Commit Graph

4872 Commits

Author SHA1 Message Date
Philip Rebohle 389634f9b9 [d3d11] Fix D3D11Texture2D reference counting 2023-01-06 22:52:29 +01:00
Philip Rebohle 5115d80d51 [dxbc] Handle dead code in shader binaries
We should not emit any code when not inside a function.

Fixes #3154.
2023-01-06 20:49:13 +01:00
Joshua Ashton c10b53ed3e [dxgi] Add dxgi.enableHDR option 2023-01-06 17:27:38 +01:00
Joshua Ashton 3375cdf1fa [dxgi] Initialize DxgiOptions before DxgiMonitorInfo
Needed to we can access DxgiOptions inside of DxgiMonitorInfo for the dxgi.enableHDR property coming up in a future commit.
2023-01-06 17:27:38 +01:00
Joshua Ashton f25475d05e [dxgi] Normalize display metadata to something rational
Sometimes we can't get an EDID if things aren't plumbed fully, or some displays just have broken EDIDs.

This accounts for both of those cases by using some dummy data if we are missing information.

Fixes value reporting to match Windows on common displays such as LG OLEDs.
2023-01-06 17:27:38 +01:00
Joshua Ashton f453d6ee2a [dxgi] Implement DXGIOutput::GetDesc1's ColorSpace
Adds the ability to punt the global colorspace into HDR from SetColorSpace1.

We have no way of checking the actual Windows colorspace as the
only public method for this *is* DXGI which we are re-implementing.
So we just pick our color space based on the DXVK_HDR env var
and the punting from SetColorSpace1.

We might expand on this in future, but this is good enough for an
initial implementation.
2023-01-06 17:27:38 +01:00
Robin Kertels f94b42f23f [d3d9] Dont use GenerateDrawInfo in DrawPrimitiveUp
This is confusing because it looks like a race condition
at first glance.
2022-12-30 19:29:34 +00:00
Philip Rebohle 12901b52f1 [dxvk] Split barriers with very large VkDependencyInfo structures
Works around an AMD driver bug. Fixes #3138.
2022-12-20 03:10:44 +01:00
Philip Rebohle f4f4f3647f [d3d11] Do not create storage image views with swizzle
This happens when a game uses A8_UNORM UAVs. Vulkan doesn't allow this,
and it's not meaningful for stores anyway, we'd need shader emulation.
2022-12-20 02:20:11 +01:00
Joshua Ashton c7be18cb26 [d3d11] Implement SetHDRMetadata 2022-12-19 22:15:18 +01:00
Joshua Ashton e5418a956a [vulkan] Add setHdrMetadata method to Presenter 2022-12-19 22:15:18 +01:00
Joshua Ashton 731bf84edd [dxvk] Enable VK_EXT_hdr_metadata 2022-12-19 22:15:18 +01:00
Joshua Ashton 4335eccae9 [dxvk] Enable VK_EXT_swapchain_colorspace 2022-12-19 22:15:18 +01:00
Joshua Ashton 33acf58ac7 [d3d11] Implement CheckColorSpaceSupport and SetColorSpace 2022-12-19 22:15:18 +01:00
Joshua Ashton 50054d4675 [vulkan] Add supportsColorSpace method to Presenter 2022-12-19 22:15:18 +01:00
Joshua Ashton fd661d587e [vulkan] Simplify args to Presenter GetSupported* methods 2022-12-19 22:15:18 +01:00
Robin Kertels 18b0ef697c [dxvk] Rework SetEventOnCompletion
* Create the waiter thread on demand
* Don't wake up the waiter thread every 10ms
  when no events are queued
* Wait on caller thread when hEvent = null
2022-12-16 17:37:19 +01:00
Philip Rebohle c55c09368b [d3d11] Only store low 8 bits of stencil reference
Seems to match behaviour of the D3D11 runtime, in that OMGetDepthStencilState
will not retain the high bits.

Found by CME. Should fix #1784.
2022-12-11 19:51:57 +01:00
Blisto91 7b2024888e [util] disable unmapping for Final Fantasy XIV d3d9 2022-12-11 14:01:27 +01:00
Joshua Ashton c0d843c578 [wsi] Fix overwriting colorimetry info to NULL 2022-12-08 06:48:30 +00:00
Philip Rebohle b838b65516 [d3d9] Correctly mask alpha reference push constant
We accidentally lost this during the rework, since the initial
implementation scaled the alpha ref value on the CPU.

Fixes #3123.
2022-12-06 21:25:55 +00:00
Blisto91 4a4d880130 [util] Set TRAHA Global to Intel vendor id 2022-12-04 23:06:59 +01:00
Robin Kertels 522909b165 [d3d9] Don't set NeedsReadback when dirtying mip maps
It's impossible to lock non 0 mips anyway.
2022-12-03 15:18:40 +00:00
Philip Rebohle 573be24269 [wsi] Fix crash when parsing EDID fails
If info is null then we shouldn't pass it around.

Also improve formatting a bit.
2022-12-02 00:23:38 +00:00
Philip Rebohle 9f70666777 [build] Allow standalone DXGI builds 2022-11-28 13:48:05 +01:00
Hans-Kristian Arntzen 42332f7fb8 [dxgi] Fix IDXGISwapchain::CheckColorSpaceSuport 2022-11-28 12:45:34 +01:00
Philip Rebohle 4f90d7bf5f [dxbc,d3d11] Don't access shex chunk if it is not defined 2022-11-25 12:45:32 +01:00
Joshua Ashton d01c9cb6d4 [wsi] Free edid info after parsing 2022-11-25 08:44:39 +00:00
Philip Rebohle ebd29007d4 [dxgi] Actually unlock monitor info
Fixes some deadlocks.
2022-11-21 20:24:15 +01:00
Philip Rebohle c6611dffa7 Revert "[dxbc] Move shex check to constructor"
Breaks stuff for unknown reasons.
2022-11-21 19:35:21 +01:00
Joshua Ashton f0a0e1b964 [dxgi] Report display metadata in IDXGIOutput6::GetDesc1 2022-11-21 17:26:53 +01:00
Joshua Ashton aa71e7e323 [dxgi] Cache display metadata + colorimetry in DXGI_VK_MONITOR_DATA 2022-11-21 17:26:53 +01:00
Joshua Ashton fabe4a85e3 [wsi] Add parseColorimetryInfo helper 2022-11-21 17:26:53 +01:00
Philip Rebohle 3b9235fe23 [util] Set max frame latency to 1 for Sonic Frontiers
Seems like the only reason this game passes QA is because there *was* no
QA. Seriously broken when GPU-bound even on Windows.
2022-11-21 17:18:01 +01:00
Robin Kertels 4796eb0b0d [d3d9] Implement capturing lights in state blocks 2022-11-21 16:06:49 +00:00
Robin Kertels 1a3b576d35 [util] Implement bit vector 2022-11-21 16:06:49 +00:00
Robin Kertels d0a10cc9f8 [d3d9] Handle DS texture uploads 2022-11-21 15:59:25 +00:00
Blisto91 2c53459f4c [util] disable floatControls for Bad Company 2 2022-11-21 13:13:57 +01:00
Robin Kertels dd7ec24269 [dxbc] Move shex check to constructor
Otherwise we dereference a null pointer when
accessing the DxbcProgramInfo.
2022-11-21 01:49:35 +01:00
Robin Kertels 3393c5f4ff [d3d9] Only upload mip 0 of managed automipgen textures 2022-11-19 17:34:02 +00:00
Philip Rebohle a130146f15 [dxvk] Remove dead enableRtOutputNanFixup option
Dead code since 2.0, not sure why this was still in here.
2022-11-18 22:31:54 +01:00
Joshua Ashton e037d24017 [util] Default initialize BitMask to 0
Found via an MSVC warning, may not fix anything, but good to do anyway.
2022-11-17 17:38:46 +01:00
Joshua Ashton 287412f746 [util] Cast _tzcnt_u64 to uint32_t
MSVC has _tzcnt_u64 return a uint64_t, which obviously, it can never return a number that big.
2022-11-17 17:38:46 +01:00
Joshua Ashton 69b1aa251d [wsi] Add getMonitorEdid function
What an unbelievable pain this is to do on Windows...

No-op on SDL2 right now, as there is nothing for that.
2022-11-17 17:38:16 +01:00
Blisto91 ad3c316d0c [util] Set Black Mesa customVendorId to Nvidia 2022-11-16 11:30:40 +01:00
Robin Kertels 785bc9738f [util] Disable DC Single Use Mode for Cardfight!! Vanguard Dear Days 2022-11-15 16:55:38 +01:00
Robin Kertels 8a2e4ef481 [d3d9] Allow locking DEFAULT pool based on texture type 2022-11-10 13:37:52 +01:00
Blisto91 bc08cac220 [util] Enable apitraceMode for Sonic & All-Stars Racing Transformed 2022-11-09 19:22:14 +01:00
Christopher Egert e30b783505 d3d9: Use a different rvalue for depth bias on NV 2022-11-09 01:15:00 +00:00
Robin Kertels ecc2302389 [d3d9] Fix query reset counter underflow 2022-11-07 23:34:32 +00:00