Commit Graph

1679 Commits

Author SHA1 Message Date
Philip Rebohle c5532f605a
[meta] Fix nonsense in README 2018-10-15 11:44:13 +02:00
Philip Rebohle 890e5f8c9c
[meta] Release v0.90 2018-10-13 16:31:32 +02:00
Philip Rebohle 6b5aa0b928
Merge branch 'vk_transform_feedback' 2018-10-13 08:00:51 +02:00
Philip Rebohle 8172d347be
Revert "[d3d10] Implement ID3D10Multithread"
This reverts commit 55d6eae210.

We probably don't need it, and the current implementation is broken.
2018-10-12 19:29:52 +02:00
Philip Rebohle 8630ee235a
[util] Re-enable D3D10 for Bioshock 2018-10-12 19:06:53 +02:00
Philip Rebohle 55d6eae210
[d3d10] Implement ID3D10Multithread 2018-10-12 19:06:05 +02:00
Philip Rebohle e549c9303b
[d3d10] Respect D3D10_CREATE_DEVICE_SINGLETHREADED flag
May improve performance in games which do not need the locking behaviour.
2018-10-12 18:36:02 +02:00
Philip Rebohle 6d18efdfc7
[d3d10] Lock device on context operations
May fix thread safety issues in some games. Apparently, the
D3D10Device is supposed to be thread safe by default.
2018-10-12 18:31:55 +02:00
Tk-Glitch 502af0f866 [util] Spoof AMD GPU for Dauntless and Redout.
It silences some nvapi related warnings and improves performance on both titles by up to 10%.
Also fixes a random crash on Redout.
2018-10-12 12:43:58 +02:00
Fredrick Lockert 27026f48a2 [util] Spoof AMD card for Star Citizen 2018-10-12 07:10:13 +02:00
Andre Heider 7d7dbe2632 [meta] Don't hardcode the default libdir
Use the configured libdir, so non-defaults paths don't break the script.
2018-10-11 08:21:58 +02:00
Philip Rebohle 406816d17c
[d3d10] Support pOffsets parameter in SOGetTargets 2018-10-10 19:55:42 +02:00
Philip Rebohle 93a851a2fc
[d3d11] Implement DrawAuto method 2018-10-10 19:55:42 +02:00
Philip Rebohle 44024e7a7a
[d3d11] Implement Stream Output queries 2018-10-10 19:55:42 +02:00
Philip Rebohle 93753a5ce7
[d3d11] Bind transform feedback buffers in SOSetTargets 2018-10-10 19:55:41 +02:00
Philip Rebohle 97d776cc00
[d3d11] Allocate counter for stream output buffers 2018-10-10 19:55:41 +02:00
Philip Rebohle 0d89dfae95
[d3d11] Report format support for stream output buffers 2018-10-10 19:55:41 +02:00
Philip Rebohle 7369dee9d6
[d3d11] Create passthrough geometry shader if necessary
Fixes stream output in Unity Engine titles.

- Fix compilation with new DxbcProgramInfo struct.
2018-10-10 19:55:41 +02:00
Philip Rebohle 5463dc7e6c
[d3d11] Implement CreateGeometryShaderWithStreamOutput
- Emit error instead of warning when enabling rasterization
2018-10-10 19:55:26 +02:00
Philip Rebohle f42ea9f1d1
[d3d11] Set transform feedback usage, stage and access flags 2018-10-10 13:05:38 +02:00
Philip Rebohle 3a48092630
[dxvk] Implement transform feedback draw call 2018-10-10 13:05:37 +02:00
Philip Rebohle 929b75a038
[dxvk] Add support for transform feedback queries 2018-10-10 13:05:37 +02:00
Philip Rebohle 4bdf6daa39
[dxvk] Add structure for transform feedback stream queries 2018-10-10 13:05:37 +02:00
Philip Rebohle 3435702719
[dxvk] Add basic support for indexed queries 2018-10-10 13:05:37 +02:00
Philip Rebohle 76d917df20
[dxvk] Add xfb counter write -> xfb counter read barrier
- Update xfb counter barrier
2018-10-10 13:05:37 +02:00
Philip Rebohle 93b1b9bc00
[dxvk] Implement transform feedback
Begins transform feedback when rendering with an xfb-enabled
pipeline bound, and ends transform feedback as needed, while
writing back the counters supplied by the app. This does not
yet support transform feedback queries or the draw command.
2018-10-10 13:05:37 +02:00
Philip Rebohle a27e440272
[dxvk] Detect Xfb and set rasterized stream index 2018-10-10 13:05:37 +02:00
Philip Rebohle 1f135f59ed
[dxvk] Add Xfb API stubs 2018-10-10 13:05:37 +02:00
Philip Rebohle 52e1671167
[dxvk] Add Xfb context state 2018-10-10 13:05:37 +02:00
Philip Rebohle 989a10ab88
[dxvk] Enable transform feedback device feature if available
- Enable geometryStreams feature
2018-10-10 13:05:37 +02:00
Philip Rebohle e27083a04f
[dxvk] Query transform feedback device properties if available 2018-10-10 13:05:37 +02:00
Philip Rebohle 13ecbcaaf5
[dxvk] Enable VK_EXT_transform_feedback 2018-10-10 13:05:37 +02:00
Philip Rebohle 61d56a1732
[dxvk] Add definitions for transform feedback entry points 2018-10-10 13:05:37 +02:00
Philip Rebohle bf906aa226
[dxvk] Add support for transform feedback access flags 2018-10-10 13:05:37 +02:00
Philip Rebohle 8cdccc6b05
[dxvk] Update Vulkan headers 2018-10-10 13:05:24 +02:00
Philip Rebohle d2c62a8645
[dxbc] Implement passthrough geometry shader
This is needed when vertex or domain shader code is
passed to CreateGeometryShaderWithStreamOutput.

- Fix compilation with new DxbcProgramInfo.
2018-10-10 10:28:15 +02:00
Philip Rebohle 017699df15
[dxbc] Implement Xfb output declarations and setup 2018-10-10 10:28:15 +02:00
Philip Rebohle bb780bbe10
[dxbc] Add Xfb decorations 2018-10-10 10:28:15 +02:00
Philip Rebohle 6a5fe2247a
[dxbc] Add support for multiple streams in geometry shaders 2018-10-10 10:28:15 +02:00
Philip Rebohle a42f03e32d
[dxbc] Add Xfb structures to DxbcModuleInfo 2018-10-10 10:28:15 +02:00
Philip Rebohle eff81c7edf
[dxvk] Implement getShader method for graphics pipelines 2018-10-10 10:28:12 +02:00
Philip Rebohle e5f3019524
[dxgi] *Actually* silence WaitForVBlank warning
Guess who needs more coffee.
2018-10-09 19:17:20 +02:00
Philip Rebohle 08b241b3ea
[d3d11] Add option to disable deferred context mapping speed hack
Fixes a regression in The Evil Within.

We should probably find a proper solution, but for now this is the best
thing we can do for games which reuse command lists.
2018-10-09 17:07:50 +02:00
Philip Rebohle 6dd5cdbc3e
[dxgi] Silence WaitForVblank warning 2018-10-09 14:48:49 +02:00
Andre Heider 8fcdf78b51 [dxbc] rename DxbcProgramVersion to DxbcProgramInfo
The version in not part of this class anymore.
2018-10-08 12:32:01 +02:00
Andre Heider 8492f0501e [dxbc] Drop unused major/minor from DxbcProgramVersion 2018-10-08 12:32:01 +02:00
Philip Rebohle 781ee00f5c
[dxvk] Refactor indirect draw/dispatch commands
Introduces an OpenGL-style bind point for the argument buffer, which
means we can avoid a lot of unnecessary reference tracking in games
that do a lot of indirect draw calls.

Reduces CPU overhead in Assassin's Creed Odyssey.
2018-10-08 10:23:18 +02:00
Philip Rebohle eb55325640
[dxvk] Fix missing buffer tracking for indirect draw calls
This is optimized to allow a large number of indirect draws to be
submitted if they all access the same argument buffer, as is the
case in Assassin's Creed Syndicate and Odyssey.
2018-10-07 17:51:44 +02:00
Philip Rebohle af16461858
[dxvk] Fix missing indirect dispatch barriers and tracking 2018-10-07 17:33:03 +02:00
Philip Rebohle 417b6cb6dc
[dxvk] Reduce CPU overhead of indirect draw calls 2018-10-07 17:09:46 +02:00