Commit Graph

3046 Commits

Author SHA1 Message Date
Philip Rebohle c780ed5da3
[util] Enable invariant position for Saint's Row III / IV 2020-02-07 17:40:55 +01:00
Philip Rebohle 2435c6369c
[meta] Release 1.5.4 2020-02-07 01:02:22 +01:00
Joshua Ashton b9474cf787 [d3d9] Return D3D_OK in CreateTexture even if AUTOGENMIPMAP flag is stripped
D3DOK_NOAUTOGEN is only returned when querying format support, the flag is stripped away silently in CreateTexture if it has to be.

Fixes #1409
2020-02-06 23:48:01 +00:00
Joshua Ashton 1f67602b98 [d3d9] Check correct sampler bitfield when applying/capturing sampler state 2020-02-06 22:37:50 +00:00
Philip Rebohle 8020803340
[util] Disable OpenVR for Raft 2020-02-06 20:48:21 +01:00
Philip Rebohle 88147e19d2 [d3d9] Simplify dirty check for shader constants 2020-02-06 17:58:15 +01:00
Philip Rebohle aa70369671 [d3d9] Store copy of shader metadata in constant set
Reduces pointer chasing when updating shader constants.
2020-02-06 17:58:15 +01:00
Philip Rebohle 69b04c609a [dxso] Fix GCC warning for an unused variable 2020-02-06 17:50:28 +01:00
Philip Rebohle 2288dd924e [d3d9] Fix GCC warnings for unsigned->signed comparisons 2020-02-06 17:50:28 +01:00
Philip Rebohle 06809587e8 [d3d9] Don't arbitrarily set fog scale to 0
The Witcher 1 sets FOGSTART == FOGEND together with LINEAR fog mode, in
which case we previously set fog_scale to 0 and therefore incorrectly
override the pixel color with the fog color.

Fixes #1401.
2020-02-06 17:50:04 +01:00
Joshua Ashton 87dd8f0122 [d3d9] Validate blit regions are in range
Closes #1392
2020-02-04 23:45:32 +00:00
Joshua Ashton 92ee9c7ef1 [d3d9] Error on StretchRect when not D3DPOOL_DEFAULT 2020-02-04 22:37:44 +00:00
Joshua Ashton 08fc5342a9 [dxso] Initialize vPos in shaders if we have pixel fog
Fixes some fog related regressions since we deferred this
2020-02-04 21:43:16 +00:00
Philip Rebohle ce51431860
[dxvk] Skip over adapters not supporting Vulkan 1.1
Even with a 1.1 instance it appears to be possible to retrieve 1.0
adapters, so we'll just ignore them.
2020-02-03 11:31:58 +01:00
František Zatloukal 976d3b5ee4 [util] Include ostream in util_rc_ptr.h 2020-01-31 15:17:18 +01:00
Joshua Ashton 1abacc947c [dxso] Apply projection before bumpmapping in TexBem
Also fixes us to use the correct stage id for TexBem matrix indices...

What a truly terrible API this is. This literally makes 0 sense.

This function needs a massive cleanup later too.

Closes #1387
2020-01-31 00:33:47 +00:00
Philip Rebohle 6a5d472e60
[meta] Release 1.5.3 2020-01-30 16:17:31 +01:00
Joshua Ashton 3196fbc759 [d3d9] Unbind fragment shader for ProcessVertices
Fixes validation errors and potential UB on some drivers
2020-01-29 21:43:12 +00:00
Joshua Ashton 201d508626 [dxso] Handle writemask in TexKill op
Turns out this actually applies to what is tested, despite docs saying otherwise and never ever seeing this before!

Fixes some broken ENB shaders which I assume have some manual hand edits because I can't get FXC to generate this code at all.
2020-01-29 17:22:38 +00:00
Philip Rebohle 3ab675c233 Revert "[util] Disable float emulation for Hat in Time"
Turns out this breaks some levels (e.g. Chapter 1 Act 3).
Performance impact seems minimal on RADV+ACO.

This reverts commit 6f93d3bf22.
2020-01-28 17:46:33 +00:00
Philip Rebohle c560ec44b5 [d3d11] Re-introduce client API HUD item 2020-01-28 16:32:58 +00:00
Philip Rebohle be16da37d7 [d3d11] Introduce COM interface to set and get API version
Allows us to identify DirectX 10 applications correctly.
2020-01-28 16:32:58 +00:00
Philip Rebohle 1e6ad0b372 [d3d9] Re-introduce client API HUD item 2020-01-28 16:32:58 +00:00
Philip Rebohle 38ad868214 [hud] Add parameter to allow placing HUD items 2020-01-28 16:32:58 +00:00
Philip Rebohle 588beb5b2f [hud] Don't initialize client API HUD item by default
Removes the client API property from the DXVK device as well.
Instead, client APIs should create the HUD item manually.
2020-01-28 16:32:58 +00:00
Philip Rebohle ca4c03284f [dxvk] Don't oversubscribe memory heaps on UMA devices
Otherwise, we seem to suffer a major performance penalty
on setups with insufficient dedicated system memory.
2020-01-28 16:31:34 +00:00
Philip Rebohle 3beca254e2 [dxvk] Move UMA check to backend 2020-01-28 16:31:34 +00:00
Joshua Ashton b1edf227f8 [d3d9] Enable depth bounds feature, if supported
Only expose it in format checks if the adapter supports the feature also
2020-01-28 01:51:04 +00:00
Joshua Ashton 6f93d3bf22 [util] Disable float emulation for Hat in Time
Squeezes out some extra performance in this title
2020-01-27 14:21:21 +01:00
Joshua Ashton 720cdf383e [d3d9] Use spec constants for bool constants 2020-01-27 14:21:21 +01:00
Joshua Ashton a43223256e [d3d9] Fix GetTextureStageState using unmapped types
Closes #1378
2020-01-27 01:07:11 +00:00
Joshua Ashton 65f4437417 [dxso] Initialize vPos value at the start of the shader
Otherwise we can end up initializing it in a branch and that's no good.

Closes https://github.com/doitsujin/dxvk/issues/1294
2020-01-26 18:40:32 +00:00
Joshua Ashton b4666ac044 [dxso] Count max constants after we pull out pre-defines 2020-01-26 18:13:45 +00:00
Philip Rebohle c77a9e3bfe
[util] Unify Risen 1/2/3 app profiles 2020-01-25 12:10:05 +01:00
Philip Rebohle fdb2b972e9
[util] Add more exe names to Gothic 3 app profile
Fixes #1372.
2020-01-25 12:10:05 +01:00
Joshua Ashton 9b486515fa [d3d9] Allow StretchRect BC -> BC format without stretch 2020-01-25 00:31:45 +00:00
Philip Rebohle e242d7f312
[meta] Release 1.5.2 2020-01-25 00:32:25 +01:00
Philip Rebohle 5d2215e898 [d3d9] Don't try to blit to compressed images
Fixes Vulkan validation errors and potential driver crashes in
Dragon Age Origins.
2020-01-24 22:59:26 +00:00
Joshua Ashton 13792df4c5 [d3d9] Don't mark D3DUSAGE_AUTOGENMIPMAP as renderable
We can't access those mips via locking in D3D9 so it's a-okay! :)
2020-01-24 15:54:15 +00:00
Joshua Ashton 2004fba22c [util] Disable d3d9.allowDoNotWait for RTHDRIBL
This app goes into an infinite loop if it gets D3DERR_WASSTILLDRAWING and the perf penalty of blocking on GetRenderTargetData in other apps is too high!
2020-01-24 15:54:15 +00:00
Joshua Ashton f804c6364d [d3d9] Implement d3d9.allowDoNotWait 2020-01-24 15:54:15 +00:00
Joshua Ashton 764cb5634f [d3d9] Unmark resources as dirty if they get discarded 2020-01-24 15:54:15 +00:00
Joshua Ashton 6fa28bf937 [d3d9] Don't block on GetRenderTargetData
Fixes perf in #1363
2020-01-24 15:54:15 +00:00
Philip Rebohle 7469f5d4a0
[util] Disable supportDFFormats for Gothic 3
See #1367.
2020-01-24 14:21:28 +01:00
Philip Rebohle 38a0d2c552
[d3d9] Don't check for sRGB formats when retrieving back buffer view
Turns out this is always false anyway.
2020-01-24 01:47:52 +01:00
Philip Rebohle 582b06a706 [d3d9] Rotate swap chain back buffers
Restores functionality removed in 81c3daa3d0.
2020-01-24 00:27:09 +00:00
Philip Rebohle 6a6af16195 [d3d9] Retrieve back buffer view from the D3D9Surface 2020-01-24 00:27:09 +00:00
Philip Rebohle 81c3daa3d0
[dxvk] Remove image renaming
Broken by design, has to be implemented by client APIs instead.
2020-01-23 22:21:45 +01:00
Florian Will 0b3f9718c9 [d3d9] Fix some off-by-one TSS types enum values
They are 0-based instead of 1-based, and therefore supposed to be
off-by-one compared to D3DTEXTURESTAGESTATETYPE, but three values in the
enum are actually off-by-two.

For me, this fixes some odd rail rendering in ZUSI 3.

Fixes: 7d0ddc4b
2020-01-23 17:26:51 +00:00
Joshua Ashton 792c74e1d9 [d3d9] Fix texture stage index in stateblocks
Fixes minimap transparency in FHX https://github.com/Joshua-Ashton/d9vk/issues/306
2020-01-23 02:19:43 +00:00
Joshua Ashton 9919ffe5ca [util] Add simple [] operator to our bitset 2020-01-23 02:05:09 +00:00
Joshua Ashton 7d0ddc4b3b [d3d9] Remap texture stage state types onto our own enum
Fits us nicely into a dword for captures while not exclusing D3DTSS_CONSTANT
2020-01-23 02:05:09 +00:00
Joshua Ashton a1cad25a51 [d3d9] Remove unnecessary loops for some stateblocks applications 2020-01-23 02:05:09 +00:00
Philip Rebohle 21330497e0
[util] Add app profile for Entropia Universe
Fixes #1364 (again).
2020-01-23 01:31:57 +01:00
Philip Rebohle 9721938e57
[d3d11] Introduce d3d11.invariantPosition option
Apparently it's better to make app profiles than risk tanking
performance for all applications. Invariance rules in D3D11 are
undocumented so it's not clear what the correct solution is.
2020-01-23 01:28:19 +01:00
Philip Rebohle 11f08c7dea
[dxbc] Declare vertex positions as invariant
Otherwise, games relying on different vertex shaders to produce
the same numerical results may suffer from Z-fighting issues.

Fixes #1364.
2020-01-22 23:59:51 +01:00
Joshua Ashton ff2c6a076f [d3d9] Fix opSelect condition vector size
Fixes invalid fixed function shaders
2020-01-22 22:54:27 +00:00
Joshua Ashton 7de15fe837 [util] Spoof AMD for Skyrim (nvapi) 2020-01-22 16:20:42 +00:00
Philip Rebohle a57dc75247
[d3d11] Implicitly begin scoped queries in End if necessary
Matches (undocumented) D3D11 behaviour. Warriors Orochi 4 runs into
this because it does not begin some of its timestamp disjoint queries
before ending them and retrieving data.
2020-01-22 04:17:13 +01:00
Joshua Ashton 35a9934cde [d3d9] Make unbound textures return (0, 0, 0, 1) (fixed func)
Fixes sky in Ferentus Herrcot Xiones

https://github.com/Joshua-Ashton/d9vk/issues/306
2020-01-18 03:10:47 +00:00
Joshua Ashton 4810a5dc72 [dxso] Make unbound textures return (0, 0, 0, 1)
Matches native behaviour
2020-01-18 03:10:47 +00:00
Philip Rebohle eed57ed6c4
[util] Enable d3d9.deferSurfaceCreation for a ton of weeb games 2020-01-17 18:29:15 +01:00
Philip Rebohle caae5d18ed
[d3d9] Remove unused variable
Fixes a compiler warning.
2020-01-17 18:04:09 +01:00
Philip Rebohle 609856db35
[d3d9] Create front buffer 2020-01-17 18:04:09 +01:00
Philip Rebohle f20a3c07fb [d3d9] Don't create sRGB views for non-sRGB compatible textures
Otherwise we end up creating views with VK_IMAGE_FORMAT_UNDEFINED.
2020-01-17 17:47:08 +01:00
Philip Rebohle 296aacb23e [d3d9] Return specific image view from GetSampleView
Lets us have pick the sRGB-ness of the view in one place. Needed
for the next patch.
2020-01-17 17:47:08 +01:00
Philip Rebohle 905d69e77b [d3d9] Don't pass format mapping to D3D9CommonTexture
Instead, infer it from the format. This is basically being done
already, however the mapping we pass in is not correct if the
image format is Unknown.
2020-01-17 17:47:08 +01:00
Philip Rebohle 7150d2b7fb [dxvk] Don't enable VK_KHR_descriptor_update_template
Core in Vulkan 1.1.
2020-01-17 17:46:59 +01:00
Philip Rebohle 4923bc20f7 [dxvk] Don't enable VK_KHR_shader_draw_parameters
Core in Vulkan 1.1.
2020-01-17 17:46:59 +01:00
Philip Rebohle 073669b7e7 [dxvk] Don't enable VK_KHR_maintenance1, VK_KHR_maintenance2
Core in Vulkan 1.1.
2020-01-17 17:46:59 +01:00
Philip Rebohle 60145f0167 [dxvk] Don't enable VK_KHR_dedicated_allocation, VK_KHR_get_memory_requirements2
Core in Vulkan 1.1.
2020-01-17 17:46:59 +01:00
Philip Rebohle 252ec9406d [dxvk] Don't enable VK_KHR_get_physical_device_properties2
Core in Vulkan 1.1.
2020-01-17 17:46:59 +01:00
Philip Rebohle 6690a31d8d [dxbc] Don't enable SPV_KHR_shader_draw_parameters
Core in SPIR-V 1.3.
2020-01-17 17:46:59 +01:00
Philip Rebohle 7e35a0687b [d3d9] Don't enable DrawParameters capability
Not used in D3D9 shaders.
2020-01-17 17:46:59 +01:00
Joshua Ashton b954ab886f [d3d9] Implement GetFrontBufferData (currently with first backbuffer)
Fixes screenshots in ATi ToyShop demo
2020-01-17 06:01:48 +00:00
Joshua Ashton e5df573292 [d3d9] Add AreFormatsSimilar helper 2020-01-17 05:55:47 +00:00
Joshua Ashton 9fce945b62 [d3d9] Don't create views if we are a null resource 2020-01-17 04:20:05 +00:00
Philip Rebohle bafcaa0c07
[dxvk] don't try to fall back to Vulkan 1.0
Vulkan 1.1 came out in early 2018, everyone should be using a
compatible driver and ICD loader these days.
2020-01-16 19:48:10 +01:00
Philip Rebohle eb37dfa8d2 [d3d9] Create multiple back buffers for GetBackBuffer API
Needed by Atelier Sophie.
2020-01-16 18:50:23 +01:00
Philip Rebohle c911784bb8 [d3d9] Synchronize with presentation in D3D9SwapChainEx::Reset
Otherwise, the subsequent patches would break if Reset is called
while there's still a frame in flight.
2020-01-16 18:50:23 +01:00
Philip Rebohle 41a91cbae6 [dxvk] Implement image swapping 2020-01-16 18:50:23 +01:00
Philip Rebohle 5193e8ef24 [dxvk] Introduce DxvkPhysicalImage 2020-01-16 18:50:23 +01:00
Philip Rebohle 2c457e496a [dxvk] Register image views with the parent image
Needed for image renaming.
2020-01-16 18:50:23 +01:00
Philip Rebohle 8770a14743 [dxvk] Use small_vector to store image view format compatibility list
Avoids some memory allocations, but increases the object size slightly.
2020-01-16 18:50:23 +01:00
Philip Rebohle 70e52aa6f2 [dxvk] Factor out image view creation 2020-01-16 18:50:23 +01:00
Philip Rebohle e4215252df [util] Add small_vector helper
A vector with a small fixed-size array, which changes to a dynamic
array as needed. Can be used to avoid memory allocations in some
scenarios.
2020-01-16 18:50:23 +01:00
Andrew Eikum 5706ec55e4 [dxgi] Don't check window validity in IDXGISwapchain::GetFullscreenState
This causes an error on exit in Jump King, which uses SharpDX.
2020-01-16 17:50:32 +01:00
Joshua Ashton 9e5e4c1cfc [d3d9] Don't mark for hazards if we aren't rendering to mip 0 2020-01-16 03:04:58 +00:00
Joshua Ashton 7c53a997ef [d3d9] Keep subresource views in subresources, defer creation until needed
Avoid creating a bunch of views that we probably don't need whenever a texture is created
2020-01-16 03:00:31 +00:00
Philip Rebohle 18450f4643
[d3d11] Lock immediate context when submitting presentation commands
Otherwise, a race condition occurs if a game submits rendering commands
at the same time as presenting the swap chain image. Only works if
multithreaded protection is enabled, but according to MSDN, it is
illegal to use DXGI commands and the immediate context in parallel.

Fixes stability issues in Tales of Vesperia.
2020-01-15 23:48:58 +01:00
Joshua Ashton a7b4c29957 [dxso] Use m's id for bump matrix in TexBem
Fixes refractive windows in Vampire The Masquerade: Bloodlines

Was also a silly typo given my comment right above about it 🐸!
2020-01-15 18:04:04 +00:00
Joshua Ashton 64ece36349 [d3d9] Implement d3d9.forceSwapchainMSAA
Works good enough for some titles like Vampire The Masquerade: Bloodlines.
2020-01-11 02:34:37 +00:00
Joshua Ashton 3ebd4b28a3 [d3d9] Defer dialog mode swapchain recreation decision to Present
Avoids unnecessary swapchain recreations if the game calls SetDialogBoxMode multiple times per frame
2020-01-10 04:30:55 +00:00
Joshua Ashton 9647e449d2 [d3d9] Remove redundant logging from SetDialogBoxMode
This path doesn't error anyway...
2020-01-10 04:30:02 +00:00
Philip Rebohle 4308d9b4b3
[meta] Release 1.5.1 2020-01-09 20:10:58 +01:00
Philip Rebohle 79fcaa9fba [d3d9] Remove unused variable from D3D9DeviceEx::Clear
Fixes a compiler warning.
2020-01-09 18:06:58 +00:00
Philip Rebohle cd00719122
[dxvk] Tweak number of pipeline compiler threads
Gives some 6-core and 8-core CPUs a bit more breathing room, while
also supporting up to 32 workers instead of just 16 to leverage
the new high core count Ryzen CPUs.
2020-01-09 18:04:25 +01:00
Joshua Ashton 47555f1dda [d3d9] Add GetSurfaceExtent helper 2020-01-09 03:29:58 +00:00
Joshua Ashton cd58b147a1 [d3d9] Respect mip != 0 for Clear fastpath 2020-01-09 03:24:50 +00:00
Joshua Ashton ebcab68822 [d3d9] Respect specific mip size for implicit viewport in SetRenderTarget
Closes #1295
2020-01-09 03:19:37 +00:00
Joshua Ashton 3cfc16ea34 [d3d11] Move shader stage and buffer slot calc to inside lambda
Take advantage of the fact that template permutations transfer into lambdas inside of them.
Removes some unnecessary captures.
2020-01-08 23:09:53 +01:00
Joshua Ashton b738c4220b [d3d9] Scale depth bias value based on current format's `r` value 2020-01-08 19:38:18 +00:00
Joshua Ashton 2d7f4b1a2c [d3d9] Set depth bias values separately, optimize redundant rasterizer state changes 2020-01-08 19:38:18 +00:00
Philip Rebohle b376417f20
[dxvk] Fix loading vkAcquireFullScreenExclusiveModeEXT etc.
We're not using those functions, but these are device functions, not
instance functions. vkGetPhysicalDeviceSurfacePresentModes2EXT appears
to be an instance function.

Found while investigating #1324.
2020-01-08 04:10:10 +01:00
Philip Rebohle 8b9c03ce76
[util] Improve Spinlock implementation
Addresses two potential issues:
- Our spinlocks are almost never contested, however the code generated
  is not ideal without the likely/unlikely hints.
- In the unlike event that a spinlock is in fact contested, we'd yield
  immediately, even though most of the time we'd only have to wait for
  a few hundred cycles at most.

Replacing our spinlocks with std::mutex is not an option due to much
higher locking overhead in the uncontested case; doing so reduces
performance significantly for the buffer slice and pipeline locks.
2020-01-07 17:28:33 +01:00
Joshua Ashton 9541aef0b8 [d3d9] Ensure D3DDISPLAYMODEEX we use to call the Ex funcs has its size set correctly 2020-01-06 04:14:02 +00:00
Joshua Ashton 61b6f8f297 [d3d9] Hook up GetAdapterDisplayMode to resp. adapter func
Fixes fullscreen at < native res in Vampire: The Masquerade Bloodlines 1/2
2020-01-06 04:07:02 +00:00
Joshua Ashton 91574993df [d3d9] Return current display mode in GetAdapterDisplayModeEx rather than last mode
Fixes fullscreen at < native res in Vampire: The Masquerade Bloodlines 1/2
2020-01-06 04:06:45 +00:00
Joshua Ashton 845ab2b5af [d3d9] Don't re-set dialogbox mode on swapchain Reset
There's no reason to do this now that we have no error path in SetDialogBoxMode...
2020-01-04 21:12:53 +00:00
Joshua Ashton d53b3adaea [d3d9] Remove incorrect error returns SetDialogBoxMode
The Microsoft docs for this are incorrect based on my tests of all the described edge-cases.
https://docs.microsoft.com/en-us/windows/win32/api/d3d9/nf-d3d9-idirect3ddevice9-setdialogboxmode
2020-01-04 21:10:26 +00:00
Philip Rebohle ae01bd8bd4 [dxgi] Ignore sync interval if PRESENT_TEST is used
Otherwise, the following sequence leads to the Vulkan
swap chain being recreated once per frame:

  swapchain->Present(0, DXGI_PRESENT_TEST);
  swapchain->Present(1, 0);

Found while investigating #1314.
2020-01-04 11:18:51 +01:00
Philip Rebohle 3db00a0f40 [d3d11] Increment transfer command counter when initializing UAV counter
Otherwise, we won't clear the counter before it is being used if there are
no other transfer commands recorded to the initializer command buffer.
2020-01-03 13:44:23 +01:00
Joshua Ashton 0343938c2e [util] Enable d3d9.forceSamplerTypeSpecConstants for Halo [CE]
The game uses incorrect sampler types in the shaders for glass rendering which breaks it on native + us if we don't spec-constantly chose the sampler type automagically.
2020-01-01 20:58:42 +00:00
Joshua Ashton c024b89171 [dxso] Implement d3d9.forceSamplerTypeSpecConstants
This option makes us always use a spec constant to determine sampler type (instead of just in PS 1.x)
which works around a game bug in Halo CE where it gives cube textures to 2d/volume samplers
2020-01-01 20:56:05 +00:00
Philip Rebohle 694d6c7f77 [util] Improve ticket lock implementation
Atomic fetch-and-add on unlock is not needed since no other thread can
modify the serving counter after the calling thread acquired the lock.
May slightly improve performance in games relying on ID3D10Multithread.
2020-01-01 13:59:46 +01:00
Joshua Ashton ff129abaf0 [d3d9] Fix crash when trying to present with a currently invalid presenter
Closes #1304
2019-12-28 01:27:18 +00:00
Joshua Ashton 0993f6f25d [dxso] Negate reflection in TexM3x3VSpec 2019-12-25 18:43:51 +00:00
Joshua Ashton 66fee8ff51 [dxso] Normalize eyeRay and normal before reflection in TexM3x3Spec 2019-12-25 18:36:34 +00:00
Joshua Ashton e0b83b13b5 [dxso] Only track co-issue parent opcode rather than the full context
Tracking the full instruction ctx is slow and unnecessary
2019-12-25 18:00:46 +00:00
Joshua Ashton 724fe78ba1 [dxso] Don't emit a co-issue for CNDs parented to a CND
Closes #1309
2019-12-25 17:43:35 +00:00
Joshua Ashton b4f2094c02 [d3d9] Enable bounds testing for D3DPOOL_SYSTEMMEM buffers
Improves performance in Halo CE.
2019-12-22 19:05:22 +00:00
Joshua Ashton d39ff9020e [dxso] Perform saturate after bitshift modifier 2019-12-22 18:14:46 +00:00
Joshua Ashton 3ff9c4cc43 [dxso] Track and prioritize co-issued CNDs above their parent ops 2019-12-22 17:46:57 +00:00
Joshua Ashton 4d6fbacd3a [dxso] Keep track of the current instruction index in a decoding context 2019-12-22 17:44:30 +00:00
Joshua Ashton abf74299e9 [dxso] Parse co-issue instruction modifier 2019-12-22 17:44:04 +00:00
Joshua Ashton fb4d794412 [d3d9] Use VK_FORMAT_D24_UNORM_S8_UINT for D3DFMT_DF24
May improve performance in some instances
2019-12-22 01:46:50 +00:00
Joshua Ashton 05de0b20a0 [d3d9] Use VK_FORMAT_D24_UNORM_S8_UINT for D3DFMT_D24X8
May improve performance in some instances
2019-12-22 01:43:36 +00:00
Joshua Ashton 90ce37c8c9 [d3d9] Make ChangeReportedMemory actually atomic
Massive edge case that will never happen, but better to be safe than sorry.
Reduces the atomic ops too.
2019-12-20 18:07:35 +00:00
Joshua Ashton fae99907da [util] Add get to bitset 2019-12-18 23:18:01 +00:00
Joshua Ashton 5cc0fd5c25 [d3d9] Simplify SetViewport
pViewport == nullptr is illegal
2019-12-18 23:18:01 +00:00
Joshua Ashton bab56433cb [d3d9] Avoid rebinding scissor rects if the same one is re-set 2019-12-18 23:18:01 +00:00
Joshua Ashton 288a9dd547 [d3d9] Avoid rebinding viewports if the same one is re-set 2019-12-18 23:18:01 +00:00
Joshua Ashton 9ec0541b93 [d3d9] Still rebind viewport/scissor when setting the same RT
Closes #1290
2019-12-18 23:18:01 +00:00
Joshua Ashton 7b0723520a [d3d9] Add operator overloads for RECT 2019-12-18 23:18:01 +00:00
Joshua Ashton 777cd4cd64 [d3d9] Add operator overloads for D3DVIEWPORT9 2019-12-18 23:01:16 +00:00
Alessandro Toia 3c8fdc2863 Report gpu vendor as Nvidia for Star Wars Battlefront II 2019-12-18 17:38:24 +01:00
Philip Rebohle 31948cae8c [spirv] Allow specifying the SPIR-V version explicitly
We're going to use some SPIR-V 1.4 features for D3D11 if supported,
but 1.4 is not supported by all implementations.
2019-12-18 17:36:46 +01:00
Joshua Ashton 78e4816fc0 [d3d9] Avoid unnecessary state block constant bits when not SWVPing 2019-12-18 14:48:01 +01:00
Joshua Ashton 312905e8a3 [d3d9] Use new bitset helper + tzcnt for stateblocks 2019-12-18 14:48:01 +01:00
Joshua Ashton b99b1d153a [util] Add bitset helper 2019-12-18 14:48:01 +01:00
Joshua Ashton 784abe5cf4 [d3d9] Move auto depth stencil creation to after swapchain creation
If the app specifies w == 0 and/or h == 0 then this will be filled in by then in the presentation params.

Impacts #1278
2019-12-18 00:09:55 +00:00
Joshua Ashton 009e772fe8 [d3d9] Remove initial device reset outside of constructor
Allows us to funnel hresults from that to the response of CreateDevice
2019-12-17 23:59:37 +00:00
Joshua Ashton 3b119c0be6 [d3d9] Log unavailable backbuffer format if encountered when resetting swapchain 2019-12-17 22:36:27 +00:00
Joshua Ashton 3abd30bb96 [d3d9] Fix return value for invalid backbuffer formats
This got changed when I saw that the auto depth stencil when set to an unavailable returns D3DERR_NOTAVAILABLE.
Turns out if the backbuffer is unavailable it returns D3DERR_INVALIDCALL...

Consistent...

Closes #1278
2019-12-17 22:36:27 +00:00
Philip Rebohle a265af74ed
[hud] Respect dxvk.hud configuration option again
This was accidentally dropped during the HUD refactor. Fixes #1279.
2019-12-17 04:40:06 +01:00
Joshua Ashton e527b963c4 [util] Handle undefined ratios in simplest ratio helper
Fixes division by zero error

Closes #1280
2019-12-17 03:16:56 +00:00
Joshua Ashton 91b5105db5 [d3d9] Move capture struct and enum to stateblock header
Makes more sense for it to be here.
2019-12-17 03:16:50 +00:00
Philip Rebohle 3cdae3ae1d
[meta] Release 1.5 2019-12-16 14:41:29 +01:00
Philip Rebohle 9be0bf95ca
[util] Defer D3D9 surface creation for Atelier Ryza 2019-12-16 14:41:29 +01:00
Joshua Ashton 54ed8f0bb0 [d3d9] Implement Direct3D9 Frontend (#1275)
Co-authored-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
Co-authored-by: Robin Kertels <robin.kertels@gmail.com>
Co-authored-by: pchome <pchome@users.noreply.github.com>
Co-authored-by: Christopher Egert <cme3000@gmail.com>
Co-authored-by: Derek Lesho <dereklesho52@Gmail.com>
Co-authored-by: Luis Cáceres <lacaceres97@gmail.com>
Co-authored-by: Nelson Chen <crazysim@gmail.com>
Co-authored-by: Edmondo Tommasina <edmondo.tommasina@gmail.com>
Co-authored-by: Riesi <riesi@opentrash.com>
Co-authored-by: gbMichelle <gbmichelle.dev@gmail.com>
2019-12-16 04:28:01 +01:00
Philip Rebohle 566fb84abd
[hud] Allocate vertex buffer in host-visible device memory if possible 2019-12-16 00:24:19 +01:00
Philip Rebohle c6fb8fa5e8
[hud] Clean up HUD rendering
- Avoids rebinding the vertex buffer on every single draw.
- Avoids push constants. We could use MultiDrawIndirect in the future.
- Slightly reduces the vertex buffer size.
2019-12-16 00:03:21 +01:00
Philip Rebohle 13d2479ecf
[hud] Don't create uniform buffer
No longer used.
2019-12-15 23:17:23 +01:00
Philip Rebohle 9c6ff95bb6
[hud] Don't use vertex shader for scaling
Instead, do it on the CPU.
2019-12-15 23:13:59 +01:00
Philip Rebohle aa40decc23
[d3d11] Don't present if the presenter has no swap chain.
Also fixes DXGI_PRESENT_TEST handling for zero-sized windows.
2019-12-15 11:38:57 +01:00
Philip Rebohle 2d0c9127f3
[vulkan] Don't create a swap chain if the window size is 0
This can actually happen on win32, and creating a zero-sized swap
chain is illegal.
2019-12-15 11:32:43 +01:00
Philip Rebohle ae7189f9a4
[d3d11] Update HUD on CS thread
Otherwise, we may end up reading some bollocks since the CS thread
might not have finished processing the entire frame yet.
2019-12-13 15:02:45 +01:00
Philip Rebohle 2689204d74
[hud] Enable manual sRGB conversion for non-sRGB swap chains
We still blend in the wrong color space, but text should be a bit
more readable in some games now.
2019-12-13 14:03:00 +01:00
Philip Rebohle 08d5b4e0e7
[hud] Don't average the draw call count
Turns out this was a bad idea.
2019-12-13 13:14:23 +01:00
Philip Rebohle ef99078fc4
[hud] Reduce update frequency of draw call display 2019-12-13 13:05:49 +01:00
Philip Rebohle 2c4879b58c
[hud] Reduce update frequency of queue submission display
Shows the maximum number of submissions encountered per frame
in the given time frame.
2019-12-13 13:01:44 +01:00
Philip Rebohle 3febca6863
[hud] Add colorful labels 2019-12-13 12:34:01 +01:00
Philip Rebohle 5da27a92f5
[hud] Fix letter spacing 2019-12-13 12:17:15 +01:00
Philip Rebohle 7a18cb1227
[dxvk] Remove unused memory stat counters 2019-12-13 12:08:36 +01:00
Philip Rebohle ed69da0fff
[hud] Remove legacy code 2019-12-13 11:58:09 +01:00
Philip Rebohle 3415376984
[hud] Implement compiler activity display as a HUD item 2019-12-13 11:54:51 +01:00
Philip Rebohle 5d8ae8f988
[hud] Implement GPU load display as a HUD item 2019-12-13 11:54:51 +01:00
Philip Rebohle 936f22d2aa
[hud] Implement memory stats display as a HUD item 2019-12-13 11:54:50 +01:00
Philip Rebohle 3aff573bd4
[hud] Implement pipeline stat display as a HUD item 2019-12-13 11:54:26 +01:00
Philip Rebohle 3de8499697
[hud] Implement draw call stats display as a HUD item 2019-12-13 11:54:13 +01:00
Philip Rebohle 0f2610010b
[hud] Implement queue submission counter as a HUD item 2019-12-13 11:54:13 +01:00
Philip Rebohle 07a4504a9f
[hud] Implement frame time graph as a HUD item 2019-12-13 11:54:13 +01:00
Philip Rebohle 2d5f44a7ff
[hud] Implement FPS display as a HUD item 2019-12-13 11:54:13 +01:00
Philip Rebohle 0da5aac357
[hud] Implement Vulkan device info as a HUD item 2019-12-13 11:54:13 +01:00
Philip Rebohle e4bc5c2aee
[hud] Implement client API info as a HUD item 2019-12-13 11:54:13 +01:00
Philip Rebohle 1c079a96e5
[hud] Implement DXVK version info as a HUD item 2019-12-13 11:54:13 +01:00
Philip Rebohle 6931f03120
[hud] Add new HUD item abstraction
Allows for a cleaner and more flexible implementation of new HUD elements.
The old implementation was not intended to support quite as many elements
as it does, and now there is some need for API-specific HUD elements.
2019-12-13 11:54:13 +01:00
Philip Rebohle 4346f82209
[hud] Don't pass DXVK context around in HUD modules 2019-12-13 11:54:13 +01:00
Philip Rebohle 8e587af0da
[dxvk] Add method to retrieve per-heap memory stats 2019-12-13 11:54:13 +01:00
Philip Rebohle 4fcf28f4dc
[util] Spoof Nvidia cards for Crysis 3
The game for some reason runs significantly slower in CPU-bound scenarios
when it recognizes an AMD GPU. On the other hand, there seems to be a small
performance hit on an actual Nvidia GPU (GTX 670) in GPU-bound scenarios when
doing this, but on most setups the tradeoff should be worth it.
2019-12-11 23:01:27 +01:00
Philip Rebohle b9258c0c49
[dxvk] Separate gfx resource hazard checking and barrier emission
Otherwise, when performing three draws with the same storage buffers or
storage images bound, we don't emit a barrier between the 2nd and 3rd
draw since the tracking information gets cleared by the second draw.

Fixes #1262.
2019-12-11 13:45:57 +01:00
Joshua Ashton f5dd509429 [spirv] Implement constbReplicant 2019-12-11 03:18:39 +01:00
Joshua Ashton 8b6dd0544e [spirv] Implement constvec4b32 2019-12-11 03:18:39 +01:00
Joshua Ashton 028c6198e4 [spirv] Implement opReflect 2019-12-11 03:18:39 +01:00
Joshua Ashton 3ce678b17d [spirv] Implement opExp 2019-12-11 03:18:39 +01:00
Joshua Ashton fdbfb2c92d [spirv] Implement opInverse, opNormalize and opLength 2019-12-11 03:18:39 +01:00
Joshua Ashton edf0661994 [spirv] Implement opTranspose 2019-12-11 03:18:39 +01:00
Joshua Ashton e144c17363 [spirv] Implement constfReplicant helper 2019-12-11 03:18:39 +01:00
Joshua Ashton 7a956ef8c8 [dxvk] Expose ability to retrieve type from DxvkShaderKey 2019-12-11 03:18:39 +01:00
Joshua Ashton 7c8d03b3e1 [dxvk] Add helper to get size of memory/image in bytes 2019-12-11 03:18:39 +01:00
Philip Rebohle 3063d7fc7c [dxvk] Improve DxvkImageView::handle()
Should fix a silly compiler warning and improves code gen, which
is important since this is *the* most frequently called function
in the backend.
2019-12-11 03:18:39 +01:00
Joshua Ashton d5d6ae4fe1 [dxvk] Add support for implicit samplers 2019-12-11 03:18:39 +01:00
Joshua Ashton 3fa8691033 [util] Implement simplest ratio helper 2019-12-11 03:18:39 +01:00
Joshua Ashton 16dd1249b7 [util] Add alignDown helper 2019-12-11 03:18:39 +01:00
Joshua Ashton 57b2c02528 [util] Implement lzcnt 2019-12-11 03:18:39 +01:00
Joshua Ashton aef12f7ee3 [util] Add countof helper 2019-12-11 03:18:39 +01:00
Joshua Ashton d4cad9055c [util] Implement a clamped version of ComObject, for D3D9
Satisfies a quirk in D3D9, solving an issue in SWTFU.
2019-12-11 03:18:39 +01:00
Joshua Ashton 511ed27733 [util] Add GetPrivateRefCount helper 2019-12-11 03:18:39 +01:00
Joshua Ashton 9280818a57 [util] Implement fclamp for fp special cases 2019-12-11 03:18:39 +01:00
Joshua Ashton ec197b49f9 [util] Implement some basic vector and matrix math utils 2019-12-11 03:18:39 +01:00
Joshua Ashton d44707e349 [util] Mark clamp & align as constexpr 2019-12-11 03:18:39 +01:00
Joshua Ashton a3f74b5eda [util] Implement bit cast. 2019-12-11 03:18:39 +01:00
Philip Rebohle fc91fe1d34
[dxgi] Add fake implementation of DxgiFactory::EnumWarpAdapter
Apparently FIFA 19 needs this.
2019-12-09 23:27:56 +01:00
Philip Rebohle 945a64252d
[d3d11] Determine exclusive fullscreen mode based on swap chain flags 2019-12-05 13:11:06 +01:00
Philip Rebohle 575a267f07
[vulkan] Support exclusive fullscreen control in presenter 2019-12-05 13:10:11 +01:00
Philip Rebohle 9c26fad40e
[vulkan] Add feature bit for exclusive fullscreen control 2019-12-05 13:05:54 +01:00
Philip Rebohle dc13f48318
[dxvk] Enable VK_EXT_full_screen_exclusive if available
Also pulls in VK_KHR_get_surface_capabilities2 as a dependency.
2019-12-05 13:05:51 +01:00
Philip Rebohle 07c2de62be
[d3d11] Silence some errors about invalid API usage on deferred contexts
Halo MCC apparently spams calls to GetData on deferred contexts, which
is obviously illegal.
2019-12-04 20:18:51 +01:00
Philip Rebohle 1ae7d4b302
Revert "[dxvk] Don't clear bind mask for unbound UBOs and samplers"
For some bizarre reason, this crashes Star Citizen. The reason might be
that we create multiple pipelines with identical pipelines when using a
state cache, which used to crash some drivers in the past.

Fixes #1266.

This reverts commit 00a064e32b.
2019-12-04 12:24:25 +01:00
Philip Rebohle 0e44bc3068
[meta] Release 1.4.6 2019-12-03 14:52:22 +01:00
Philip Rebohle 27ea176295
[d3d11] Remove d3d11.strictDivision option 2019-11-30 20:39:32 +01:00
Philip Rebohle 3230cec3f3
[util] Enable d3d11.enableRtOutputNanFixup for FFXIV
And disable strict division. The previous workaround broke radial blur.
2019-11-30 20:39:32 +01:00
Philip Rebohle 3b030d9569
[dxbc] Implement workaround to replace NaN render target outputs by zero 2019-11-30 20:39:32 +01:00
Philip Rebohle 2e51e28849
[spirv] Implement opIsNan 2019-11-30 20:39:28 +01:00
Luis Cáceres abff2afeaf [dxvk] Fix multiple inclusion of dxvk_platform_exts.h
This fixes build failures when using `--unity on` meson parameter
2019-11-28 17:43:08 +01:00
Philip Rebohle 5fe8d823a0
[dxvk] Disable VK_EXT_conditional_rendering
We're currently not using it, and it prevents sharing RenderDoc captures
between different AMD drivers.
2019-11-28 15:41:02 +01:00
Philip Rebohle 4c0e4fba0c
[dxvk] Don't return a value from updateShaderResources
We're checking the bind point all the time anyway, so the previous
design was inconsistent.
2019-11-28 15:25:12 +01:00
Philip Rebohle 2aa1ff414c
[dxvk] Bind descriptor sets at descriptor update time
Gets rid of one 'if' per draw/dispatch and two functions.
2019-11-28 15:17:42 +01:00
Philip Rebohle 49e7df96ec
[dxbc] Emit a spec constant for uniform buffers
This partially reverts commit fd547b666e.

For some reason, not doing so breaks Overwatch (because of course it does).
2019-11-28 00:55:38 +01:00
Philip Rebohle 00a064e32b
[dxvk] Don't clear bind mask for unbound UBOs and samplers
These don't need special treatment, so we really don't need to
recompile the pipeline if they are not bound.
2019-11-28 00:55:36 +01:00
Philip Rebohle 32ac8a8d51
[util] Make Fence and Win32Fence final
Otherwise, Josh will keep complaining about this until the end of time.
2019-11-27 12:31:17 +01:00
Philip Rebohle c9c6b1886b
[d3d11] Synchronize presentation when destroying swap chain
Otherwise, we might destroy the presenter before the CS thread
actually issues the present operation, and the waitForIdle has
not the desired effect.
2019-11-26 23:51:31 +01:00
Philip Rebohle 9ccad0d197
[dxvk] Use waitForIdle when destroying DXVK device
Otherwise, we might call vkDeviceWaitIdle before all command buffers
have been submitted to the Vulkan queue. Found by inspection.
2019-11-26 22:06:13 +01:00
Philip Rebohle 7446d3c58a
[dxgi] Don't allow changing the FRAME_LATENCY_WAITABLE_OBJECT flag 2019-11-26 16:54:52 +01:00
Philip Rebohle 9785fba66e
[dxgi] Implement IDXGISwapChain2::GetFrameLatencyWaitableObject 2019-11-26 16:54:52 +01:00
Philip Rebohle 65cc8c2b31
[d3d11] Create frame latency event for swap chain
Needed in order to support the DXGI 1.3 frame latency API.
2019-11-26 16:54:52 +01:00
Philip Rebohle 6ebf3e1656
[util] Implement fence capable of signaling win32 events 2019-11-26 16:11:46 +01:00
Philip Rebohle ef37b5fed6
[dxgi] Implement IDXGISwapChain2::SetFrameLatency 2019-11-26 16:11:46 +01:00
Philip Rebohle 2d1fb52b2f
[util] Reimplement Signal
The new implementation is more akin to D3D12 fences or timeline
semaphores, and should make implementing similar concepts easier.
2019-11-26 16:11:46 +01:00
Philip Rebohle 69bad7bf8c
[d3d11] Move frame latency handling into D3D11SwapChain 2019-11-26 16:11:46 +01:00
Philip Rebohle a0651392c4
[dxvk] Fix include awfulness 2019-11-26 16:10:58 +01:00
Philip Rebohle e648d59a10
[util] Fix winelib build
Fixes #1256.
2019-11-26 16:09:35 +01:00
Joshua Ashton bf14371f9e [util] Wide character conversion changes
Replaces tows with an easier helper that fits in nicer with fixed-size arrays in DXGI, etc.

Prefer UTF8 in tows/fromws.
2019-11-26 01:53:49 +01:00
Joshua Ashton 7e3142b2ed [d3d11] Hook up platform-specific clock
See 89dfa2bc22
2019-11-26 01:52:58 +01:00
Joshua Ashton c39c3e8dcc [dxvk] Hook up platform-specific clock
See 89dfa2bc22
2019-11-26 01:52:58 +01:00
Joshua Ashton 38f945bf0b [util] Add platform-specific clock implementation
MinGW calls to GetSystemTimeAsFileTime via gettimeofday for std::chrono::high_resolution_clock::now,
This is horribly slow and inaccurate.

There are also issues if MinGW is not built with libstdc++ at the same time that can cause the precision to be bad enough to cause massive hangs.
This effectively works around that as well.

Relevant: ValveSoftware/Proton#3198
2019-11-26 01:52:58 +01:00
Philip Rebohle 25a1e0d355
[d3d11] Actually fix subresources discarded by DiscardView1 2019-11-24 00:34:15 +01:00
Philip Rebohle 53fca5143f
[d3d11] Ignore D3D11_COPY_DISCARD
Various truck simulations are broken and set this on every
CopySubresourceRegion call, which, if we were to implement
DiscardBuffer for non-mappable resources again, would break
them. This flag seemingly has no effect on native D3D11.
2019-11-24 00:08:06 +01:00
Philip Rebohle a7c21a617c
[d3d11] Overhaul DiscardResource and DiscardView implementations
For host-visible resources, these behave like MAP_DISCARD.
Euro Truck Simulator 2 and friends relies on this (see #1250).
2019-11-23 23:57:07 +01:00
Philip Rebohle 1211bb5e5f
[dxvk] Sort buffer slices before returning them to the buffer
Buffer slices often get shuffled over time due to timing and thread
synchronization, which makes it less and less likely for the dynamic
uniform buffer binding optimization to be effective. Sorting the
slices beforehand addresses the issue and may help CPU performance.
2019-11-23 00:42:54 +01:00
Philip Rebohle 596001c37e
[dxvk] Enable shader-based depth-stencil copies for AMDVLK
Turns out to be slightly faster in practice.
2019-11-22 02:12:02 +01:00
Philip Rebohle 9e965546fc
[meta] Release 1.4.5 2019-11-19 23:36:01 +01:00
Philip Rebohle 6b3d60ab25
[dxvk] Enable asynchronous presentation on all hardware
...and remove the dxvk.asyncPresent option.
2019-11-19 23:34:24 +01:00
Philip Rebohle ceddbaf7c4
[dxvk] Fix synchronization around vkDeviceWaitIdle
From the spec:
	"Host access to all VkQueue objects created
	from device must be externally synchronized"

We were not doing that, which could cause hangs and
all sorts of issues when recreating the swap chain
on Nvidia GPUs.
2019-11-19 23:34:14 +01:00
Philip Rebohle 4fff2343c1
[dxvk] Fix handling of undefined shader inputs
If the previous stage or the input layout does not define an input,
D3D11 will read zeroes wheras the result is undefined in Vulkan.

Fixes performance degradation and rendering issue in Final Fantasy XV
with the "Geomapping" (terrain tessellation) option enabled.
2019-11-19 15:34:29 +01:00
Philip Rebohle a1f55330ee
[dxvk] Implement pass to eliminate undefined shader input variables 2019-11-19 15:26:32 +01:00
Philip Rebohle 5a2fd7c71b
[spirv] Add method to retrieve literal string from instruction 2019-11-19 12:49:07 +01:00
Philip Rebohle 8252d1ccd5
[spirv] Add method to erase data from code buffer 2019-11-19 12:17:11 +01:00
Philip Rebohle 9f88249b91
[spirv] Add method to allocate new ID from code buffer. 2019-11-19 12:12:05 +01:00
Philip Rebohle 014798161c
[dxvk] Avoid some unnecessary barriers around render target clears 2019-11-18 19:36:19 +01:00