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mirror of https://github.com/doitsujin/dxvk.git synced 2024-12-12 13:08:50 +01:00
Commit Graph

4819 Commits

Author SHA1 Message Date
Philip Rebohle
a695644fea [d3d9] Remove alphaTestWiggleRoom option 2022-08-18 00:10:39 +02:00
Philip Rebohle
5a3cb5ad3e [d3d9] Adjust alpha test precision based on render target format
More or less matches what Nvidia's D3D9 driver does on Turing.
2022-08-18 00:10:39 +02:00
Philip Rebohle
47fa3824dc [d3d9] Re-implement alpha test to support configurable accuracy
The current implementation always uses 12 bits of accuracy.
2022-08-18 00:10:39 +02:00
Philip Rebohle
2c713a34c9 [d3d9,dxso] Factor out common alpha test code 2022-08-18 00:10:39 +02:00
Philip Rebohle
3806bd44d8
[dxvk] Change descriptor info to take only one shader stage
And fix the binding index -> descriptor mapping.
This affects D3D9 since the spec constant change.
2022-08-17 22:40:58 +02:00
Philip Rebohle
3c2fc41e4c [d3d9] Re-bind framebuffer if RT hazards change
Otherwise we never set the feedback loop bits in the backend.
2022-08-17 18:36:30 +00:00
Philip Rebohle
7ddfcfeb20
[tests] Also log D3D11_FEATURE_FORMAT_SUPPORT2 in format tester 2022-08-17 15:56:02 +02:00
Philip Rebohle
52314ba4fd
[dxvk] Do not log storage image features that we no longer enable 2022-08-17 15:39:03 +02:00
Philip Rebohle
5e394b5554
[dxvk] Remove old format support queries 2022-08-17 15:39:03 +02:00
Philip Rebohle
80fc1d8b25
[d3d9] Use new format support queries 2022-08-17 15:39:03 +02:00
Philip Rebohle
13152088d4
[dxgi] Use new format support queries to initialize format table 2022-08-17 15:39:03 +02:00
Philip Rebohle
4aeb397ba3
[d3d11] Use new format support queries to check D3D11 format support 2022-08-17 15:39:03 +02:00
Philip Rebohle
099c70c2bd
[d3d11] Use new format support queries in resource creation 2022-08-17 15:26:03 +02:00
Philip Rebohle
3717922381
[d3d11,dxbc] Rework check for TypedUAVLoadAdditionalFormats 2022-08-17 15:26:03 +02:00
Philip Rebohle
653a98f01b
[dxvk] Use new format support queries 2022-08-17 15:26:03 +02:00
Philip Rebohle
cc8010fb7c
[dxvk] Add format feature queries to DxvkDevice 2022-08-17 15:20:13 +02:00
Philip Rebohle
61025c0079
[dxvk] Don't disable frame rate limiter if vsync is enabled
This only works if we know the actual refresh rate of the display.
However, in a wine virtual desktop or with proton's fshack, this
is often not the case, so we'd see a 60 Hz mode on a high-refresh
rate display and never actually enable the limiter.
2022-08-17 01:53:24 +02:00
Riesi
04bc1bac73 [util] Limit Beyond Good and Evil FPS to 60
UI breaks on higher FPS
2022-08-16 19:11:41 +02:00
Philip Rebohle
e0af668f6c
[dxvk] Use DxvkBindingLayoutObjects for set lookup directly
Avoids pointer dereferencing on a really hot code path. This is also
safe since there's a 1:1 mapping between the VkPipelineLayout and the
given ovbject type.
2022-08-16 15:35:57 +02:00
Philip Rebohle
9f9324c421
[dxvk] Use existing bit mask iterator for descriptor set allocation 2022-08-16 15:24:39 +02:00
Joshua Ashton
084969135b [d3d9] Only set feedback loop usage on textures, not plain surfaces 2022-08-16 12:33:17 +00:00
Joshua Ashton
cf9e217e7b [util] Support for fps limiter on non-Windows platforms
Defaults to a sleep granularity of 0.5ms, which is slightly on the cautious side.

Calls through to std::this_thread::sleep_for directly, which calls through to nanosleep.
2022-08-16 14:32:07 +02:00
Joshua Ashton
d1e2b89282 [util] Use chrono literal for ms in fps limiter 2022-08-16 14:32:07 +02:00
Joshua Ashton
5fcc9a1bd1 [util] Move platform specific sleep to own function in fps limiter 2022-08-16 14:32:07 +02:00
Joshua Ashton
05a5b82f59 [util] Move sleep granularity getting to own function 2022-08-16 14:32:07 +02:00
Joshua Ashton
b885883e06 [util] Rename NtTimerDuration to TimerDuration 2022-08-16 14:32:07 +02:00
Joshua Ashton
a78aab147e [d3d9] Add feedback loop usage for DS 2022-08-16 10:39:06 +00:00
Joshua Ashton
870dd18f92 [d3d9] Set VK_IMAGE_USAGE_ATTACHMENT_FEEDBACK_LOOP_BIT_EXT for render targets
Closes: #2825
2022-08-16 08:43:52 +00:00
Joshua Ashton
6baaa3a5f2 [d3d9] New window proc code on multiple platforms 2022-08-14 17:22:58 +00:00
Joshua Ashton
7506f65801 [d3d9] Move window proc handling code to own file 2022-08-14 17:18:10 +00:00
Robin Kertels
de8d2b37bb [d3d9] FF: Don't change flatShadingMask for outputs 2022-08-13 14:38:57 +01:00
Robin Kertels
46cb05ce45 [d3d9+util] Always ignore D3DLOCK_DONOTWAIT
We only ever stall when locking a texture that was
previously used with GetRenderTargetData or
GetFrontBufferData. Games are known to break
if locking those textures doesn't succeed.
2022-08-12 14:18:13 +01:00
Philip Rebohle
67614917c3
[meta] Update README on shader compiler threads 2022-08-11 20:20:59 +02:00
Philip Rebohle
0d33d063ca
[dxvk] Remove device LUID workaround
winevulkan properly supports this now.
2022-08-11 16:01:53 +02:00
Philip Rebohle
673797c36a
[dxvk] Fix hang on exit with high priority queue
No idea why I'm not seeing hangs on my end, but this is definitely a bug.
2022-08-11 14:00:57 +02:00
Philip Rebohle
715b5119e6
[dxvk] Fix check in DxvkShaderPipelineLibrary::compilePipeline
Since we destroy pipelines on 32-bit we should just make sure this
doesn't get executed unnecessarily.
2022-08-11 13:43:38 +02:00
Philip Rebohle
a4848201f8
[dxvk] Update buffer views in commitGraphicsBarriers
Otherwise we might end up accessing stale buffer slices, since this
happens before descriptor updates. This is not needed for compute.

Also fix weird indentation while we're at it.
2022-08-11 13:13:02 +02:00
Philip Rebohle
9bd0040a90
[d3d9] Request high-priority shader compiles as necessary 2022-08-11 12:39:28 +02:00
Philip Rebohle
d3ab905621
[d3d11] Request high-priority shader compiles as necessary
This can reduce stutter in case shaders are needed immediately while
background threads are still busy compiling a different set of shaders.
2022-08-11 12:39:28 +02:00
Philip Rebohle
c3a53127d7
[dxvk] Add high-priority queue for shader compiles
As well as an API to queue shaders as high priority.
2022-08-11 12:39:28 +02:00
Philip Rebohle
f09f11aad0
[dxvk] Track pipeline library compile for each shader 2022-08-11 12:39:25 +02:00
Robin Kertels
b5b74116fa [d3d9] Fix rare hang when waiting for staging buffer markers 2022-08-11 12:37:28 +02:00
Robin Kertels
5cdee45387 [util] Disable direct buffer mapping for GHWT
The game ends up discarding a 11MB buffer which causes it
to run out of address space and crash. Disabling direct buffer
mapping makes it use staging buffers and the staging buffer
limit saves the day.
2022-08-11 04:36:01 +01:00
Philip Rebohle
85c278f515
[dxvk] Don't try to merge buffer ranges in barrier list
Too slow, doesn't work most of the time anyway.
2022-08-11 00:38:49 +02:00
Philip Rebohle
4c7da80c14
[dxvk] Simplify barrier image and buffer slice implementations
Pre-process the given ranges so that compare and merge
operations become both simpler and faster.
2022-08-11 00:29:31 +02:00
Philip Rebohle
8aae9c85bb
[dxvk] Optimize barrier hash table lookup
Using a prime as the table size is technically better, but that
integer division kind of hurts when we're spamming look-ups.
2022-08-10 23:08:28 +02:00
Philip Rebohle
ad020c23f9
[dxvk] Optimize barrier logic
The is*Dirty methods can exit early if the resource to check
is only used for reading. Only call get*Access to check for
write-after-write scenarios.
2022-08-10 20:47:52 +02:00
Philip Rebohle
11fbcd3131
[dxvk] Rework compute barrier handling to use common functions
Cleans up code a bit and should technically even make things a bit
more efficient.
2022-08-10 19:28:35 +02:00
Philip Rebohle
01014c1a2b
[dxvk] Rework checkGfx*Barrier methods 2022-08-10 19:28:35 +02:00
Philip Rebohle
9a6c378f3d
[dxvk] Only use one descriptor set for compute shaders
Simplifies things a bit and avoids redundant sets in the pipeline layout.
2022-08-10 19:28:32 +02:00