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mirror of https://github.com/EduApps-CDG/OpenDX synced 2024-12-30 09:45:37 +01:00

46 Commits

Author SHA1 Message Date
Philip Rebohle
8b84d002f8
[hud] Pass surface size to HUD renderer 2019-04-14 13:28:57 +02:00
Philip Rebohle
257c19ed0a
[hud] Use combined image s1ampler for the font texture 2019-04-03 17:40:05 +02:00
Philip Rebohle
11d2082fd2
[hud] Add 'api' option to show the client API 2019-02-15 18:05:44 +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
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
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
d0ee7f54bf
[hud] Add DXVK_HUD=full option
Enables all HUD elements at once. Close #842.
2019-01-07 19:23:00 +01:00
Philip Rebohle
746529b71b
[dxvk] Pass raw semaphore handles to submitCommandList 2018-11-28 12:44:17 +01:00
Derek Lesho
66bcc4b3d8 Use std::string for util::getEnvVar input
This allows cleaner code when implementing DXVK as a native library
2018-11-16 06:43:45 +01:00
Philip Rebohle
36ccd46ae7
[dxvk] Move sampler border color handling to the backend 2018-10-31 21:51:23 +01:00
Philip Rebohle
c31e646921
[dxvk] Introduce concept of shader constants
Large constant arrays should be moved to a uniform buffer instead
of being baked directly into the shader code.
2018-07-30 20:29:05 +02:00
Philip Rebohle
5fe4c4f610
[dxvk] Use VkImageViewUsageCreateInfoKHR when creating image views
Must be used when view formats are used that do not support all
usage bits of the underlying image. Refs #504.
2018-07-21 10:58:06 +02:00
Philip Rebohle
65ffa4122d
[hud] Add option to show DXVK version
General idea based on PR #490. Closes #488.
2018-07-11 17:40:07 +02:00
Philip Rebohle
04bc13929f
[hud] Added some missing documentation 2018-06-28 01:18:16 +02:00
Philip Rebohle
832b3a9dba
[hud] Render HUD directly to swap chain image
Saves a fullscreen render target, render pass, and a queue submission.
2018-06-28 01:00:07 +02:00
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
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
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"
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
pchome
1dbf8bf2a1 [dxvk] Fix native build on *nix x86_64 systems (#328)
* [dxvk] Fix native build on *nix x86_64 systems

> /usr/include/c++/v1/algorithm:2633:1:
> note: candidate template ignored: deduced conflicting types for parameter '_Tp' ('unsigned long' vs. 'unsigned long long')

winegcc, clang-tidy and other native build types/tools are affected.

http://en.cppreference.com/w/cpp/language/types#Data_models
> 64 bit systems:
> * LLP64 or 4/4/8 (int and long are 32-bit, pointer is 64-bit) 
>    * Win64 API 
> * LP64 or 4/8/8 (int is 32-bit, long and pointer are 64-bit) 
>    * Unix and Unix-like systems (Linux, Mac OS X) 

http://en.cppreference.com/w/cpp/types/integer#Function_macros_for_minimum-width_integer_constants
Macro `UINT64_C(1)` from `stdint.h` should literally interpret `1` to `1UL` or `1ULL`
```c
# if __WORDSIZE == 64
#  define UINT64_C(c)	c ## UL
# else
#  define UINT64_C(c)	c ## ULL
# endif
```

* [dxvk] Fix native build on *nix x86_64 systems

Use explicit template argument instead of 1ull or UINT64_C(1) macro.
2018-04-28 09:08:14 +02:00
Philip Rebohle
8606576d83 [hud] Do not explicitly use a framebuffer object 2018-04-26 13:24:42 +02:00
Philip Rebohle
8125d53e58
[dxvk] Remove std::clamp usage
Breaks outdated compilers.
2018-04-18 17:49:11 +02:00
Philip Rebohle
388fe02158
[hud] Added frametime graph
Enable with DXVK_HUD=frametimes.
2018-04-17 12:03:03 +02:00
Philip Rebohle
a4f9e5f0d5
[hud] Added line renderer 2018-04-17 10:01:06 +02:00
Philip Rebohle
8bfaae9350
[hud] Rename renderText -> render 2018-04-17 09:21:40 +02:00
Philip Rebohle
e38e1347d3
[hud] HudTextRenderer -> HudRenderer
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
08777e2c0e
[dxvk] Change stat couter type to uint64_t 2018-04-15 20:59:41 +02:00
Philip Rebohle
d68d62f837
[dxvk] Removed on-disk pipeline cache
Drivers from both major vendors implement their own shader cache
already, and storing a cache per game causes more issues than it
solves. Should fix #261.
2018-04-09 19:38:32 +02:00
Philip Rebohle
687ef77860
[dxvk] Enable sample rate shading if needed 2018-04-08 21:49:30 +02:00
Philip Rebohle
0b2e88b087 [hud] Added <unordered_map> include to satisfy some compilers 2018-04-03 16:27:16 +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
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
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
5ef0f31c66
[dxvk/d3d11] Refactored resource binding
Slightly reduces overhead of D3D11 *SetShaderResources methods.
2018-03-10 11:16:52 +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
1cbe6829eb
Revert "Add MSVC support (#123)"
This reverts commit c63d4361a0ecc9d0d660742237b0e0ed3036c87e.
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
349817c52e
[dxvk] Do not enable HUD if DXVK_HUD is 0
Fixes #107.
2018-03-02 10:36:46 +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
807dd72656
[hud] Use buffer invalidation instead of synchronization
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
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
05f0008891
[hud] Changed vertex buffer format
Should fix the HUD on Nvidia cards, which do not
support SRGB conversion for vertex input data.
2018-01-22 01:20:07 +01:00
Philip Rebohle
96a97aa0c4 [dxvk] Added HUD
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