Commit Graph

495 Commits

Author SHA1 Message Date
Philip Rebohle afaa3b5a30
[d3d11] Fix minor code inconsistencies 2018-03-10 14:41:06 +01:00
Philip Rebohle 7069df6b1e
[d3d11] Reimplemented ClearState
Potentially increases the overhead of ClearState calls, but also correctly
resets the context state when deferred contexts are used.
2018-03-10 13:06:15 +01:00
Philip Rebohle 5cb6c968b5
[d3d11] Fix RestoreUnorderedAccessViews for pixel shaders 2018-03-10 12:47:45 +01:00
Philip Rebohle ca53fe7925
[d3d11] Minor fixes 2018-03-10 12:11:17 +01:00
Philip Rebohle 969b35c80c
[d3d11] RestoreState: Restore DS/OM/RS state objects 2018-03-10 11:56:58 +01:00
Philip Rebohle 5befa3b745
[d3d11] RestoreState: Restore IA state 2018-03-10 11:44:27 +01:00
Philip Rebohle c49a0b969b
[d3d11] RestoreState: Restore viewport state 2018-03-10 11:31:40 +01:00
Philip Rebohle f15feef47f
[d3d11] RestoreState: Restore shader resource bindings 2018-03-10 11:30:32 +01:00
Philip Rebohle 5ef0f31c66
[dxvk/d3d11] Refactored resource binding
Slightly reduces overhead of D3D11 *SetShaderResources methods.
2018-03-10 11:16:52 +01:00
Philip Rebohle b72f11a0bf
[d3d11] RestoreState: Restore vertex and index buffer bindings 2018-03-10 10:39:07 +01:00
Philip Rebohle d1a2cff9ac
[d3d11] RestoreState: Restore framebuffer and shader bindings 2018-03-10 10:19:07 +01:00
Philip Rebohle b7a964e15e
[d3d11] Fix texture cube array view normalization 2018-03-09 17:24:36 +01:00
Philip Rebohle 3b42011c50
[d3d11] Implemented OMGetRenderTargetsAndUnorderedAccessViews and predication stub 2018-03-09 16:47:20 +01:00
Philip Rebohle 09fd7abde0
[d3d11] Fix potentially invalid value for anisotropic filtering 2018-03-09 15:24:28 +01:00
Philip Rebohle 85d28f7328
[d3d11] Implemented ClearUnorderedAccessViewUint for raw and structured buffers 2018-03-07 16:29:13 +01:00
Philip Rebohle 95e2c641e0
[d3d11] Partially implement SOSetTargets/SOGetTargets
This does not implement any stream output functionality yet,
but it allows games to set and query stream output buffers.
2018-03-07 15:32:19 +01:00
Philip Rebohle b494bb2ac1
[d3d11] Fixed potential sync issue in Map() 2018-03-07 10:37:27 +01:00
Mikhail Paulyshka 9deb73a2a7 Add support for MSVC, attempt 3 (#130)
* [dxvk] fixes for MSVC

* nullptr -> int is illegal conversion for MSVC. nullptr was replaced with VK_NULL_HANDLE
* MSVC does not support source code strings longer than 65535 chars. String was replaced with array of chars.

* [utils] fixes for MSVC

* __mingw_uuidof() does not exists in MSVC
* apply GCC pragma only for GCC
* added missing header

* [dxbc] fixes for MSVC

*added missing header

* [dxgi] fixes for MSVC

* user __declspec(uuid()) instead of _mingw_uuidof()
* do not use DLLEXPORT macro for MSVC

* [d3d11] fixes for MSVC

* replace WINBOOL with BOOL
* do not declare D3D11 structs for MSVC
* do not use DLLEXPORT macro for MSVC

* [meson] fix build scripts for MSVC

* change cpp version from c++1z to c++latest for MSVC
* set -DOMINMAX definition for MSVC
* disable test and wine_utils for MSVC
* use .def files instead of __declspec(dllexport) for MSVC (bypass 'C2375: redefinition; different linkage' error)
* fix .def files for MinGW
* add --enable-stdcall-fixup linker flag for MinGW
2018-03-06 18:34:34 +01:00
Philip Rebohle 4fed7521f7
[d3d11] Enabled tessellation shaders
Note that applications that require tessellation support
will not work as of yet.
2018-03-06 17:02:47 +01:00
Philip Rebohle 13331a463f
[d3d11] Re-implement check for mapping device-local images 2018-03-06 11:35:12 +01:00
Philip Rebohle 1cbe6829eb
Revert "Add MSVC support (#123)"
This reverts commit c63d4361a0.
2018-03-05 14:32:28 +01:00
Mikhail Paulyshka c63d4361a0 Add MSVC support (#123)
* [utils] fixes for MSVC

* __mingw_uuidof() does not exists in MSVC
* apply GCC pragma only for GCC
* added missing header

* [dxvk] fixes for MSVC

* nullptr -> int is illegal conversion for MSVC. nullptr was replaced with VK_NULL_HANDLE
* MSVC does not support source code strings longer than 65535 chars. String was replaced with array of chars.

* [dxbc] fixes for MSVC

*added missing header

* [dxgi] fixes for MSVC

* user __declspec(uuid()) instead of _mingw_uuidof()

* [d3d11] fixes for MSVC

* replace WINBOOL with BOOL
* do not declare D3D11 structs

* [meson] fix build scripts for MSVC

* change cpp version from 1z to 17 for MSVC
* set -DOMINMAX definition for MSVC
* disable test and wine_utils for MSVC
* use .def files instead of __declspec(dllexport) (bypass 'C2375: redefinition; different linkage' error)
2018-03-05 14:28:51 +01:00
Philip Rebohle 484308347a
[d3d11] Treat D3D11SamplerState as state object 2018-03-05 02:21:34 +01:00
Philip Rebohle 7a6e20f3a8
[d3d11] Fixed CheckMultisampleQualityLevels return values 2018-03-05 01:08:26 +01:00
Philip Rebohle 9ede325c5b
Merge branch 'master' of https://github.com/doitsujin/dxvk 2018-03-05 01:07:58 +01:00
Mikhail Paulyshka 6c62d7608e [d3d11] add stub for ID3DUserDefinedAnnotation (#122)
* [d3d11] D3D11DeviceContext::QueryInterface: log missing GUID

* [d3d11] suppress warnings for ID3DUserDefinedAnnotation and ID3D11Debug
2018-03-05 01:07:09 +01:00
Philip Rebohle e8e5739978
[d3d11] Fixed potential crashes in InitImage/InitBuffer 2018-03-03 23:33:55 +01:00
Philip Rebohle 52f6ba1756
[dxvk] Fixed D3D11CreateDeviceAndSwapChain bug
Some applications may want to create a swap chain
without specifying a device or context pointer.
2018-03-03 23:15:15 +01:00
Philip Rebohle c5bbf2d989
[d3d11] Fixed FinishCommandList
- ppCommandList is optional.
- We need to call RestoreState in order to set up the current context
  state for the new command list.
2018-03-03 22:28:30 +01:00
Philip Rebohle 82ac381919
[d3d11] Move framebuffer creation out of OMSetRenderTargets
This might be useful when restoring context state.
2018-03-03 22:15:41 +01:00
Philip Rebohle b469cfac0b
[d3d11] Implemented FinishCommandList/ExecuteCommandList 2018-03-03 20:59:17 +01:00
Philip Rebohle d74db72add
[d3d11] Implemented CSGetUnorderedAccessViews 2018-03-01 07:02:39 +01:00
Philip Rebohle 757bb2bad7
[dxvk] Mark events and queries as available by default
Fixes a lockup in World of Warships, which waits for an event query
to be signaled without actually ever calling End() for that query.
2018-02-27 10:14:53 +01:00
Philip Rebohle dc67cf730e
[d3d11] Add exception handling to CreateTexture* methods 2018-02-27 08:54:24 +01:00
Philip Rebohle 43b7e84bb5
[d3d11] Return fake tessellation shader obejects to the application
Prevents crashes in applications that use domain and hull shaders for
more than just rendering. Allows Fallout 4 tp run.
2018-02-26 17:29:10 +01:00
Philip Rebohle e45d502fe4
[d3d11] Fix Create*Shader return values
When not writing back any shader object, we should be returning
S_FALSE instead of S_OK.
2018-02-26 17:04:45 +01:00
Philip Rebohle c7acfb667f
[d3d11] Fix format for 1D RTVs and DSVs 2018-02-26 17:00:24 +01:00
Philip Rebohle e4292adf29
[d3d11] Implemented 1D render target and depth-stencil views
An apitrace for Fallout 4 suggests that the game actually uses this.
2018-02-26 15:21:18 +01:00
Philip Rebohle 3ebafcc281
Revert "[d3d11] Remvoed query support"
This reverts commit 3d17eb68b9.
2018-02-26 14:33:27 +01:00
Philip Rebohle 14845628c4
Revert "[d3d11] Fixed fake event query"
This reverts commit dbf3fd768d.
2018-02-26 14:33:17 +01:00
Philip Rebohle 00f6262ff3
[dxbc] Properly implement Input/Output coverage masks 2018-02-26 14:23:41 +01:00
Philip Rebohle eadf74264b
[d3d11] Return early for clear operations on NULL views
Fixes a crash in Fallout 4 when loading into the game.
2018-02-24 23:39:22 +01:00
Philip Rebohle 82fc851f32
[d3d11] Fixed CopySubresourceRegion for partial buffer updates
Fixes a subtle bug that caused the Fallout 4 menu to render random
geometry.
2018-02-23 15:16:44 +01:00
Philip Rebohle dbf3fd768d
[d3d11] Fixed fake event query 2018-02-23 13:21:09 +01:00
Philip Rebohle 3d17eb68b9
[d3d11] Remvoed query support
Breaks too many games.
2018-02-23 13:17:24 +01:00
Philip Rebohle e4dae74865
[dxvk] Validate tessellation state for graphics pipeline
This should help with freezes as long as Tessellation is
not properly implemented.
2018-02-23 12:55:23 +01:00
Philip Rebohle 8813ff979a
[d3d11] Allow UAVs to be created for the swap image
Fixes an issue with ComputeMark
2018-02-22 21:38:51 +01:00
Philip Rebohle 2b9ab6626a
[d3d11] Do not create views if the resource bind flags are invalid 2018-02-22 21:38:45 +01:00
Philip Rebohle 4c693fc262
[spirv] Added experimental spirv-tools integration
Added support for the validator in order to make debugging easier,
as well as the optimizer, which may help Nvidia users run DXVK.
2018-02-22 18:06:00 +01:00
Philip Rebohle cb3daaf856
[dxvk] Change resolveImage interface to accept an explicit format 2018-02-20 22:26:23 +01:00
Philip Rebohle 43dbc9f1d6
[dxvk] Support depth-to-color image copies and vice versa
Fixes validation errors and depth of field effect in Neptunia VII
and potentially other games which do not use all depth images for
rendering.
2018-02-20 13:08:50 +01:00
Philip Rebohle e89c7e9276 [d3d11] Added test case for occlusion queries and small improvements 2018-02-19 11:27:14 +01:00
Philip Rebohle 675a629ae5 [d3d11] Fixed crash with timestamp disjoint queries 2018-02-18 23:39:55 +01:00
Philip Rebohle 18c723fe8b [d3d11] Remove leftover log message 2018-02-18 23:18:41 +01:00
Philip Rebohle 5fea615ed7 [dxvk] Implement backend part for event queries 2018-02-18 22:57:45 +01:00
Philip Rebohle 5334ff57bf [d3d11] Wired up D3D11Query to backend 2018-02-18 22:34:23 +01:00
Philip Rebohle 7ae4904ae9 [dxvk] Relax feature requirements, minor fixes 2018-02-18 11:16:18 +01:00
pchome fb3734ce49
[d3d11] Fix unhandled exception
With this patch The Witcher 3 can successfully load saved game.
2018-02-14 07:35:39 +02:00
Philip Rebohle fba16e2a04
[d3d11] Added experimental support for RTVs into 3D images 2018-02-14 03:16:53 +01:00
Philip Rebohle 4965f8c318
[d3d11] Implemented SRV and RTV normalization 2018-02-14 01:29:50 +01:00
Philip Rebohle 5a42512028
[dxbc] Silence DclIndexRange warnings 2018-02-08 10:17:59 +01:00
Philip Rebohle f4d679caa2
[d3d11] Enable sampleRateShading feature 2018-02-08 10:06:10 +01:00
Philip Rebohle ad6c45d6b1
[dxvk] Improve debuggability of shader compiler issues
When using DXVK_LOG_LEVEL=debug, the graphics pipeline manager now
prints the names of the shaders used by the pipeline. This shall
help debug driver crashes in vkCreate*Pipelines.
2018-02-07 16:44:30 +01:00
Philip Rebohle 61ce7022e2
[d3d11] Fix optional write issue in GetData() 2018-02-07 12:35:40 +01:00
Philip Rebohle b31ebbb690
[d3d11] Add support for DSV read-only flags
Games need this in order to use the depth buffer as both
a framebuffer attachment and a shader resource.
2018-02-06 17:31:23 +01:00
Philip Rebohle 83458c4467
[dxvk] Separated resource view classes
Since we are doing this for UAVs already, we should be
doing this for all view classes in order to account for
the minor differences between all of them.
2018-02-05 22:35:23 +01:00
Philip Rebohle ad81d0bfa5
[general] Remove _vk prefix from DLL names
Fixes #56.
2018-02-05 09:10:42 +01:00
Philip Rebohle e25f4b2299
[d3d11] Implemented ClearUnorderedAccessViewUint for images 2018-02-04 23:57:43 +01:00
Philip Rebohle 495f58370c
[d3d11] Implemented CopySubresourceRegion for buffers
Also fixed a typo where ResolveSubresource would do the
wrong thing.
2018-02-03 21:14:55 +01:00
Philip Rebohle 14d5054893
[dxvk] Initial work on instance data fetch rates
Adds a pipeline flag to indicate that instanced
draw calls need to be emulated.
2018-02-01 20:15:25 +01:00
Clément Guérin 4050e8297f [d3d11] mock D3D11_QUERY_EVENT
in addition to fix low framerate with vsync ON on Trackmania, this lets
GTA V show the loading screen.
2018-01-31 22:00:40 -08:00
Philip Rebohle 78c46f444a
[d3d11] Added missing CS thread sync for non-discard Map() 2018-01-31 16:39:47 +01:00
Philip Rebohle f3ae248f39
[d3d11] Include <algorithm>
This apparently causes builds to fail on some platforms. Fixes #42.
2018-01-31 01:57:43 +01:00
Philip Rebohle c22dc143d1
[d3d119 Implemented DXVK_FEATURE_LEVEL to restrict D3D feature levels 2018-01-30 12:19:53 +01:00
Philip Rebohle 08436ad1e1
[d3d11] Get rid of duplicate code in ResolveSubresource 2018-01-30 02:20:28 +01:00
Philip Rebohle 6c6b108cdd
[d3d11] Handle non-multisampled source images in ResolveSubresource 2018-01-30 01:18:43 +01:00
Philip Rebohle 4aaa351225
[d3d11] Fixed query-related logging
Log messages in GetData did not take into account that
writing back data is actually optional.
2018-01-29 17:04:07 +01:00
Philip Rebohle ca53eaf878
[general] Minor COM pointer improvements 2018-01-29 16:31:25 +01:00
Philip Rebohle 08a916487d
[d3d11] Implemented CreateHullShader and CreateDomainShader 2018-01-29 11:53:57 +01:00
Philip Rebohle 52e8918b57
[d3d11] Added support for tessellation patch primitives 2018-01-29 11:31:00 +01:00
Philip Rebohle 8f554a210b
[d3d11] Silence unnecessary SOSetTargets errors 2018-01-29 01:15:51 +01:00
Philip Rebohle 6d75178870
[d3d11] Remove default sampler
This is handled in the backend now.
2018-01-28 22:05:08 +01:00
Philip Rebohle b8e49f1eb8
[d3d11] Fixed incorrect aspect mask for depth-stencil clear ops
Application may specify a clear flag that the image format does
not support, in which case it should just be ignored. Fixes
validation errors in Microsoft's MultiThreadedRendering demo.
2018-01-28 21:13:37 +01:00
Philip Rebohle c6f4cf7330
[general] Make use of C++ zero initialization 2018-01-28 19:37:22 +01:00
Philip Rebohle b63346b052
[d3d11] Implmented ResolveSubresource for typed resources
Enables MSAA support in Nier:Automata and potentially other games.
2018-01-28 18:06:41 +01:00
Philip Rebohle 0c62ca027f
[d3d11] Implemented normalization for UAV descriptions 2018-01-28 11:30:15 +01:00
Philip Rebohle 1eb0fc8846
[d3d11] Implemented GetUnorderedAccessViewDescFromResource 2018-01-28 10:57:16 +01:00
Philip Rebohle 363a0f8a6b
[d3d11] Implemented IAGetIndexBuffer an IAGetVertexBuffers
TressFX needs this.
2018-01-23 19:10:48 +01:00
Philip Rebohle 14bb4ed9c2
[d3d11] Fixed depth-stencil clear outside renderpasses
Fixes rendering in Tomb Raider (2013).
2018-01-23 19:01:07 +01:00
Philip Rebohle e198bd2d55
[d3d11] Sub-allocate from larger update buffers for UpdateSubresources
Reduces the allocation overhead when applications frequently
call UpdateSubresources to update small buffers and textures.
2018-01-23 16:43:55 +01:00
Philip Rebohle 2c20bf4dcb
[d3d11] Use Map() for host-visible buffers in UpdateSubresource 2018-01-23 12:16:28 +01:00
Philip Rebohle 3148155c35
[d3d11] Implemented CS chunk submission for deferred contexts
Changes were necessary due to the fact that chunks in deferred
contexts are not directly submitted to the CS thread.
2018-01-23 12:03:26 +01:00
Philip Rebohle eff07dcf3f
Merge pull request #30 from libcg/stadium2
[d3d11] mock D3D11_QUERY_TIMESTAMP
2018-01-23 09:24:29 +01:00
Philip Rebohle 5b1311b71e
[d3d11] Added stubs for deferred contexts and command lists 2018-01-23 09:23:31 +01:00
Clément Guérin 781ebc4732 [d3d11] mock D3D11_QUERY_TIMESTAMP
Trackmania was freezing on this query when clicking on "Connect".
2018-01-22 21:39:58 -08:00
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