Philip Rebohle
4f28d57352
[dxvk] Remove unused rasterizer discard state flag
2018-06-25 16:56:52 +02:00
Philip Rebohle
7fa26f1c87
[d3d11] Implement render pass spilling for UAV rendering
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Spilling the render pass should make shader storage buffer/image writes
visible due to how external subpass dependencies are defined. For UAV
rendering, we need to do this when changing the UAVs, even if the render
targets themselves do not change.
2018-06-15 20:49:24 +02:00
Philip Rebohle
e8ac81fe8a
[dxvk] Removed support for depth bounds test
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This feature is not used in D3D11, so we don't need backend support.
2018-06-06 13:11:09 +02:00
Philip Rebohle
33e511485c
[hud] Fixed uninitialized depth bounds values
2018-05-07 21:53:32 +02:00
Philip Rebohle
e30a8299e6
[dxvk] Refactor DxvkFramebuffer and DxvkRenderpass
2018-05-02 00:45:10 +02:00
Philip Rebohle
ba53cf92ac
Revert "[dxvk] Refactor DxvkFramebuffer and DxvkRenderpass"
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This reverts commit 1bbfe770139f222d33bc54e471c8516950abd4b7.
Breaks Path of Exile.
2018-04-30 18:47:35 +02:00
Philip Rebohle
1bbfe77013
[dxvk] Refactor DxvkFramebuffer and DxvkRenderpass
2018-04-30 15:47:29 +02:00
Philip Rebohle
8606576d83
[hud] Do not explicitly use a framebuffer object
2018-04-26 13:24:42 +02:00
Philip Rebohle
388fe02158
[hud] Added frametime graph
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Enable with DXVK_HUD=frametimes.
2018-04-17 12:03:03 +02:00
Philip Rebohle
8bfaae9350
[hud] Rename renderText -> render
2018-04-17 09:21:40 +02:00
Philip Rebohle
e38e1347d3
[hud] HudTextRenderer -> HudRenderer
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Maintaining one class should be easier than creating
multiple renderer classes and having to switch between
them.
2018-04-17 09:20:18 +02:00
Philip Rebohle
687ef77860
[dxvk] Enable sample rate shading if needed
2018-04-08 21:49:30 +02:00
Philip Rebohle
fc3f45c082
[hud] Added stat counters to the HUD
2018-04-03 14:49:13 +02:00
Philip Rebohle
3ed03f7a3d
[hud] Added configurable HUD
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HUD elements can be enabled individually using a comma-separated
list. Supported options include:
- fps: Displays the framerate
- devinfo: Displays device info
Passing "1" has the same effect as "fps,devinfo".
2018-04-03 12:33:08 +02:00
Philip Rebohle
52a9a4f406
[dxvk] Reimplemented clearRenderTarget
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Closer to the D3D11 API. We cannot use the normal clearColorImage and
clearDepthStencilImage methods in case the game uses a 2D array view
for a 3D image. Fixes some validation issues in Hellblade.
2018-03-17 17:59:43 +01:00
Philip Rebohle
349817c52e
[dxvk] Do not enable HUD if DXVK_HUD is 0
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Fixes #107 .
2018-03-02 10:36:46 +01:00
Philip Rebohle
807dd72656
[hud] Use buffer invalidation instead of synchronization
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The previously used synchronization may have had a negative impact on
performance, whereas the new approach is similar to what D3D11 apps do.
2018-02-08 12:48:54 +01:00
Philip Rebohle
b31ebbb690
[d3d11] Add support for DSV read-only flags
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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
96a97aa0c4
[dxvk] Added HUD
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Experimental version of a HUD which displays information
about the hardware, driver version, and frames per second.
2018-01-13 03:53:33 +01:00