Commit Graph

2027 Commits

Author SHA1 Message Date
Philip Rebohle 3109ab476a
[dxvk] Add support for general memory barriers
Affects all resources with compatible stage and access flags.
2019-01-22 14:31:10 +01:00
Philip Rebohle b1540a16e8
[dxvk] Fix render pass ops in clearImageViewFb 2019-01-22 13:41:10 +01:00
Andrew Eikum 9ad24a2216 [d3d11] In D3D11CreateDevice, create DXGI factory with IDXGIFactory1 support (#878) 2019-01-22 10:57:05 +01:00
Philip Rebohle cfc3f686bb
[util] Update per-app config overrides 2019-01-19 17:45:26 +01:00
Philip Rebohle c3ae180c1a
[d3d11] Remove d3d11.fakeStreamOutput option
Only relevant on old drivers which do not support the extension.
Assumed to be enabled by default if Transform Feedback is not supported.
2019-01-19 17:39:59 +01:00
Philip Rebohle 4d4bd182c1
[d3d11] Allow arbitrary back buffer formats for swap chains
Doesn't match D3D11 behaviour, but shouldn't really break anything
since D3D11 has a fixed set of swap chain-compatible formats.

Might help DXUP in avoiding unnecessary framebuffer blits.
2019-01-19 02:28:25 +01:00
Philip Rebohle 4dac8e7233
[dxvk] Update buffer view in clearBufferView
Otherwise we might accidentally clear the wrong buffer region.
2019-01-18 21:29:05 +01:00
Philip Rebohle 9dbe352c51
[dxvk] Fix incorrect buffer view range for views with non-zero offset 2019-01-18 21:26:48 +01:00
Philip Rebohle 7e975bbdfc
[dxvk] Move blend constants and stencil ref state to DxvkDynamicState
For consistency with how depth bias is being stored.
2019-01-17 22:26:27 +01:00
Philip Rebohle 95815a075b
[dxvk] Move depth bias out of rasterizer state
While the previous model corresponded to D3D11, it does
not reflect that the backend treats it the same way as
e.g. blend constants.
2019-01-17 22:25:21 +01:00
Philip Rebohle 8cc4497f11
[dxvk] Only update index buffer for indexed draws
This is somewhat uncommon, but we sometimes bind an index
buffer in a render pass that doesn't get used at all.
2019-01-17 03:15:21 +01:00
Philip Rebohle 321feed728
[dxvk] Bump state cache version to v3
We're still going to try and fix up v2 entries. This may
cause unnecessary pipelines to be created for games that
actually use depth bias.
2019-01-17 02:32:09 +01:00
Philip Rebohle 0d84ebd4c9
[dxvk] DepthClampEnable -> DepthClipEnable
There are subtle differences between the two that we
should deal with in the backend at some point.
2019-01-17 01:59:10 +01:00
Philip Rebohle 4819287029
[d3d11] Do not enable depth bias if the parameters are zero 2019-01-17 00:53:54 +01:00
Philip Rebohle 422198952a
[dxvk] Use minimal set of dynamic state
We don't need to enable blend constants for pipelines that don't
have blending enabled, etc. This helps reduce the number of API
calls slightly and may help the driver work more efficiently.
2019-01-16 20:55:41 +01:00
Philip Rebohle 190f114449
[dxvk] Add methods to check which dynamic states a pipeline uses 2019-01-16 20:01:20 +01:00
Philip Rebohle 59462f3231
[dxvk] Don't re-emit dynamic state every time we bind a pipeline
This used to be necessary on some drivers that would lose dynamic
state upon pipeline bindings, but that no longer seems to be the
case.
2019-01-16 17:47:31 +01:00
Michal Srb cc38412d04 [d3d11] Fix bad check in DrawInstancedIndirect (#863) 2019-01-15 11:12:03 +01:00
Philip Rebohle 109300d541
[d3d11] Remove unused syncMode option 2019-01-14 19:21:10 +01:00
Philip Rebohle 2bae3a5c8b
[d3d11] Reintroduce support for dxgi.maxFrameLatency
This option was previously ignored for some reason.
2019-01-14 18:29:25 +01:00
Esdras Tarsis d50fb7f311 [meta] It's 2019!
Fix year in zlib/libpng license
2019-01-13 22:43:22 +01:00
Entryhazard 7306c3153c [util] Change getEnvVar to use getenv (#859) 2019-01-13 21:27:59 +01:00
Philip Rebohle ddce33692c
[meta] Release v0.95 2019-01-12 21:42:49 +01:00
Philip Rebohle 79eded9ae2
[d3d11] Only apply viewport and scissor rect if they have changed
Resident Evil 2 calls these functions before every single draw
call, so we should avoid emitting redundant viewport updates.
2019-01-12 20:22:08 +01:00
Philip Rebohle c804d99db7
[d3d11] Fix log spam in SetEvictionPriority stubs 2019-01-12 15:22:34 +01:00
Philip Rebohle bee21e7539
[dxbc] Support parsing the ISG1 and OSG1 signature chunks
Required to get the Resident Evil 2 demo to work.
2019-01-12 15:17:51 +01:00
Philip Rebohle 3935d2540e
[util] Get rid of explicit wchar_t parameter
We shouldn't be catering to Windows' weird string encoding mechanisms.
2019-01-11 13:43:15 +01:00
Philip Rebohle 4f0da40afa
[d3d11] Add some documentation to d3d11_cmd.h 2019-01-11 12:05:25 +01:00
Philip Rebohle e665d896e3
[d3d11] Fix build errors on MSVC 2019-01-10 18:26:52 +01:00
Philip Rebohle bbc3b3fb2b
[d3d11] Use multiDrawIndirect for subsequent indirect draw calls
Significantly improves performance in AC:Odyssey when CPU bound.
Only has an effect when no state changes between draw calls, and
when the draw parameter buffer is tightly packed.
2019-01-10 17:14:12 +01:00
Philip Rebohle ad6233f74c
[d3d11] Enable multiDrawIndirect device feature if available 2019-01-10 16:59:53 +01:00
Philip Rebohle f7dbcbe882
[dxvk] Introduce command type with extra data
The additional data is stored as a struct which can be
modified after submitting the command to the CS chunk.
2019-01-10 16:59:53 +01:00
Philip Rebohle d12b2c6149
[util] Disable NVAPI hack for NFS2015 and CoD:WW2
Fixes #850.
Fixes #832.
2019-01-10 11:59:35 +01:00
Philip Rebohle cf9de54a12
[dxgi] Add dxgi.nvapiHack option to disable NVAPI workaround 2019-01-10 11:58:16 +01:00
Philip Rebohle 9faf841f32
[dxvk] Remove DxvkPhysicalBuffer and friends 2019-01-09 18:05:01 +01:00
Philip Rebohle 8b5db80fbd
[dxvk] Reimplement DxvkBuffer
Avoids the DxvkPhysicalBuffer indirection and keeps all buffer
objects alive until the DxvkBuffer itself gets destroyed.
2019-01-09 18:04:46 +01:00
Philip Rebohle cc61e38b9c
[dxvk] Reimplement DxvkBufferView
Instead of recreating the buffer view every single time the
underlying buffer gets invalidated, this keeps all buffer
views around until the object itself gets destroyed.
2019-01-09 18:02:00 +01:00
Philip Rebohle 61fdf4ef64
[dxvk] Use DxvkBufferSliceHandle for dummy resources 2019-01-09 18:02:00 +01:00
Philip Rebohle c8e1813b07
[dxvk] Use DxvkBufferSliceHandle for staging buffers 2019-01-09 18:02:00 +01:00
Philip Rebohle 004db3677b
[dxvk] Use DxvkBufferSliceHandle for transform feedback 2019-01-09 15:13:04 +01:00
Philip Rebohle 17398e47bd
[dxvk] Use DxvkBufferSliceHandle for buffer memory barriers 2019-01-09 15:03:17 +01:00
Philip Rebohle bbb7728b58
[dxvk] Introduce DxvkBufferSliceHandle
This struct is meant to replace DxvkPhysicalBufferSlice in the long
run, in a way that doesn't require extra reference counting.
2019-01-09 14:56:02 +01:00
Philip Rebohle 2f1f8ba0a4
[d3d11] Fix CheckMultisampleQualityLevels behaviour
- Querying DXGI_FORMAT_UNKNOWN should not return an error,
  and should advertize support for a sample count of 1
- Querying non-power of two sample counts should not fail
- Invalid arguments should be handled properly
2019-01-09 00:28:25 +01:00
Philip Rebohle 6282280f8d
[util] Enable raw SSBOs for FIFA 19
This game incorrectly binds a typed buffer view when the shader
expects a structured buffer. Using raw SSBOs matches Windows
behaviour in this case. Fixes #642.
2019-01-08 23:18:46 +01:00
Philip Rebohle 4fe5929799
[dxbc] Add options to enable/disble early discard and raw ssbo use 2019-01-08 20:58:18 +01:00
Philip Rebohle 524227d21c
[util] Add tristate config option type 2019-01-08 20:57:38 +01:00
Philip Rebohle 214891ffc6
[d3d11] Improve error logging when texture creation fails 2019-01-08 10:34:48 +01:00
Philip Rebohle 9890b87225
[dxbc] Fix incorrect error message 2019-01-08 00:46:24 +01:00
Philip Rebohle 70ebc082b3
[meta] Update README 2019-01-07 19:23:32 +01:00
Philip Rebohle d0ee7f54bf
[hud] Add DXVK_HUD=full option
Enables all HUD elements at once. Close #842.
2019-01-07 19:23:00 +01:00