Philip Rebohle
29afaea338
[dxvk] Track current render target image layouts
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This can be used to optimize away some barriers and layout transitions.
2021-02-12 03:13:10 +01:00
Philip Rebohle
a7666aad82
[dxvk] Refactor the way render passes to pipeline compiler methods
2019-07-30 13:17:56 +02:00
Philip Rebohle
13bc3df92f
[dxvk] Refactor render pass objects to not use reference counting
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Like pipeline objects, we keep these around anyway so there's no
reason to add ref count overhead. Also use a hash map to perform
the lookup.
2019-07-30 13:13:02 +02:00
Philip Rebohle
c451c9a95e
[dxvk] Only merge clears when framebuffer size matches view size
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Otherwise, we'll only clear a smaller portion of the view, which is
incorrect. Fixes a rendering issue in Fallout New Vegas with DXUP.
2019-02-04 07:31:17 +01:00
Philip Rebohle
482930f04a
[dxvk] Implement backend support for D3D11 forced sample count
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We don't support rasterization with a sample count different from
the framebuffer sample count, but if there are no attachments, any
sample count is allowed.
2018-09-18 13:22:28 +02:00
Philip Rebohle
3a3b1eda59
[dxvk] Move render pass out of pipeline state vector
2018-05-03 23:48:45 +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
9aa73d1148
[dxvk] Set non-zero framebuffer size when there are no attachments
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This is required for UAV-only rendering and will be required for
stream output in the future as well.
2018-04-29 11:19:18 +02:00
Philip Rebohle
31ed6e5cd3
[dxvk] Move render target set comparison to DxvkRenderTargets
2018-04-15 03:01:52 +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
7f409f446a
[dxvk] Improve internal framebuffer APIs
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Removes an unnecessary dynamic memory allocation in favour
of a stack-allocated array.
2018-02-07 16:46:39 +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
1164ed30c3
[dxvk] Minor fixes
2018-01-12 12:51:39 +01:00
Philip Rebohle
5415b685de
[dxbc] Implemented type conversion instructions
2017-12-19 18:12:18 +01:00
Philip Rebohle
5f0e94138e
[dxvk] Implemented support for multisampled images and render targets
2017-12-12 00:27:49 +01:00
Philip Rebohle
b3c391d071
[d3d11] Implemented depth-stencil binding and clear methods
2017-12-09 03:53:42 +01:00
Philip Rebohle
60992143b1
[dxvk] Added render target queries for framebuffers
2017-12-04 13:39:14 +01:00
Philip Rebohle
921abce1b3
[dxvk] Added limit constants
2017-10-14 13:37:40 +02:00
Philip Rebohle
00e63d71a9
Initial commit
2017-10-10 23:32:13 +02:00