Commit Graph

2028 Commits

Author SHA1 Message Date
Philip Rebohle b7c4190896
[meta] Release 1.0.2 2019-04-01 18:25:29 +02:00
Philip Rebohle d74b55b95a
[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 18:24:32 +02:00
Marin Baron 44b79b5dc6
[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/
2019-04-01 18:24:32 +02:00
Philip Rebohle 1ab28bdc19
[util] Enable deferred surface creation for Nioh
See discussion in #284.
2019-04-01 18:24:32 +02:00
Chip Davis bfeec0e022
[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.
2019-04-01 18:24:29 +02:00
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
Trevonn 7118685901 Fix uninstall command example 2019-02-26 07:29:48 +01:00
Philip Rebohle 10140f40ca
[dxvk] Release 1.0 2019-02-25 20:26:50 +01:00
Philip Rebohle c53c26a4e6
[meta] Update README 2019-02-25 18:59:26 +01:00
Philip Rebohle 6be1f362bb
[meta] Add option to preserve build directories to package-release.sh
Can be used to quickly set up a development setup with incremental
builds. Also adds support for winelib builds.
2019-02-25 18:28:11 +01:00
Philip Rebohle 455f60e00a
[utils] Remove winetricks verb and old setup script 2019-02-25 18:28:11 +01:00
Philip Rebohle 174dbcafa6
[utils] Add new setup script
Allows using wine's DXGI implementation by default.
Supports both symlinking and copying the DLLs.
We'll ship this new script instead of the winetricks verb.
2019-02-25 18:28:08 +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 f5960256d0
[meta] Update Vulkan headers to 1.1.101 2019-02-19 13:52:13 +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