Welcome to mirror list, hosted at ThFree Co, Russian Federation.

github.com/doitsujin/dxvk.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
AgeCommit message (Collapse)Author
2023-08-19[dxgi] Add global HDR interop interface for NVAPI/AGSglobal-hdrJoshua Ashton
2023-08-16[meta] Document DXVK_CONFIG in readmeBlisto91
2023-08-15[util] Do not hide Nvidia GPUs from Ratchet & ClankPhilip Rebohle
NVAPI is disabled now due to crashing issues in a wine-specific code path within the game, but we still want it to detect the correct GPU so that it doesn't complain about drivers and also allows users to enable Raytracing.
2023-08-14[dxgi] Add options to hide Intel or AMD GPUs.Philip Rebohle
2023-08-14[dxgi,util] Rename dxgi.nvapiHack option to dxgi.hideNvidiaGpuPhilip Rebohle
2023-08-13[dxso] Don't assume 32 registers.Etaash Mathamsetty
2023-08-13[d3d9] Check depth bounds test when deciding to bind DSVRobin Kertels
2023-08-10[d3d9] Don't resolve an image with 1 sampleRobin Kertels
2023-08-09[dxgi] Fix behavior of GetWindowAssociationEtaash Mathamsetty
2023-08-09[util] Limit Conflict Vietnam to 60fps (#3606)Blisto91
Physics can bug out at higher fps making the character fly or get stuck when running up or down slopes.
2023-08-07[d3d11] Add stub IDXGIKeyedMutex interface. (#3601)gofman
Partially based on a patch by Derek Lesho. Co-authored-by: Paul Gofman <pgofman@codeweavers.com>
2023-08-06[d3d9] use strict float emulation for nvkGeorg Lehmann
nvk supports nir_op_fmulz/ffmaz
2023-08-02[d3d9] Don't show/hide a software cursorWinterSnowfall
2023-08-02build: Disable stdcall alias-ing and use kill-atJoshua Ashton
Disable stdcall aliasing and enable kill-at to ensure our exported functions don't have the @8, @40, etc suffixes. This still keeps `--enable-stdcall-fixup` as otherwise the linker can get confused trying to find exports from the .def. This does not result in aliases being added, just for them to be found to add to the export table. This also switches d3d11 to use the MinGW provided dxgi.lib for linking and d3d10 to use the MinGW provided d3d11.lib for linking. Unfortunately the .a's we output seem to still have the @blah that we killed so we cannot use them for internal linkage since using kill-at. Tested that what we get out of MinGW now is what we want with dllexp. Supercedes: #3590 Exports ``` ➜ build git:(master) ✗ winedump -j export src/dxgi/dxgi.dll Contents of src/dxgi/dxgi.dll: 129505860 bytes Name: DXGI.DLL Characteristics: 00000000 TimeDateStamp: 64C97A2D Tue Aug 1 22:33:33 2023 Version: 0.00 Ordinal base: 9 # of functions: 9 # of Names: 5 Addresses of functions: 00423028 Addresses of name ordinals: 00423060 Addresses of names: 0042304C Entry Pt Ordn Name 00007C17 9 CreateDXGIFactory 00007BF3 10 CreateDXGIFactory1 00007B62 11 CreateDXGIFactory2 00007C3B 16 DXGIDeclareAdapterRemovalSupport 00007CD8 17 DXGIGetDebugInterface1 Done dumping src/dxgi/dxgi.dll ``` ``` ➜ build git:(fix-stdcall-32-bit) winedump -j export src/d3d11/d3d11.dll Contents of src/d3d11/d3d11.dll: 263021637 bytes Name: D3D11.DLL Characteristics: 00000000 TimeDateStamp: 64C97A2E Tue Aug 1 22:33:34 2023 Version: 0.00 Ordinal base: 18 # of functions: 7 # of Names: 4 Addresses of functions: 005E3028 Addresses of name ordinals: 005E3054 Addresses of names: 005E3044 Entry Pt Ordn Name 00020045 18 D3D11CoreCreateDevice 000200AA 22 D3D11CreateDevice 0002010E 23 D3D11CreateDeviceAndSwapChain 0002025F 24 D3D11On12CreateDevice Done dumping src/d3d11/d3d11.dll ``` Import of DXGI in D3D11 ``` offset 005e1014 dxgi.dll Hint/Name Table: 005E408C TimeDateStamp: 00000000 (Thu Jan 1 01:00:00 1970) ForwarderChain: 00000000 First thunk RVA: 005E4300 Thunk Ordn Name 005e4300 4 CreateDXGIFactory1 ```
2023-08-01[util] Add DXVK_CONFIG to define additional optionspchome
2023-08-01[dxvk] Dirty multisample state if sample mask export changes.Philip Rebohle
This affects Alpha-to-Coverage.
2023-08-01[dxvk] Disable alpha to coverage if sample mask is writtenatoc-omaskPhilip Rebohle
Matches D3D11 behaviour and fixes tree rendering in A Total War Saga: TROY.
2023-08-01[dxvk] Check whether fragment shader exports sample maskPhilip Rebohle
2023-07-31[dxgi] Forward IDXGIOutput::GetFrameStatistics to full-screen swap chainPhilip Rebohle
Testing on Windows reveals that this function does not work with windowed mode swap chains even in flip model.
2023-07-31[d3d11] Rework D3D11CoreCreateDevicePhilip Rebohle
FiveM calls this directly and apparently our signature wasn't quite what they expect it to be.
2023-07-29[native] Add CHAR and PCSTR to windows_base.hEllie Hermaszewska
2023-07-29[build] Use new glslang name with fallbackBlisto91
2023-07-23[meta] Move up Vulkan driver section in readmeBlisto91
2023-07-23[dxvk] Clarify Vulkan 1.3 driver requirement in logBlisto91
2023-07-23[util] Set Cached Dynamic Resources for d3d11 VindictusBlisto91
Co-authored-by: NorbertHarangozo <maszek.solutions@gmail.com>
2023-07-22[dxbc] Fix constant texture offsets with 1D texturesPhilip Rebohle
Fixes #3572.
2023-07-21[dxvk] Use separate mutex for completed chunk counterPhilip Rebohle
Fixes a possible deadlock.
2023-07-21[dxvk] Use dual queues for CS threadPhilip Rebohle
Reduces lock contention since we can just swap out the entire queue any time the worker thread runs out of stuff to do.
2023-07-21[dxgi] Fix QPC time in frame statisticsPhilip Rebohle
2023-07-21[d3d11] Set up line rasterization mode appropriatelyPhilip Rebohle
2023-07-21[dxbc] Set output topology for GS and TES correctlyPhilip Rebohle
2023-07-21[dxvk] Add line rasterization mode to rasterization statePhilip Rebohle
2023-07-21[dxvk] Enable VK_EXT_line_rasterization if supported.Philip Rebohle
2023-07-17[util] Cleanup a couple of example config optionsBlisto91
2023-07-17[meta] Add Graphics Pipeline Library section to readmeBlisto91
2023-07-17[util] Disable single-use command lists for Ghost Recon WildlandsPhilip Rebohle
2023-07-16[d3d11] Do not cache GetCurrentProcess resultPhilip Rebohle
This is just a constant.
2023-07-16[d3d11] Fixup incorrect MiscFlags in D3D11Device::OpenSharedResourceGeneric()Paul Gofman
So texture sharing works with vkd3d-proton before correcting flags there.
2023-07-16[d3d11] Validate texture sharing parameters at texture creationPaul Gofman
2023-07-16[d3d11] Support just one handle type in ↵Paul Gofman
D3D11DXGIResource::{Get|Create}SharedHandle
2023-07-16[d3d11] Determine shared texture handle type through ↵Paul Gofman
D3D11_RESOURCE_MISC_SHARED_NTHANDLE
2023-07-16[d3d11] Always close handle in D3D11CommonTexture::ExportImageInfo()Paul Gofman
For KMT handle openKmtHandle() creates new handle, for NT handle m_image->sharedHandle() gets duplicated handle from vkGetMemoryWin32HandleKHR().
2023-07-16[util] Remove Secret World Legends configBlisto91
2023-07-16[ci] Download glslangValidator.exe directly rather than using choco.Hans-Kristian Arntzen
The choco package is extremely outdated and breaks now.
2023-07-05[util] Limit fps in The IncrediblesBlisto91
2023-07-04[d3d9] Keep 1 presenter per swapchain windowJoshua Ashton
Some apps such as level editors such as Hammer World Editor, some GUI apps/launchers etc use window overrides in presentation. Previously we'd remake a new surface every time, which was incredibly slow making these apps basically unusable. Now we keep one surface + swapchain + image views around per window/window override we have, along with the frame latency objs + frame counter. (Obviously an app may present to multiple windows in a frame, so for frame latency purposes we track that per-window.
2023-07-03[util] replaceNaN: Align resultAlpyne
Otherwise _mm_store_ps can fail
2023-07-01Bladestorm Nightmare - Game speed increases when above 60 FPS outside of ↵Trevonn
missions The game has 3 v-sync options but doesn't explain what they do. 0 = 60 FPS 1 = Monitor Refresh Rate 2 = 30 FPS Framerate is capped at 60 in missions and then up to monitor refresh in the main menu and tavern area This PR would provide a better default experience for people using option 1 with high refresh displays
2023-07-01build: Switch symbols to DWARF 4Tatsuyuki Ishi
Since [1], Wine's supports and uses DWARF 4 as default. Make use of it, which should fix inlined stacks and some other small details. [1]: https://www.winehq.org/pipermail/wine-devel/2021-November/201333.html
2023-06-26[dxvk] Remove pending submission counterPhilip Rebohle