Commit Graph

5262 Commits

Author SHA1 Message Date
Philip Rebohle 2ed1778df9 [d3d11] Handle potential integer overflow when validating draw offsets
Apparently some games use -1 as an argument offset, which is nonsensical
and leads to issues.
2023-11-02 17:49:38 +01:00
Philip Rebohle a427d22cde [dxvk] Add Vulkan instance flag for D3D9 apps 2023-10-31 16:05:58 +01:00
Joshua Ashton 22c2abb9b7 [dxgi] Treat R16G16B16A16_FLOAT as 32bpp for display
HDR in Control (a patch released by a developer post-launch, not
actually in the game sadly) tries to set a video mode with
DXGI_FORMAT_R16G16B16A16_FLOAT.

This seemingly works on Windows, and based on FindClosestMode etc
documentaton, this seems required to work for any format that scanout
it supported for.

It's really not like the bpp is meaningful on Windows with the
distinction of 8bit and 10bit not working in GDI modes at all.
Nor does it end up actually setting anything on Linux/Deck where
modesets are emulated.

So, treat DXGI_FORMAT_R16G16B16A16_FLOAT as 32bpp so the
FindClosestMatchingMode and EnterFullscreenMode calls succeed.
2023-10-29 10:09:34 +01:00
Blisto91 f45911a28f [util] Disable allowDirectBufferMapping for SkyDrift
Works around a alt tab OOM crash
2023-10-23 14:52:44 +02:00
Blisto91 e00db24557 [util] Enable useMonitorFallback for Holocure
Temporary performance drop workaround until QueryDisplayConfig optimization is in Proton Wine.
2023-10-10 19:32:23 +02:00
Paul Gofman 552d2f0a6d [dxgi] Add useMonitorFallback option
And enable it for CP2077.
It is supposed to be dropped once QueryDisplayConfig optimization
is in Proton Wine.
2023-10-10 12:01:51 +02:00
WinterSnowfall 4d974685c9 [d3d9] Mark presenter for recreation on device reset with deferSurfaceCreation 2023-10-06 14:05:39 +02:00
Blisto91 f0ff0007dc [util] Enable cachedDynamicBuffers for Battlestations Midway
Helps performance dips that can happen in some areas
2023-10-06 14:05:04 +02:00
Robin Kertels 494f7fd38d [d3d9] Only set initial NeedsUpload for D3DPOOL_MANAGED textures 2023-09-19 13:25:12 -07:00
WinterSnowfall 0632da1935 [d3d9] Add a device compatibility mode for d3d8 2023-09-19 09:19:55 -07:00
Philip Rebohle 83dc4678df [util] Set maximum frame latency to 1 for Age of Empires 2 (2013)
Game seems to be doing something horrible on its own, literally impossible
to make it run smoothly. This at least seems to limit excursions to ±10ms
and fix the camera flinging back and forth when running the game through
Gamescope.
2023-09-14 16:50:30 +02:00
Paul Gofman f93cfbc26a [d3d11] Pass device directly to D3D11DXGIKeyedMutex 2023-09-13 14:29:25 -07:00
Philip Rebohle c113b791a1 [util] Enable 60 FPS lock for Aviary Attorney
This game (or nw.js) comes with a hard-coded frame rate limit that
behaves more like a random number generator which happens to average
out at around 16ms on a good day.

Fix this complete mess by enabling ours on top of that.
2023-09-08 03:04:02 +02:00
Philip Rebohle 5828f0e2b9 Revert "[dxgi] Use VK_FORMAT_A8_UNORM if available"
This reverts commit 6a5ed02db3.

Native A8 breaks Crysis 2/3 Remastered for unknown reasons.
2023-09-07 03:58:39 +02:00
Philip Rebohle 80e075406b [meta] Release 2.3 2023-09-04 17:59:12 +02:00
Margen67 a53f0e8168 [util] Remove whitespace 2023-09-04 03:10:49 +02:00
Margen67 4705de5725 [util] Escape . 2023-09-04 03:10:49 +02:00
Robin Kertels 9e26964a96 [d3d9] Divide projected textures by w if ProjectedCount is 0 2023-09-03 18:08:47 -07:00
Blisto91 ce2f9f35ce [util] Hide AMD in Riders Republic
Works around crashing because of statically linked amd ags
2023-09-01 00:21:16 +02:00
Philip Rebohle a3fa9c26dc Revert "[d3d11] Implement DXGI_SWAP_EFFECT_SEQUENTIAL and FLIP_SEQUENTIAL"
This reverts commit 79f6239df3.

Some engines use SEQUENTIAL presentation despite not making use of it, and
sparse binding is much slower than expected on Nvidia drivers, which leads
to massive performance regressions across the board.
2023-09-01 00:15:09 +02:00
Joshua Ashton ff5507769a [wsi] Add proper values for SDR metadata fallbacks 2023-08-31 22:54:02 +01:00
WinterSnowfall 5c56fa0df4 [util] Enable deferSurfaceCreation for Drakensang 2023-08-30 18:02:02 +02:00
Tatsuyuki Ishi 7e10021eac Remove unused DxvkResource::waitIdle
Spinning-based wait idle is no longer used.
2023-08-29 11:05:42 +02:00
Joshua Ashton bbd1d84cd0 [dxgi] Set BitsPerColor to 10
For two reasons:
1) Some apps will only enable or attempt to enable HDR if BitsPerColor is >= 10.

2) Encouraging apps to create 10-bit swapchains for use in hardware dithering on Gamescope/Steam Deck and to have more precision thru scanout color transforms
2023-08-26 01:43:42 -07:00
Jens Peters 02db89ac30 [dxgi] Allow HDR on UE4/D3D11 when NVAPI is enabled 2023-08-24 21:21:29 -07:00
Philip Rebohle 92dc61f161 [d3d11] Fix up UAV clears for A8_UNORM 2023-08-24 13:12:07 +02:00
Philip Rebohle 6a5ed02db3 [dxgi] Use VK_FORMAT_A8_UNORM if available 2023-08-24 13:12:07 +02:00
Philip Rebohle 64828e2c6c [dxvk] Use vkCmdBindIndexBuffer2 if supported 2023-08-24 13:12:07 +02:00
Philip Rebohle a4f2a49a02 [dxvk] Add description for new image formats 2023-08-24 13:12:07 +02:00
Philip Rebohle aa41a7a351 [dxvk] Enable VK_KHR_maintenance5 if available. 2023-08-24 13:12:07 +02:00
Philip Rebohle 79f6239df3 [d3d11] Implement DXGI_SWAP_EFFECT_SEQUENTIAL and FLIP_SEQUENTIAL
Requires sparse since we have no other means to swap the backing image.
2023-08-24 13:00:35 +02:00
Philip Rebohle 53a68635b2 [dxvk] Optimize page table updates for images
Dramatically reduces overhead when binding full subresources.
2023-08-24 13:00:35 +02:00
Philip Rebohle 179c5ec998 [dxvk] Sort allocated memory pages for sparse allocator
This way, memory regions bound to consecutive pages are more likely
to end up in consecutive memory regions, which allows batching page
table updates more efficiently.
2023-08-24 13:00:35 +02:00
Philip Rebohle d6e0107e23 [dxvk] Ensure to submit sparse binding commands 2023-08-24 13:00:35 +02:00
Joshua Ashton 428ca9416d [d3d11] Implement synchronization on keyed mutexes
Co-authored-by: Paul Gofman <pgofman@codeweavers.com>
2023-08-23 16:50:52 +02:00
Joshua Ashton c26f40229a [vulkan] Query wine_vk{Acquire,Release}KeyedMutex
Non-standard functions, but exposed by winevulkan to support keyed mutexes.

Co-authored-by: Paul Gofman <pgofman@codeweavers.com>
2023-08-23 16:50:52 +02:00
Joshua Ashton 8226690298 [dxvk] Enable VK_KHR_win32_keyed_mutex
Co-authored-by: Paul Gofman <pgofman@codeweavers.com>
2023-08-23 16:50:52 +02:00
Philip Rebohle c2cd129b89 [dxvk] Fix xfb counter buffer draw tracking 2023-08-23 13:44:35 +02:00
Philip Rebohle 915244c00c [d3d11] Fix various D3D10 interface queries 2023-08-23 01:06:04 +02:00
Blisto91 6fce094942 [util] Limit fps in Project: Snowblind
Player movement and animation can bug out at high fps like issues moving around objects and the players head detaching slightly when moving backwards.
Seems like it also helps some crash issues.
2023-08-21 01:43:24 +02:00
Robin Kertels 740ebec7ee [d3d9+dxso] Consider DMAP sampler in bit masks 2023-08-20 10:21:16 -07:00
Robin Kertels bcaaac4ad7 [d3d9] Handle sampling from DS_READONLY properly 2023-08-18 18:59:53 -07:00
Joshua Ashton 1130512db5 [dxgi] Add global HDR interop interface for NVAPI/AGS 2023-08-18 22:57:06 +01:00
Philip Rebohle 4ae542e875 [util] Do not hide Nvidia GPUs from Ratchet & Clank
NVAPI is disabled now due to crashing issues in a wine-specific code
path within the game, but we still want it to detect the correct GPU
so that it doesn't complain about drivers and also allows users to
enable Raytracing.
2023-08-15 00:23:19 +02:00
Philip Rebohle 952c66fe2a [dxgi] Add options to hide Intel or AMD GPUs. 2023-08-14 20:12:02 +02:00
Philip Rebohle b6a7714e67 [dxgi,util] Rename dxgi.nvapiHack option to dxgi.hideNvidiaGpu 2023-08-14 19:21:16 +02:00
Etaash Mathamsetty 037669f715 [dxso] Don't assume 32 registers. 2023-08-13 20:34:38 +01:00
Robin Kertels 295a58afdf [d3d9] Check depth bounds test when deciding to bind DSV 2023-08-13 20:32:20 +01:00
Robin Kertels 0746a3b91a [d3d9] Don't resolve an image with 1 sample 2023-08-10 13:45:40 +02:00
Etaash Mathamsetty 429555a540 [dxgi] Fix behavior of GetWindowAssociation 2023-08-09 12:18:24 +02:00
Blisto91 dfcd7aedd8
[util] Limit Conflict Vietnam to 60fps (#3606)
Physics can bug out at higher fps making the character fly or get stuck when running up or down slopes.
2023-08-09 12:18:10 +02:00
gofman cbda22a040
[d3d11] Add stub IDXGIKeyedMutex interface. (#3601)
Partially based on a patch by Derek Lesho.

Co-authored-by: Paul Gofman <pgofman@codeweavers.com>
2023-08-07 17:23:32 +02:00
Georg Lehmann 549bd86f03 [d3d9] use strict float emulation for nvk
nvk supports nir_op_fmulz/ffmaz
2023-08-06 11:01:03 +01:00
WinterSnowfall b0b46fd075 [d3d9] Don't show/hide a software cursor 2023-08-02 01:51:19 +01:00
Joshua Ashton a62117cd13 build: Disable stdcall alias-ing and use kill-at
Disable stdcall aliasing and enable kill-at to ensure our exported
functions don't have the @8, @40, etc suffixes.

This still keeps `--enable-stdcall-fixup` as otherwise the linker can
get confused trying to find exports from the .def. This does not result
in aliases being added, just for them to be found to add to the export
table.

This also switches d3d11 to use the MinGW provided dxgi.lib for linking
and d3d10 to use the MinGW provided d3d11.lib for linking.
Unfortunately the .a's we output seem to still have the @blah that we
killed so we cannot use them for internal linkage since using kill-at.

Tested that what we get out of MinGW now is what we want with dllexp.

Supercedes: #3590

Exports

```
➜  build git:(master) ✗ winedump -j export src/dxgi/dxgi.dll
Contents of src/dxgi/dxgi.dll: 129505860 bytes

  Name:            DXGI.DLL
  Characteristics: 00000000
  TimeDateStamp:   64C97A2D Tue Aug  1 22:33:33 2023
  Version:         0.00
  Ordinal base:    9
  # of functions:  9
  # of Names:      5
Addresses of functions: 00423028
Addresses of name ordinals: 00423060
Addresses of names: 0042304C

  Entry Pt  Ordn  Name
  00007C17     9 CreateDXGIFactory
  00007BF3    10 CreateDXGIFactory1
  00007B62    11 CreateDXGIFactory2
  00007C3B    16 DXGIDeclareAdapterRemovalSupport
  00007CD8    17 DXGIGetDebugInterface1

Done dumping src/dxgi/dxgi.dll
```

```
➜  build git:(fix-stdcall-32-bit) winedump -j export src/d3d11/d3d11.dll
Contents of src/d3d11/d3d11.dll: 263021637 bytes

  Name:            D3D11.DLL
  Characteristics: 00000000
  TimeDateStamp:   64C97A2E Tue Aug  1 22:33:34 2023
  Version:         0.00
  Ordinal base:    18
  # of functions:  7
  # of Names:      4
Addresses of functions: 005E3028
Addresses of name ordinals: 005E3054
Addresses of names: 005E3044

  Entry Pt  Ordn  Name
  00020045    18 D3D11CoreCreateDevice
  000200AA    22 D3D11CreateDevice
  0002010E    23 D3D11CreateDeviceAndSwapChain
  0002025F    24 D3D11On12CreateDevice

Done dumping src/d3d11/d3d11.dll
```

Import of DXGI in D3D11

```
  offset 005e1014 dxgi.dll
  Hint/Name Table: 005E408C
  TimeDateStamp:   00000000 (Thu Jan  1 01:00:00 1970)
  ForwarderChain:  00000000
  First thunk RVA: 005E4300
   Thunk    Ordn  Name
  005e4300     4  CreateDXGIFactory1
```
2023-08-01 23:35:09 +01:00
pchome e598dcd77e
[util] Add DXVK_CONFIG to define additional options 2023-08-01 22:09:29 +02:00
Philip Rebohle 09857dcaa9 [dxvk] Dirty multisample state if sample mask export changes.
This affects Alpha-to-Coverage.
2023-08-01 18:07:47 +02:00
Philip Rebohle d66f8385c3 [dxvk] Disable alpha to coverage if sample mask is written
Matches D3D11 behaviour and fixes tree rendering in A Total War Saga: TROY.
2023-08-01 16:58:46 +02:00
Philip Rebohle 007e9f4c89 [dxvk] Check whether fragment shader exports sample mask 2023-08-01 16:27:23 +02:00
Philip Rebohle 9b019d26ac [dxgi] Forward IDXGIOutput::GetFrameStatistics to full-screen swap chain
Testing on Windows reveals that this function does not work with windowed
mode swap chains even in flip model.
2023-07-31 21:47:44 +02:00
Philip Rebohle 228615b639 [d3d11] Rework D3D11CoreCreateDevice
FiveM calls this directly and apparently our signature wasn't quite
what they expect it to be.
2023-07-31 13:13:48 +02:00
Blisto91 13440a5d89 [dxvk] Clarify Vulkan 1.3 driver requirement in log 2023-07-23 19:59:31 +02:00
Blisto91 1daae75048 [util] Set Cached Dynamic Resources for d3d11 Vindictus
Co-authored-by: NorbertHarangozo <maszek.solutions@gmail.com>
2023-07-23 19:12:12 +02:00
Philip Rebohle b4d87eaac0 [dxbc] Fix constant texture offsets with 1D textures
Fixes #3572.
2023-07-22 17:37:37 +02:00
Philip Rebohle 1e11db98d0 [dxvk] Use separate mutex for completed chunk counter
Fixes a possible deadlock.
2023-07-21 21:45:50 +02:00
Philip Rebohle f689ddd838 [dxvk] Use dual queues for CS thread
Reduces lock contention since we can just swap out the entire queue
any time the worker thread runs out of stuff to do.
2023-07-21 21:21:34 +02:00
Philip Rebohle eed43c8524 [dxgi] Fix QPC time in frame statistics 2023-07-21 10:22:56 +02:00
Philip Rebohle d066fbbaed [d3d11] Set up line rasterization mode appropriately 2023-07-20 23:43:03 +02:00
Philip Rebohle a67c99943a [dxbc] Set output topology for GS and TES correctly 2023-07-20 23:43:03 +02:00
Philip Rebohle 5ece97f769 [dxvk] Add line rasterization mode to rasterization state 2023-07-20 23:43:03 +02:00
Philip Rebohle 228cd4c331 [dxvk] Enable VK_EXT_line_rasterization if supported. 2023-07-20 23:43:03 +02:00
Philip Rebohle 878da4984b [util] Disable single-use command lists for Ghost Recon Wildlands 2023-07-17 15:00:55 +02:00
Philip Rebohle c599f95e5d [d3d11] Do not cache GetCurrentProcess result
This is just a constant.
2023-07-16 21:16:16 +02:00
Paul Gofman 4893788d9b [d3d11] Fixup incorrect MiscFlags in D3D11Device::OpenSharedResourceGeneric()
So texture sharing works with vkd3d-proton before correcting flags
there.
2023-07-16 15:34:39 +02:00
Paul Gofman fc952a3ca3 [d3d11] Validate texture sharing parameters at texture creation 2023-07-16 15:34:39 +02:00
Paul Gofman 01ad79278b [d3d11] Support just one handle type in D3D11DXGIResource::{Get|Create}SharedHandle 2023-07-16 15:34:39 +02:00
Paul Gofman 48557886de [d3d11] Determine shared texture handle type through D3D11_RESOURCE_MISC_SHARED_NTHANDLE 2023-07-16 15:34:39 +02:00
Paul Gofman 8319793a98 [d3d11] Always close handle in D3D11CommonTexture::ExportImageInfo()
For KMT handle openKmtHandle() creates new handle, for NT handle
m_image->sharedHandle() gets duplicated handle from
vkGetMemoryWin32HandleKHR().
2023-07-16 15:34:39 +02:00
Blisto91 886268fcf9 [util] Remove Secret World Legends config 2023-07-16 15:26:46 +02:00
Blisto91 6be1f6d7bd [util] Limit fps in The Incredibles 2023-07-05 20:48:19 +02:00
Joshua Ashton 2f72115f91 [d3d9] Keep 1 presenter per swapchain window
Some apps such as level editors such as Hammer World Editor, some GUI apps/launchers etc use window overrides in presentation.

Previously we'd remake a new surface every time, which was incredibly slow making these apps basically unusable.

Now we keep one surface + swapchain + image views around per window/window override we have, along with the frame latency objs + frame counter.
(Obviously an app may present to multiple windows in a frame, so for frame latency purposes we track that per-window.
2023-07-04 16:44:31 +02:00
Alpyne 026aa49ef8 [util] replaceNaN: Align result
Otherwise _mm_store_ps can fail
2023-07-03 15:36:21 +02:00
Trevonn 3a368f4780 Bladestorm Nightmare - Game speed increases when above 60 FPS outside of missions
The game has 3 v-sync options but doesn't explain what they do.
0 = 60 FPS
1 = Monitor Refresh Rate
2 = 30 FPS

Framerate is capped at 60 in missions and then up to monitor refresh in the main menu and tavern area

This PR would provide a better default experience for people using option 1 with high refresh displays
2023-07-01 17:12:36 +02:00
Philip Rebohle 0f4458e173 [dxvk] Remove pending submission counter 2023-06-26 01:37:46 +01:00
Philip Rebohle ccb87d5ea9 [d3d9] Port flush heuristic from D3D11 2023-06-26 01:37:46 +01:00
Alpyne 022bf1d134 [d3d9] Allow changing API name for d3d8 2023-06-24 18:18:38 +01:00
Alpyne d6e7e3e780 [d3d9] Add DxvkD3D8Bridge for d3d8 interop 2023-06-24 17:58:49 +01:00
Blisto91 b77928b6fe [util] Fix Modern Warfare 2 Campaign Remastered config 2023-06-24 13:28:49 +02:00
Philip Rebohle 987df8a487 [util] Filter out internal private ref on object destruction
Closes #3531 for real this time.
2023-06-24 12:45:38 +02:00
Philip Rebohle a7278cdab1 [dxgi] Do not interact with other DXGI objects during swapchain destruction
This trips up Stalker Anomaly for some reason, but initializing an output
is not meaningful anyway in this situation since we either know the output
in question already, or we don't and it cannot be in a non-default state.

Closes #3531.
2023-06-24 12:38:10 +02:00
Joshua Ashton 3b3ebc9350 [d3d9] Rename some members to be clearer 2023-06-24 04:09:04 +01:00
Joshua Ashton 00ae118655 [d3d9] Don't use m_activeRTs in SetPixelShader
These are just textures, not surfaces.
2023-06-24 04:07:19 +01:00
Joshua Ashton 55be12daa5 Revert "[d3d9] Use m_activeRTs in BindFramebuffer"
This is only textures. Oops.

This reverts commit ff65599dba.
2023-06-24 04:06:24 +01:00
Joshua Ashton 0e36a07a93 [d3d9] Don't mark DS as hazardous if depth write is disabled 2023-06-24 03:55:16 +01:00
Joshua Ashton ff65599dba [d3d9] Use m_activeRTs in BindFramebuffer
Can roll in the anyColorWrites this way.
2023-06-24 03:42:54 +01:00
Joshua Ashton 6b60de2d31 [d3d9] Fix unbinding RTs
Fixes a regression with 8560efa3c7 in ND1.

Also more optimized.
2023-06-24 03:41:31 +01:00
Joshua Ashton 362743c1d6 [d3d9] Update DS hazards when PS shader masks change 2023-06-24 02:55:38 +01:00
Joshua Ashton 7f302fc350 [d3d9] Don't mark DS hazards if not used by shader 2023-06-24 02:53:14 +01:00
Philip Rebohle 8704ed7af6 [dxvk] Ignore some pipeline flags when ending render pass 2023-06-22 23:41:24 +02:00
Philip Rebohle 0895858901 [dxvk] Only decrement pending submission count for command submissions
Otherwise we'll underflow the integer and break the D3D9 flush heuristic.
2023-06-22 20:15:42 +02:00