Commit Graph

1111 Commits

Author SHA1 Message Date
Philip Rebohle 516d7f091e
Merge branch 'disable-opt-bit' 2018-05-13 16:19:31 +02:00
Philip Rebohle f42f7cc743
[dxvk] Make use of the asynchronous pipeline compiler optional
Users can enable this by setting DXVK_USE_PIPECOMPILER=1.
2018-05-13 16:02:23 +02:00
Philip Rebohle 2ee80ce1bd
[dxvk] Log start/stop of pipe compiler worker threads 2018-05-13 15:37:31 +02:00
Philip Rebohle 368eea7310
[dxvk] Use derivative pipelines again 2018-05-13 15:37:18 +02:00
Philip Rebohle c17f4e2fc0
[dxvk] Increase update buffer size
Helps reduce the number of memory allocations further
when deferred contexts are used for rendering.
2018-05-13 14:45:50 +02:00
Philip Rebohle 9d4654f445
[dxvk] Fix update buffer allocation size 2018-05-13 11:12:54 +02:00
Philip Rebohle 3fc9466a07
[dxvk] Fix query scopes
Occlusion queries must begin and end in the same render pass.
Fixes a rendering issue in Shadow Warrior 2 on AMD drivers.
2018-05-12 19:46:08 +02:00
Philip Rebohle 5f3b65014f
[dxvk] Reset query pools on the init buffer 2018-05-12 19:45:42 +02:00
Philip Rebohle 3135359ee9
[dxvk] Create a separate command buffer for initialization tasks
We'll use this to reset query pools without having to spill
the active render pass. Required to fix a query-related bug.
2018-05-12 19:32:50 +02:00
Philip Rebohle 581e505f54
[dxbc] Fix bit scan instructions
firstbithi counts from the MSB rather than the LSB. Fixes
rendering issues in Hitman.
2018-05-12 01:39:23 +02:00
Philip Rebohle 32631caf96
Merge branch 'master' of https://github.com/doitsujin/dxvk 2018-05-11 18:13:50 +02:00
varris1 0034ed4464 [general] Let meson handle cflags (#362)
Meson determines the cflags by --buildtype. Letting meson handle it will fix the OW crash.
2018-05-11 11:30:03 +02:00
Philip Rebohle b805560340
[dxvk] Do not log invalid pipeline state
Fixes some log spam in case games attempt to render geometry
with an invalid pipeline state vector.
2018-05-10 21:59:57 +02:00
Philip Rebohle cfb4791872
[dxvk] Use VK_PIPELINE_CREATE_DISABLE_OPTIMIZATION_BIT
Optimized versions of the pipelines will be compiled asynchronously.
2018-05-10 14:54:44 +02:00
Philip Rebohle 517a7532be
[dxvk] Added DxvkPipelineCompiler 2018-05-10 14:29:13 +02:00
Philip Rebohle 3b132196d3
[dxvk] Add ability to hold two pipeline handles to pipeline instances 2018-05-10 14:15:47 +02:00
Philip Rebohle 010fc6ad49
[dxvk] Implement DxvkGraphicsPipelineInstance
This should come in handy when compiling an optimized version of
a pipeline asynchronously. This can be extended to hold multiple
pipeline handles, i.e. one optimized one and one without opts.

Collateral damage: We're not using derivative pipelines anymore,
needs to be re-added at a later point.
2018-05-09 22:23:50 +02:00
Philip Rebohle ec3b7e39af
[util] Fix includes 2018-05-09 20:37:49 +02:00
Philip Rebohle c7d2957d8f
[util] Remove duplicate tzcnt function 2018-05-09 20:09:09 +02:00
Philip Rebohle 37456d583e
[dxvk] Move DxvkPipelineCache to DxvkPipeManager
Since the pipeline cache isn't used for anything else but compiling
pipelines, keeping this stuff together is much more useful.
2018-05-09 14:26:45 +02:00
Philip Rebohle 47b9fd8b19
[dxvk] Reimplement vertex buffer bindings
Reduces the number of Vulkan calls for vertex buffer bindings and
works around incorrect validation errors emitted when applications
do not use a consecutive range of vertex bindings. No performance
impact is expected in most games.
2018-05-09 13:01:52 +02:00
Philip Rebohle b6d33e6289
[d3d11] D3D11SamplerState: Cosmetic changes 2018-05-09 11:55:05 +02:00
Philip Rebohle 5465ee8a85
[util] Add tzcnt function 2018-05-09 00:01:00 +02:00
Philip Rebohle 33e511485c
[hud] Fixed uninitialized depth bounds values 2018-05-07 21:53:32 +02:00
Philip Rebohle cd92d0b992
[dxvk] Allow binding render targets of different sizes
In order to not cause Vulkan validation issues, we have
to reduce the framebuffer size. Fixes a regression in
Bioshock Infinite.
2018-05-07 20:46:20 +02:00
Philip Rebohle b6e40bcaa9
[general] Package script: Enable unity builds by default 2018-05-07 20:01:10 +02:00
Philip Rebohle 3c611503d6
[dxgi] Fix reported VRAM size for 32-bit builds 2018-05-07 19:04:25 +02:00
Philip Rebohle 3e111086b2
[d3d11] Implement D3D11CoreCreateDevice
Some applications need this function to be present and it's better to
fail for them with an error code rather than crash because the entry
point does not exist in our DLLs.
2018-05-07 14:06:52 +02:00
Philip Rebohle 2dae99e748
[general] Test whether wine executable is actually wine 2018-05-07 09:47:37 +02:00
Philip Rebohle db7332972e
[general] More consistent use of $wine in setup script
Allows users to set this as an environment variable before running
the setup script, which may be useful on distributions shipping
non-standard packages.
2018-05-07 09:34:42 +02:00
Philip Rebohle 757be61b70
[dxgi] Use per-adapter format lookup tables
Allows Nvidia cards to use 24-bit depth buffers.
2018-05-06 13:12:30 +02:00
Philip Rebohle fb3dbd8bcd
[d3d11] Relaxed view format compatibility check
Fixes regressions in multiple games. MSDN docs regarding
format compatibility are wrong in every way.
2018-05-05 20:16:01 +02:00
Philip Rebohle f4a92a685f
[d3d11] Normalize render target and depth-stencil view types
Fixes a regression in Kingdom Come: Deliverance that was
introduced in a55bee9554.
2018-05-05 15:53:49 +02:00
Philip Rebohle 5a639797d2
[d3d11] Fix stencil component mapping in shader resource views
Fixes terrain rendering in Far Cry 5.
2018-05-05 15:15:09 +02:00
Philip Rebohle 8177898151
[d3d11] Validate image view format compatibility
Fixes Vulkan validation errors in Far Cry 5.
2018-05-05 15:13:35 +02:00
Philip Rebohle e1a27faa4a
[dxgi] Added DXGI format family info 2018-05-05 12:57:22 +02:00
Philip Rebohle a55bee9554
[d3d11] Validate render targets before setting them up
Mimicks what native D3D11 does. Fixes validation errors in
Nier:Automata with multisampling enabled in some situations.
2018-05-05 09:12:36 +02:00
Philip Rebohle fb288d8713
[d3d11] Disable VK_IMAGE_CREATE_MUTABLE_FORMAT_BIT for typed formats
Yields over 10% performance improvement on RADV in GPU-bound scenarios.
2018-05-05 00:49:43 +02:00
Philip Rebohle fe24d76fd0
[dxgi] Report D3D10 support only when DXVK_FAKE_DX10_SUPPORT is set
Should fix a regression in Assassin's Creed 4: Black Flag.
2018-05-05 00:48:35 +02:00
Philip Rebohle 94b74667e9
[dxgi] Fix Fullscreen->Windowed transition (again)
We need to preserve the flags if the application changes them.
This is in line with what native DXGI does.
2018-05-04 21:55:38 +02:00
Philip Rebohle c2c8d8be8a
[d3d11] Minor formatting fix 2018-05-04 21:52:34 +02:00
Philip Rebohle 6cbc133619 [dxgi] Use ShowWindow instead of redundant SetWindowPos call 2018-05-04 17:53:02 +02:00
Philip Rebohle de803b3670 [dxgi] Report refresh rate as a multiple of 1000 Hz
More closely emulates what Windows dows.
2018-05-04 17:37:29 +02:00
Philip Rebohle 9cec1ecca3 [d3d11] Fix stage and access mask for default constant buffers 2018-05-04 10:23:36 +02:00
Philip Rebohle ac1d505d14 [dxvk] Do not compute SHA-1 hash of generated shaders
We do not need this on this branch.
2018-05-04 00:16:39 +02:00
Philip Rebohle ae0e5bccdd [dxvk] Make shader accessible from shader module 2018-05-03 23:56:28 +02:00
Philip Rebohle 33357f1f36 [dxvk] Compute SHA-1 hash of generated shaders 2018-05-03 23:56:22 +02:00
Philip Rebohle 3a3b1eda59 [dxvk] Move render pass out of pipeline state vector 2018-05-03 23:48:45 +02:00
Philip Rebohle 59d4f1a1fb [util] Add method to retrieve SHA1 hashes in 32-bit chunks 2018-05-03 23:47:42 +02:00
Joshua Ashton 5e1f478673 [build] add_global_arguments -> add_project_arguments (#339) 2018-05-03 04:09:33 +02:00