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

778 Commits

Author SHA1 Message Date
Guy1524
b3cd7547ca Move Custom PCI ID to DXGI 2018-03-16 19:40:26 -04:00
Philip Rebohle
c931b4ba87
[dxvk] Implement proper compute pipeline lookup
Fixes correctness issues and potential GPU lockups in case
a compute shader resource is not bound at dispatch time.
2018-03-16 01:25:18 +01:00
Philip Rebohle
9b3908823a
[dxvk] Fixed depth image layout regression 2018-03-16 01:05:30 +01:00
Philip Rebohle
25cae39cdb
[spirv] Remove SPIR-V tools integration
SPIR-V tools did not turn out to be useful, but increased the
binary size by a significant amount and caused build problems.

- spirv-opt: Far too slow for the intended purpose, and Nvidia
             specific shader issues have been reported and fixed.
- spirv-val: Not much value in practice since shaders can be
             written to a directory and validated manually.
2018-03-13 14:32:03 +01:00
Philip Rebohle
8e9d0878e6
[dxvk] Remove RenderDoc workaround
RenderDoc 1.0 cannot be used with DXVK anymore,
which makes the workaround obsolete.
2018-03-13 11:43:23 +01:00
Philip Rebohle
887e514442
[dxvk] Use dummy viewport if requested viewport size is 0
Fixes a bunch of validation errors in various games,
including The Witcher 3.
2018-03-12 13:14:27 +01:00
Philip Rebohle
a4a8e0d6c8
[dxvk] Add memory flag query to DxvkImage 2018-03-10 17:41:42 +01:00
Philip Rebohle
fb36b56891
[dxvk] Removed stat counters 2018-03-10 17:37:10 +01:00
Guy1524
1bad90ae96 Add Custom PCI Vendor and Device ID Support (#137)
* Add Custom PCI Vendor and Device ID Support

Allow the user to configure DXVK to use a custom PCI Vendor and Device ID, so that the program behaves the same on different cards.

* Remove AMD/NVIDIA/INTEL Shortcuts

* Remove extra semicolon

* Return DxvkGpuVendor to being an enum class

* Fixed hexadecimal output
2018-03-10 15:05:32 +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
220c3301cf
[dxvk] Tweaked command stream chunk sizes and submission
Improves overall frame rate and latency in situations where the
application's render thread cannot keep up with the CS thread.
Considerable frametime improvements in NieR:Automata and
slightly higher frame rates in The Witcher 3.
2018-03-09 12:31:35 +01:00
Philip Rebohle
8d443cb50d
[dxvk] Reduced overhead of depth image descriptor layout check 2018-03-09 12:30:39 +01:00
Philip Rebohle
85d28f7328
[d3d11] Implemented ClearUnorderedAccessViewUint for raw and structured buffers 2018-03-07 16:29:13 +01:00
Philip Rebohle
360bf3ee4c
[dxvk] Recreate buffer views if necessary
Fixes broken animations and artifacts in The Witcher 3.
2018-03-07 13:54:28 +01:00
Philip Rebohle
ad017c2556
[dxvk] Implemented physical buffer view 2018-03-07 13:32:17 +01:00
Philip Rebohle
b494bb2ac1
[d3d11] Fixed potential sync issue in Map() 2018-03-07 10:37:27 +01:00
Philip Rebohle
6e981b91b6
[dxvk] Add adapter logging 2018-03-07 00:23:06 +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
9f01ad1f7f
[dxvk] Fix typo 2018-03-02 17:28:17 +01:00
Philip Rebohle
49d2cee930
[dxvk] Fix Nvidia driver version number 2018-03-02 16:35:28 +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
ZeroFault
fae9916708 Debug logging for compute shaders (#115)
* Add debug logging for compute shaders

* remove redundant nullptr check
2018-03-02 10:33:06 +01:00
Philip Rebohle
e0fbfdf0e2
[dxvk] Use linked list for CS chunks
Improves memory efficiency and CPU overhead of the CSMT implementation
when the average number of bytes per command entry is less than 64 bytes.
2018-03-02 10:31:08 +01:00
Philip Rebohle
83eb34d71c
[dxvk] Replaced exception by error message 2018-03-01 08:23:55 +01:00
Philip Rebohle
dbe3662bfc
[dxvk] Fixed potential memory allocation issue 2018-03-01 07:29:05 +01:00
Philip Rebohle
bdfbd3e81c
[dxvk] Implemented new workaround for query-related lockups
vkGetQueryPoolResults may never return if VK_QUERY_RESULT_WAIT_BIT is
set, and may return queries as not available when they should in fact
be available. This would cause indefinite hangs, so instead we return
fake data to query objects if retrieving query data fails.
2018-02-28 12:39:16 +01:00
Philip Rebohle
97409c3380
[dxvk] Added workaround for RADV query problem
In some cases, this should allow games which use occlusion queries
to run rather than enter an infinite loop in GetData().
2018-02-28 06:12:31 +01:00
Philip Rebohle
e5c0030f06
[dxvk] Fall back to host memory if no device memory is available 2018-02-27 12:36:44 +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
ced02ba061
[dxvk] Fixed potential null pointer access when creating descriptor set 2018-02-25 00:30:07 +01:00
Philip Rebohle
ce020e5bc9
[dxvk] Fixed 32-bit compilation issue, derp 2018-02-25 00:18:30 +01:00
Philip Rebohle
e8c98eac95
[dxvk] Implement proper graphics and compute state validation
Fixes crashes in various games, including Fallout 4.
2018-02-24 23:56:12 +01:00
Gabriel Majeri
f582c4e1ce Throw error if requested layer is not installed (#100)
* Warn if requested layer is not enabled

* Replace warning with hard error
2018-02-24 22:07:31 +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
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
b419b3dfbd
[dxvk] Implemented typeless resolve
This should allow a large number of Unity-based games to
render at least a menu.
2018-02-21 01:04:28 +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
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
7ddd2500d1 [dxvk] Added query tracker 2018-02-18 20:11:05 +01:00
Philip Rebohle
43200010c1 [dxvk] Implemented query allocation 2018-02-18 17:14:02 +01:00
Philip Rebohle
746c90e860
[dxvk] Add DxvkEvent class
Will be used to back D3D11 event queries.
2018-02-15 13:26:05 +01:00
Philip Rebohle
dd237d866d
[dxvk] Make query pools more usable as query allocators 2018-02-15 13:25:18 +01:00
Philip Rebohle
0c2058e8c4
[dxvk] Introduced DxvkComputePipelineStateInfo
Will be used to re-compile compute pipelines against the current
state, just like graphics pipelines. May fix GPU lockups etc.
2018-02-14 17:54:35 +01:00
Philip Rebohle
ba707f95b7
[dxvk] Do not commit compute barriers for unbound resources
Fixes a crash in Neptunia VII.
2018-02-14 16:18:18 +01:00
Philip Rebohle
7bbb6ea93b
[dxvk] More query stuff 2018-02-14 03:16:39 +01:00