Commit Graph

1085 Commits

Author SHA1 Message Date
Philip Rebohle 3c611503d6
[dxgi] Fix reported VRAM size for 32-bit builds 2018-05-07 19:04:25 +02:00
Philip Rebohle 3e111086b2
[d3d11] Implement D3D11CoreCreateDevice
Some applications need this function to be present and it's better to
fail for them with an error code rather than crash because the entry
point does not exist in our DLLs.
2018-05-07 14:06:52 +02:00
Philip Rebohle 2dae99e748
[general] Test whether wine executable is actually wine 2018-05-07 09:47:37 +02:00
Philip Rebohle db7332972e
[general] More consistent use of $wine in setup script
Allows users to set this as an environment variable before running
the setup script, which may be useful on distributions shipping
non-standard packages.
2018-05-07 09:34:42 +02:00
Philip Rebohle 757be61b70
[dxgi] Use per-adapter format lookup tables
Allows Nvidia cards to use 24-bit depth buffers.
2018-05-06 13:12:30 +02:00
Philip Rebohle fb3dbd8bcd
[d3d11] Relaxed view format compatibility check
Fixes regressions in multiple games. MSDN docs regarding
format compatibility are wrong in every way.
2018-05-05 20:16:01 +02:00
Philip Rebohle f4a92a685f
[d3d11] Normalize render target and depth-stencil view types
Fixes a regression in Kingdom Come: Deliverance that was
introduced in a55bee9554.
2018-05-05 15:53:49 +02:00
Philip Rebohle 5a639797d2
[d3d11] Fix stencil component mapping in shader resource views
Fixes terrain rendering in Far Cry 5.
2018-05-05 15:15:09 +02:00
Philip Rebohle 8177898151
[d3d11] Validate image view format compatibility
Fixes Vulkan validation errors in Far Cry 5.
2018-05-05 15:13:35 +02:00
Philip Rebohle e1a27faa4a
[dxgi] Added DXGI format family info 2018-05-05 12:57:22 +02:00
Philip Rebohle a55bee9554
[d3d11] Validate render targets before setting them up
Mimicks what native D3D11 does. Fixes validation errors in
Nier:Automata with multisampling enabled in some situations.
2018-05-05 09:12:36 +02:00
Philip Rebohle fb288d8713
[d3d11] Disable VK_IMAGE_CREATE_MUTABLE_FORMAT_BIT for typed formats
Yields over 10% performance improvement on RADV in GPU-bound scenarios.
2018-05-05 00:49:43 +02:00
Philip Rebohle fe24d76fd0
[dxgi] Report D3D10 support only when DXVK_FAKE_DX10_SUPPORT is set
Should fix a regression in Assassin's Creed 4: Black Flag.
2018-05-05 00:48:35 +02:00
Philip Rebohle 94b74667e9
[dxgi] Fix Fullscreen->Windowed transition (again)
We need to preserve the flags if the application changes them.
This is in line with what native DXGI does.
2018-05-04 21:55:38 +02:00
Philip Rebohle c2c8d8be8a
[d3d11] Minor formatting fix 2018-05-04 21:52:34 +02:00
Philip Rebohle 6cbc133619 [dxgi] Use ShowWindow instead of redundant SetWindowPos call 2018-05-04 17:53:02 +02:00
Philip Rebohle de803b3670 [dxgi] Report refresh rate as a multiple of 1000 Hz
More closely emulates what Windows dows.
2018-05-04 17:37:29 +02:00
Philip Rebohle 9cec1ecca3 [d3d11] Fix stage and access mask for default constant buffers 2018-05-04 10:23:36 +02:00
Philip Rebohle ac1d505d14 [dxvk] Do not compute SHA-1 hash of generated shaders
We do not need this on this branch.
2018-05-04 00:16:39 +02:00
Philip Rebohle ae0e5bccdd [dxvk] Make shader accessible from shader module 2018-05-03 23:56:28 +02:00
Philip Rebohle 33357f1f36 [dxvk] Compute SHA-1 hash of generated shaders 2018-05-03 23:56:22 +02:00
Philip Rebohle 3a3b1eda59 [dxvk] Move render pass out of pipeline state vector 2018-05-03 23:48:45 +02:00
Philip Rebohle 59d4f1a1fb [util] Add method to retrieve SHA1 hashes in 32-bit chunks 2018-05-03 23:47:42 +02:00
Joshua Ashton 5e1f478673 [build] add_global_arguments -> add_project_arguments (#339) 2018-05-03 04:09:33 +02:00
Philip Rebohle 77d0424d7f [dxgi] Advertize support for ID3D10Device and ID3D10Device1
We don't actually support these, but applications can reasonably
assume that D3D10 is supported if D3D11 is present. Closes #329.
2018-05-02 17:00:56 +02:00
Philip Rebohle 27d3a78d79 [dxbc] Omit empty source string in OpSource instruction
This parameter is optional and confuses RenderDoc if present.
2018-05-02 13:07:26 +02:00
Philip Rebohle 5683422208 Merge branch 'clearopt' 2018-05-02 00:45:17 +02:00
Philip Rebohle e30a8299e6 [dxvk] Refactor DxvkFramebuffer and DxvkRenderpass 2018-05-02 00:45:10 +02:00
Philip Rebohle 41fca78d27 [dxgi] Add GetDevice method to IDXGIVkInteropSurface
Convenient way of getting the IDXGIVkInteropDevice from the surface
without having to go through several D3D interface queries.
2018-05-01 23:30:39 +02:00
Philip Rebohle badb93334e [dxvk] Fix DxvkContext::transformImage
We have to spill the render pass before transforming the
image. We don't need the barrier if the old and new
layout are the same.
2018-05-01 23:29:58 +02:00
Philip Rebohle 5e02c1bb2f [dxvk] Move DxvkPipelineManager instance back to DxvkDevice 2018-05-01 16:56:33 +02:00
Philip Rebohle d201a1f7c6 [dxvk] Made pipe manager and pipeline classes thread-safe 2018-05-01 16:45:28 +02:00
Philip Rebohle cf1358b2f4 [dxvk] Fixed partial depth-stencil clear operations 2018-04-30 21:42:16 +02:00
Philip Rebohle 4c298d486d [dxgi] Restore display mode even when the window got destroyed 2018-04-30 20:15:35 +02:00
Philip Rebohle 46f2e4d864 [dxgi] CheckInterfaceSupport; Log interface queries 2018-04-30 20:01:50 +02:00
Philip Rebohle 370ff34e9f [d3d11] Fix sampler state validation for anisotropy
Fixes an issue where samplers are not created in Path of Exile.
2018-04-30 19:38:38 +02:00
Philip Rebohle 2626a26072 [d3d11] Fix sampler state validation for anisotropy
Fixes an issue where samplers are not created in Path of Exile.
2018-04-30 19:36:42 +02:00
Philip Rebohle ba53cf92ac Revert "[dxvk] Refactor DxvkFramebuffer and DxvkRenderpass"
This reverts commit 1bbfe77013.
Breaks Path of Exile.
2018-04-30 18:47:35 +02:00
Philip Rebohle 5d5be87402 [dxvk] Oprimize render target clear operations
We can save one image layout transition when clearing a render
target by delaying clears until vkCmdBeginRenderPass is called.
2018-04-30 17:04:13 +02:00
Philip Rebohle 16a25db846 Merge branch 'master' of https://github.com/doitsujin/dxvk 2018-04-30 15:56:32 +02:00
Philip Rebohle 1bbfe77013 [dxvk] Refactor DxvkFramebuffer and DxvkRenderpass 2018-04-30 15:47:29 +02:00
ZeroFault 768a078250 [d3d11] Implement state block normalization (#333)
* [d3d11] implement stateblock normalization

* add const to default state description object

* fix code formatting

* Correct the blend state normalization

* add missing error return

* code cleanup and refactoring

* remove unecessary const qualifier and fix code formatting

* [d3d11] Cosmetic changes
2018-04-30 10:41:57 +02:00
Philip Rebohle a32050374c [dxgi] Implement display mode changes
Allows games to change the screen resolution in fullscreen
mode. This is currently in a rough shape and some games may
not work as expected when selecting fullscreen mode.
2018-04-29 23:03:27 +02:00
Philip Rebohle a3c561f9dc [dxgi] LeaveFullscreenMode: Correctly restore the window size 2018-04-29 17:26:00 +02:00
Philip Rebohle 1bcae90dd0 [dxvk] Fix image layouts for images using VK_IMAGE_TILING_LINEAR
We have to use VK_IMAGE_LAYOUT_GENERAL for those. On top of that,
we should avoid image transitions when the image is in GENERAL
layout anyway in order to save some time on the GPU.
2018-04-29 15:28:50 +02:00
Philip Rebohle d5041337f5 [d3d11] Use linar tiling for textures if optimal tiling is not supported
Fixes texture creation issues in various Batman games.
2018-04-29 14:43:24 +02:00
Philip Rebohle 9aa73d1148 [dxvk] Set non-zero framebuffer size when there are no attachments
This is required for UAV-only rendering and will be required for
stream output in the future as well.
2018-04-29 11:19:18 +02:00
Philip Rebohle 7cb7e4a944 Merge branch 'master' of https://github.com/doitsujin/dxvk 2018-04-28 14:18:18 +02:00
Philip Rebohle 99813a7778 [d3d11] Use const ref pointer for device parameter
Closes #323.
2018-04-28 14:17:52 +02:00
pchome 4a74cd45d5 [clang-tidy] performance-move-const-arg fix (#324)
https://clang.llvm.org/extra/clang-tidy/checks/performance-move-const-arg.html
2018-04-28 14:13:23 +02:00