Commit Graph

900 Commits

Author SHA1 Message Date
Philip Rebohle 50349d1bfe
[d3d11] Add missing break; in CreateSurface
Found by a frog. Initial testing did not check return values.
2019-10-02 12:06:51 +02:00
Philip Rebohle 8f00af556e
[d3d11] Implement CreateSurface for D3D11DXGIDevice
Documentation for this method is really poor so we'll just try to
make pretty much everything work. Fixes various wine tests.
2019-10-02 02:29:06 +02:00
Philip Rebohle 8d8f4b9200
[d3d11] Add support for DXGI_SWAP_CHAIN_FLAG_GDI_COMPATIBLE
Trivial since we treat back buffers as regular D3D textures.
Fixes a wine test failure.
2019-10-01 23:37:54 +02:00
Philip Rebohle aa35cdbb18
[d3d11] Fix return code on swap chain creation failure
Fixes a wine test failure.
2019-10-01 23:37:54 +02:00
Philip Rebohle 0f15c60192
[d3d11] Use private reference to D3D11 device in D3D11SwapChain
Fixes a wine test failure.
2019-10-01 22:26:07 +02:00
Philip Rebohle 0d1048fa87
[d3d11] Fix error handling in SetMaximumFrameLatency
Fixes a wine test failure.
2019-10-01 22:12:23 +02:00
Philip Rebohle 187748e4d3
[d3d11] Add a comment explaining ID3D11Predicate/ID3D11Query hack 2019-09-25 22:18:08 +02:00
Philip Rebohle 53fe3423e2
[d3d11] Fix GetPredication 2019-09-25 20:55:43 +02:00
Philip Rebohle f498e742ec
[d3d11] Handle D3D_PRIMITIVE_TOPOLOGY_UNDEFINED correctly
Luckily, all known cases where games use UNDEFINED topology fail
validation elsewhere due to missing vertex shaders, but we should
handle this correctly anyway.
2019-09-23 15:20:53 +02:00
Philip Rebohle 1fa8887c47
[d3d11] Return device lost errors in Present if necessary 2019-09-22 19:20:53 +02:00
Philip Rebohle 11b7b1f1a5
[d3d11] Implement GetDeviceRemovedReason 2019-09-22 19:07:48 +02:00
Philip Rebohle 92d1cf8ae0
[d3d11] Fix CheckFeatureSupport formatting and return code 2019-09-22 15:01:49 +02:00
Philip Rebohle 7514aa1ec8
[d3d11] Implement IDXGIDevice4 2019-09-20 18:06:34 +02:00
Philip Rebohle 7e7609cac0
Revert "[d3d11] Don't create linearly tiled compressed images"
This reverts commit b8888ffe6a.

This is no longer beneficial since initialization of a
linear image does not stall Map anymore.
2019-09-20 05:59:54 +02:00
Philip Rebohle e82c87dc52
[d3d11] Implement GetDC / ReleaseDC 2019-09-20 01:44:18 +02:00
Philip Rebohle 028633138a
[d3d11] Implement GDI surface 2019-09-20 01:44:18 +02:00
Philip Rebohle c9a0f06ff4
[d3d11] Enable allowMapFlagNoWait by default
We still keep the option around so that in case of regressions,
users can check if disabling this option fixes their issue.
2019-09-20 01:44:02 +02:00
Philip Rebohle e9fcf64a8c
[dxvk] Only wait for writes when mapping with D3D11_MAP_READ 2019-09-20 01:44:02 +02:00
Philip Rebohle 136ad3e4c9
[d3d11] Write to image memory directly in InitHostVisibleTexture
Avoids performing a potentially expensive copy or clear operation
on the GPU.
2019-09-20 01:44:01 +02:00
Philip Rebohle ae4a5232aa
[d3d11] Use VK_IMAGE_LAYOUT_PREINITIALIZED for mapped images
This way we can directly write image data directly to the image
without having to do it on the GPU.
2019-09-20 01:44:01 +02:00
Philip Rebohle 48417c7d19
[d3d11] Implement DiscardView1
Basically just behave like DiscardView if no rects are passed to
the function, otherwise ignore the call since we can't discard
individual rectangles in any meaningful way.
2019-09-19 13:56:50 +02:00
Philip Rebohle 9e02b6b433
[dxgi] Rename IDXGIVkAdapter -> IDXGIDXVKAdapter
This interface exposes DXVK internals and cannot be used for
Vulkan interop. We shouldn't pretend like it could.
2019-09-18 14:07:13 +02:00
Philip Rebohle bc853d0e48
[d3d11] Only use mapped buffer for images if bind flags are non-zero
We really shouldn't use the intermediate buffer for DYNAMIC images
that can only ever be used for copy commands, since the copies will
be redundant.
2019-09-18 13:15:22 +02:00
Philip Rebohle abf89356cd
[d3d11] Report unified memory if all heaps are device-local
Together with mapping default resources, this may or may not
help performance in some applications on integrated graphics.
2019-09-17 23:52:02 +02:00
Philip Rebohle 518d06b9c2
[d3d11] Enable D3D11.3 MapOnDefaultTextures feature 2019-09-17 23:39:06 +02:00
Philip Rebohle c59ab258a5
[d3d11] Implement ReadFromSubresource and WriteToSubresource 2019-09-17 23:39:06 +02:00
Philip Rebohle e764f05a1a
[d3d11] Allow pMappedResource to be null when mapping images
This is required to implement mapping default textures correctly.
2019-09-17 23:39:06 +02:00
Philip Rebohle 6ce8450b12
[d3d11] Implement D3D11.2 MapOnDefaultBuffers feature
Basically just allocates the buffer on a host-visible memory
type, like DYNAMIC or STAGING buffers depending depending on
the CPU access flags.
2019-09-17 17:47:33 +02:00
Philip Rebohle 2cdbe2e6df
[d3d11] Move GetMemoryFlagsForUsage into D3D11Buffer
D3D11Buffer is the only user of this function and the code sharing
potential is limited. This allows us to implement the memory type
selection for buffers in one single place rather than two.
2019-09-17 17:21:10 +02:00
Philip Rebohle dda89a075e
[d3d11] Report MapOnDefaultTextures feature as unsupported
Bad things can happen if we leave this undefined.
2019-09-17 14:21:19 +02:00
Philip Rebohle 2ef34a055d
[d3d11] Implement ID3D11Device5 2019-09-16 16:37:37 +02:00
Philip Rebohle 56daf44d4c
[d3d11] Implement ID3D11Device4 2019-09-16 16:26:18 +02:00
Philip Rebohle 3ba541fde6
[d3d11] Implement D3D11.4 feature queries 2019-09-16 16:22:52 +02:00
Philip Rebohle 6ab6b4a209
[d3d11] Include D3D11.4 headers 2019-09-16 16:14:47 +02:00
Philip Rebohle fdf560150f
[d3d11] Implement ID3D11Device3 2019-09-16 16:13:34 +02:00
Philip Rebohle b0f6655b92
[d3d11] Implement ID3D11Query1 2019-09-16 16:13:34 +02:00
Philip Rebohle 84c80a4aaf
[d3d11] Implement ID3D11UnorderedAccessView1 2019-09-16 16:13:34 +02:00
Philip Rebohle 81935e1684
[d3d11] Implement ID3D11ShaderResourceView1 2019-09-16 14:27:44 +02:00
Philip Rebohle 345f8694e8
[d3d11] Implement ID3D11RenderTargetView1 2019-09-16 14:27:44 +02:00
Philip Rebohle 0758f14a35
[d3d11] Implement ID3D11Texture2D1 and ID3D11Texture3D1 2019-09-16 14:27:44 +02:00
Philip Rebohle d9f409b92f
[d3d11] Implement ID3D11RasterizerState2 2019-09-16 13:41:31 +02:00
Philip Rebohle f9d9307a28
[d3d11] Implement ID3D11DeviceContext4 2019-09-16 13:41:31 +02:00
Philip Rebohle 0599a82dee
[d3d11] Implement ID3D11DeviceContext3 2019-09-16 13:41:31 +02:00
Philip Rebohle 17a6c4168e
[dxbc] Implement stencil ref export from fragment shaders
This is an optional feature in D3D11.3, but easy enough to support.
2019-09-16 12:42:15 +02:00
Philip Rebohle b7bc51c3bd
[d3d11] Use shaderStorageImageReadWithoutFormat for typed UAV loads 2019-09-16 12:42:15 +02:00
Philip Rebohle 7fae4a41e8
[d3d11] Add definitions for feature levels 12_0 and 12_1
Mostly useful for debugging as we're not going to support these
feature levels for now.
2019-09-16 12:42:14 +02:00
Philip Rebohle 51ff65fbc5
[d3d11] Implement D3D11.3 feature queries 2019-09-16 12:42:14 +02:00
Philip Rebohle aad44458f7
[d3d11] Include D3D11.3 headers 2019-09-16 12:42:14 +02:00
Philip Rebohle 26afaba410
[dxbc] Implement MSAD4 instruction
Apparently we're required to support this for Direct3D 11.2+.
There are currently no known games that require this instruction.
2019-09-16 12:42:14 +02:00
Philip Rebohle 72a356fe01
[d3d11] Implement GetResourceTiling
When called on a regular resource, native D3D11 will zero
out the return values. We should match this behaviour.
2019-09-16 12:42:14 +02:00