Commit Graph

2278 Commits

Author SHA1 Message Date
Philip Rebohle 4eff83bdee [d3d11] Disable Predication support
Doesn't work at all in the few games that use it.
2019-04-25 11:55:40 +02:00
Philip Rebohle cd63cebc63 [dxvk] Simplify validateGraphicsState 2019-04-24 23:16:52 +02:00
Philip Rebohle 981ea547f9 [d3d11] Don't use presentation fence 2019-04-23 20:14:34 +02:00
Philip Rebohle 81f6ccb1be [d3d11] Select sync event based on back buffer count
May improve frame pacing in some games.
2019-04-23 20:14:30 +02:00
Philip Rebohle 4cc35da3b2 [d3d11] Allocate one additional swap chain image
DXGI's BufferCount apparently only counts back buffers,
while there's an implicit front buffer.
2019-04-23 20:12:29 +02:00
Philip Rebohle 2245aada03
[dxvk] Use stricter barriers around meta operations
Fixes some rendering issues on AMDVLK in some situations.
2019-04-19 11:41:12 +02:00
Philip Rebohle 95bfac84f1
[dxvk] Support image sub-regions for resolve operations
Required for legacy graphics APIs.
2019-04-19 11:41:12 +02:00
Joshua Ashton a3966b442b [dxvk] Add adapterCount function to DXVKInstance.
Will be needed in the Direct3D9 interface as you can query the number of adapters.
2019-04-18 23:18:15 +02:00
Joshua Ashton 0c34fae9c7 [spirv] Implement constvec3f32 2019-04-18 23:18:02 +02:00
Joshua Ashton a770c73dbc [spirv] Implement opVectorTimesScalar 2019-04-18 23:18:02 +02:00
Joshua Ashton f1a8e02e0f [spirv] Implement opPow 2019-04-18 23:18:02 +02:00
Philip Rebohle 94beec0c13
[dxvk] Fix subresources in barriers for 2D views of 3D images
The array layers passed during framebuffer creation are the selected
3D slices in this case, the image actually only has one array layer.
We should account for that when recording barriers.
2019-04-18 12:08:27 +02:00
Philip Rebohle b44cad4d32
[dxbc] Replace computeResourceSlotId by light-weight alternatives
Slightly reduces overhead of D3D11 binding methods.
2019-04-18 10:06:15 +02:00
Philip Rebohle 044e3967e7
[hud] Show compiler activity indicator for at least one second
Otherwise this would flicker when shaders are already cached.
2019-04-15 12:42:07 +02:00
Philip Rebohle 35a2a02714
[dxbc] Do not emit GS system values if rasterization is disabled
Fixes issue in Star Citizen, which declares a max output vertex count
of 128 in a geometry shader which emits eight components per vertex,
which becomes 12 components in DXVK due to the gl_Position builtin.
This should keep us below the magic limit of 1024 output components.
2019-04-15 09:00:46 +02:00
Philip Rebohle f9e56c97cf
[d3d11] Fix hasing of geometry shaders with stream output
The xfb struct contains pointers, but we should hash the
strings instead, otherwise the hash changes between runs.
2019-04-15 03:48:31 +02:00
Philip Rebohle ca717eeb62
[d3d11] Track query state correctly
Not sure if any game actually needs this, but we should avoid
sending bogus commands to the backend when the app sends bogus
commands to us.
2019-04-14 16:27:15 +02:00
Philip Rebohle 364ae7270d
[d3d11] Don't allocate predicate for unsupported predicates 2019-04-14 14:26:56 +02:00
Philip Rebohle 7dc449ac55
[hud] Add new HUD entry to show shader compiler activity 2019-04-14 13:28:57 +02:00
Philip Rebohle 8b84d002f8
[hud] Pass surface size to HUD renderer 2019-04-14 13:28:57 +02:00
Philip Rebohle bb01318984
[dxvk] Add stat counter for shader compiler activity 2019-04-14 13:28:57 +02:00
Philip Rebohle 2c0ddbd072
[util] Enable D3D11_MAP_FLAG_DO_NOT_WAIT for Anno 1800
Removes a sync point and almost doubles performance as a result.
2019-04-12 10:52:25 +02:00
Philip Rebohle adc447cc9f
[dxvk] Increase query pool sizes
Many games create a very large number of occlusion queries, and
we shouldn't create more pools than necessary.
2019-04-08 01:51:38 +02:00
Philip Rebohle 7018db3614
[dxvk] Implement shader-based resolve
Resolve attachments are currently too broken on most drivers,
so we cannot really rely on them.
2019-04-07 21:07:25 +02:00
Philip Rebohle ea5dcd5b14
[dxvk] Re-implement class to create meta-resolve objects
This time with specialization constants so that we don't have
to read the tetxure's sample count from the descriptor.
2019-04-07 21:07:25 +02:00
Philip Rebohle addbae585f
[dxvk] Enable VK_AMD_shader_fragment_mask if available 2019-04-07 21:07:25 +02:00
Philip Rebohle 14593baebd
[dxvk] Add new resolve shaders 2019-04-07 21:07:21 +02:00
Philip Rebohle 56300ff9b7
[d3d11] Allocate mapped buffers for staging images on cached memory
These will most likely be used for reading, so we should put them
on a memory type which allows reading.
2019-04-07 14:47:43 +02:00
Philip Rebohle 51f229530b
Revert "[d3d11] Select memory type based on CPU access flags"
This reverts commit 6c8042033e.

Batman: Arkham City doesn't set the CPU access flags correctly
for some images it maps for reading, and breaks on Nvidia as a
result.
2019-04-07 14:42:01 +02:00
Philip Rebohle 1da7b1e87c
Revert "[meta] Release 1.1"
This reverts commit a696f69ec2.
2019-04-07 10:13:18 +02:00
Philip Rebohle e901d9d149
[dxgi] Fix broken gamma with combined image samplers
Fixes #1003.
2019-04-07 09:55:54 +02:00
Philip Rebohle a696f69ec2
[meta] Release 1.1 2019-04-06 16:26:21 +02:00
Philip Rebohle f6bdb7bb63
[dxvk] Fix circular reference between DxvkDevice and DxvkGpuQueryPool 2019-04-06 12:31:20 +02:00
pchome 3eb9f35fc3 [build] Use `generator` to produce resource files 2019-04-06 11:33:45 +02:00
Philip Rebohle aa45b3cc31
[dxvk] Fix build failure for some people
Why am I the only one who never has any issues with this?
2019-04-06 10:10:29 +02:00
Sveinar Søpler 4f9dd8d3d0
[build] Add version info to compiled DLLs
Fixes #980.
2019-04-05 21:09:57 +02:00
Philip Rebohle b89646584b
[util] Enable constant buffer range check for Dark Souls Remastered ans Grim Dawn 2019-04-05 20:56:32 +02:00
Philip Rebohle 5819a69302
[d3d11] Add option to enable constant buffer range checks 2019-04-05 20:56:32 +02:00
Philip Rebohle 9b99c55a2e
[dxbc] Implement optional constant buffer range check 2019-04-05 20:56:29 +02:00
Philip Rebohle b9bfbb9ccc
[dxvk] Fix move constructor of DxvkShaderModule 2019-04-04 16:10:44 +02:00
Philip Rebohle da4baefdf0
[spirv] Fix initial allocation size for compressed buffer
The old initial size was still for uint8.
2019-04-04 13:15:59 +02:00
Philip Rebohle ac3cd0b688
[dxvk] Store compressed shader modules in DxvkShader
Reduces the amount of memory used to store shaders to
around ~45%-50% of the original size.
2019-04-04 13:00:31 +02:00
Philip Rebohle f49863f321
[dxvk] Store enabled SPIR-V capabilities explicitly 2019-04-04 13:00:31 +02:00
Philip Rebohle f32200b668
[spirv] Implement in-memory compression for shader modules 2019-04-04 13:00:31 +02:00
Philip Rebohle d2395180af
[util] Add helpers to pack/unpack data to/from larger units 2019-04-04 13:00:31 +02:00
Liam Middlebrook 9d26031dcb [dxvk] Zero-Initialize SpecConstantData
Ensure that specialization constant data passed into the driver is
zero-initialized.

Having the pData field in VkSpecializationInfo be zero-initialized helps
to create more deterministic input to the driver, which is particularly
useful when debugging shader issues.
2019-04-03 23:21:12 +02:00
Philip Rebohle cd93ba570e
[dxvk] Simplify DxvkShaderModule
This is merely a wrapper for a VkShaderModule now, so it really
doesn't need anything fancy and definitely doesn't need to be
heap-allocated.
2019-04-03 20:47:58 +02:00
Philip Rebohle 2bd09e52e7
[dxvk] Don't cache shader modules for graphics pipelines
We're only ever going to need those when actually compiling a new
pipeline, so on average we're just wasting large amounts of memory
by keeping them around.

Trades several hundred MB of memory for a small increase in compile
times. Creating shader modules is typically very cheap.
2019-04-03 20:01:36 +02:00
Philip Rebohle 79e867624a
[dxvk] Don't cache shader modules for compute pipelines 2019-04-03 19:46:28 +02:00
Philip Rebohle 632b254714
[d3d11] Use combined image sampler descriptors for the presenter 2019-04-03 17:40:05 +02:00
Philip Rebohle 257c19ed0a
[hud] Use combined image s1ampler for the font texture 2019-04-03 17:40:05 +02:00
Philip Rebohle ddde5ee6c2
[dxvk] Support combined image sampler descriptors in the backend 2019-04-03 17:40:05 +02:00
Chip Davis 910e1a1835 Only try once to recreate surfaces on surface loss. 2019-04-02 17:26:48 +02:00
Chip Davis 540900b792 [vulkan] Don't loop endlessly on a lost surface.
If the surface is lost in a way that can't be recovered by recreating
the surface from the window, the previous change would wind up looping
forever. Just retry 5 times before giving up.
2019-04-02 17:26:48 +02:00
Chip Davis e633dbc06f [vulkan] Recreate the surface on surface loss.
According to the Vulkan spec:

> Several WSI functions return `VK_ERROR_SURFACE_LOST_KHR` if the
> surface becomes no longer available. After such an error, the surface
> (and any child swapchain, if one exists) **should** be destroyed, as
> there is no way to restore them to a not-lost state.

So if we get this error, we need to recreate the surface in addition to
the swapchain.
2019-04-02 17:26:48 +02:00
Philip Rebohle b5f859915a
[dxvk] Properly reset global barrier access flags
Fixes: adaf98bb9d
2019-04-02 15:05:44 +02:00
Philip Rebohle 6da02c6f56
[dxvk] Fix write access flag for barriers
Fixes: adaf98bb9d
2019-04-02 15:01:37 +02:00
Philip Rebohle adaf98bb9d
[dxvk] Use global memory barrier instead of resource barriers if possible
Hardware doesn't support this type of fine-grained synchronization
anyway, so we really don't need the driver to iterate over anything
up to hundreds of structs - except for layout transitions.
2019-04-02 14:48:39 +02:00
Philip Rebohle 67b9b6e1e1
[dxvk] Pull buffer updates out of render passes whenever possible
Instead of ending the render pass and inserting two barriers, we
perform the update and barrier in a dedicated command buffer.

Improves performance in Sekiro by 5-10% depending on resolution and scene.
2019-04-02 13:17:05 +02:00
Philip Rebohle e59f53abfa
[dxvk] Allow barriers to be recorded into a specific command buffer 2019-04-02 12:14:15 +02:00
Philip Rebohle 2315d55ecc
[dxvk] Rename DxvkCmdBufferFlag -> DxvkCmdBuffer 2019-04-02 12:10:47 +02:00
Philip Rebohle e395712de7
[dxvk] Add missing feature check for conditional rendering 2019-04-02 04:13:23 +02:00
Philip Rebohle 295d583c1d
[d3d11] Lazily allocate predicate on SetPredication
Many games use CreatePredicate to create occlusion queries without
actually using predication, and we don't want to pay any runtime
cost for this when predicates aren't actually being used.
2019-04-02 04:07:05 +02:00
Philip Rebohle 87dc472a8d
[dxvk] Set empty scissor rect when the app requests empty viewport
Since we cannot set the viewport size to zero, we should set an
empty scissor rect so that rasterization is still effectively
disabled for the given viewport index.

Fixes #813, #957.
2019-04-01 15:45:41 +02:00
Philip Rebohle 8702374bf7
[dxvk] Do not invalidate iterator before disabling queries
Reported-by: Joshua Ashton <joshua@froggi.es>
2019-04-01 02:58:02 +02:00
Philip Rebohle 70510bab9a [dxvk] Introduce extra pipeline state
Provides extra state that will be passed in via spec constants.
Whether or not this state is used is determined by the shaders.
2019-04-01 02:31:32 +02:00
Philip Rebohle 18d2905bf7 [dxvk] Remove unused alphaToOne state
Nothing supports this anyway, so no reason to carry it around.
2019-04-01 02:31:22 +02:00
Marin Baron 1c434d86cb [util] Enable deferred surface creation for "Dissidia Final Fantasy NT Free Edition".
Avoid white screen, "D3D11Device: No such vertex shader semantic: COLOR0"...
https://www.reddit.com/r/archlinux/comments/b7e38x/protondxvk_dissidia_nt/
2019-03-31 03:27:05 +02:00
Philip Rebohle a646f8cf2c
[util] Enable deferred surface creation for Nioh
See discussion in #284.
2019-03-29 08:49:37 +01:00
Chip Davis d741bc47ef [dxgi] Use a recursive mutex.
Some games, like Final Fantasy XIV, call `SetFullscreenState()` again
after the window is resized. When the resize itself was triggered by a
`SetFullscreenState()` call, this will cause us to re-enter the mutex.
2019-03-29 08:26:19 +01:00
Philip Rebohle 61adaa941d
[d3d11] Implement fast path for binding full constant buffers
Saves a few CPU cycles in the most common case where
we don't have to perform any sort of range check.
2019-03-28 14:09:08 +01:00
Philip Rebohle 8f580efa25
[d3d11] Correctly handle out-of-bounds constant buffer ranges
Otherwise we pass an invalid offset and length to the backend,
which leads to invalid descriptor set updates in Vulkan.
The D3D11 runtime does not report corrected constant offset
and count parameters to the applicaion in *GetConstantBuffers1.

Reported-by: Danylo Piliaiev <danylo.piliaiev@globallogic.com>
2019-03-28 13:45:41 +01:00
Philip Rebohle 09d60f42bc
[d3d11] Work around predicate buffer sync issue on RADV
If the predicate buffer is device-local memory, conditional
rendering commands don't seem to see any updates values even
though there is a barrier. When allocating on host-visible
device memory or system memory, it works as expected.
2019-03-28 10:02:11 +01:00
Philip Rebohle 3a3d7fb378
[d3d11] Properly implement SetPredication 2019-03-28 10:02:11 +01:00
Philip Rebohle d81146e3d2
[d3d11] Allocate predicate buffer for predicates 2019-03-28 10:02:11 +01:00
Philip Rebohle 7e16c4cda1
[d3d11] Remove unused revision field from D3D11Query 2019-03-28 10:02:11 +01:00
Philip Rebohle acdb989cfa
[dxvk] Implement conditional rendering 2019-03-28 10:02:11 +01:00
Philip Rebohle 03f00453ef
[dxvk] Add command list functions for conditional rendering 2019-03-28 10:02:11 +01:00
Philip Rebohle 70520e30aa
[dxvk] Enable conditionalRendering feature if present 2019-03-28 10:02:11 +01:00
Philip Rebohle 8f7e606583
[dxvk] Enable VK_EXT_conditional_rendering if available 2019-03-28 10:02:11 +01:00
Philip Rebohle 7f211545ee
[vulkan] Load functions for VK_EXT_conditional_rendering 2019-03-28 10:02:11 +01:00
Chip Davis 13a6ecadcd [dxvk] Remove needless lambda capture of 'this'. 2019-03-27 21:59:15 +01:00
Chip Davis 7a37d88067 [dxvk] Log vertex attributes and buffers when logging pipeline state.
This was invaluable in diagnosing a missing feature from MoltenVK.
2019-03-27 21:59:03 +01:00
Philip Rebohle edd63d3972
[dxvk] Fix buffer offset in copyDepthStencilImageToPackedBuffer 2019-03-27 14:23:58 +01:00
Philip Rebohle 03881dde72
[dxvk] Implement blitImage function 2019-03-27 02:31:04 +01:00
Philip Rebohle 6c8042033e
[d3d11] Select memory type based on CPU access flags 2019-03-26 21:17:52 +01:00
Philip Rebohle 302c6b5e6c
[d3d11] Implement depth-stencil uploads in resource initializer 2019-03-26 18:11:42 +01:00
Philip Rebohle fc3515c16f
[d3d11] Implement depth-stencil uploads in UpdateSubresource1 2019-03-26 18:11:42 +01:00
Philip Rebohle eec1cde1b3
[d3d11] Implement depth-stencil mapping on deferred contexts 2019-03-26 18:05:02 +01:00
Philip Rebohle 97d77fa508
[d3d11] Implement depth-stencil mapping on the immediate context 2019-03-26 18:04:56 +01:00
Philip Rebohle c38b1802a2
[d3d11] Enable shaderStorageImageExtendedFormats device feature 2019-03-26 17:56:57 +01:00
Philip Rebohle 8194bec1bf
[d3d11] Fix image format mapping when creating mapped buffer 2019-03-26 17:54:43 +01:00
Philip Rebohle 7cd3e9a0d4
[d3d11] Add method to look up packed format 2019-03-26 17:54:14 +01:00
Philip Rebohle 6c2f16fce8
[dxgi] Add methods to retrieve original format mappings 2019-03-26 17:54:14 +01:00
Philip Rebohle b3ea1b02eb
[dxvk] Implement depth-stencil upload via temporary buffer 2019-03-26 17:54:14 +01:00
Philip Rebohle 0d889e0dcd
[dxvk] Implement depth-stencil unpacking 2019-03-26 17:54:10 +01:00
Philip Rebohle de45ffd749
[dxvk] Create depth-stencil unpacking pipelines 2019-03-26 16:05:27 +01:00
Philip Rebohle 7124c3f449
[dxvk] Add depth-stencil unpacking shaders 2019-03-26 16:05:27 +01:00
Philip Rebohle 90c7878a53
[dxvk] Rename dxvk_resolve_{vert|geom} -> dxvk_copy_{vert|geom} 2019-03-25 18:22:56 +01:00
Philip Rebohle 7627f6e3ed
[dxvk] Optimize meta copy barriers 2019-03-25 17:58:31 +01:00
Philip Rebohle fd0daa5ec7
[dxvk] Optimize meta geometry shaders 2019-03-25 17:58:25 +01:00
Philip Rebohle be1832a348
[d3d11] Don't sample gamma texture if the gamma curve is identity
Saves some GPU time in games that don't use DXGI gamma control at all.
2019-03-24 18:07:21 +01:00
Philip Rebohle 73bb0d8ae2 [dxvk] Remove shader-based resolve
No longer necessary since we're using render pass resolve now.
2019-03-24 16:36:35 +01:00
Philip Rebohle 75ee1f42c2
[dxvk] Use resolve attachment for meta-resolve ops
Faster than the naive fragment shader-based solution.
2019-03-19 11:45:56 +01:00
Philip Rebohle 209248e26d [dxvk] Use vkResetQueryPoolEXT to reset individual queries
This is much faster than the fallback path which uses GPU functions.
2019-03-17 16:25:00 +01:00
Philip Rebohle 3d53f318fd [dxvk] Enable hostQueryReset device feature if available 2019-03-17 16:24:59 +01:00
Philip Rebohle 9dd9f0ab22 [dxvk] Enable VK_EXT_host_query_reset if available 2019-03-17 16:24:59 +01:00
Philip Rebohle 412d79c8c1
[d3d11] Use new query implementation 2019-03-14 21:16:41 +01:00
Philip Rebohle e5441e841f
[dxvk] Support new query implementation 2019-03-14 21:16:41 +01:00
Philip Rebohle a8144370c8
[dxvk] Create new query pool and forward it to the context 2019-03-14 21:16:41 +01:00
Philip Rebohle 772fa3074f
[dxvk] Add new query implementation 2019-03-14 21:16:41 +01:00
Philip Rebohle 8c3900c533
[d3d11] Use new GPU events for D3D11 Event queries 2019-03-14 21:16:41 +01:00
Philip Rebohle 3dbd755075
[dxvk] Implement method to signal GPU events 2019-03-14 21:16:41 +01:00
Philip Rebohle 6b9653d261
[dxvk] Create GPU event pool and forward it to the context 2019-03-14 21:16:41 +01:00
Philip Rebohle 4da89ccc48
[dxvk] Add GPU event class
GPU events allow for finer-grained CPU<>GPU synchronization than
the current approach, so we should change our implementation.
2019-03-14 21:16:38 +01:00
Philip Rebohle 7fa2fb5188
[meta] Release 1.0.1 2019-03-14 19:07:18 +01:00
Philip Rebohle 19f82826bb
[d3d11] Don't use presentation fence on ANV
Should hopefully fix stuttering issues introduced with 1.0.
2019-03-14 18:50:33 +01:00
Philip Rebohle 1656860486
[dxgi] Remove obsolete global monitor helper functions 2019-03-14 18:26:39 +01:00
Philip Rebohle 5b72e84726
[dxgi] Use IDXGIVkMonitorInfo in DxgiSwapChain 2019-03-14 18:26:39 +01:00
Philip Rebohle 50347e1256
[dxgi] Use IDXGIVkMonitorInfo in DxgiOutput 2019-03-14 18:26:39 +01:00
Philip Rebohle 7d5b5f288c
[dxgi] Implement IDXGIVkMonitorInfo for DxgiFactory 2019-03-14 18:26:39 +01:00
Philip Rebohle cfdac13ea5
[dxgi] Add new COM interface for per-monitor data 2019-03-14 18:26:37 +01:00
Philip Rebohle f272071d8d
[dxvk] Don't enforce HOST_CACHED flag when allocating memory
The better fix would be to support non-coherent memory properly,
but this will have to do for now. Fixes #947.
2019-03-14 16:47:17 +01:00
Philip Rebohle c35af973bb
[util] Disable NvAPI hack for Star Wars Battlefront 2015
Fixes #968.
2019-03-14 16:33:35 +01:00
Philip Rebohle 2d39be4e72
[d3d11] Check image block alignment in UpdateSubresource1
Fixes validation errors in World of Warcraft, which for some reason
tries to update individual pixels of block-compressed textures.
See #964.
2019-03-14 01:11:39 +01:00
Philip Rebohle 833c433556
[util] Enable relaxed barriers for Devil May Cry 5
Same engine as RE2, same ~10% performance improvement.
2019-03-11 18:36:09 +01:00
Philip Rebohle 0326258829 [dxbc] Use SDiv instead of ShiftRightLogical for index calc on Nvidia
Reportedly fixes Resident Evil 2 and Devil May Cry 5 on Nvidia.
2019-03-09 19:59:56 +01:00
Philip Rebohle a40d8d49ea
[dxvk] Only enable xfb subpass barrier if feature is enabled
Silences validation errors when running FL9_x applications, or
a driver which does not support VK_EXT_transform_feedback.
2019-03-02 19:56:01 +01:00
Philip Rebohle 4fc96e60c5
[d3d11] Reimplment GetEnabledShaderStages using getShaderPipelineStages
They do the same thing anyway.
2019-03-02 19:56:01 +01:00
Philip Rebohle d9edb16b75
[dxvk] Use getShaderPipelineStages for dummy resource creation
Fixes some validation errors for FL10_x and FL9_x applications.
2019-03-02 19:56:01 +01:00
Philip Rebohle 2a6d4fa2ba
[dxvk] Implement DxvkDevice::getShaderPipelineStages 2019-03-02 19:56:00 +01:00
Joshua Ashton d01110259c [d3d11, d3d10] Init returnptrs for CreateDevice funcs. 2019-02-27 23:17:08 +01:00
Joshua Ashton 995949a9f9 [d3d10] Fix and cleanup S_FALSE handling 2019-02-27 22:01:04 +01:00
Joshua Ashton 62a833b528 [dxgi] Correct return values for CreateDXGIFactory[1/2] 2019-02-27 22:01:04 +01:00
Joshua Ashton ccf24db428 [d3d10] Fix null pBlendStateDesc being dereferenced on def. desc 2019-02-27 22:01:04 +01:00
Joshua Ashton 2454041903 [d3d10] nullptr checks for resource creation 2019-02-27 22:01:04 +01:00
Joshua Ashton 28df1e0825 [d3d11] nullptr check descs & fix return values 2019-02-27 22:01:04 +01:00
Philip Rebohle 10140f40ca
[dxvk] Release 1.0 2019-02-25 20:26:50 +01:00
Philip Rebohle e03b574cc1
[d3d11] Block on image acquisition fence before presenting
May potentially improve frame timing on drivers where image
acquisition does not block.
2019-02-25 13:34:49 +01:00
Philip Rebohle b6804a95b7
[vulkan] Create per-swap image fences for presenter 2019-02-25 13:34:49 +01:00
Philip Rebohle a6d1fe07f2
[vulkan] Add helper method to wait for presenter fence 2019-02-25 13:34:49 +01:00
Philip Rebohle 2231caaa9e
[vulkan] Add optional fence paratemer to acquireNextImage
We'll reset the fence prior to acquisition, so that the user of
this API won't have to do it.
2019-02-25 13:34:46 +01:00
Philip Rebohle 6d814b24da
[dxbc] Fix invalid SPIR-V for FirstBitHi / FirstBitShi on vectors
Refs #930.
2019-02-23 21:27:40 +01:00
Philip Rebohle d12a8e09a8
[dxbc] Decorate integer fragment shader builtins as flat
Fixes yellow tint in Unreal Engine 4 games on RADV and AMDGPU-PRO.
2019-02-23 14:33:59 +01:00
Philip Rebohle b65520d627
[dxvk] Fix feature query for vertex attribute divisor 2019-02-20 11:47:15 +01:00
Philip Rebohle 38c6eeed26
[dxbc] Only emit depth clamp in fragment shader if necessary
We don't need this if the depth clip extension is supported
by the driver.
2019-02-19 14:27:21 +01:00
Philip Rebohle 9159401b14
[dxvk] Use depthClipEnable during graphics pipeline creation
Fall back to previous behaviour if the feature is not available.
2019-02-19 14:22:36 +01:00
Philip Rebohle 49965fd79e
[dxvk] Enable depthClipEnable feature if available 2019-02-19 13:57:34 +01:00
Philip Rebohle cc5ac885f5
[dxvk] Enable VK_EXT_depth_clip_enable if available 2019-02-19 13:53:56 +01:00
Philip Rebohle 20ea74fa99
[d3d11] Do not enable shaderStorageImageMultisample device feature
See https://github.com/KhronosGroup/MoltenVK/issues/502
2019-02-19 11:32:32 +01:00
Philip Rebohle 2d81decb91
[dxbc] Fix SPIR-V caps for SRV and UAV resources 2019-02-19 11:31:12 +01:00
Philip Rebohle d9931e3621
[utils] Report Nvidia GPUs for Far Cry 3 and Far Cry 4
Both games make assumptions about the exact clear value for UNORM
render targets, which is incorrect on most Vulkan drivers.
2019-02-18 18:04:36 +01:00
Andrew Sheldon be22756d2a Update DXVK_FILTER_DEVICE_NAME to support matching substrings
Why? RADV device names include the LLVM version, which means that on every LLVM
upgrade, the device name needs to be changed to match. This change allows setting
something like "AMD RADV VEGA10" which should remain persistent over time.
2019-02-17 08:32:03 +01:00
Philip Rebohle fe781df591
[util] Enable relaxed barriers for Resident Evil 7
Same engine as Resident Evil 2, although the impact will be lower.
2019-02-15 20:59:33 +01:00
Philip Rebohle 11d2082fd2
[hud] Add 'api' option to show the client API 2019-02-15 18:05:44 +01:00
Philip Rebohle 10123ce9ab
[dxvk] Pass description of the client API to the DXVK device 2019-02-15 17:38:52 +01:00
Philip Rebohle cbaeca8f43
[d3d11] Move sType/pNext initialization for dev.features to backend
There's no good reason to have this code in the D3D11 module.
2019-02-15 10:20:03 +01:00
Philip Rebohle f7ed7b7118
[d3d11] Fix device feature enablement in some situations
- Geometry shaders are required by the backend
- FL9 already supports BC texture formats
2019-02-15 10:05:17 +01:00
Philip Rebohle 7056425bbd
[dxvk] Create state cache directory if it does not yet exist
We only create it if the parent directory already exists. Resolves #907.
2019-02-11 22:24:19 +01:00
Philip Rebohle 9bfa470581
[util] Implement createDirectory function 2019-02-11 21:59:46 +01:00
Philip Rebohle 629238ac36
[util] Implement tows method to convert strings to wide strings 2019-02-11 21:35:32 +01:00
Philip Rebohle 746562de5a
[dxgi,d3d11] Remove IDXGIVkPresentDevice 2019-02-11 20:06:12 +01:00
Philip Rebohle fd445f7b4d
[d3d11] Move D3D11 presenter creation to WineDXGISwapChainFactory 2019-02-11 20:06:12 +01:00
Philip Rebohle 9f8c1d08a6
[dxgi,d3d11] Move swap chain creation to D3D11 module 2019-02-11 20:06:12 +01:00
Philip Rebohle 7ed91872b6
[dxgi] Use IWineDXGISwapChainFactory to create DXGI swap chains 2019-02-11 20:06:11 +01:00
Joshua Ashton 5ea8648cd9 [d3d11, d3d10, dxgi] Handle null ppvObject in QueryInterface. (#909)
When a null ppvObject is passed into a QueryInterface on any IUnknown, a E_POINTER should be returned as the result (and it should not crash.)

This matches native d3d11/d3d10/dxgi behaviour and the documentation found here https://docs.microsoft.com/en-us/windows/desktop/api/unknwn/nf-unknwn-iunknown-queryinterface(q_) for IUnknown.
2019-02-10 08:01:01 +01:00
Philip Rebohle 311661e404
[dxvk] Use vkCmdUpdateBuffer to clear tiny buffers
While this might consume a few more CPU cycles, UpdateBuffer may
be cheaper on the GPU for very small buffers, so we should use
it instead.

Also seems to fix rendering issues in Far Cry Primal for unknown reasons.
2019-02-09 22:21:57 +01:00
Philip Rebohle 8543f96413
[dxvk] Don't create flat 2D views for cube maps
Fixes a rendering issue in Heroes of the Storm, where the game
binds a cube map array to a resource slot which expects a 2D
view.

Refs #777.
2019-02-09 01:01:43 +01:00
Philip Rebohle f6380fa152
[util] Enable relaxed barriers for Resident Evil 2
Improves performance by up to 10% when GPU-bound.
2019-02-08 01:38:03 +01:00
Philip Rebohle e56710e64f
[d3d11] Add option to disable write-after-write barriers 2019-02-07 19:39:05 +01:00
Philip Rebohle 023cf01c3c
[dxvk] Implemet IgnoreWriteAfterWrite for compute shaders
When enabled, potential write-after-write hazards will be ignored and
no barrier will be inserted. Can improve performance in some cases.
2019-02-07 19:39:05 +01:00
Philip Rebohle 24dca37fce
[dxvk] Add methods to query source access type for an accessed resource 2019-02-07 19:39:05 +01:00
Philip Rebohle 9165f8c072
[dxvk] Add type and context method to set barrier control flags 2019-02-07 19:39:05 +01:00
Philip Rebohle 915091b76b
[dxbc] OpSDiv by 4 -> OpShiftRightLogical by 2 2019-02-07 19:32:07 +01:00
Philip Rebohle 8b80db7839
[dxbc] Fix storage class for UBO loads
UniformConstant is used for other things, UBOs are Uniform.
2019-02-05 21:28:50 +01:00
Philip Rebohle 9c4a6ee950
[utils] Enable strict division for Final Fantasy XIV
Fixes #904.
2019-02-05 21:28:27 +01:00
Philip Rebohle c0b325b483
[dxbc] Add option to enable strict sm4-compliat division
SM4 is defined to return the first source operand if the divisor is zero.
Windows drivers don't do this by default, so we shouldn't do it either.
2019-02-05 21:08:13 +01:00
Philip Rebohle a4378996d9
[dxbc] Reduce length of temporary shader input array to a minimum
Fixes severe performance regression with the AMD proprietary driver.
2019-02-04 13:30:08 +01:00
Philip Rebohle 6c17fa075b
[d3d11] Minor map optimization on deferred contexts 2019-02-04 10:26:04 +01:00
Philip Rebohle 8d493d9445
[d3d11] Minor map optimization on immediate contexts
We should make the fast path as fast as possible.
2019-02-04 10:24:30 +01:00
Philip Rebohle 01a7e06ad7
[dxvk] Inline DxvkBuffer::allocSlice and DxvkBuffer::freeSlice
Seems to take some load off both the main rendering thread and the
cleanup thread in SotTR.
2019-02-04 10:01:29 +01:00
Philip Rebohle c451c9a95e
[dxvk] Only merge clears when framebuffer size matches view size
Otherwise, we'll only clear a smaller portion of the view, which is
incorrect. Fixes a rendering issue in Fallout New Vegas with DXUP.
2019-02-04 07:31:17 +01:00
Philip Rebohle 405bd737e0
[util] Disable nvapi hack for Far Cry 4 / Primal
Dunia engine games don't seem to like this either.
2019-02-04 07:09:37 +01:00
Philip Rebohle e5a06d3f4a
[dxbc] Only load requested components from constant buffers
Results in better performance compared to loading the entire vector
on RADV. Suggested by Samuel Pitoiset.
2019-01-30 16:32:25 +01:00
Philip Rebohle c360a196fb
[dxvk] Restore dedicated allocation behaviour
Whoops.
2019-01-30 15:49:06 +01:00
Philip Rebohle 412fb9ac57
[dxvk] Use VK_EXT_memory_budget to report memory usage 2019-01-30 15:45:57 +01:00
Philip Rebohle b76f470c5f
[dxvk] Remove dxvk.allowMemoryOvercommit option
The default behaviour is now to allow overallocation by default,
which makes sense especially when VK_EXT_memory_priority is used.

Does not seem to affect Nvidia drivers.
2019-01-30 13:52:43 +01:00
Philip Rebohle dfa8524e73
[dxvk] Wire up memory priority to device memory allocations 2019-01-30 13:52:43 +01:00
Philip Rebohle 03b488772d
[dxvk] Store device instead of adapter in memory allocator 2019-01-30 13:52:43 +01:00
Philip Rebohle b884c56631
[dxvk] Enable VK_EXT_memory_priority and features if available 2019-01-30 13:52:43 +01:00
Philip Rebohle e7bf1647dd
[dxvk] Use high memory priority for GPU-writable resources 2019-01-30 13:52:43 +01:00
Philip Rebohle 134613375d
[dxvk] Introduce concept of priorities to device-local memory allocations
The priority defines the importance of any given allocation being
resident in device-local memory rather than system memory, with
values between 0 (low) and 1 (high).

Suballocations will only work on chunks with the requested priority.
This ensures that high-priority allocations are reserved solely for
high-priority resources, and that high-priority resources will be
allocated from a high-priority memory chunk.
2019-01-30 13:52:43 +01:00
Philip Rebohle 35c7d687ff
[meta] Release 0.96 2019-01-26 18:41:48 +01:00
Philip Rebohle af92bc9d9b
[utils] Disable nvapi hack for Mass Effect Andromeda
Fixes #886.
2019-01-26 18:38:58 +01:00
Philip Rebohle 1cc24c223b
[dxbc] Reduce length of tessellation i/o arrays to minimum
This allows us to fix a violation of the Vulkan specification
where using the same location range for per-vertex and per-patch
i/o is illegal.

May also help certain drivers figure out what's actually needed.
2019-01-26 17:12:23 +01:00
Philip Rebohle b0b7960548
[dxbc] Add method to count required registers for signatures 2019-01-26 17:11:49 +01:00
Philip Rebohle 0b5cffb0bb
[dxbc] Parse patch constant signature 2019-01-26 14:52:29 +01:00
Philip Rebohle 3960355d47
[d3d11] Avoid redundant viewport updates in RSSetState
Rise of the Tomb Raider changes its rasterizer state very frequently
(once every handful of draws), and the viewport package is very large,
so we should avoid sending it to the CS thread redundantly.

We only need to update when the scissor test state has changed.
2019-01-23 05:36:49 +01:00
Philip Rebohle df7573f332
[dxvk] Implement separate code path for clear-only render passes
Allows more clears to overlap with non-rendering commands
in case the app calls OMSetRenderTargets prior to the clear.
Also fixes a bug where we might accidentally use the wrong
set of color attachments to set up render pass operations.
2019-01-23 01:12:03 +01:00
Philip Rebohle 8cfb7936ed
[dxvk] Use explicit barriers after framebuffer clears
This may allow clears to overlap with subsequent commands unless a
barrier is actually required.
2019-01-23 01:12:03 +01:00
Philip Rebohle 2aeef063c1
[dxvk] Properly support TOP_OF_PIPE and BOTTOM_OF_PIPE for barriers 2019-01-23 01:12:03 +01:00
Philip Rebohle 1631243c64
[dxvk] Don't flush barriers in renderPassBindFramebuffer
Instead, any pending barriers must be flushed manually if necessary.
2019-01-23 01:11:55 +01:00
Philip Rebohle 5b90b6a7ce
[dxvk] Make external subpass dependencies part of DxvkRenderPassOps
This will allow us to use finer-grained synchronization around certain
meta operations involving render targets, such as clears.
2019-01-22 20:13:43 +01:00
Philip Rebohle a79409ad02
Revert "[dxvk] Don't put rendering stage/access masks into image info"
This reverts commit ce3642edd0.

We're actually going to need these when optimizing render pass barriers.
2019-01-22 14:52:35 +01:00
Philip Rebohle 3109ab476a
[dxvk] Add support for general memory barriers
Affects all resources with compatible stage and access flags.
2019-01-22 14:31:10 +01:00
Philip Rebohle b1540a16e8
[dxvk] Fix render pass ops in clearImageViewFb 2019-01-22 13:41:10 +01:00
Andrew Eikum 9ad24a2216 [d3d11] In D3D11CreateDevice, create DXGI factory with IDXGIFactory1 support (#878) 2019-01-22 10:57:05 +01:00
Philip Rebohle cfc3f686bb
[util] Update per-app config overrides 2019-01-19 17:45:26 +01:00
Philip Rebohle c3ae180c1a
[d3d11] Remove d3d11.fakeStreamOutput option
Only relevant on old drivers which do not support the extension.
Assumed to be enabled by default if Transform Feedback is not supported.
2019-01-19 17:39:59 +01:00
Philip Rebohle 4d4bd182c1
[d3d11] Allow arbitrary back buffer formats for swap chains
Doesn't match D3D11 behaviour, but shouldn't really break anything
since D3D11 has a fixed set of swap chain-compatible formats.

Might help DXUP in avoiding unnecessary framebuffer blits.
2019-01-19 02:28:25 +01:00
Philip Rebohle 4dac8e7233
[dxvk] Update buffer view in clearBufferView
Otherwise we might accidentally clear the wrong buffer region.
2019-01-18 21:29:05 +01:00
Philip Rebohle 9dbe352c51
[dxvk] Fix incorrect buffer view range for views with non-zero offset 2019-01-18 21:26:48 +01:00
Philip Rebohle 7e975bbdfc
[dxvk] Move blend constants and stencil ref state to DxvkDynamicState
For consistency with how depth bias is being stored.
2019-01-17 22:26:27 +01:00
Philip Rebohle 95815a075b
[dxvk] Move depth bias out of rasterizer state
While the previous model corresponded to D3D11, it does
not reflect that the backend treats it the same way as
e.g. blend constants.
2019-01-17 22:25:21 +01:00
Philip Rebohle 8cc4497f11
[dxvk] Only update index buffer for indexed draws
This is somewhat uncommon, but we sometimes bind an index
buffer in a render pass that doesn't get used at all.
2019-01-17 03:15:21 +01:00
Philip Rebohle 321feed728
[dxvk] Bump state cache version to v3
We're still going to try and fix up v2 entries. This may
cause unnecessary pipelines to be created for games that
actually use depth bias.
2019-01-17 02:32:09 +01:00
Philip Rebohle 0d84ebd4c9
[dxvk] DepthClampEnable -> DepthClipEnable
There are subtle differences between the two that we
should deal with in the backend at some point.
2019-01-17 01:59:10 +01:00
Philip Rebohle 4819287029
[d3d11] Do not enable depth bias if the parameters are zero 2019-01-17 00:53:54 +01:00
Philip Rebohle 422198952a
[dxvk] Use minimal set of dynamic state
We don't need to enable blend constants for pipelines that don't
have blending enabled, etc. This helps reduce the number of API
calls slightly and may help the driver work more efficiently.
2019-01-16 20:55:41 +01:00
Philip Rebohle 190f114449
[dxvk] Add methods to check which dynamic states a pipeline uses 2019-01-16 20:01:20 +01:00
Philip Rebohle 59462f3231
[dxvk] Don't re-emit dynamic state every time we bind a pipeline
This used to be necessary on some drivers that would lose dynamic
state upon pipeline bindings, but that no longer seems to be the
case.
2019-01-16 17:47:31 +01:00
Michal Srb cc38412d04 [d3d11] Fix bad check in DrawInstancedIndirect (#863) 2019-01-15 11:12:03 +01:00
Philip Rebohle 109300d541
[d3d11] Remove unused syncMode option 2019-01-14 19:21:10 +01:00
Philip Rebohle 2bae3a5c8b
[d3d11] Reintroduce support for dxgi.maxFrameLatency
This option was previously ignored for some reason.
2019-01-14 18:29:25 +01:00
Entryhazard 7306c3153c [util] Change getEnvVar to use getenv (#859) 2019-01-13 21:27:59 +01:00
Philip Rebohle ddce33692c
[meta] Release v0.95 2019-01-12 21:42:49 +01:00
Philip Rebohle 79eded9ae2
[d3d11] Only apply viewport and scissor rect if they have changed
Resident Evil 2 calls these functions before every single draw
call, so we should avoid emitting redundant viewport updates.
2019-01-12 20:22:08 +01:00
Philip Rebohle c804d99db7
[d3d11] Fix log spam in SetEvictionPriority stubs 2019-01-12 15:22:34 +01:00
Philip Rebohle bee21e7539
[dxbc] Support parsing the ISG1 and OSG1 signature chunks
Required to get the Resident Evil 2 demo to work.
2019-01-12 15:17:51 +01:00
Philip Rebohle 3935d2540e
[util] Get rid of explicit wchar_t parameter
We shouldn't be catering to Windows' weird string encoding mechanisms.
2019-01-11 13:43:15 +01:00
Philip Rebohle 4f0da40afa
[d3d11] Add some documentation to d3d11_cmd.h 2019-01-11 12:05:25 +01:00
Philip Rebohle e665d896e3
[d3d11] Fix build errors on MSVC 2019-01-10 18:26:52 +01:00
Philip Rebohle bbc3b3fb2b
[d3d11] Use multiDrawIndirect for subsequent indirect draw calls
Significantly improves performance in AC:Odyssey when CPU bound.
Only has an effect when no state changes between draw calls, and
when the draw parameter buffer is tightly packed.
2019-01-10 17:14:12 +01:00
Philip Rebohle ad6233f74c
[d3d11] Enable multiDrawIndirect device feature if available 2019-01-10 16:59:53 +01:00
Philip Rebohle f7dbcbe882
[dxvk] Introduce command type with extra data
The additional data is stored as a struct which can be
modified after submitting the command to the CS chunk.
2019-01-10 16:59:53 +01:00
Philip Rebohle d12b2c6149
[util] Disable NVAPI hack for NFS2015 and CoD:WW2
Fixes #850.
Fixes #832.
2019-01-10 11:59:35 +01:00
Philip Rebohle cf9de54a12
[dxgi] Add dxgi.nvapiHack option to disable NVAPI workaround 2019-01-10 11:58:16 +01:00
Philip Rebohle 9faf841f32
[dxvk] Remove DxvkPhysicalBuffer and friends 2019-01-09 18:05:01 +01:00
Philip Rebohle 8b5db80fbd
[dxvk] Reimplement DxvkBuffer
Avoids the DxvkPhysicalBuffer indirection and keeps all buffer
objects alive until the DxvkBuffer itself gets destroyed.
2019-01-09 18:04:46 +01:00
Philip Rebohle cc61e38b9c
[dxvk] Reimplement DxvkBufferView
Instead of recreating the buffer view every single time the
underlying buffer gets invalidated, this keeps all buffer
views around until the object itself gets destroyed.
2019-01-09 18:02:00 +01:00
Philip Rebohle 61fdf4ef64
[dxvk] Use DxvkBufferSliceHandle for dummy resources 2019-01-09 18:02:00 +01:00
Philip Rebohle c8e1813b07
[dxvk] Use DxvkBufferSliceHandle for staging buffers 2019-01-09 18:02:00 +01:00
Philip Rebohle 004db3677b
[dxvk] Use DxvkBufferSliceHandle for transform feedback 2019-01-09 15:13:04 +01:00
Philip Rebohle 17398e47bd
[dxvk] Use DxvkBufferSliceHandle for buffer memory barriers 2019-01-09 15:03:17 +01:00
Philip Rebohle bbb7728b58
[dxvk] Introduce DxvkBufferSliceHandle
This struct is meant to replace DxvkPhysicalBufferSlice in the long
run, in a way that doesn't require extra reference counting.
2019-01-09 14:56:02 +01:00
Philip Rebohle 2f1f8ba0a4
[d3d11] Fix CheckMultisampleQualityLevels behaviour
- Querying DXGI_FORMAT_UNKNOWN should not return an error,
  and should advertize support for a sample count of 1
- Querying non-power of two sample counts should not fail
- Invalid arguments should be handled properly
2019-01-09 00:28:25 +01:00
Philip Rebohle 6282280f8d
[util] Enable raw SSBOs for FIFA 19
This game incorrectly binds a typed buffer view when the shader
expects a structured buffer. Using raw SSBOs matches Windows
behaviour in this case. Fixes #642.
2019-01-08 23:18:46 +01:00
Philip Rebohle 4fe5929799
[dxbc] Add options to enable/disble early discard and raw ssbo use 2019-01-08 20:58:18 +01:00
Philip Rebohle 524227d21c
[util] Add tristate config option type 2019-01-08 20:57:38 +01:00
Philip Rebohle 214891ffc6
[d3d11] Improve error logging when texture creation fails 2019-01-08 10:34:48 +01:00
Philip Rebohle 9890b87225
[dxbc] Fix incorrect error message 2019-01-08 00:46:24 +01:00
Philip Rebohle d0ee7f54bf
[hud] Add DXVK_HUD=full option
Enables all HUD elements at once. Close #842.
2019-01-07 19:23:00 +01:00
Chip Davis 6feeb4bbba Only set 2D_ARRAY_COMPATIBLE on 3D textures that will be rendered to.
It is impossible to create a 2D or 2D array SRV or UAV from a 3D
texture. Nor is it possible to create a DSV from a 3D texture.
Therefore, the only time we ever need to create a 2D array view from a
3D texture is when we're going to render to it.
2019-01-02 19:15:23 +01:00
Robin 7a69135ba1 [d3d10] Check if d3d11 pointers are null 2019-01-02 19:13:42 +01:00
Robin 1750b14c2a [d3d11] Lock in SynchronizeCsThread
This prevents fixes threading issues with D3D10 games when
Present() gets called.

Fixes #567.
2018-12-30 21:08:52 +01:00
Robin 4c9af44356 [d3d10] Use context lock instead of separate device lock 2018-12-30 21:08:52 +01:00
Philip Rebohle 4e22e4bc3a [dxgi] Refactor swap chain creation
Cleans up constructor and moves a bunch of common code
to the new CreateDxvkSwapChainForHwnd function, which
can be called from both d3d11 and dxgi.

Also fixes potential issues with the current implementation
of the IWineDXGISwapChainFactory interface.
2018-12-21 15:53:29 +01:00
Philip Rebohle 15078357dc [dxgi] Implement and use GetWindowClientSize fuction
This new function provides a cleaner way to retrieve a
window's client size and can be used outside the swap
chain functions.
2018-12-21 15:14:07 +01:00
Philip Rebohle 1e393bf24d [d3d11] Implement IWineDXGISwapChainFactory
See #822.
2018-12-21 14:03:28 +01:00
Andrew Eikum dc2cde3395 [vr] Cosmetic code cleanup, again
This reverts commit 20353f6f62f802bab9618b19940748af19cc1812, but fixes
openvr_api module refcounting.
2018-12-20 01:35:27 +01:00
Philip Rebohle 652525119f
[vr] Query required device extensions during instance creation
After the DXGI device refactor in c5deedef2d,
device extensions required for OpenVR interop would not be enabled correctly
because the VR-related code is now being called from both the D3D11 and DXGI
DLLs rather than just the DXGI DLL, and the D3D11 one is not in the expected
state when querying required device extensions. Querying them during instance
creation fixes that problem as it moves the relevant code back to the same
DLL which creates the Vulkan instance.
2018-12-20 01:32:56 +01:00
Philip Rebohle f638689b2a
[d3d11] Remove some unnecessary type casts in interop code 2018-12-19 22:34:47 +01:00
Philip Rebohle 92f3648efa
[meta] Release 0.94 2018-12-15 13:54:57 +01:00
Philip Rebohle e5beab2872
[dxbc] Rename struct_c0 -> c0_t etc. 2018-12-14 23:45:38 +01:00
Philip Rebohle 01b8e74457
[dxbc] Use raw SSBOs for raw and structured buffers if appropriate 2018-12-14 23:45:37 +01:00
Philip Rebohle 48548eb894
[dxbc] Add useRawSsbo option
ENabled when we can replace texel buffers for raw and structured
buffers with raw SSBOs.
2018-12-14 23:45:37 +01:00
Philip Rebohle fd201c4c53
[dxvk] Bind buffer slice when binding buffer view
This is going to be necessary when we can bind raw buffer views as SSBOs.
2018-12-14 23:45:37 +01:00
Philip Rebohle 0bc2498570
[dxvk] Relax compute shader barriers for read-only storage buffers 2018-12-14 23:45:37 +01:00
Philip Rebohle a0de90861c
[dxvk] Store access flags in resource slots
Makes distinguishing read-only resources from read-write
resources significantly easier.
2018-12-14 23:45:37 +01:00
Philip Rebohle 3fff5d56b3
[d3d11] Mark raw and structured buffers as potential storage buffers 2018-12-14 23:45:37 +01:00
Philip Rebohle 0d230eb447
[spirv] Add OpArrayLength instruction 2018-12-14 23:45:34 +01:00
Philip Rebohle 328871de7e
[d3d11] Re-introduce support for dxgi.numBackBuffers option 2018-12-14 14:58:36 +01:00
Philip Rebohle 64aefcc2a1
[dxgi] Catch exception when instance creation fails
Fixes #810.
2018-12-12 18:36:37 +01:00
Philip Rebohle f276bcd0e7
[dxbc] Check for RADV/Nvidia drivers explicitly using the new function
This way, only RADV gets locked out of using early discard whereas
AMDVLK and -PRO are able to use it.
2018-12-12 16:27:01 +01:00
Philip Rebohle 598280dc3f
[dxvk] Add function to check for a specific driver / driver version 2018-12-12 15:43:39 +01:00
Philip Rebohle 6c992c7b02
[dxvk] Enable VK_KHR_driver_properties 2018-12-12 15:16:25 +01:00
Philip Rebohle d16323f56b
[dxgi] Clean up DxgiAdapter 2018-12-11 16:03:37 +01:00
Philip Rebohle a29b9f6779
[dxgi] Use new mode switch API for DxgiOutput
Also removes the old functions which are no longer needed.
2018-12-11 16:02:46 +01:00
Philip Rebohle d9cf8fdc58
[dxgi] Use new mode switch API for DxgiSwapChain 2018-12-11 16:02:46 +01:00
Philip Rebohle 1594a20b94
[dxgi] Add new functions to change the display mode of a monitor 2018-12-11 16:02:35 +01:00
Philip Rebohle 1db3c6d883
[dxgi] Remove SetOutputData and GetOutputData methods 2018-12-11 15:33:54 +01:00
Philip Rebohle aa2ec3f998
[dxgi] Port DxgiOutput and DxgiSwapChain to new monitor data API
This allows us to remove the dependency between DxgiSwapChain
and DxgiVkAdapter without losing gamma control emulation.
2018-12-11 15:32:54 +01:00
Philip Rebohle e30bb498b6
[dxgi] Add functions to share per-monitor data between DXGI objects 2018-12-11 15:32:00 +01:00
Philip Rebohle 57e814717e
[dxgi] Move GetOutputFromMonitor to swap chain class
Not a great solution, but we only need it for the swap chain anyway.
2018-12-10 12:38:33 +01:00
Philip Rebohle 9e9e17348f
[dxgi] DxgiSwapchain: Remove SetGammaControl methods
These were only used internally to forward stuff to the presenter
anyway, so we might as well call that method directly.
2018-12-10 12:34:57 +01:00
Philip Rebohle 7eb60daf63
[dxgi] DxgiSwapchain: Take factory as IDXGIFactory
No need to be specific about the exact type of factory.
2018-12-10 12:10:15 +01:00
Philip Rebohle 9572425912
[dxvk] Clear color write mask if fragment shader output is undefined
Fallout 76 writes undefined data to one specific render target
otherwise. Refs #779.
2018-12-07 13:43:27 +01:00
Philip Rebohle ef63328eb8
[d3d10] Initialize DSV pointer in OMGetRenderTargets
Completely redundant, but apparently MSVC refuses to compile the
code otherwise. Refs #801.
2018-12-07 13:43:14 +01:00
Philip Rebohle 86d4d31b7c
[dxgi] Ignore scaling and scanline order during fullscreen transitions
Games usually don't use these correctly anyway, so we might as well
ignore them, since DXVK's DXGI does not report scanline modes other
than UNSPECIFIED. Fixes #291.
2018-12-06 16:38:45 +01:00
Philip Rebohle 171cf53bc0 [dxvk] Don't re-initialize 3D images when clearing render targets
Layout transitions apply to the full subresource, even if we only
render to one slice. Fixes #775 on Nvidia Kepler and Maxwell cards.
2018-12-04 23:25:50 +01:00
Philip Rebohle df667b7b0e
[dxgi] Report Adapter LUID if available 2018-12-04 19:39:09 +01:00
Philip Rebohle 033ea0c31b
[d3d11] Find Vulkan device if DXGI adapter was not created by DXVK
Tests the LUID, then the PCI device IDs, and finally falls back
to the first Vulkan device available on the system. This allows
DXVK's d3d11.dll to be used without its own dxgi.dll, as long
as presentation support is implemented in some way.

With the previous changes, based on zzhiyi/dxvk@0fc3a24d96

Co-authored-by: Zhiyi Zhang <zzhang@codeweavers.com>
2018-12-04 19:38:52 +01:00
Philip Rebohle f7b3b9ca5c
[dxvk] Add new methods to find adapters by LUID or device ID
Co-authored-by: Zhiyi Zhang <zzhang@codeweavers.com>
2018-12-04 19:38:52 +01:00
Philip Rebohle bb1f431e44
[dxvk] Query device ID information if available
Co-authored-by: Zhiyi Zhang <zzhang@codeweavers.com>
2018-12-04 19:38:52 +01:00
Philip Rebohle 1cc0455c8a
[dxgi] Remove old DXGIDevice implementation and IDXGIVkDevice
Both have been moved to the D3D11 module and are no longer needed.
2018-12-04 19:38:52 +01:00
Philip Rebohle c5deedef2d
[d3d11] Move IDXGIDevice implementation to D3D11 module
Helps decouple the D3D11 module from the DXGI implementation. This
also allows us to clean up D3D11 device creation, which is much needed.

Based on zzhiyi/dxvk@fa441937f1

Co-authored-by: Zhiyi Zhang <zzhang@codeweavers.com>
2018-12-04 19:38:38 +01:00
Philip Rebohle de29174d42
Revert "[vr] Cosmetic code cleanup"
This reverts commit a3bf90f5a3.

Crashes SuperHot VR for some reason.
2018-12-04 18:50:11 +01:00
Philip Rebohle 556e0d1dba Revert "[util] Report Nvidia GPU for Battlefield 1"
This reverts commit 500d67e002.

This game has some built-in driver detection on Nvidia which makes it
fail to start on non-Nvidia hardware or when nvapi is not present.
Fixes #795.
2018-12-02 20:27:39 +01:00
Philip Rebohle 835d92b802 [d3d10] D3D10CreateDeviceAndSwapChain: Ignore swap chain if null
Like e4b91057ac, this might fix some
issues with ReShade in D3D10 games.
2018-12-02 15:52:17 +01:00
Philip Rebohle e4b91057ac [d3d11] D3D11CreateDeviceAndSwapChain: Ignore swap chain if null
Fixes some issue with ReShade.
2018-12-02 13:43:55 +01:00
Philip Rebohle cf21111401
[d3d11] Implement ID3D11Multithread for D3D11 contexts 2018-11-30 11:38:00 +01:00
Philip Rebohle 28216909bd
[d3d10] Implement D3D10Multithread 2018-11-30 11:37:57 +01:00
Philip Rebohle d1f179c5af
[util] Add likely/unlikely macros 2018-11-29 22:53:04 +01:00
Philip Rebohle af2f5cc77f
[dxgi] Remove format lookup methods from IDXGIVkAdapter interface 2018-11-28 19:06:34 +01:00
Philip Rebohle cc7f5c4bb1
[d3d11] Duplicate format table into D3D11 device
Removes the direct D3D11Device->DXGIAdapter dependency.
2018-11-28 18:34:05 +01:00
Philip Rebohle 193d24a3e2
[dxgi] Remove IDXGIVkBackBuffer 2018-11-28 18:15:27 +01:00
Philip Rebohle 092cad0e76
[dxvk] Remove DxvkSemaphore 2018-11-28 12:44:18 +01:00
Philip Rebohle 80b9f1d03b
[dxvk] Remove DxvkSurface 2018-11-28 12:44:18 +01:00
Philip Rebohle 9b923bb386
[dxvk] Remove DxvkSwapChain 2018-11-28 12:44:17 +01:00
Philip Rebohle 9139fbf95d
[d3d11] Use new Vulkan presenter 2018-11-28 12:44:17 +01:00
Philip Rebohle 81306cdc11
[dxvk] Support new Vulkan presenter in DxvkDevice 2018-11-28 12:44:17 +01:00
Philip Rebohle 746529b71b
[dxvk] Pass raw semaphore handles to submitCommandList 2018-11-28 12:44:17 +01:00
Philip Rebohle a5c17f2753
[d3d11] Use flushCommandList method to flush initializer context 2018-11-28 12:44:17 +01:00
Philip Rebohle 979ccf23e3
[vulkan] Implement new Vulkan presenter / swap chain 2018-11-28 12:44:11 +01:00
Philip Rebohle 7096937c11
[dxbc] Use ballot to determine early-discard condition in fragment shaders 2018-11-27 11:50:01 +01:00
Philip Rebohle 0113e8f360
[spirv] Add subgroup ballot instructions 2018-11-27 11:50:01 +01:00
Philip Rebohle 4057937d2d
[dxvk] Refactor descriptor set allocation
With this new approach, descriptor pools are decoupled from the
command list they are used with. Instead, the DXVK context takes
ownership of a single descriptor pool until it runs out of memory.

This reduces the amount of memory wasted for under-utilized pools
and should this reduce an application's memory footprint.
2018-11-27 11:42:13 +01:00
Philip Rebohle eb7a5da975
[dxvk] Rebalance descriptor set allocation
This should more closely reflect what applications actually use.
The basic idea here is that it is better for apps to run out of
descriptors before running out of sets and thus reduce the
overall memory footprint of the application.
2018-11-27 10:04:16 +01:00
Philip Rebohle 08b403f655
[d3d11] Fix potential UAV binding issue
When rebinding an already active UAV, we still need to
update the counter unless the app passed a value of -1.

Ref #712.
2018-11-26 17:18:35 +01:00
Philip Rebohle 500d67e002
[util] Report Nvidia GPU for Battlefield 1
Reportedly improves performance for some weird reason.
2018-11-26 08:04:30 +01:00
Philip Rebohle 2d55852777
[dxvk] Disable state cache for Anno 2205
Fixes #686.
2018-11-24 20:04:21 +01:00
Philip Rebohle 10b272b4c9
[meta] Release 0.93 2018-11-24 10:41:41 +01:00
Philip Rebohle 2424cf0289
[dxbc] Disable early discard on AMD cards
Causes GPU hangs.
2018-11-24 10:09:33 +01:00
Philip Rebohle ce3642edd0
[dxvk] Don't put rendering stage/access masks into image info
Not needed since these stages and access flags are handled by render
pass transitions.
2018-11-24 00:40:59 +01:00
Philip Rebohle 8081dc1591
[util] Enable TGSM initialization for Quantum Break
Fixes artifacting on Mesa 18.3.
2018-11-23 16:12:09 +01:00
Philip Rebohle a75c596132
[d3d11] Add config option to enable TGSM initialization 2018-11-23 16:12:02 +01:00
Philip Rebohle ea5f11d091
[dxbc] Implement function to clear thread-group shared memory
Can be enabled in case a game reads undefined data from TGSM.
2018-11-23 15:57:54 +01:00
Philip Rebohle 79a6dd111e
[dxbc] Store workgroup size for compute shaders 2018-11-23 14:39:33 +01:00
Philip Rebohle 3e686098cc
[dxbc] Disable subgroup early discard on Nvidia GPUs
People report performance regressions up to 5% with it enabled.
2018-11-23 12:28:48 +01:00
Philip Rebohle 6dd82dfe03
[dxbc] Clamp written depth value to (0.0, 1.0)
Fixes shadow issue in Overwatch (#738).
2018-11-23 12:00:23 +01:00
Philip Rebohle 0418c02ac3
[dxbc] Use clustered subgroup operations on supported hardware 2018-11-21 11:17:09 +01:00
Philip Rebohle ab17c49c4e
[dxbc] Fix compiler warning about uninitialized values 2018-11-21 11:17:09 +01:00
Philip Rebohle 4f76b89941
[dxbc] Use subgroup operations for early discard
Can improve performance in some complex fragment shaders.
2018-11-21 11:17:09 +01:00
Philip Rebohle a574829bb6
[dxbc] Remove DeferKill flag
This behaviour is correct, and needs to be enabled by default.
2018-11-21 11:17:09 +01:00
Philip Rebohle 968a085f1e
[dxvk] Query device subgroup properties
Also query the device properites for this extension as well
as support for subgroup operations on this device.
2018-11-21 11:17:09 +01:00
Philip Rebohle 67e10246cb
[dxvk] Request Vulkan 1.1 instance
Falls back to a regular 1.0 instance on old drivers.
We need to do this in order to legally use SPIR-V 1.3.
2018-11-21 11:17:09 +01:00
Philip Rebohle 59d0ad4413
[spirv] Add non-uniform group instructions 2018-11-21 11:17:09 +01:00
Philip Rebohle dbd7db3328
[dxvk] Fix typo around dual-src blending
Fixes e744117042
2018-11-20 19:55:08 +01:00
Philip Rebohle bcd5a9235c
[dxvk] Make use of VK_AMD_memory_overallocation_behavior
Currently only supported on AMDVLK. Enforces memory limits on a driver
level unless the corresponding dxvk.allowMemoryOvercommit option is enabled.
2018-11-20 15:50:41 +01:00
Philip Rebohle 99f6953e89
[dxvk] Store DXVK options directly with the instance object 2018-11-20 15:50:01 +01:00
Philip Rebohle 81765de35b
[util] Remove default options that spoof AMD GPUs
This is no longer necessary due to the nvapi workaround.
2018-11-20 13:17:36 +01:00
Philip Rebohle 5d49644cdc
[dxgi] Hack: Report Nvidia cards as AMD cards by default
Prevents UE4 games from repeatedly trying to load nvapi.dll
on a performance-critical code path.
2018-11-20 13:15:39 +01:00
Philip Rebohle bfb7e54218
[d3d11] Rename dcMapSpeedHack to dcSingleUseMode 2018-11-20 11:37:48 +01:00
Philip Rebohle ad5688764c
[d3d11] Use single-use submission mode for CS chunks where possible 2018-11-20 10:44:04 +01:00
Philip Rebohle c61200d35f
[dxvk] Introduce single-use mode for CS chunks
This allows us to reset the CS chunk immediately while executing it,
which can reduce the overhead of the reset operation and may lead to
resources being released earlier.
2018-11-20 10:35:23 +01:00
Philip Rebohle e744117042
[dxvk] Patch fragment shader for dual-source blending 2018-11-19 17:07:05 +01:00
Philip Rebohle f69c5e4c4e
[dxbc] Emit Index decoration for pixel shader outputs
Simplifies shader patching when dual-source blending is used.
2018-11-19 16:57:11 +01:00
Philip Rebohle 3e3c31f365
[spirv] Add support for Index decoration
Needed for dual-source blending
2018-11-19 16:57:08 +01:00
Philip Rebohle 5aad615aef
[dxvk] Unbind graphics pipeline when spilling render pass
Otherwise we may in some very rare cases continue using an incorrect
pipeline in subsequent render passes if the same shaders are used for
drawing.
2018-11-19 01:35:41 +01:00
Philip Rebohle 85f0fe729c
[dxvk] Move DxvkEventTracker to dxvk_event.{h,cpp}
The upcoming new event and query classes will follow this design.
Reduces the number of files around these small classes.
2018-11-17 01:17:03 +01:00