Commit Graph

900 Commits

Author SHA1 Message Date
Philip Rebohle 847d50d812
Merge branch 'csmt' 2018-01-21 18:06:13 +01:00
Philip Rebohle 07f5a7f069
[d3d11] Synchronize with CS thread before present
Fixes flickering by synchronizing with the presenter. This has
to do for now, a more efficient solution can be added later.
2018-01-21 18:04:22 +01:00
Philip Rebohle 7c3a9beb22
[dxvk] Recycle CS chunks 2018-01-21 12:59:43 +01:00
Philip Rebohle 650170b167
[general] Rename libraries
This allows the setup script to work without creating
symbolic links or moving the files around.
2018-01-21 11:38:19 +01:00
Guy1524 5c4e290d72
Check if shader in READ_PATH exists before using it
Make sure that the replacement shader in the DXVK_SHADER_READ_PATH exists, if not use the generated shader.
2018-01-20 21:20:45 -05:00
Philip Rebohle 70b639784b
Revert "[d3d11] Temporary fix for Presenter <-> CS thread sync issue"
This reverts commit 3118012ada.
2018-01-21 02:57:36 +01:00
Philip Rebohle 3118012ada
[d3d11] Temporary fix for Presenter <-> CS thread sync issue 2018-01-21 02:48:36 +01:00
Philip Rebohle 51e89f00be
[d3d11] Fixed flush order 2018-01-21 02:21:38 +01:00
Philip Rebohle b923a2004f
[d3d11] Fixed image copy operation 2018-01-21 01:57:12 +01:00
Philip Rebohle b7a00e32ec
[dxvk] Limit size of the CS command queue
Prevents memory leaks and fixes stuttering in Heaven.
2018-01-21 00:49:07 +01:00
Philip Rebohle 6ab7897127
[d3d11] Enabled command stream thread 2018-01-20 23:12:03 +01:00
Philip Rebohle 7d7cc1ceda
[d3d11] Record commands into a CS chunk 2018-01-20 22:52:18 +01:00
Philip Rebohle aaf7b05625
[d3d11] Use EmitCs for buffer mapping 2018-01-20 22:28:15 +01:00
Philip Rebohle f25b3c8b32
[d3d11] Use EmitCs for resource updates 2018-01-20 21:42:11 +01:00
Philip Rebohle 496acd71b1
[d3d11] Use EmitCs for some Copy/Clear operations 2018-01-20 19:30:31 +01:00
Philip Rebohle 9441974497
[d3d11] Use EmitCs for state object updates 2018-01-20 19:11:42 +01:00
Philip Rebohle cbbfefbbb7
[d3d11] Use EmitCs for shader and resource binding methods 2018-01-20 18:54:37 +01:00
Philip Rebohle 7fad731096
[d3d11] Use EmitCs for Input Assembly methods 2018-01-20 18:34:25 +01:00
Philip Rebohle e951a5ea0c
[d3d11] Use EmitCs for draw and dispatch calls 2018-01-20 18:26:17 +01:00
Philip Rebohle 4d17b1752f
[d3d11] Use EmitCs for general setup and synchronization methods 2018-01-20 18:01:43 +01:00
Philip Rebohle 2dd24a14d2
[dxvk] Refactored blend constants
This will make things a little less painful when capturing
blend constants in a lambda function, as required for CSMT.
2018-01-20 15:41:06 +01:00
Philip Rebohle 62a43cbdbe
[d3d11] Add EmitCs method to D3D11DeviceContext
Subsequently, all calls into the DXVK context will be
replaced by calls to the EmitCs method with a lambda.
2018-01-20 15:29:10 +01:00
Philip Rebohle 0b426a0942
[d3d11] Added new D3D11ImmediateContext class
Initial prep work for both CSMT and Deferred Contexts.
2018-01-20 13:22:44 +01:00
Philip Rebohle f88adc4e82
[d3d11] Implemented mipmap generation 2018-01-20 09:46:54 +01:00
Philip Rebohle a644eebfd7
[d3d11] Fixed initialization of compressed images 2018-01-19 18:11:20 +01:00
Philip Rebohle 2a364c557b
[d3d11] Implemented image mapping for reads 2018-01-19 18:09:49 +01:00
Philip Rebohle 1f070ec26c
[d3d11] Downgraded input layout message to debug
Specifying a vertex attribute that is not actually consumed by
the shader is perfectly legal and may improve performance if
the number of state changes can be reduced.
2018-01-19 01:25:19 +01:00
Grazvydas Ignotas d1ae152f60 Fix build on gcc6
Fixes build with mingw from ubuntu 17.10.
Missing C++17 features I guess.
2018-01-19 00:59:40 +02:00
Philip Rebohle 9334873188
[dxvk] Cleaned up DxvkBufferSlice and added documentation 2018-01-18 18:50:44 +01:00
Philip Rebohle 6e6c290e01
[d3d11] Use DxvkPhysicalBufferSlice for resource copies and buffer views 2018-01-18 18:33:13 +01:00
Philip Rebohle 9acc4a1a82
[d3d11] Map default constant buffers to host memory
Improves performance in applications that use UpdateSubresources
to frequently update constant buffers, such as Unigine Heaven,
Unigine Valley and Homefront.
2018-01-18 11:55:27 +01:00
Philip Rebohle af6bc1e7e2
[d3d11] Enable dual-source blending feature
Required for Unigine Heaven.
2018-01-18 08:42:57 +01:00
Philip Rebohle 3ac25d5e2a
[d3d11] Updated D3D11CreateDevice
Since D3D11Device and D3D11DeviceContext share the same reference
counter, we can actually create a device if the device pointer is
missing. Fixes Homefront.
2018-01-18 01:18:22 +01:00
Philip Rebohle ade9cd0587
[d3d11] Removed some uninteresting log messages
Reduces log spamming in Homefront.
2018-01-17 23:49:26 +01:00
Philip Rebohle 6e3cb5dfdc
[d3d11] Enable depth clamp
This is technically incorrect, but Tomb Raider requires this to
render parts of the UI.
2018-01-17 19:39:06 +01:00
Philip Rebohle 7fb89f22c6
[d3d11] Implemented normalization for shader resource view parameters
Fixes image view creation in Tomb Raider 2013 and potentially other games.
2018-01-17 15:19:55 +01:00
Philip Rebohle 4c8c23eea1
[d3d11] Reduced log spamming, improved parameter naming consistency 2018-01-16 20:10:49 +01:00
Philip Rebohle 052f231295
Merge remote-tracking branch 'libcg/stadium2' 2018-01-16 19:27:23 +01:00
Philip Rebohle 0bb991a1fa
[d3d11] Using proper layout for depth textures read by shaders
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL works took, but
this may or may not improve performance.
2018-01-15 13:08:34 +01:00
Clément Guérin 340438954d [d3d11] copy all layers and mipmaps in CopyResource
avoid using potentially undefined mappedSubresource
2018-01-14 12:17:54 -08:00
Clément Guérin 482147d929 [d3d11] support textures in CopyResource
fixes green textures and log spam with TrackMania
2018-01-14 11:09:14 -08:00
Clément Guérin fc43b83623 [d3d11] move supported query check to d3d11_query
it's better to have everything in one place.
2018-01-14 11:09:14 -08:00
Clément Guérin 2844d4bad7 [d3d11] don't fail when creating unsupported queries
just keep going, and fail when trying to use them. this lets ManiaPlanet boot.
2018-01-14 11:09:14 -08:00
Philip Rebohle 198c9389af [d3d11] Flush resource init commands
Like regular command buffers, the command buffers used for resource
initialization should not be able to grow indefinitely.
2018-01-13 23:40:17 +01:00
Philip Rebohle c7a9763f6d [d3d11] Re-implemented draw call-based context flush
After doing more testing, it became apparent that this
optimization is beneficial most of the time and may also
improve stability by limiting the number of commands
recorded into a single command buffer.
2018-01-13 23:09:03 +01:00
Philip Rebohle 65d84dabfe [d3d11] Removed draw-call based context flush
Combined with the recent command submission optimization,
this actually had a negative impact on performance.
2018-01-13 05:27:26 +01:00
Philip Rebohle ac1fe7c2b0 [d3d11] Optimized command submission 2018-01-13 05:00:27 +01:00
Philip Rebohle 672675ba78 [d3d11] Implemented OMSetRenderTargetsAndUnorderedAccessViews
Note that this does *not* properly implement UAV rendering in
the backend yet. For that, we need to add memory barriers.
2018-01-12 15:38:07 +01:00
Philip Rebohle 2dd2d16a09 [d3d11] Return S_OK from GetDeviceRemovedReason 2018-01-12 11:39:59 +01:00
Philip Rebohle 19d81f1aef [d3d11] Made shader name public for debugging 2018-01-12 00:43:19 +01:00
Philip Rebohle 3fc064f434 [d3d11] Added shader module creation log 2018-01-12 00:06:54 +01:00
Philip Rebohle 32078033c6 [d3d11] Fixed UAV counter buffer binding 2018-01-11 17:12:39 +01:00
Philip Rebohle f5bfaac4b3 [d3d11] Use cube array views for non-array cube maps
This is actually necessary in order to properly render the map mode in
Nier:Automata, which binds non-array cube maps to a cube array slot.
2018-01-11 12:33:38 +01:00
Philip Rebohle c1d6c20066 [d3d11] Implemented D3D11 parts of append/consume buffers 2018-01-11 12:23:55 +01:00
Philip Rebohle 1b67ffaed2 [d3d11] Added default sampler state 2018-01-10 19:07:55 +01:00
Philip Rebohle ab2c7de523 [d3d11] Use CUBE instead of CUBE_ARRAY for non-array cubes
Since the change has been reverted in the DXBC compiler, it also needs
to be changed back during view creation.
2018-01-10 10:18:26 +01:00
Philip Rebohle 180cc35c84 [d3d11] Use VK_IMAGE_VIEW_TYPE_CUBE_ARRAY for non-array cube maps
Games may bind simple cube map views to a resource slot that requires
a cube map array view. Fixes GPU lockups in Nier: Automata.
2018-01-09 00:51:10 +01:00
Philip Rebohle c7e33e636e [dxvk] Fixed vertex buffer binding issue
If an application binds vertex buffers before changing the input layout,
it might happen that the vertex buffers are not bound correctly to the
Vulkan command buffer. This issue is now resolved.
2018-01-08 20:23:21 +01:00
Philip Rebohle 3925675b89 [d3d11] Optimized command submission
The context will now be flushed after a render pass that consisted of
several hundreds of draw calls. This way the GPU should be kept busy.
2018-01-08 17:45:21 +01:00
Philip Rebohle ad10ab07f8 Revert "[d3d11] Added dummy resoruce binding for buffers"
This approach will not work if the d3d11 context binds an
incompatible resouce in case the pipeline itself changes.
2018-01-08 13:01:31 +01:00
Philip Rebohle 24ad9e730c [d3d11] Added dummy resoruce binding for buffers
Fixes crashes when a D3D11 application uses unbound resources
in shaders. Allows Nier:Automata to play back cutscenes.
2018-01-08 10:17:52 +01:00
Philip Rebohle f4cd90d6fa [dxbc] Implemented vendor-specific workarounds in an attemt to fix Nvidia 2018-01-07 20:05:27 +01:00
Philip Rebohle 4e06f498dd [d3d11] Fixed several mip level-related bugs
- When a D3D11 texture was created with a mip level count of zero,
  DXVK would compute the correct number of mip levels, but not write
  them back to the description field.
- Framebuffers would always use the size of the top level, not the
  mip levels that were actually attached to the framebuffer.
- Several image copy operations did not handle mip levels other
  than the top mip level correctly.
2018-01-06 02:09:07 +01:00
Philip Rebohle 356591cc99 [d3d11] Fixed viewport offset 2018-01-05 16:53:12 +01:00
Philip Rebohle e7bf76f5ef [d3d11] Re-implemented image mapping
Image mapping now returns the map pointer of a separate
buffer, rather than the the image itself. This fixes
issues with applications that ignore the RowPitch
and/or DepthPitch fields of the MappedSubresource struct.
2018-01-05 03:01:19 +01:00
Philip Rebohle 93a5cf093c [d3d11] Refactored texture interfaces
All texture classes now use the common info structure
internally as well so that it can be queried efficiently.
2018-01-05 01:15:56 +01:00
Philip Rebohle 6dfe09da7b [dxbc,d3d11] Minor fixes 2018-01-03 12:26:27 +01:00
Philip Rebohle 755e6d36e3 [d3d11] Pre-clear images that would have undefined contents
Fixes significant visual bugs in Nier: Automata that were caused
by partially initialized images.
2018-01-02 21:32:39 +01:00
Philip Rebohle 55bc01d523 [d3d11] Minor bug fixes 2018-01-02 12:07:30 +01:00
Philip Rebohle 4dc2c9e92c [d3d11] Implemented GetData stub for queries 2018-01-01 20:59:54 +01:00
Philip Rebohle 0866e1b4f2 [d3d11] Implemented Image UAV creation 2018-01-01 19:46:19 +01:00
Philip Rebohle 5ceb041a49 [d3d11] Optimized texture image layouts 2018-01-01 19:03:05 +01:00
Philip Rebohle 4fc2ea25b8 [dxbc] Implemented typed UAV load/store 2018-01-01 17:14:06 +01:00
Philip Rebohle fd2bb610eb [d3d11] Implemented indirect draws and dispatch 2017-12-31 01:31:08 +01:00
Philip Rebohle 91a5eb963b [d3d11] Minor formatting + doc improvements 2017-12-31 00:25:19 +01:00
Philip Rebohle 588ceba1d1 [d3d11] Ignoring unknown semantics in input layouts 2017-12-30 19:11:20 +01:00
Philip Rebohle b7ce9660c3 [d3d11] Implemented CopySubresourceRegion for images 2017-12-30 19:10:45 +01:00
Philip Rebohle c38f3c69ad [d3d11] Query prep work 2017-12-29 22:20:31 +01:00
Philip Rebohle 2e215e24e5 [d3d11] Hiding message that initial UAV counts are not supported
They are not supported, but some applications pass invalid pointers
to the fuction even if the feature itself is not used.
2017-12-29 19:26:18 +01:00
Philip Rebohle 78cb021f77 [d3d11] Added support for D3D11_FEATURE_D3D10_X_HARDWARE_OPTIONS 2017-12-29 12:51:54 +01:00
Philip Rebohle 6283497bfa [d3d11] Fixed shader resource view creation for structured buffers 2017-12-29 12:11:45 +01:00
Philip Rebohle a3fe40051f [d3d11] Initial support for unordered access views
Currently restricted to buffers on the API side. Typed UAVs
are not yet supported by the shader compiler. This is enough
to run very simple compute shaders.
2017-12-28 19:05:53 +01:00
Philip Rebohle 8592bb4b47 [d3d11] Fixed buffer usage flags
Shader resources and UAVs are always created as texel buffer
views rather than storage buffers or uniform buffers.
2017-12-28 16:35:07 +01:00
Philip Rebohle 410d3a86d9 [d3d11] Added support for raw and structured shader resource views 2017-12-28 16:33:42 +01:00
Philip Rebohle e668c65017 [d3d11] Experimental support for typed shader buffer views 2017-12-27 14:32:07 +01:00
Philip Rebohle 788f275315 [d3d11] UAV prep work + cleanups 2017-12-27 01:36:45 +01:00
Philip Rebohle 8d5a2b92f9 [d3d11] Cleaned up primitive topology code 2017-12-26 16:25:51 +01:00
Philip Rebohle 0d3a1b25a1 [d3d11] Initial support for image updates + mapping 2017-12-25 20:40:48 +01:00
Philip Rebohle 24bceb86c2 [dxvk] Fixed 3D image upload 2017-12-24 15:29:10 +01:00
Philip Rebohle 3762df6cb6 [d3d11] Added proper support for 1D and 3D shader resources 2017-12-24 13:33:22 +01:00
Philip Rebohle a3f9fa7547 [d3d11] Implemented 1D and 3D texture creation 2017-12-23 17:05:07 +01:00
Philip Rebohle 82b2c40405 [dxvk] Simplified resource binding
The backend no longer differentiates between compute pipeline
resources and graphics pipeline resources.
2017-12-23 15:11:23 +01:00
Philip Rebohle f301633516 [dxbc] Compute shader prep work 2017-12-21 17:27:40 +01:00
Philip Rebohle 46717529fa [dxbc] Implemented unsigned comparators and sample_l 2017-12-21 17:14:11 +01:00
Philip Rebohle 289da8065d [d3d11] Implemented border color support 2017-12-21 16:54:20 +01:00
Philip Rebohle 518b469742 [dxvk] Added command stream classes
While these are not being used as of yet, these classes can be
used to implement command stream multithreading in the future.
They are also useful to implement command lists for deferred
contexts, which are a core feature of D3D11.
2017-12-20 22:17:14 +01:00
Philip Rebohle 84190369ab [d3d11] Optimized resource binding methods 2017-12-20 17:37:46 +01:00
Philip Rebohle 659ec7b59d [d3d11] Added DXGI format properties 2017-12-20 14:54:24 +01:00
Philip Rebohle 5415b685de [dxbc] Implemented type conversion instructions 2017-12-19 18:12:18 +01:00
Philip Rebohle 2c5b1c151f [d3d11] Refactored texture creation 2017-12-19 16:01:50 +01:00
Philip Rebohle f2587ab1b6 [dxgi] Implemented separate color/depth format tables
This is required because in D3D11, typeless formats can be used
to create both depth and stencil images, and color formats can
be used to view depth images. In Vulkan, images and views that
are used as depth-stencil attachments will have to be created
with a depth-stencil format, so we have to take the image's
bind flags into account when picking a format.
2017-12-19 14:47:35 +01:00
Philip Rebohle f97ea7fcea [d3d11] Implemented CheckFormatSupport and CheckFeatureSupport 2017-12-19 11:05:41 +01:00
Philip Rebohle 2b6cb25675 [d3d11] Implemented D3D11_APPEND_ALIGNED_ELEMENT 2017-12-18 23:24:10 +01:00
Philip Rebohle 6cc3ff4ad8 [dxbc] Basic geometry shader (sm4) support 2017-12-18 16:41:05 +01:00
Philip Rebohle 4d01517dd8 [d3d11] Geometry shader prep work 2017-12-18 12:53:53 +01:00
Philip Rebohle 85120d2d01 [d3d11] Reverted some design decisions related to buffer renaming 2017-12-16 13:35:11 +01:00
Philip Rebohle d3b2174180 [dxvk] Implemented buffer renaming 2017-12-16 13:21:11 +01:00
Philip Rebohle d9f38a7f42 [d3d11] Minor restructuring 2017-12-15 19:11:10 +01:00
Philip Rebohle c0a963ae5b [dxvk] Renamed DxvkBufferSlice methods for convenience 2017-12-14 19:11:13 +01:00
Philip Rebohle 4502816bb6 [dxvk] Renamed DxvkBufferSlice methods for convenience 2017-12-14 19:09:53 +01:00
Philip Rebohle 9827ace3b0 [d3d11] Fixed buffer bindings with non-zero offsets 2017-12-14 19:07:08 +01:00
Philip Rebohle 6de6421dfd [d3d11] Refactoring resource creation (1/2) - buffers 2017-12-14 15:59:55 +01:00
Philip Rebohle 40241e0b22 [dxvk] DxvkBufferBinding -> DxvkBufferSlice 2017-12-14 15:24:43 +01:00
Philip Rebohle bdce9a69fb [d3d11] Map() optimization removed, needs buffer renaming
The naive optimization to use staging buffers rather than actual mapping
turned out to be no more efficient than the previous approach. In order
to achieve good performance, buffer renaming must be implemented instead.
2017-12-14 12:29:41 +01:00
Philip Rebohle 4172b99952 [d3d11] Implemented naive Map() optimization when used with D3D11_MAP_WRITE_DISCARD 2017-12-13 17:49:08 +01:00
Philip Rebohle a0db9198e3 [d3d11] Removed unnecessary Flush() 2017-12-12 15:39:31 +01:00
Philip Rebohle 2a266eaad4 [general] Added 32-bit support 2017-12-12 12:50:52 +01:00
Philip Rebohle 180667ba65 [d3d11] Fixed depth function 2017-12-12 01:07:27 +01:00
Philip Rebohle 24feb7822d [d3d11] Added class linkage stub, required for FX11 samples 2017-12-12 01:07:07 +01:00
Philip Rebohle 5f8976fbd4 [d3d11] Fixed triangle strips 2017-12-11 19:38:13 +01:00
Philip Rebohle 037e9a643d [d3d11] Fixed yet another ref counting bug 2017-12-11 17:01:38 +01:00
Philip Rebohle c3a29e9de0 [d3d11] Return success value when mapping succeeds instead of an error 2017-12-11 16:29:40 +01:00
Philip Rebohle c246e03594 [d3d11] Imlpemented some state queries 2017-12-11 14:21:24 +01:00
Philip Rebohle 50b7293b8f [d3d11] Implemented blend state and depth-stencil state binding 2017-12-11 14:11:18 +01:00
Philip Rebohle 352b46fe80 [d3d11] Refactored state object binding 2017-12-11 13:07:27 +01:00
Philip Rebohle 4144e3229a [d3d11] Implemented blend state creation 2017-12-11 13:03:07 +01:00
Philip Rebohle 9b9840754d [d3d11] Added depth-stencil state objects 2017-12-11 01:43:15 +01:00
Philip Rebohle 2d918df0f0 [d3d11] d3d11_state_rs -> d3d11_rasterizer 2017-12-10 23:27:20 +01:00
Philip Rebohle b4f85a2c2f [d3d11] Fixed mip-mapped texture creation 2017-12-10 19:10:17 +01:00
Philip Rebohle cd4f21a0c3 [d3d11] Implemented buffer mapping 2017-12-10 17:36:32 +01:00
Philip Rebohle 52f1c4fa00 [dxvk] Implemented staging buffers for large data transfers 2017-12-10 15:57:51 +01:00
Philip Rebohle 89ec199c34 [d3d11] Re-implemented shader read 2017-12-10 12:21:33 +01:00
Philip Rebohle 7c03495d74 [dxbc] Implemented shader resource declaration for images 2017-12-10 10:34:18 +01:00
Philip Rebohle 9c997120e1 [d3d11] Implemented shader resource binding 2017-12-10 01:56:07 +01:00
Philip Rebohle 9a86178604 [d3d11] Fixed severe reference-counting issue in state objects 2017-12-10 00:55:30 +01:00
Philip Rebohle 2b86a2f1f3 [d3d11] Changed the way default pipeline state is restored 2017-12-09 21:39:56 +01:00
Philip Rebohle 1160810687 [d3d11] Implemented sampler binding 2017-12-09 21:17:26 +01:00
Philip Rebohle e335c817bc [d3d11] Implemented sampler creation 2017-12-09 20:49:56 +01:00
Philip Rebohle 50e8b35291 [d3d11] Minor fixes to D3D11Device::CheckMultisampleQualityLevels 2017-12-09 19:44:06 +01:00
Philip Rebohle 8e3c14d8ab [d3d11] Cleaned up view creation a bit 2017-12-09 19:36:38 +01:00
Philip Rebohle 1e6c11e3f2 [d3d11] Implemented shader resource view creation for 2D textures 2017-12-09 19:06:51 +01:00
Philip Rebohle f484454854 [d3d11] Device children actually do hold a reference to the device 2017-12-09 15:57:05 +01:00
Philip Rebohle 12d4e68b24 [d3d11] Implemented multisample format support check 2017-12-09 14:46:23 +01:00
Philip Rebohle d539c3e384 [d3d11] Allow the creation of fake D3D11 WARP and REF devices 2017-12-09 13:43:14 +01:00
Philip Rebohle b3c391d071 [d3d11] Implemented depth-stencil binding and clear methods 2017-12-09 03:53:42 +01:00
Philip Rebohle a43bb134e0 [dxvk] Initial support for format info 2017-12-09 02:44:59 +01:00
Philip Rebohle 36e6ba4ebc [d3d11] Replaced resource view classes by a generic template 2017-12-09 02:09:13 +01:00
Philip Rebohle e0495c6ecb [d3d11] Fixed pixel shader constant buffer bindings 2017-12-09 01:40:15 +01:00
Philip Rebohle 685023750d [d3d11] Fixed uniform buffer barrier 2017-12-09 01:25:32 +01:00
Philip Rebohle 3ad4ed8264 [d3d11] Implemented depth-stencil view creation 2017-12-08 23:25:38 +01:00
Philip Rebohle 88c58320ee [d3d11] Implemented texture creation 2017-12-08 23:13:15 +01:00
Philip Rebohle c90bc3e946 [dxbc] Implemented proper resource slot mapping 2017-12-08 22:30:41 +01:00
Philip Rebohle 0610296248 [d3d11] Implemented constant buffer binding 2017-12-08 19:39:33 +01:00
Philip Rebohle e872448ca3 [dxbc] Refactored shader compiler to return a DxvkShader 2017-12-08 18:14:05 +01:00
Philip Rebohle 26dc8e2dd8 [tests] Updated D3D11 triangle sample 2017-12-08 11:19:12 +01:00
Philip Rebohle 56826cbf82 [d3d11] Implemented index buffer binding 2017-12-08 01:51:49 +01:00
Philip Rebohle 9e1cf8396b [dxvk] Added environment variable to toggle debug layers 2017-12-08 01:32:02 +01:00
Philip Rebohle b49815657e [dxvk] Refactored blend state 2017-12-08 01:06:48 +01:00
Philip Rebohle 84605a1310 [dxvk] Refactored input layout state 2017-12-08 00:44:58 +01:00
Philip Rebohle 385c92db5a [dxvk] Refactoring of most constant state objects 2017-12-08 00:02:43 +01:00
Philip Rebohle 796c200e32 [dxvk] Major refactoring of graphics pipeline state lookup in order to support more dynamic state 2017-12-07 21:47:38 +01:00
Philip Rebohle ade00add8d [dxvk] Removed buffer stride stuff for now, we need a better solution 2017-12-07 19:28:54 +01:00
Philip Rebohle 27e63cbdc6 [d3d11] Implemented small buffer uploads 2017-12-07 18:51:41 +01:00
Philip Rebohle 2a2e179b91 [d3d11] Fixed initial context state setup and viewport orientation 2017-12-07 18:38:54 +01:00
Philip Rebohle 3cf9582187 [d3d11] Added default constant state objects 2017-12-07 14:22:23 +01:00
Philip Rebohle 05ef218326 [d3d11] Implemented vertex buffer binding 2017-12-07 14:03:15 +01:00
Philip Rebohle be7a70a307 [d3d11] Implemented buffer creation 2017-12-07 13:31:32 +01:00
Philip Rebohle 5bf4ae7048 [d3d11] Initial work on buffer creation 2017-12-07 13:18:12 +01:00
Philip Rebohle 1f89452014 [d3d11] Implemented input layout creation 2017-12-07 12:45:02 +01:00
Philip Rebohle bf17c61579 [d3d11] Implemented shader binding 2017-12-07 10:12:48 +01:00
Philip Rebohle ddb1627985 [d3d11] D3D11DeviceChild subclasses must not store strong references to their parent device 2017-12-07 00:55:21 +01:00
Philip Rebohle 69b938118d [general] Fixed write conflicts in logger 2017-12-06 23:36:11 +01:00
Philip Rebohle bcb193a7fc [d3d11] Removed unnecessary feature requirement 2017-12-06 19:14:59 +01:00
Philip Rebohle dece62c70a [d3d11] Implemented basic shader creation methods 2017-12-06 18:54:01 +01:00
Philip Rebohle 8934ab0fc7 [d3d11] Added stubs for shader classes 2017-12-06 14:16:14 +01:00
Philip Rebohle c7e1131864 [d3d11] Implemented rasterizer state creation 2017-12-06 13:16:54 +01:00
Philip Rebohle f990fcaa01 [d3d11] Implemented rasterization state and viewports 2017-12-06 12:11:59 +01:00
Philip Rebohle 7c1064e3eb [d3d11] Moved render target state to OM state struct 2017-12-05 12:59:35 +01:00
Philip Rebohle 365f992a97 [d3d11] CreateRenderTargetView now uses proper format 2017-12-04 13:47:18 +01:00
Philip Rebohle cf33315c0c [d3d11] Some cleanup work 2017-12-04 13:39:37 +01:00
Philip Rebohle 7ec8e727d2 [d3d11] Device creation now logs requested feature levels 2017-12-02 19:07:48 +01:00
Philip Rebohle ac2d16599c [d3d11] Implemented proper feature tests 2017-12-02 16:47:06 +01:00
Philip Rebohle e051498621 [d3d11] Added enum to stringfunctions 2017-12-02 16:46:53 +01:00
Philip Rebohle 4e39ef859b [dxvk] More convenient command list assignment API 2017-12-01 10:08:49 +01:00
Philip Rebohle 004bc88e0c [d3d11] ClearRenderTargetView now handles unbound images as well 2017-12-01 00:52:39 +01:00
Philip Rebohle b389c9ea1f [d3d11] Experimental implementation of OMSetRenderTargets and ClearRenderTargetView 2017-11-29 20:19:40 +01:00
Philip Rebohle b35f0c64b4 [dxgi] Refactored swap chain <-> device communication 2017-11-29 16:23:33 +01:00
Philip Rebohle a956c1b8ac [dxgi] Added DxgiResource for image and buffer creation 2017-11-29 15:16:07 +01:00
Philip Rebohle 9fedd0187b [dxgi] Implemented back buffer creation 2017-11-29 08:29:12 +01:00
Philip Rebohle ad9f71fa02 [dxgi] Implemented DxgiSwapChain::GetBuffer and more of Present 2017-11-29 07:55:44 +01:00
Philip Rebohle 0c3a68c519 [d3d11] D3D11Texture2D stub 2017-11-27 15:52:24 +01:00
Philip Rebohle 0cdc13d785 [dxgi] Renamed private DXGI interfaces 2017-11-27 15:51:53 +01:00
Philip Rebohle f924931d2d [general] Removed TRACE calls for now 2017-11-26 14:01:41 +01:00
Philip Rebohle d225744c98 [d3d11] Wired up draw calls and dispatch calls to the underlying DXVK context 2017-11-23 14:24:23 +01:00
Philip Rebohle 8728e6e101 [d3d11] Build with DXBC compiler 2017-10-16 17:50:39 +02:00
Philip Rebohle 6e27b7c0cc [d3d11] Added buffer creation (incomplete) 2017-10-16 10:37:01 +02:00
Philip Rebohle b0517b16f0 [d3d11] Fixed interface queries 2017-10-15 21:50:34 +02:00
Philip Rebohle ea15f22492 [d3d11] Added buffer stub 2017-10-15 21:38:09 +02:00
Philip Rebohle 024d69784d [d3d11] Implemented basic device creation 2017-10-11 15:32:24 +02:00
Philip Rebohle c7680dea2a [d3d11] Added D3D11 stubs 2017-10-11 09:51:48 +02:00