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Commit Graph

806 Commits

Author SHA1 Message Date
Philip Rebohle
fd4e55007f
[d3d11] Export support for driver command lists
This indicates that our implementation of UpdateSubresource on
deferred contexts is not affected by the same issue as on Windows.
2018-03-19 17:57:20 +01:00
Philip Rebohle
493ad66d91
[d3d11] Remove obsolete acquire/release pair
This is no longer needed with the universally
thread-safe slice allocator.
2018-03-19 17:56:26 +01:00
Philip Rebohle
f762811af0
[dxvk] Use multiple free lists for physical buffer slices
Reduces lock contention and slightly improves performance in games
that rely heavily on the buffer renaming mechanism if the lock
protecting the original free list was contested.
2018-03-19 14:53:59 +01:00
Philip Rebohle
c6251d28fc
[d3d11] Remove warnings from CopySubresourceRegion1 / UpdateSubresource1
The flags should have no impact on correctness, so not supporting them
makes no difference. Prevents log spam in Dishonored 2.
2018-03-19 14:52:42 +01:00
Philip Rebohle
b33edcbb93
Merge pull request #183 from pchome/patch-1
[d3d11] Add missing <algorithms> header
2018-03-19 11:55:03 +01:00
pchome
2f8ccfa30e
[build] Add header required for std::find_if() 2018-03-19 12:49:48 +02:00
Philip Rebohle
f1c3b59e87
[d3d11] Implemented buffer mapping on deferred contexts
Allows the MultiThreadedRendering demo from the Microsoft SDK to run.
2018-03-19 03:19:13 +01:00
Philip Rebohle
0eaa3fea3b
[dxvk] Implement thread-safe buffer renaming
This is required for resource mapping on deferred contexts.
May also fix a potential synchronization issue where a buffer
could be mapped multiple times before the CS thread would mark
the physical buffer as used, which would result in invalid data.
2018-03-19 02:18:44 +01:00
Philip Rebohle
d6d6ed4efd
[d3d11] Expose Feature Level 11_1 if explicitly requested
Not enabled by default since some 11_1 functionality is not yet implemented.
2018-03-18 23:39:40 +01:00
Philip Rebohle
127fad89be
[d3d11] Refactored D3D11SamplerState creation 2018-03-18 23:35:40 +01:00
Philip Rebohle
b04e9b5f18
[d3d11] Refactored D3D11DepthStencilState creation 2018-03-18 23:32:01 +01:00
Philip Rebohle
11d8eb3be4
[d3d11] Implemented D3D11BlendState1 2018-03-18 23:27:29 +01:00
Philip Rebohle
2591bbdabd
[d3d11] Implemented ID3D11RasterizerState1 stub 2018-03-18 22:53:20 +01:00
Philip Rebohle
0a473b4f86
[d3d11] Return error if an application creates an RTV for a buffer
Vulkan does not support buffer RTVs, and neither does DXVK, so we
should return an error in that case. Previously, DXVK would crash
upon querying image information.
2018-03-18 21:38:48 +01:00
Philip Rebohle
69dd05b269
[dxgi] Fix back buffer destruction
The back buffer needs to be deleted explicitly because on
the way it is created. Fixes reference counting issues in
applications which resize the back buffer at least once.
2018-03-18 20:39:14 +01:00
Philip Rebohle
e009e63aa7
[d3d11] Fix sampler state refcount issue
We cannot use strong references in state objects that
are stored inside a member of the device itself.
2018-03-18 14:57:14 +01:00
Philip Rebohle
2346a2ac03
[d3d11] Remove inconsistent uses of "this" 2018-03-18 12:57:39 +01:00
Philip Rebohle
c43702e445
[d3d11] Implement GetConstantBuffers1 methods 2018-03-18 12:45:27 +01:00
Philip Rebohle
e54246d000
[d3d11] Implement SetConstantBuffers1 methods 2018-03-18 12:39:11 +01:00
Philip Rebohle
3133e4ba35
[d3d11] Add constant buffer offsets and counts to context state 2018-03-18 12:36:45 +01:00
Philip Rebohle
a8eecfbfe5
[d3d11] Enable direct image mapping by default 2018-03-18 00:36:53 +01:00
Philip Rebohle
94aa650f3e
[dxvk] Enable the use of VK_KHR_descriptor_update_template
Reduces the CPU overhead of descriptor set updates, which usually
happen once per draw call. Gains seem to be minor in most games,
some outliers show significantly better performance (i.e. Tomb Raider).
2018-03-17 23:50:03 +01:00
Philip Rebohle
0f800c6c51
[dxvk] Added Vulkan function pointers for VK_KHR_descriptor_update_template 2018-03-17 22:35:50 +01:00
Philip Rebohle
ebd46e4109
[d3d11] Re-define D3D11_FEATURE_DATA_ARCHITECTURE_INFO
Fixes previous commit on MinGW.
2018-03-17 21:38:35 +01:00
Mikhail Paulyshka
043982d3be [d3d11] stub implementation of ID3D11Device1 (#175) 2018-03-17 20:11:00 +01:00
Mikhail Paulyshka
a3e7139c1e [d3d11] stub implementation of ID3DDeviceContext1 (#174) 2018-03-17 18:54:09 +01:00
Philip Rebohle
52a9a4f406
[dxvk] Reimplemented clearRenderTarget
Closer to the D3D11 API. We cannot use the normal clearColorImage and
clearDepthStencilImage methods in case the game uses a 2D array view
for a 3D image. Fixes some validation issues in Hellblade.
2018-03-17 17:59:43 +01:00
Philip Rebohle
1af52abb67
[d3d11] Move OMSetRenderTargets optimization to D3D11ImmediateContext
We cannot call Flush() on deferred contexts anyway, so the command
submission optimization should only be applied to immediate contexts.
2018-03-17 14:09:16 +01:00
Philip Rebohle
ccfe1a346b
[d3d11] Moved GetViewFromDesc and NormalizeDesc out of D3D11Devuce 2018-03-17 13:42:37 +01:00
Philip Rebohle
0ddbb58ce4
[d3d11] Enable IDXGIDevice2 interface query 2018-03-17 13:05:55 +01:00
Philip Rebohle
3b43c1c183
[dxgi] Support more formats in the presenter
Should surpress "Unsupported format" warnings in games
based on Unreal Engine 4 and Frostbite Engine.
2018-03-17 09:20:06 +01:00
Mikhail Paulyshka
608cd33a25 [dxgi] added stub implementation of IDXGIDevice2 (#172) 2018-03-17 01:48:55 +01:00
Philip Rebohle
4fdea96fd0
[general] Updated README
Wine 3.4 supports Vulkan out of the box.
2018-03-17 01:27:01 +01:00
Philip Rebohle
b9b74eb961
Merge pull request #169 from Mixaill/fix-msvc-64
[dxbc] fix MSVC 64-bit build
2018-03-17 01:05:04 +01:00
Philip Rebohle
2dd266c90a
Merge pull request #171 from Guy1524/customPCI-dxgi
Move Custom PCI ID from DXVK to DXGI
2018-03-17 00:52:20 +01:00
Guy1524
b3cd7547ca Move Custom PCI ID to DXGI 2018-03-16 19:40:26 -04:00
Mikhail Paulyshka
fd633ea784 [dxbc] fix MSVC 64-bit build 2018-03-17 01:59:13 +03:00
Philip Rebohle
c931b4ba87
[dxvk] Implement proper compute pipeline lookup
Fixes correctness issues and potential GPU lockups in case
a compute shader resource is not bound at dispatch time.
2018-03-16 01:25:18 +01:00
Philip Rebohle
05da53a570
Merge branch 'master' of https://github.com/doitsujin/dxvk 2018-03-16 01:15:05 +01:00
Philip Rebohle
9b3908823a
[dxvk] Fixed depth image layout regression 2018-03-16 01:05:30 +01:00
Philip Rebohle
eb8ae5cc82
[d3d11] Allow 2D array view creation for 3D textures
Fixes a regression that was introduced with the texture
class refactor. Fixes validation issues in Hellblade.
2018-03-14 20:40:11 +01:00
Adrià Cereto Massagué
1bfd37a013 Some changes to the packaging script (#162)
* enable unity build for releases

* let the packaging script work wth relative paths

* add build option to enable building the test binaries; disabled by default

* disable unity build until it's been more tested
2018-03-14 20:38:38 +01:00
Philip Rebohle
0e0ee61d9b
[d3d11] Always use VK_IMAGE_CREATE_MUTABLE_FORMAT_BIT
We need to investigate why not doing this breaks shadows in Heaven.
2018-03-14 17:40:26 +01:00
Philip Rebohle
3b20c71894
[d3d11] Re-implement direct image mapping (disabled by default)
We cannot enable this by default yet because it may break some games.
2018-03-14 16:40:28 +01:00
Philip Rebohle
155bd32e22
[d3d11] Check if a textue can be created before making the attempt
This may prevent driver crashes and give more useful debugging info
in case a given combination of image parameters is not supported by
a device. May also improve compatibility with direct image mapping.
2018-03-14 16:03:48 +01:00
Philip Rebohle
7a6d61d943
[d3d11] Create mapped image buffer only when needed
Also adds some documentation to D3D11CommonTexture.
2018-03-14 14:49:45 +01:00
Philip Rebohle
0ba3337289
[d3d11] Refactored Map/Unmap methods 2018-03-14 14:40:09 +01:00
Philip Rebohle
91b82c05b2
[d3d11] Refactoring texture classes: Move static methods into D3D11CommonTexture 2018-03-14 01:16:31 +01:00
Philip Rebohle
56df0bcccb
[d3d11] Refactoring texture classes: Remove D3D11TextureInfo 2018-03-14 00:45:07 +01:00
Philip Rebohle
16d66c8a1d
[d3d11] Refactoring texture classes: Introduce D3D11CommonTexture 2018-03-13 23:51:30 +01:00