Commit Graph

5698 Commits

Author SHA1 Message Date
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
Philip Rebohle fd3fbf6607 [dxvk] Remove old memory budget code
Obsolete since we removed the Nvidia HVV workaround for old drivers.

Closes #3877.
2024-03-06 15:48:34 +01:00
Minelelol 0a699fddb6 Update config.cpp
Insane Performance increase
2024-03-06 15:25:16 +01:00
Blisto91 afec5cce88 [util] Remove some unneeded built in configs
Dirt 5 does not crash without working ags anymore and Ethan Carter Redux also starts fine without a spoof.
This allows the built in AMD ags in Proton 9 to be used for these games.

The Hitman 3 config is redundant as it doesn't allow RT to be enabled without Nvapi anyway.
2024-03-06 15:24:54 +01:00
Ethan Lee 4b0e3111d1 meson: Check for bundled Vulkan/SPIR-V headers before adding them to the include list.
This feature requires Meson 0.58 or newer.
2024-03-06 15:21:15 +01:00
Philip Rebohle 0414bbe2d5 [dxgi] Add separate option to override vendor IDs for NVK 2024-03-06 14:46:21 +01:00
Robin Kertels 20490b678f [d3d9] Fix missing else brackets in ResetSwapchain 2024-03-06 12:08:45 +01:00
Blisto91 428c98bc63 [util] Disable countLosableResources for all d3d9 Supreme Ruler games
All the d3d9 Supreme ruler games have this issue.
2024-03-05 15:28:11 +01:00
Robin Kertels a0e39e94fa [d3d9] Use most recently used swapchain for GetFrontBufferData 2024-03-05 13:54:15 +00:00
Robin Kertels eaa732d0b3 [d3d9] Place GetFrontBufferData screenshot at window position 2024-03-05 13:54:15 +00:00
Robin Kertels 49b18f03fe [d3d9] Unbind buffers in EndScene & Reset 2024-03-05 13:52:51 +00:00
Philip Rebohle c9cea93b7b [dxbc] Use raw access chains for buffer loads and stores
Maps more or less perfectly to D3D raw and structured buffers.
2024-03-05 14:41:18 +01:00
Philip Rebohle 69d74a46a0 [dxbc] Remove emitRawBuffer{Load,Store}
And factor these into the callers. We need to preserve the raw
index and offset parameters to use raw access chains.
2024-03-05 14:41:18 +01:00
Philip Rebohle 94098aa97d [dxbc] Enable SPV_NV_raw_access_chains 2024-03-05 14:41:18 +01:00
Philip Rebohle c677ba9b3e [dxvk] Enable VK_NV_raw_access_chains if available 2024-03-05 14:41:18 +01:00
Philip Rebohle 77c7396ee1 [spirv] Add support for OpRawAccessChainNV 2024-03-05 14:41:18 +01:00
Philip Rebohle f07e5f9eaa [include] Update SPIR-V headers 2024-03-05 14:41:18 +01:00
Philip Rebohle d5c3011f54 [include] Update Vulkan headers 2024-03-05 14:41:18 +01:00
Blisto91 6b3b934471 [util] Clarify maxDeviceMemory and maxSharedMemory
This config often leads to confusion as people expect applications to honor the limit.
2024-03-02 20:41:19 +01:00
Philip Rebohle 9004c132ed [dxbc] Declare dynamically indexed UBOs with the maximum possible size
Fixes #3861.
2024-02-23 13:39:29 +01:00
Philip Rebohle 24d4c9c938 [util] Disable command lists for Granblue Fantasy Relink
The uses deferred contexts for rendering if driver command lists are enabled,
but when AMDAGS is loaded, it will also unconditionally use MultiDrawIndirect
functions. Since the AGS version in use does not support deferred contexts,
this breaks rendering, so we will have to force it into the immediate context
path.

Testing also shows slightly higher performance (~3-5%) with this path in
CPU-bound scenarios.
2024-02-22 16:07:24 +01:00
Philip Rebohle 5ded7d67f0 [d3d11] Implement UpdateSubresource bug if native command lists are disabled 2024-02-22 16:07:24 +01:00
Philip Rebohle 234f3ea071 [d3d11] Add option to hide native command list support 2024-02-22 16:07:24 +01:00
Robin Kertels c5a37d443a [d3d9] Handle null IBO when uploading data for draw 2024-02-20 13:04:01 -08:00
Robin Kertels f254afb4fb [util] Enable strict float emulation for Red River 2024-02-20 12:58:03 -08:00
Robin Kertels 39c19e9299 [d3d9] End scene on reset 2024-02-20 12:58:03 -08:00
Robin Kertels 738fd4f895 [d3d9] Don't actually unbind buffers 2024-02-20 12:58:03 -08:00
Philip Rebohle 9491b56beb util: Enable d3d11.ignoreGraphicsBarriers for Granblue Relink
Improves GPU-bound performance due to the game using PS UAVs.
2024-02-15 20:33:55 +01:00
Robin Kertels ab3593185f [d3d9] Fail GetRTData if src and dst have mismatching sizes
MySims tries to do this and needs this to fail,
otherwise mouse picking is off.
2024-02-06 11:02:43 +01:00
Robin Kertels e9a0fec5b3 [dxso] Clamp Exp when fast float emulation is enabled 2024-02-06 11:02:20 +01:00
Echo J fae78407a2 d3d9: Remove an unused variable
This fixes a gcc warning (originally reported by Saancreed)
2024-02-06 10:19:28 +01:00
Robin Kertels 5312ef1cf9 [d3d9] Upload DYNAMIC+SYSMEM vertex and index data for each draw 2024-02-05 13:13:18 +00:00
Robin Kertels 62d64bd63a [d3d9] Don't upload buffers before Up draws 2024-02-05 13:13:18 +00:00
Robin Kertels f83ba898af [dxvk] Use signed int for vertexOffset
BaseVertexIndex is signed in Vulkan, D3D11 & D3D9.
2024-02-05 13:13:18 +00:00
Ethan Lee 30f2b2df31 package-native.sh should force libdisplay-info subproject
This ensures that the script produces a build similar to the default steamrt build, even if libdisplay-info is available on the build system root.
2024-02-05 13:08:30 +01:00
Philip Rebohle 05cb963e22 [util] Set sync interval override for P3R 2024-02-02 17:30:13 +01:00
Philip Rebohle eb339bc7e4 [dxgi,d3d11] Move syncInterval override to DXGI swap chain
This way it also applies to D3D12 games.
2024-02-02 17:30:13 +01:00
Ethan Lee c423819e90 [meson] Only use the libdisplay-info subproject as a fallback 2024-01-30 20:48:40 +01:00
Tatsuyuki Ishi e2a46a347d [meta] Declare bool conversion operators as explicit
Non-explicit conversion operators in general can participate in very
surprising conversion chains. Explicit bool operator is a good place to
start with, because even with explicit they do get automatic contextual
conversion in a lot of places, e.g., if conditions.
2024-01-27 11:44:51 +01:00
Tatsuyuki Ishi afc6aa70fb [d3d11] Explicitly convert DxvkExt to bool in D3D11DeviceFeatures
When assigning to a BOOL (which is an uint in disguise) and using explicit
bool conversion operators (introduced in a latter commit) an explicit cast
is required.
2024-01-27 11:44:51 +01:00
Tatsuyuki Ishi 799aeff560 [dxvk] Fix incorrect comparison in DxvkSparsePageTable::updateMapping
m_mappings[page] was getting implicitly converted to bool.
2024-01-27 11:44:51 +01:00
Robin Kertels 2ca8fdf890 [util] Disable counting losable resources for Supreme Ruler Ultimate
The game is broken and leaks a state block.
2024-01-26 18:11:25 +00:00
Robin Kertels 0841f5faf4 [d3d9] Implement config option to disable rejecting reset 2024-01-26 18:11:25 +00:00
Ethan Lee 2334bbccb0 [native] Add a DECLARE_INTERFACE define for !CONST_VTABLE.
This helps avoid some compiler warnings on GCC in particular.
2024-01-26 17:48:44 +00:00
Robin Kertels 7d9864c077 [d3d9] Only enable ATOC when rendering to MS RT 2024-01-26 17:48:21 +00:00