Commit Graph

1297 Commits

Author SHA1 Message Date
ZeroFault b43060bec1 fix MSVC compile error with function pointer type declaration (#422) 2018-06-06 22:11:26 +02:00
Philip Rebohle e8ac81fe8a
[dxvk] Removed support for depth bounds test
This feature is not used in D3D11, so we don't need backend support.
2018-06-06 13:11:09 +02:00
Philip Rebohle 8b4852be16
[dxvk] Make depth bias a dynamic state
Works around an issue with some games not setting the D3D11 depth
bias state correctly, which can result in an excessive number of
pipelines being compiled.
2018-06-06 12:45:45 +02:00
Philip Rebohle 6579b2ad99
Merge branch 'auto-flush-v2' 2018-06-05 18:46:46 +02:00
Philip Rebohle 83ae39f727
[dxvk] Increase memory chunk size to 32 MiB
Reduces the number of memory allocations considerably.
2018-06-05 18:45:11 +02:00
Philip Rebohle 1fdcbdfa40
[vr] Add missing license file 2018-06-05 11:39:46 +02:00
Philip Rebohle 39a7169e1a
[vr] Silence non-virtual destructor warnings on GCC 2018-06-05 01:03:59 +02:00
Philip Rebohle 2c9c7e1a36
Merge branch 'openvr-v2' 2018-06-05 00:16:37 +02:00
Philip Rebohle 4a0c81276f
[d3d11] Implement new auto-flush heuristic 2018-06-04 23:31:49 +02:00
Philip Rebohle cfe99368fb
[dxvk] Make number of queued submissions available to DXVK 2018-06-04 23:24:42 +02:00
ZeroFault d44cc7630b Allow FarCry 5 to use D3D11_MAP_FLAG_DO_NOT_WAIT (#416) 2018-06-03 22:33:08 +02:00
Philip Rebohle 217399926d
Revert "[dxbc] Bound-check dynamically indexed constant buffer reads"
This reverts commit 621aed5fdb.

Breaks Dishonored 2. Apparently, out-of-bounds access to constant buffers
is allowed as long as it doesn't exceed the range of bound constants.
2018-06-02 18:09:59 +02:00
Philip Rebohle 34477933ef
[dxvk] Fixed uninitialized value in meta-resolve 2018-06-02 12:20:46 +02:00
Philip Rebohle 9ff17b03f2
[dxbc] Support RenderTargetId and ViewportId in Vertex/Domain shaders
Fixes shader compilation errors in Pillars of Eternity II (#408)
and Lost Sphear (#406). Currently unsupported by RADV.
2018-06-01 13:57:26 +02:00
Philip Rebohle 3a520dfe4a
[dxvk] Enable VK_EXT_shader_viewport_index_layer if available
Required to support SV_RenderTargetArrayIndex in vertex shaders.
2018-06-01 13:56:09 +02:00
Philip Rebohle b7dff330f8
[spirv] Update SPIR-V headers 2018-06-01 13:43:19 +02:00
Philip Rebohle aa76bae32a
[dxbc] Fix incorrect OpSelectionMerge instruction
Fixes a regression introduced in v0.53 that would cause
Witcher 3 to crash when enabling Nvidia Hairworks on RADV.
2018-05-31 14:20:12 +02:00
Philip Rebohle 621aed5fdb
[dxbc] Bound-check dynamically indexed constant buffer reads
Emulates D3D11 behaviour more closely on Nvidia hardware.
Fixes an issue in Dark Souls Remastered caused by constant
buffer access with an undefined index value (#405).
2018-05-31 10:13:32 +02:00
Philip Rebohle 7fe4a70342 Version 0.53
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Merge tag 'v0.53' into openvr-v2

Version 0.53
2018-05-30 16:58:46 +02:00
Philip Rebohle fc8573891e
[d3d11] Fix vertex attribute offset with D3D11_APPEND_ALIGNED_ELEMENT
Computes the correct offset even if some vertex attributes are not used
by the vertex shader. Fixes a crash in Sleeping Dogs: Definitive Edition
(#407).
2018-05-30 13:33:48 +02:00
Philip Rebohle 3b70e23e2c
[dxvk] Allow overcommitting non-device local memory
If allocations on host-local memory types fail, we can rely on
Vulkan's error reporting. May fix issues on systems with small amounts of VRAM.
2018-05-29 14:56:41 +02:00
Philip Rebohle c600b43d73
[d3d11] Allocate DYNAMIC buffers on device-local host-visible memory
Improves performance on AMD cards when GPU-bound.
~5% FPS increase in The Witcher 3.
2018-05-29 14:50:08 +02:00
Philip Rebohle a9eff13b92
[dxvk] Refactor memory allocator
In addition to some much needed code cleanips, the allocator will no
longer try to over-commit memory heaps.
2018-05-29 14:48:27 +02:00
Philip Rebohle f77392a264
[dxvk] Apply dynamic state at draw time
Changes to the viewport, stencil reference and blend constants are often
coupled with a pipeline state update, so it makes sense to update it later.
2018-05-29 05:03:27 +02:00
Philip Rebohle e615fc19a9
[dxgi] Support SyncInterval values > 1
Required for Eve Online and the Unity Blacksmith demo.
2018-05-28 21:06:35 +02:00
Philip Rebohle f68bf1a187
[dxvk] Added correct element size to depth-only and stencil-only formats
Fixes depth-to-color image copies in Elex and Neptunia VII.
2018-05-28 20:33:49 +02:00
Philip Rebohle 8cd97959f2
[d3d11] Chjeck whether input layouts are identical
Prevents redundant state changes when a game switches between
identical input layouts. Reduces the the number of Vulkan
calls in Grim Dawn by ~30%.
2018-05-27 01:10:49 +02:00
Philip Rebohle de9ffdcfa3
Merge branch 'dxbc-correct-derivs' 2018-05-26 21:13:28 +02:00
Philip Rebohle 48037a8b87
[d3d11] Enable shaderStorageImageMultisample if the device supports it 2018-05-26 20:34:40 +02:00
Philip Rebohle 97e3b89bc7
[dxvk] Emit dynamic state only if a pipeline is bound
Fixes validation errors in Dirt 4.
2018-05-26 20:09:31 +02:00
Philip Rebohle 001794a094
[dxbc] Implement deferred kill operation
Fixes visual issues during LOD transitions in The Witcher 3,
Rise of the Tomb Raider and other games with a similar LOD
system. UAV stores and atomics are conditionalized as well.
2018-05-26 19:25:20 +02:00
Philip Rebohle 0619842dd9
[dxbc] Make UAV stores and atomics conditional
We should only perform stores when the corresponding
UAV is bound. This may be extended with range checks
at a later time.
2018-05-26 19:01:44 +02:00
Philip Rebohle 9278221416
[dxbc] Run analyzer before creating compiler object
We may need the analysis results when initializing the compiler object.
2018-05-26 17:46:49 +02:00
Philip Rebohle af62d423b2
[dxbc] Add per-device option for deferred kills 2018-05-26 17:08:39 +02:00
Philip Rebohle ec5572aa69
[dxbc] Scan for discard and derivative instructions 2018-05-26 17:08:08 +02:00
Philip Rebohle 667616bc39
[dxvk] Remove unnecessary include 2018-05-26 14:56:36 +02:00
Philip Rebohle a2d9874b26
[dxvk] Use new spec constant structure for pipeline compilation 2018-05-26 14:54:29 +02:00
Philip Rebohle d79f39b963
[dxbc] Implement sampleinfo instruction for rasterizer 2018-05-26 14:54:05 +02:00
Philip Rebohle 4ae15f3edf
[dxvk] Add global specialization constant data structures
Implements a unified way of defining specialization constants
for graphics and compute pipelines which can be easily extended
in the future.
2018-05-26 14:50:00 +02:00
Philip Rebohle 27816b470a
[spirv] Add support for 32-bit specialization constants 2018-05-26 13:52:33 +02:00
Philip Rebohle b78130defd
[d3d11] Overwatch: Fake success in CreateGeometryShaderWithStreamOutput 2018-05-25 23:53:34 +02:00
Philip Rebohle a0e0ba1cc8
[dxvk] Align length when clearing entire buffer
Buffer slices in DXVK are always aligned to at least
256 bytes, so this is safe. Fixes a regression leading
to GPU hangs on RADV.
2018-05-25 21:02:15 +02:00
Philip Rebohle b30e53fa0d
[dxvk] Track image (rather than the view) when generating mip maps 2018-05-25 19:15:14 +02:00
Philip Rebohle 84a62f795f
Merge branch 'meta-mipgen' 2018-05-25 17:46:41 +02:00
Philip Rebohle 4b37590e14
[dxvk] Use new mip map generator 2018-05-25 17:45:41 +02:00
Philip Rebohle 19b6a16173
[dxvk] Add new mip map generator
The current approach uses Vulkan blits, which does not
work if the image view in question has a different format
than the image itself.
2018-05-25 17:44:50 +02:00
Philip Rebohle 7ec93debf1
[dxvk] Add shaders for mip map generation 2018-05-25 17:44:34 +02:00
Philip Rebohle 49bda46a37
[d3d11] Validate and correct scissor rects
Fixes Vulkan validation errors in Frostpunk and more closely
emulates Windows behaviour.
2018-05-25 00:08:28 +02:00
Philip Rebohle a9c0f9e7c2
[general] Added DXUP reference to README 2018-05-24 23:08:16 +02:00
Philip Rebohle 254676049a
[dxvk] Added convenience equal checker for unordered maps 2018-05-24 20:18:37 +02:00