Philip Rebohle
35895ba05b
[dxvk] Add callback to lock submission queue
...
Can be used to perform additional synchronization as necessary.
2023-03-16 20:59:43 +01:00
Philip Rebohle
56a8fa2e6f
[dxvk] Implement functionality to import existing Vulkan device
2023-03-16 20:59:43 +01:00
Philip Rebohle
d8f3a1c83d
[dxvk] Rework device queue initialization
2023-03-16 20:59:43 +01:00
Philip Rebohle
ef9d5048f3
[dxvk] Rework instance creation
...
Allows importing foreign Vulkan instances.
2023-03-16 20:59:43 +01:00
Philip Rebohle
f50f5bc9bc
[vulkan] Allow importing existing Vulkan dispatch tables
2023-03-16 20:59:43 +01:00
Philip Rebohle
687d32cac5
[dxvk] Fix memory reporting derp
2023-03-15 02:14:54 +01:00
WinterSnowfall
243c2f3cf5
[d3d9] remove support for the A1/X1R5G5B5 formats
2023-03-14 13:17:13 +00:00
Philip Rebohle
05fb634f91
[util] Use __wine_dbg_output if available
2023-03-13 16:32:32 +01:00
Blisto91
3a123222e5
[util] Enable cached vertex buffers for SpellForce 3
2023-03-13 13:22:39 +01:00
Philip Rebohle
4faa598e09
[dxvk] Report memory used rather than allocated for heap properties
...
We can do this at least for DXVK's own memory allocations.
2023-03-12 13:59:47 +01:00
Philip Rebohle
6783123654
[dxgi] Use heap size to determine reservable memory
...
Budgets can change dynamically, so this should be more robust.
2023-03-12 13:59:17 +01:00
Robin Kertels
d14dcf5d47
[d3d9] Fix redundant copy of SWVP VS consts
...
Fixes performance regression caused by state block changes.
2023-03-10 03:24:32 +00:00
Joshua Ashton
996acbe3f2
[d3d9] Refactor state blocks to allocate dynamically.
2023-03-07 23:24:01 +00:00
Blisto91
8ecd1b3b6b
[util] enableDialogMode for Codename Panzers Phase One/Two
2023-03-07 22:51:23 +00:00
Philip Rebohle
7f21a6c491
[dxvk] Accumulate query data into query object
...
And do so when adding additional query handles, in order
to avoid allocating queries indefinitely if End is never
called, which Halo:MCC supposedly does.
Co-authored-by: Sam Edwards <CFSworks@gmail.com>
2023-03-06 12:35:22 +01:00
Philip Rebohle
e430ff5cfd
[dxvk] Use small_vector to store query handles.
2023-03-06 12:35:22 +01:00
Joshua Ashton
1acf885109
[dxvk] Call SDL_Vulkan_LoadLibrary in getInstanceExtensions for SDL WSI
...
Closes : #3275
2023-03-03 00:14:22 +00:00
Robin Kertels
1c6fc7b5b8
[d3d9] Clamp stage and type in [G,S]etTextureStageState
...
This is what happens on the Nvidia D3D9 driver.
Dawn of Magic 2 calls SetTextureStageState with a
stage > 7 and expects that to succeed.
2023-03-02 13:41:32 +00:00
Guy1524
5609c5e076
[util] Reduce maximum chunk size for WILD HEARTS.
...
Co-authored-by: Blisto91 <47954800+Blisto91@users.noreply.github.com>
2023-03-01 15:38:14 +01:00
Philip Rebohle
55e7cb1d54
[dxgi] Only log QueryInterface errors once
2023-03-01 13:25:56 +01:00
Philip Rebohle
4c78964679
[d3d9] Only log QueryInterface errors once
2023-03-01 13:25:56 +01:00
Philip Rebohle
cc78276897
[d3d11] Only log QueryInterface errors once
2023-03-01 13:25:56 +01:00
Philip Rebohle
aa92cf48f5
[util] Add function to cache QueryInterface errors
2023-03-01 13:25:56 +01:00
Philip Rebohle
81440340ac
[d3d9,dxvk,util] Actually use dxvk::mutex
2023-03-01 13:03:43 +01:00
Philip Rebohle
2356d34f2e
[d3d11] Create video context resources on demand
...
Saves another memory allocation that we will often not need.
2023-03-01 12:37:06 +01:00
Philip Rebohle
f4b91817fe
[dxvk] Create dummy sampler and buffer on demand
...
We only need the dummy buffer for transform feedback, all other cases
are handled by null descriptors. May save a memory allocation.
2023-03-01 12:10:48 +01:00
Philip Rebohle
2be0d6842e
[dxvk] Add option to limit memory chunk size
2023-03-01 11:53:18 +01:00
Robin Kertels
0d28be4ab8
[d3d9] Fix capturing lights in state block
2023-02-23 13:15:17 +00:00
Blisto91
081181313e
[util] Limit Battle Fantasia Revisited Edition to 60fps ( #3256 )
2023-02-18 10:54:14 +01:00
TacoDeBoss
caf31033d7
[util] Far Cry 2: Set VendorId to Nvidia, enable apitraceMode ( #3241 )
2023-02-07 12:14:48 +01:00
Paul Gofman
2263dcad95
[d3d11] Improve video processor caps query stubs
2023-01-31 13:39:09 +01:00
Jens Peters
41b1efd7ce
[dxgi] Fix potential division by zero in log statement
...
Apparently 0/0 is legal and should be interpreted as 0/1.
2023-01-28 00:51:01 +01:00
Philip Rebohle
c6111eaf61
[dxvk] Fix small_vector size
...
Kind of harmless since we're not using this much.
2023-01-27 05:27:49 +01:00
Philip Rebohle
2abc102d2c
[meta] Release 2.1
2023-01-24 14:54:09 +01:00
Philip Rebohle
61d72eebc1
[dxgi,d3d9] Use global singleton for DXVK instances
...
No reason to have multiple of these around, and instance creation
is fairly expensive.
2023-01-23 17:17:56 +01:00
Philip Rebohle
d4143429c4
[util] Add Singleton helper
2023-01-23 17:17:43 +01:00
Philip Rebohle
255ab1a63c
[hud] Display more useful driver info in HUD
...
Vulkan versions are irrelevant anyway, not sure why we
ever displayed that in the first place.
2023-01-23 00:10:39 +01:00
Philip Rebohle
3128f4ea8e
[dxgi] Implement IDXGIVkInteropFactory for DXGI factory
2023-01-22 20:04:39 +01:00
Philip Rebohle
0ee69fef00
[dxgi] Define IDXGIVkInteropFactory interface
2023-01-22 19:57:17 +01:00
Philip Rebohle
41ee092b97
[dxvk] Get rid of global timeline semaphore
...
Timeline semaphores are broken on 32-bit Proton, so just use the existing
command list binary semaphore to synchronize sparse binding operation.
This will introduce some additional graphics queue submissions around
sparse binding, but since that is basically unused it's not a concern.
2023-01-21 13:15:09 +01:00
Philip Rebohle
d020f4451a
[dxvk] Invalidate all v16 cache files
...
We were randomly writing bogus data in an irrecoverable way,
so in order to not cause any problems for users, invalidate
all caches created with this version.
2023-01-21 01:24:02 +01:00
Philip Rebohle
3d24560af7
[dxvk] Fix reading out-of-bounds memory in state cache
...
Fixes #3196 , not to mention that this was god-awful code anyway.
2023-01-21 01:14:45 +01:00
Philip Rebohle
0af5ececa6
[dxvk] Also reset descriptor pool when only one pool is in use
...
This way we can often avoid allocating additional descriptor pools.
2023-01-20 15:23:25 +01:00
Philip Rebohle
eacb8da9f7
[dxvk] Tweak descriptor pool numbers
...
Increases the descriptor pool size on 64-bit, but also makes
significantly better use of descriptor pool memory in situations
with very high draw counts and many UBO descriptor set updates.
2023-01-20 14:34:46 +01:00
Philip Rebohle
4d0d455895
[vulkan] Try loading winevulkan.dll before vulkan-1.dll
...
Should bypass issues with third-party overlays trying to hook Vulkan.
2023-01-18 18:10:57 +01:00
Philip Rebohle
c6668ffbaa
[dxvk] Drop shader module workaround for compute pipelines.
...
This was a bug in early Nvidia development drivers, but has been fixed since.
2023-01-18 15:56:00 +01:00
Blisto91
906b931e61
[util] Disable unmapping for BlazBlue Centralfiction
2023-01-17 20:49:26 +01:00
Philip Rebohle
d7a4ddb5d0
[d3d11] Implement more accurate resource tracking on deferred contexts
...
Allows us to track chunks that access any given tracked resource more
accurately and flush as needed, e.g. if a staging buffer is written at
the start of a long command list.
2023-01-17 15:01:06 +01:00
Philip Rebohle
cf5adb8b12
[d3d11] Improve flushing around deferred context submissions
2023-01-17 15:01:06 +01:00
Philip Rebohle
591e2df701
[d3d11] Consider flushing after each CS chunk
...
This way we will never end up with overly long command lists.
2023-01-17 15:01:06 +01:00
Philip Rebohle
2a3d7ee7dc
[d3d11] Use new flush heuristic
2023-01-17 15:01:06 +01:00
Philip Rebohle
f952418958
[d3d11] Determine pending commands based on sequence number
...
We get this for free and this allows us to query how many CS chunks
have been emitted since the last flush.
2023-01-17 15:01:06 +01:00
Philip Rebohle
0ac247c89c
[util] Add helper class for common flush heuristic
2023-01-17 15:01:06 +01:00
Philip Rebohle
741cc493c6
[dxvk] Increase maximum number of command buffers in flight
2023-01-17 15:01:06 +01:00
Philip Rebohle
f7aa310fdd
[dxvk] Disable pipeline lifetime tracking for RADV
...
Seems like this is not needed on this driver, so let's just use
the fast path by default. Makes the current implementation work
with 32-bit games as well since caching does not work yet.
2023-01-17 14:02:38 +01:00
Philip Rebohle
421d7d9077
Revert "[vulkan] Use fence for acquiring a swap chain image"
...
Breaks things and we don't really need this right now anyway.
2023-01-16 23:16:38 +01:00
Philip Rebohle
599357721a
[hud] Support HDR color spaces
...
Blending is broken if we need to do encoding in the shader, but we
cannot do much about that without changing the rendering process,
so this will have to do for now.
2023-01-16 18:04:18 +00:00
Philip Rebohle
0e503ce795
[vulkan] Log swap chain color space
2023-01-16 18:04:18 +00:00
Philip Rebohle
1482715fd1
[vulkan] Use fence for acquiring a swap chain image
...
In practice, drivers will block here anyway.
2023-01-16 16:20:56 +01:00
Joshua Ashton
132bc529c3
[dxgi] Only allow colorspace punting if we started in sRGB
2023-01-16 13:45:03 +01:00
Joshua Ashton
28ee6867be
[dxgi] Expose only sRGB when enableHDR is disabled
...
Death Stranding: Director's Cut crashes if HDR was last enabled in-game and CheckColorSpaceSupport reports support for HDR but it is not globally enabled in DXGIOutput::GetDesc1's ColorSpace.
It seems safer to just lock HDR behind an option to avoid any teething issues like this. It sucks, but it also makes sense in a way.
2023-01-16 13:45:03 +01:00
Joshua Ashton
bb75e214d6
[dxgi] Store top-level DxgiFactory in DxgiSwapChain
...
Can do this now that we tossed the old stuff that depended on the swapchain factory being resident in D3D11.
2023-01-16 13:45:03 +01:00
Joshua Ashton
9010f11adf
[dxgi, d3d11] Remove support for legacy IWineDXGISwapChainFactory interface
...
vkd3d-proton 2.8 released last year with support for the new swapchain
interface.
No need to keep support for this legacy interface hanging around when
it complicates adding DxgiOptions support to the swapchain.
2023-01-16 13:45:03 +01:00
Philip Rebohle
af05265cb6
[dxvk] Set thread priority for background workers
...
We accidentally lost this somehow.
2023-01-15 15:54:03 +01:00
Philip Rebohle
459758c6ff
[d3d9] Don't set storage buffer usage unless necessary
...
This actually matters now to some degree.
2023-01-15 15:36:05 +01:00
Philip Rebohle
d35bf455d9
[dxvk] Rename bindResourceBuffer to bindUniformBuffer
2023-01-15 15:36:05 +01:00
Philip Rebohle
a8f9fdb21d
[dxvk] Rearrange descriptor sets
...
This allows us not to unnecessarily dirty the FS UBO set when
changing tetxure bindings, leading to a cleaner separation.
2023-01-15 15:36:05 +01:00
Philip Rebohle
4a30933359
[dxvk] Add UBO set property to descriptor info
...
Used to explicitly propagate storage buffer bindings
to the respective UBO set.
2023-01-15 15:36:05 +01:00
Philip Rebohle
6f194b0e7b
[d3d11] Bind UAV counter buffers as views
2023-01-15 15:36:05 +01:00
Philip Rebohle
82f500250f
[hud] Bind data buffers as views
2023-01-15 15:36:05 +01:00
Philip Rebohle
c347bd4d8b
[dxvk] Allow creating buffer views with undefined format
2023-01-15 15:36:05 +01:00
Philip Rebohle
92de3f3f5f
[d3d11] Add missing context locks
2023-01-14 18:40:41 +01:00
Philip Rebohle
1c2df54bdf
[dxvk] Improve logging in case of memory errors
2023-01-14 03:39:55 +01:00
Philip Rebohle
2922b780c1
[dxvk] Properly handle bufferImageGranularity for images
...
Fixes validation errors about dedicated allocations being
bigger than the image's memory requirement on Nvidia.
2023-01-14 03:39:55 +01:00
Robin Kertels
97a91c816f
[d3d9] Disable instancing for non-indexed draws
2023-01-13 21:58:41 +00:00
Philip Rebohle
3a84838ac4
[hud] Display approximate progress when compiling shaders
2023-01-13 16:43:27 +01:00
Philip Rebohle
c978e62ec8
[dxvk] Implement better priority system for background shader compiles
...
Reduces the number of workers that perform background optimization,
which may reduce the performance impact when encountering a large
number of new pipelines at once.
2023-01-13 16:43:27 +01:00
Blisto91
cc9266edaa
[util] Add config for Alien Rage
...
Reporting a GTX 295 puts us into the highest behind the scenes graphics settings preset bucket and prevents the shadow issue with `FloatingPointRenderTargets` set to false in the lower preset bucket.
NvapiHack needs to be disabled on Linux since the game pings it in the Windows system folder and want's the VendorId to match your GPU. Else the issue will still happen on Nvidia Linux
2023-01-13 14:15:54 +01:00
Philip Rebohle
070a340115
[dxvk] Remove path to look up optimized pipeline in cache
...
For some reason this sometimes takes several milliseconds, which
leads to noticeable stutter. Linking a pipeline is more consistent.
2023-01-13 11:40:01 +01:00
Philip Rebohle
a22d70e184
[dxvk] Remove unused compileComputePipeline function
2023-01-12 17:35:05 +01:00
Philip Rebohle
e5157a5360
[dxvk] Add pre-rasterization pipeline libraries to the state cache
...
This allows compiling tessellation or geometry shader pipelines
early while still using the pipeline library path.
Also removes compute shaders. Since API-provided compute shaders
are always compiled early, supporting them is no longer needed.
2023-01-11 11:48:16 +01:00
Philip Rebohle
28ae85b7ab
[dxvk] Enable creating full pre-rasterization pipeline libraries
2023-01-11 11:48:16 +01:00
Philip Rebohle
17529101d5
[dxvk] Allow creating pipeline libraries with more than one shader
2023-01-11 11:48:16 +01:00
Philip Rebohle
f9ff96d727
[dxvk] Implement checks for pre-raster pipeline library compatibility
2023-01-11 11:48:16 +01:00
Philip Rebohle
b916dc04e5
[dxbc] Fill in patch vertex count info
2023-01-11 11:48:16 +01:00
Philip Rebohle
5e42230b95
[dxvk] Add patch vertex count to shader info struct
2023-01-11 11:48:16 +01:00
Philip Rebohle
f76a7c285c
[dxvk] Rework DxvkShaderPipelineLibrary to work with multiple shaders
2023-01-11 11:48:16 +01:00
Philip Rebohle
8011a40843
Revert "[dxbc] Handle dead code in shader binaries"
...
Apparently this regressed something, but the reporter who asked
for this fix in the first place did not specify what, so let's
just revert this and break the whole thing again until we get
something to actually work with.
This reverts commit 5115d80d51
.
2023-01-10 20:37:22 +01:00
Philip Rebohle
8052347a22
[dxvk] Keep more empty system memory chunks alive
2023-01-10 03:42:37 +01:00
Philip Rebohle
0342a25e61
[d3d9,dxso] Add d3d9.forceSampleRateShading option
2023-01-09 18:35:02 +01:00
Philip Rebohle
e426ec09a1
[d3d11,dxbc] Add d3d11.forceSampleRateShading option
2023-01-09 18:35:02 +01:00
Philip Rebohle
06fb93daf0
[dxvk] Only create state cache file on demand
...
If no pipelines are ever written to it, we should not create
the cache file in the first place.
2023-01-09 18:31:18 +01:00
Philip Rebohle
6a4fe06ac6
[dxvk] Fix incorrect flags for null fs pipeline layout
2023-01-09 18:31:18 +01:00
Joshua Ashton
5206d97710
[dxgi] Workaround UE4 DX11 + HDR crashes
...
Unreal Engine 4 titles use AGS/NVAPI to try and enable
HDR globally.
They can key this off IDXGIOutput::GetDesc1's ColorSpace
being HDR10.
Many of these UE4 games statically link against AGS.
This is a problem as when UE4 tries to enable HDR via AGS,
it does not check if AGSContext, and the display info etc
are nullptr unlike the rest of the code using AGS.
So we need to special-case UE4 titles to disable reporting a HDR
when they are in DX11 mode.
The simplest way to do this is to key off the fact that all
UE4 titles have an executable ending with "-Win64-Shipping".
We check if d3d12.dll is present, to determine what path in
UE4 we are on, as there are some games that ship both and support HDR.
(eg. The Dark Pictures: House of Ashes, 1281590)
Luckily for us, they only load d3d12.dll on the D3D12 render path
so we can key off that to force disable HDR only in D3D11.
2023-01-09 12:54:28 +00:00
Blisto91
3ed0a4fd43
[util] Set Secret World Legends launcher to SM 2
2023-01-08 10:47:04 +01:00
Beyley Thomas
c11a63f5e5
[wsi] Add GLFW backend
2023-01-08 10:36:25 +01:00
Hunter Kvalevog
3491895960
[dxvk] Remove SDL dummy window
...
SDL >= 2.0.9 permits passing a nullptr window to
SDL_Vulkan_GetInstanceExtensions, so there's no
point in going though the work of creating a
window just to call this function.
2023-01-07 22:43:32 +00:00
Philip Rebohle
196fefec4c
[dxvk] Enable dynamic multisample state if supported by the device
...
Eliminates stutter in situations where sample rate shading is used with MSAA.
2023-01-06 23:48:31 +01:00
Philip Rebohle
f269cde749
[dxvk] Enable device features for dynamic multisample state
2023-01-06 23:48:31 +01:00
Philip Rebohle
389634f9b9
[d3d11] Fix D3D11Texture2D reference counting
2023-01-06 22:52:29 +01:00