graphics Pipeline Library section to readme 2023-07-17 15:38:13 +02:00
Philip Rebohle
878da4984b [util] Disable single-use command lists for Ghost Recon Wildlands 2023-07-17 15:00:55 +02:00
Philip Rebohle
c599f95e5d [d3d11] Do not cache GetCurrentProcess result
This is just a constant.
2023-07-16 21:16:16 +02:00
Paul Gofman
4893788d9b [d3d11] Fixup incorrect MiscFlags in D3D11Device::OpenSharedResourceGeneric()
So texture sharing works with vkd3d-proton before correcting flags
there.
2023-07-16 15:34:39 +02:00
Paul Gofman
fc952a3ca3 [d3d11] Validate texture sharing parameters at texture creation 2023-07-16 15:34:39 +02:00
Paul Gofman
01ad79278b [d3d11] Support just one handle type in D3D11DXGIResource::{Get|Create}SharedHandle 2023-07-16 15:34:39 +02:00
Paul Gofman
48557886de [d3d11] Determine shared texture handle type through D3D11_RESOURCE_MISC_SHARED_NTHANDLE 2023-07-16 15:34:39 +02:00
Paul Gofman
8319793a98 [d3d11] Always close handle in D3D11CommonTexture::ExportImageInfo()
For KMT handle openKmtHandle() creates new handle, for NT handle
m_image->sharedHandle() gets duplicated handle from
vkGetMemoryWin32HandleKHR().
2023-07-16 15:34:39 +02:00
Blisto91
886268fcf9 [util] Remove Secret World Legends config 2023-07-16 15:26:46 +02:00
Hans-Kristian Arntzen
84e59fc9e5 [ci] Download glslangValidator.exe directly rather than using choco.
The choco package is extremely outdated and breaks now.
2023-07-16 15:25:21 +02:00
Blisto91
6be1f6d7bd [util] Limit fps in The Incredibles 2023-07-05 20:48:19 +02:00
Joshua Ashton
2f72115f91 [d3d9] Keep 1 presenter per swapchain window
Some apps such as level editors such as Hammer World Editor, some GUI apps/launchers etc use window overrides in presentation.

Previously we'd remake a new surface every time, which was incredibly slow making these apps basically unusable.

Now we keep one surface + swapchain + image views around per window/window override we have, along with the frame latency objs + frame counter.
(Obviously an app may present to multiple windows in a frame, so for frame latency purposes we track that per-window.
2023-07-04 16:44:31 +02:00
Alpyne
026aa49ef8 [util] replaceNaN: Align result
Otherwise _mm_store_ps can fail
2023-07-03 15:36:21 +02:00
Trevonn
3a368f4780 Bladestorm Nightmare - Game speed increases when above 60 FPS outside of missions
The game has 3 v-sync options but doesn't explain what they do.
0 = 60 FPS
1 = Monitor Refresh Rate
2 = 30 FPS

Framerate is capped at 60 in missions and then up to monitor refresh in the main menu and tavern area

This PR would provide a better default experience for people using option 1 with high refresh displays
2023-07-01 17:12:36 +02:00
Tatsuyuki Ishi
2ef41bdbf6 build: Switch symbols to DWARF 4
Since [1], Wine's supports and uses DWARF 4 as default. Make use of it, which
should fix inlined stacks and some other small details.

[1]: https://www.winehq.org/pipermail/wine-devel/2021-November/201333.html
2023-07-01 17:12:18 +02:00
Philip Rebohle
0f4458e173 [dxvk] Remove pending submission counter 2023-06-26 01:37:46 +01:00
Philip Rebohle
ccb87d5ea9 [d3d9] Port flush heuristic from D3D11 2023-06-26 01:37:46 +01:00
Alpyne
022bf1d134 [d3d9] Allow changing API name for d3d8 2023-06-24 18:18:38 +01:00
Alpyne
d6e7e3e780 [d3d9] Add DxvkD3D8Bridge for d3d8 interop 2023-06-24 17:58:49 +01:00
Blisto91
b77928b6fe [util] Fix Modern Warfare 2 Campaign Remastered config 2023-06-24 13:28:49 +02:00
Philip Rebohle
987df8a487 [util] Filter out internal private ref on object destruction
Closes #3531 for real this time.
2023-06-24 12:45:38 +02:00
Philip Rebohle
a7278cdab1 [dxgi] Do not interact with other DXGI objects during swapchain destruction
This trips up Stalker Anomaly for some reason, but initializing an output
is not meaningful anyway in this situation since we either know the output
in question already, or we don't and it cannot be in a non-default state.

Closes #3531.
2023-06-24 12:38:10 +02:00
Joshua Ashton
3b3ebc9350 [d3d9] Rename some members to be clearer 2023-06-24 04:09:04 +01:00
Joshua Ashton
00ae118655 [d3d9] Don't use m_activeRTs in SetPixelShader
These are just textures, not surfaces.
2023-06-24 04:07:19 +01:00
Joshua Ashton
55be12daa5 Revert "[d3d9] Use m_activeRTs in BindFramebuffer"
This is only textures. Oops.

This reverts commit ff65599dba.
2023-06-24 04:06:24 +01:00
Joshua Ashton
0e36a07a93 [d3d9] Don't mark DS as hazardous if depth write is disabled 2023-06-24 03:55:16 +01:00
Joshua Ashton
ff65599dba [d3d9] Use m_activeRTs in BindFramebuffer
Can roll in the anyColorWrites this way.
2023-06-24 03:42:54 +01:00
Joshua Ashton
6b60de2d31 [d3d9] Fix unbinding RTs
Fixes a regression with 8560efa3c7 in ND1.

Also more optimized.
2023-06-24 03:41:31 +01:00
Joshua Ashton
362743c1d6 [d3d9] Update DS hazards when PS shader masks change 2023-06-24 02:55:38 +01:00
Joshua Ashton
7f302fc350 [d3d9] Don't mark DS hazards if not used by shader 2023-06-24 02:53:14 +01:00