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

23 Commits

Author SHA1 Message Date
Philip Rebohle
436820d233
[dxvk] Add method to query color attachment index from attachment index 2021-02-12 03:13:11 +01:00
Philip Rebohle
13bc3df92f
[dxvk] Refactor render pass objects to not use reference counting
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
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
cd92d0b992
[dxvk] Allow binding render targets of different sizes
In order to not cause Vulkan validation issues, we have
to reduce the framebuffer size. Fixes a regression in
Bioshock Infinite.
2018-05-07 20:46:20 +02:00
Philip Rebohle
5d5be87402 [dxvk] Oprimize render target clear operations
We can save one image layout transition when clearing a render
target by delaying clears until vkCmdBeginRenderPass is called.
2018-04-30 17:04:13 +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
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
15fca0b0b1
[dxvk] Improved debug output when resource creation fails 2018-04-13 17:03:35 +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
7f409f446a
[dxvk] Improve internal framebuffer APIs
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
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
4e780f4f60
[dxvk] Fixed incorrect framebuffer attachment formats 2018-01-27 12:26:31 +01:00
Philip Rebohle
0900dfd0e3
[dxvk] Removed explicit image barriers for render passes
Instead, the color format and layout will now be set in
the render pass description. This slows down render pass
lookups but may improve efficiency and work around driver
bugs.
2018-01-22 19:21:46 +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
5415b685de [dxbc] Implemented type conversion instructions 2017-12-19 18:12:18 +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
f924931d2d [general] Removed TRACE calls for now 2017-11-26 14:01:41 +01:00
Philip Rebohle
47bdf9408b [dxvk] Added buffer view class 2017-11-21 19:50:57 +01:00
Philip Rebohle
921abce1b3 [dxvk] Added limit constants 2017-10-14 13:37:40 +02:00
Philip Rebohle
2ee51ea4b2 [dxvk] Added debug tracing 2017-10-11 00:27:33 +02:00
Philip Rebohle
00e63d71a9 Initial commit 2017-10-10 23:32:13 +02:00