Commit Graph

2497 Commits

Author SHA1 Message Date
Philip Rebohle 2776ef43a3
[meta] Release 1.3.3 2019-08-29 20:56:47 +02:00
Philip Rebohle 30d19cd0f2
[d3d11] Rename some hazard tracking methods for clarity 2019-08-29 19:10:53 +02:00
Philip Rebohle 6be124e2cd
[d3d11] Check for conflicts withing RTV and UAV lists upon binding them 2019-08-29 19:10:53 +02:00
Philip Rebohle e07ef1ec40
[d3d11] Resolve pipeline hazards when binding render targets 2019-08-29 19:10:53 +02:00
Philip Rebohle a36f056572
[d3d11] Resolve pipeline hazards when binding compute shader UAVs 2019-08-29 19:10:53 +02:00
Philip Rebohle c8c781c88b
[d3d11] Add check whether a viewed resource has a given bind flag 2019-08-29 19:10:50 +02:00
Sveinar Søpler 7a57357717 Update README (#1174) 2019-08-28 09:42:03 +02:00
Philip Rebohle afc8e4c29d
[d3d11] Filter redundant OMSetRenderTargets calls
Since rebinding render targets is a rather expensive
operation, we should avoid doing so whenever possible.

Affects Resident Evil 2 and Devil May Cry 5.
2019-08-26 23:59:08 +02:00
Philip Rebohle 4789790087
[d3d11] Remove outdated comment
We actually handle this properly now.
2019-08-26 23:43:47 +02:00
Philip Rebohle 5756e5c921
[d3d11] Check for shader resource view hazards
Fixes incorrect behaviour in games that try to use a currently bound
UAV or render target as a shader resource at the same time.

Fixes visual artifacts in Shining Resonance Refrain on AMD hardware.
2019-08-26 23:43:47 +02:00
Philip Rebohle 137589d755
[d3d11] Add state to track potentially hazardous bound SRVs 2019-08-26 23:29:01 +02:00
Philip Rebohle 4064dd3737
[d3d11] Add bound compute shader UAV mask
Will be used for efficient hazard tracking.
2019-08-26 23:29:01 +02:00
Philip Rebohle 8208cedfa9
[d3d11] Add common view info struct to all view types
Will be used for hazard detection.
2019-08-26 23:29:01 +02:00
Philip Rebohle 5ae5053a2a
[d3d11] Remove templated SetUnorderedAccessViews
Not needed because the CS and OM paths are separate anyway.
2019-08-26 23:29:01 +02:00
Philip Rebohle 08e3500beb
[d3d11] Don't use .at() 2019-08-26 23:29:01 +02:00
Philip Rebohle 473025a93b
[dxvk] Add function to find set bits in binding mask 2019-08-26 23:29:01 +02:00
Philip Rebohle d2d19b0dec
[dxvk] Add function to set bind mask bit to a given value 2019-08-26 23:29:00 +02:00
Jacek Caban e7b71926e3 [build] Check if --add-stdcall-alias and --enable-stdcall-fixup is supported before using it.
lld-link linker does not support nor need it.
2019-08-26 20:07:58 +02:00
Jacek Caban 1981140257 [dxvk] Explicitly include unordered_map in dxvk_renderpass.h
When using libstdc++, it's somehow implicitly included, but it's not the case for libc++.
2019-08-26 20:07:58 +02:00
Joshua Ashton 8e54477c2a [util] Use R string literals for app compat regexes 2019-08-24 21:32:51 +02:00
Philip Rebohle 54ca5900e1 [util] Use regular expressions on full exe path to match app profiles
This allows us to detect applications with non-unique executable names
or with variable executable names more reliably, and also allows us to
merge profiles for games that have multiple known exe names.

The matching is also no longer case-sensitive.
2019-08-18 17:49:22 +02:00
Philip Rebohle c934333a5c [util] Add method to retrieve full exe path 2019-08-17 11:50:39 +02:00
Philip Rebohle d38607c9be
[dxvk] Implement depth-stencil resolve 2019-08-13 15:16:09 +02:00
Philip Rebohle e54dfab471
[dxvk] Support depth-stencil resolve using VK_KHR_depth_stencil_resolve 2019-08-13 15:16:09 +02:00
Philip Rebohle 7e95493fba
[dxvk] Support shader-based depth-stencil resolve
Requires VK_EXT_shader_stencil_export for stencil resolves.
2019-08-13 15:16:00 +02:00
Philip Rebohle a516ca5b85
[dxvk] Add meta shaders for depth-stencil resolve 2019-08-13 14:37:50 +02:00
Philip Rebohle acf0001fd1
[dxvk] Make device properties accessible from the device 2019-08-13 14:37:50 +02:00
Philip Rebohle 2f15cb7602
[dxvk] Enable VK_KHR_depth_stencil_resolve if available 2019-08-13 12:53:31 +02:00
Philip Rebohle d127c08487
[dxvk] Enable VK_KHR_create_renderpass2 if available 2019-08-13 12:52:54 +02:00
Philip Rebohle 1999ca9dd4
[util] Set d3d11.dcSingleUseMode=False for SteamVR perf test
*Actually* fixes #1160.
2019-08-10 11:21:47 +02:00
Philip Rebohle 4cce07ccd9
[d3d11] Update resources mapped on deferred contexts in Map()
Apparently it is legal to use mapped buffers on deferred contexts
in D3D11, so we have to execute our update code immediately.

Fixes #1160.
2019-08-10 11:11:44 +02:00
Joshua Ashton d579f07238 [util] Fix compiling with clang/clang-cl 2019-08-07 06:08:54 +02:00
Philip Rebohle 590834660e
Revert "[dxvk] Use vkCmdUpdateBuffer to clear tiny buffers"
This reverts commit 311661e404.

This once fixed Far Cry Primal, but now for some reason it
breaks Far Cry Primal. Fixes #1155.
2019-08-07 05:41:33 +02:00
Philip Rebohle bd40b05720
[d3d11] Recreate swap chain immediately after synchronous present fails
Fully restores pre-1.3 behaviour in case async present is disabled.
Apparently this is necessary to avoid hangs on Nvidia for some reason.
2019-08-06 09:11:04 +02:00
Philip Rebohle 9fdd7bf789
[meta] Release 1.3.2 2019-08-05 20:38:22 +02:00
Philip Rebohle bc0537df37 [d3d11] Remove d3d11.asyncPresent option 2019-08-04 21:49:55 +02:00
Philip Rebohle a558f82b5f [dxvk] Implement asynchronous presentation option in the backend 2019-08-04 21:49:55 +02:00
Philip Rebohle 77fde83479 [dxvk] Move some code to where it makes more sense 2019-08-04 21:37:26 +02:00
Philip Rebohle 6b2f4f93cc [d3d11] Fix incorrect tracking of mapped image subresources
When returnig DXGI_ERROR_WAS_STILL_DRAWING, we should not mark
the subresource as mapped, and instead ignore subsequent calls
to Unmap.
2019-08-03 19:11:19 +02:00
Philip Rebohle 140a2c1017 Revert "[d3d11] Return error when mapping an already mapped image"
This reverts commit 1cc531eaf8.

Even though an FFXIV apitrace clearly indicates that mapping an
already mapped subresource returns E_OUTOFMEMORY in that game,
this doesn't always seem to be correct behaviour.

Fixes #1148, #1149.
2019-08-03 19:08:22 +02:00
Philip Rebohle 02d92210ad
[dxvk] Avoid redundant descriptor set updates when binding buffers (v2)
We need to check not just the buffer object but also the length of the
bound buffer range, since this information will be written into the
descriptor and cannot be changed via dynamic offsets.

Fixes: f501ebc ('[dxvk] Avoid redundant descriptor set updates when binding buffers')
2019-08-01 21:30:27 +02:00
Philip Rebohle af15d85baa
[dxvk] Add config option to enable the HUD 2019-08-01 12:37:55 +02:00
Philip Rebohle 4fd41f8550
[dxvk] Don't allow common objects to be reference-counted 2019-07-30 20:06:59 +02:00
Philip Rebohle 65c1e58bd9
[dxvk] Use DxvkObjects to create and pass around common objects 2019-07-30 20:00:38 +02:00
Philip Rebohle 35679d2ba7
[dxvk] Add class that bundles objects shared between device and context
Uses lazy initialization for various meta objects.
2019-07-30 20:00:38 +02:00
Philip Rebohle cfd7033e40
[dxvk] Pass DxvkDevice to DxvkRenderPassPool constructor 2019-07-30 20:00:38 +02:00
Philip Rebohle e12103121f
[dxvk] Pass DxvkDevice to DxvkEventPool constructor 2019-07-30 20:00:38 +02:00
Philip Rebohle 40028a5b8c
[dxvk] Pass DxvkDevice to DxvkMetaClearObjects constructor 2019-07-30 20:00:38 +02:00
Philip Rebohle 6a58c432ec
[dxvk] Pass DxvkDevice to DxvkMetaPackObjects constructor 2019-07-30 20:00:38 +02:00
Philip Rebohle 9a2da555c0
[util] Add helper for lazy initialization
a
2019-07-30 20:00:35 +02:00