Commit Graph

5321 Commits

Author SHA1 Message Date
Blisto91 dacb8b434b [util] Add configs for Delta Force Xtreme 1 & 2
Prevents the games from black screening on Alt-Tab and helps big performance dips.
2024-05-01 14:08:03 +02:00
Philip Rebohle ea4cb84d8a [dxvk] Remove workaround for non-dynamic depth clip
Kind of pointless and everyone supports the required EDS3 subset anyway.
2024-04-29 17:43:40 +02:00
Philip Rebohle 65373792d2 [dxvk] Forward link flags when using shader identifiers
Fixes a long-standing bug that now causes validation errors.
2024-04-29 17:43:40 +02:00
Lierrmm 29253da356 feat: add H2M-Mod to config 2024-04-29 16:19:42 +02:00
Robin Kertels 79398b468d [util] Enable longMad for Red Faction Guerrila Remastered 2024-04-29 13:17:21 +02:00
Robin Kertels e7d14e97de [dxbc] Implement option to split up fma 2024-04-29 13:17:21 +02:00
Philip Rebohle c613078ba8 [dxvk] Bump internal version number
Potentially useful for drivers and tools to deal with the new pipeline
layout changes.
2024-04-26 19:54:52 +02:00
Philip Rebohle 2970645f33 [dxvk] Fix push constant compatibility for pipeline libraries
When linking pipelines, all pipeline libraries are required to declare
the exact same set of push constants, even for stages not part of the
respective libraries.

This invalidates all fossilize databases.
2024-04-26 19:54:52 +02:00
Philip Rebohle 462165da19 [util] Add Deck profile for Fallout 4
Should fix the FPS problem on Deck OLED.
2024-04-26 14:34:08 +02:00
Philip Rebohle 3f27a0ee58 [util] Add a way to define app profiles exclusive to Steam Deck 2024-04-26 14:34:08 +02:00
Katharine Chui aac3396671 [dxgi] unchain DxgiFactory::CreateSwapChain and CreateSwapChainForHwnd
similar to https://github.com/doitsujin/dxvk/pull/3966, avoid
chaining so that dxgi tools attempting to wrap swapchains don't
end up double wrapping

ref: https://github.com/SpecialKO/SpecialK/issues/168
2024-04-25 12:07:50 +02:00
Katharine Chui 92a43ebf65 [dxgi] unchain DxgiSwapChain::Present1 and Present
dxgi hooking tools might hook both, eg. https://github.com/SpecialKO/SpecialK/issues/167
2024-04-22 14:04:43 +02:00
Blisto91 8ba5256dc7 [util] Set deferSurfaceCreation for 9th Dawn II
OpenGL game that also spins up d3d9. Will black screen without deferSurfaceCreation when using dxvk
2024-04-22 04:48:56 +02:00
Philip Rebohle 2b70ba8f77 [dxbc] Do not emit OpImageQueryLevels for multisampled images 2024-04-19 13:55:31 +02:00
Philip Rebohle 00872e9e4f [dxvk] Fix render target clears with format reinterpretation
With LOAD_OP_CLEAR, we cannot rely on the clear actually being performed
with the view format in mind. Use a vkCmdClearAttachment path instead.
2024-04-19 13:08:36 +02:00
Philip Rebohle 35157357dd [dxvk] Fix stencil discard being broken 2024-04-19 01:43:23 +02:00
Philip Rebohle 617ebf4e05 [dxbc] Take used components into account for PS inputs 2024-04-19 01:01:52 +02:00
Philip Rebohle c2489d5a45 [dxbc] Fix array register anaylsis with multiple dst operands 2024-04-19 01:01:52 +02:00
Philip Rebohle 6ef98c613f [dxvk] Re-enable maintenance4 feature
Sileces some validation errors.
2024-04-19 01:01:52 +02:00
Philip Rebohle 7441137a33 [dxbc] Ignore system value components when declaring inputs 2024-04-19 01:01:52 +02:00
WinterSnowfall 571948cfc0 [d3d9] Remove support for VERTEXSTATS queries 2024-04-13 19:11:00 +01:00
Martino Fontana 133f0794bc [util] Remove framerate limiter for Nier Replicant
Without mods, Nier Replicant runs faster when going above 60 FPS.
The game had an official patch that implemented a framerate limiter to prevent this. This limiter is terrible, because it's not a stable 60 FPS, but a weird 57-58 FPS. There's no way to disable this in-game, it has to be done by editing a config file or through a mod.

So, why remove the default frame limiter from DXVK?
- In the default case (a user plays the game as it is), it does nothing, since 57-58 is lower than 60.
- If a user is going out of their way to edit the config file, why would they assume that DXVK already provides a frame limiter? They are going to follow [a guide](https://www.pcgamingwiki.com/wiki/NieR_Replicant#Framerate_limited_to_57.7E58_FPS) that says to set up a frame limiter, it doesn't say "set up a frame limiter, unless you are using DXVK, in that case it's already there".
- They are using [Special K in order to use a mod to play at high refresh rates at normal speed](https://wiki.special-k.info/SpecialK/Custom/Replicant). In this case, DXVK's default limiter is harmful, since it is not documented that it's there by default.

Since this default limiter is useless in the first two cases and harmful in the third, I think it should be removed.
The alternative would be to document this (e.g. in PCGamingWiki), but the instructions wouldn't look pretty... "After following the instructions to use Special K in order to play at higher framerates at normal speed, if are using DXVK/Proton, also do these things to disable its default 60 FPS cap: [...]"

Especially because that the game isn't broken in the default case, I don't think DXVK should tamper with these things in a way that requires documentation to revert.

Tested Special K's mod to play at higher refresh rates on Linux.
2024-04-08 21:48:47 +02:00
Philip Rebohle 44695f9311 [dxvk] Adjust desciptor pool reset heuristic
Drastically limits the amount of descriptor memory we allocate in situations
where an application renders without presenting anything to a swap chain.

The new limit is a bit tight for some real-world use cases (e.g. Ashes of the Singularity),
but at worst we will start calling vkAllocateDescriptorSets once per set and draw.
2024-04-08 15:40:25 +02:00
Casey Bowman 49e9ea5f5a [dxgi] Force vendor ID change when XeSS is detected on an Intel GPU
Games using libxess.dll or wrapper modules will crash.
To work around this, we hide the Intel GPU's vendor ID to avoid using the
XeSS module.
2024-04-03 20:32:04 +02:00
Blisto91 198bd3a4b8 [d3d11] Remove missed Shared Keyedmutex warning
D3D11_RESOURCE_MISC_SHARED_KEYEDMUTEX is implemented.
2024-04-03 20:31:52 +02:00
Philip Rebohle f06c646315 [dxbc] Remove broken atomic counter subgroup optimization
This is not a legal optimization inside non-uniform control flow due
to Vulkan's extremely permissive convergence rules, and apparently
breaks on Nvidia as a result.

Mesa drivers already do the same thing internally anyway.
2024-04-03 14:55:43 +02:00
Philip Rebohle 855b2746b6 [util] Remove TRAHA Global config
This game apparently no longer exists.
2024-03-26 13:42:55 +01:00
Blisto91 28c7c09bf5 [dxgi] Remove useMonitorFallback option
QueryDisplayConfig optimization is now in Proton 9 Wine
2024-03-21 17:23:38 +01:00
Philip Rebohle 2742486540 [dxvk] Don't query color space support for null surfaces
Fixes a crash in games with the dxgi.deferSurfaceCreation workaround set.
Note that this potentially breaks HDR.
2024-03-21 15:32:48 +01:00
Philip Rebohle 037d0fa1ad [meta] Release 2.3.1 2024-03-20 13:48:30 +01:00
Philip Rebohle cbf51a7a25 [d3d11] Enable copy usage for typeless images as necessary 2024-03-20 13:30:31 +01:00
Philip Rebohle 70e34dc31c [dxvk] Support arbitrary source formats for color<->depth copies
Fixes rendering bugs in War Thunder.
2024-03-20 13:29:59 +01:00
Philip Rebohle c5aeb0f87a [dxvk] Get rid of separate depth shaders for shader-based copies
We can export both depth and color in a single shader instead.
2024-03-19 19:32:12 +01:00
Philip Rebohle a163082770 [dxvk] Align index buffer size to index size
Fixes validation errors in FFXIV.
2024-03-19 19:32:12 +01:00
Blisto91 2e1a19c7fd [util] Cap Dark Void to 60fps
Game crashes in certain places like specific cutscenes unless capped at 60fps.
2024-03-18 12:56:27 +01:00
Joshua Ashton 0beb18ef73 [d3d9] Wait for submission when calling ReturnUnderlyingResource 2024-03-16 19:11:11 +00:00
Joshua Ashton ef4428ab8c [d3d9] Improve ReturnUnderlyingResource stub for 9on12 2024-03-16 18:59:03 +00:00
Philip Rebohle 1085ba713e [dxgi] Implicitly set HDR color space for RGBA16_FLOAT swap chains 2024-03-16 18:56:41 +00:00
Philip Rebohle e857b09432 [dxgi] Change default behaviour of hideNvkGpu option 2024-03-15 22:48:57 +01:00
Kaitlyn 538f1d13d4 Fix UAV as well 2024-03-15 15:22:13 +01:00
Kaitlyn 783c9d4591 Fix MiscFlags check in GetDescFromResource 2024-03-15 15:22:13 +01:00
Kaitlyn 1a685b1c67 Implement D3D11DXGIDevice::EnqueueSetEvent 2024-03-15 13:47:28 +01:00
Robin Kertels 8b8be7c2bf [d3d9] Fix stream count in Reset 2024-03-10 17:12:22 +01:00
Billy Laws 0776d764a4
build: Support building for ARM64EC
When targeting ARM64EC, both __x86_64__ and _M_X86_64 are defined but
not all x86 intrinsics are present, treat EC as regular ARM64 so the
native intrinsics are used instead.
2024-03-09 05:43:46 +00:00
Robin Kertels 15ddadc4de [d3d9] Fix number of streams 2024-03-08 18:42:15 +01:00
Philip Rebohle 69a52b3da0 [dxbc] Do not emit depth compare for unsupported image types
Fixes invalid SPIR-V.
2024-03-07 16:11:23 +01:00
Philip Rebohle 707ad6f328 [spirv] Add OpConstantNull 2024-03-07 16:11:23 +01:00
Philip Rebohle 3a6992ea97 [dxbc] Enable depth compare types for 1D images
Used by Renderdoc internal shaders.
2024-03-07 16:11:23 +01:00
Robin Kertels 72c86b8229 [d3d9] Only unbind in EndScene if the game cleared the binding 2024-03-06 22:58:48 +01:00
Robin Kertels 85215b10d6 [d3d9] Respect vertex buffer offset when dynamically uploading geometry 2024-03-06 18:13:26 +01:00