Commit Graph

5678 Commits

Author SHA1 Message Date
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
Philip Rebohle 8704ed7af6 [dxvk] Ignore some pipeline flags when ending render pass 2023-06-22 23:41:24 +02:00
Philip Rebohle 0895858901 [dxvk] Only decrement pending submission count for command submissions
Otherwise we'll underflow the integer and break the D3D9 flush heuristic.
2023-06-22 20:15:42 +02:00
Joshua Ashton 80b27f95bc [d3d9] Fix active hazards RT only being 4 bits 2023-06-22 16:37:09 +01:00
Joshua Ashton a791493d14 [d3d9] Don't rebind AlphaTest when changing RT if not necessary 2023-06-22 16:37:09 +01:00
Joshua Ashton c768196251 [d3d9] Compress hazard state going into CS
This can potentially happen per-draw so make it as small as possible.
2023-06-22 16:37:09 +01:00
Joshua Ashton 3625c5d481 [d3d9] Optimize DS active hazard check
There can only be one DS, so no need to loop over.
2023-06-22 16:37:09 +01:00
Philip Rebohle b3cbe36c08 [dxvk] Apply frame rate limit on presentation timeline
This may reduce latency as we no longer end up stalling subsequent
GPU submissions.
2023-06-22 16:17:03 +02:00
Philip Rebohle 166d90b04c [d3d11] Fix frame latency based on buffer count
We need to ignore the front buffer here since we synchronize after
presentation.
2023-06-22 16:16:30 +02:00
Robin Kertels 60b6e98529 [d3d9] Transition DS too if there's a feedback loop 2023-06-21 15:16:43 +01:00
Robin Kertels a20869fb93 [d3d9] Track textures in m_activeHazardsRT instead of RT
There's 21 textures and only 4 RTs.
Tracking the textures allows us to mask off the active texture bitfield
instead of the active render target one, potentially resulting in fewer iterations.
2023-06-21 15:16:43 +01:00
Philip Rebohle a287566c65 [dxgi] Implement frame statistics based on IDXGIVkSwapChain1 2023-06-21 15:16:37 +02:00
Philip Rebohle 28f48f9fdc [dxgi] Initialize output refresh counts with non-zero values
Matches Windows behaviour.
2023-06-21 15:16:37 +02:00
Philip Rebohle e02a800c33 [d3d11] Implement IDXGIVkSwapChain1 interface for D3D11 swap chain 2023-06-21 15:16:37 +02:00
Philip Rebohle d7fa39c4eb [util] Be more robust against timing weirdness when computing vblank count 2023-06-21 15:16:37 +02:00
Philip Rebohle d1e39be7e7 [dxgi] Add IDXGIVkSwapChain1 interface definition 2023-06-21 15:16:37 +02:00
Philip Rebohle 438c535fe7 [d3d11] Always release frame latency semaphore in Present 2023-06-21 15:16:37 +02:00
Philip Rebohle 7dbe4abb48 [d3d9] Use new presenter signal mechanism for frame pacing 2023-06-21 15:16:37 +02:00
Philip Rebohle e99bc591df [d3d11] Use new presenter signal mechanism for frame latency event 2023-06-21 15:16:37 +02:00
Philip Rebohle 08363edb05 [dxvk] Only synchronize with presents with FIFO present modes 2023-06-21 15:16:37 +02:00
Philip Rebohle 5d1196733b [dxvk] Implement waiting for specific present requests 2023-06-21 15:16:37 +02:00
Philip Rebohle ca3492570c [dxvk] Add functionality to wait for a given present operation 2023-06-21 15:16:37 +02:00
Philip Rebohle 215c4f8f6f [dxvk] Enable VK_KHR_present_id and VK_KHR_present_wait if supported 2023-06-21 15:16:37 +02:00
Robin Kertels 5a1ebfa4ee Revert "[d3d9] Only use direct buffer mapping for DYNAMIC buffers"
This reverts commit 1850819483.
2023-06-20 23:08:52 +01:00
Joshua Ashton 6f87ccdafc [d3d11] Use FORCE_UNORM depth bias representation for UNORM formats 2023-06-20 13:31:48 +01:00
Joshua Ashton b30a4f0cc7 [d3d9] Use FLOAT or FORCE_UNORM depth bias representation 2023-06-20 13:31:48 +01:00
Joshua Ashton 4e9853f608 [dxvk] Expose depth bias representation/exact controls 2023-06-20 13:31:48 +01:00
Joshua Ashton 5fbb0dd4ba [dxvk] Enable EXT_depth_bias_control 2023-06-20 13:31:48 +01:00
Joshua Ashton 77f6f2a84b [include] Bump Vulkan headers to v1.3.254 2023-06-20 13:31:48 +01:00
Alpyne 0b9acf3a25 [util] Add str::split
Used by d3d8
2023-06-20 13:31:17 +01:00
Timo Gurr 211d095ee4 [util] Limit STEINS;GATE ELITE to 60 fps
Intros, menu and ui animations are playing way too fast, also causing
input issues.
2023-06-20 13:27:52 +02:00
Trevonn 77e7e8bfba [util] Report NVIDIA for Star Wars Battlefront as it errors out on AMD 2023-06-20 13:23:52 +02:00
Alpyne 42a0264e69 [build] Fix libdisplay-info
See https://gitlab.freedesktop.org/JoshuaAshton/libdisplay-info/-/merge_requests/4
2023-06-19 21:14:03 +01:00
Alpyne 5d29140f74 [util] replaceNaN: Use unaligned SIMD _mm_loadu_ps
There is no good reason to expect games will have aligned the data they're passing in.
2023-06-19 21:13:37 +01:00
Alpyne 0236e780a7 [d3d9] Fix std::hex in D3D9CommonTexture 2023-06-19 21:02:10 +01:00
Alpyne 24dbcf8fd8 [dxso] Shared code for texbem and bem 2023-06-19 20:59:18 +01:00
Alpyne 404c984f9c [dxso] Implement bem instruction 2023-06-19 20:59:18 +01:00