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2023-09-24[dxvk] Don't use minImageCount + 1 for picking image countlower-image-countJoshua Ashton
The image counts we get in X11/Wayland for FIFO are insane at like 3/4 already, we don't need to make input latency worse by bumping that to 4/5.
2023-09-14[util] Set maximum frame latency to 1 for Age of Empires 2 (2013)Philip Rebohle
Game seems to be doing something horrible on its own, literally impossible to make it run smoothly. This at least seems to limit excursions to ±10ms and fix the camera flinging back and forth when running the game through Gamescope.
2023-09-14[d3d11] Pass device directly to D3D11DXGIKeyedMutexPaul Gofman
2023-09-08[util] Enable 60 FPS lock for Aviary AttorneyPhilip Rebohle
This game (or nw.js) comes with a hard-coded frame rate limit that behaves more like a random number generator which happens to average out at around 16ms on a good day. Fix this complete mess by enabling ours on top of that.
2023-09-07A few more WinDef types in windows_base.hEllie Hermaszewska
These specific ones are used in MS's d3dx12 headers
2023-09-07Revert "[dxgi] Use VK_FORMAT_A8_UNORM if available"Philip Rebohle
This reverts commit 6a5ed02db33cd9b5b8166c1679b14f85c9648281. Native A8 breaks Crysis 2/3 Remastered for unknown reasons.
2023-09-04[meta] Release 2.3v2.3Philip Rebohle
2023-09-04[util] Remove whitespaceMargen67
2023-09-04[util] Escape .Margen67
2023-09-04[d3d9] Divide projected textures by w if ProjectedCount is 0Robin Kertels
2023-09-01[util] Hide AMD in Riders RepublicBlisto91
Works around crashing because of statically linked amd ags
2023-09-01Revert "[d3d11] Implement DXGI_SWAP_EFFECT_SEQUENTIAL and FLIP_SEQUENTIAL"Philip Rebohle
This reverts commit 79f6239df36a697ec79a1782d1df3b10607afcd1. Some engines use SEQUENTIAL presentation despite not making use of it, and sparse binding is much slower than expected on Nvidia drivers, which leads to massive performance regressions across the board.
2023-09-01[wsi] Add proper values for SDR metadata fallbacksJoshua Ashton
2023-08-30[util] Enable deferSurfaceCreation for DrakensangWinterSnowfall
2023-08-29Remove unused DxvkResource::waitIdleTatsuyuki Ishi
Spinning-based wait idle is no longer used.
2023-08-26[dxgi] Set BitsPerColor to 10Joshua Ashton
For two reasons: 1) Some apps will only enable or attempt to enable HDR if BitsPerColor is >= 10. 2) Encouraging apps to create 10-bit swapchains for use in hardware dithering on Gamescope/Steam Deck and to have more precision thru scanout color transforms
2023-08-25[dxgi] Allow HDR on UE4/D3D11 when NVAPI is enabledJens Peters
2023-08-24[d3d11] Fix up UAV clears for A8_UNORMmaintenance5Philip Rebohle
2023-08-24[dxgi] Use VK_FORMAT_A8_UNORM if availablePhilip Rebohle
2023-08-24[dxvk] Use vkCmdBindIndexBuffer2 if supportedPhilip Rebohle
2023-08-24[dxvk] Add description for new image formatsPhilip Rebohle
2023-08-24[dxvk] Enable VK_KHR_maintenance5 if available.Philip Rebohle
2023-08-24[include] Update Vulkan headers.Philip Rebohle
2023-08-24[d3d11] Implement DXGI_SWAP_EFFECT_SEQUENTIAL and FLIP_SEQUENTIALPhilip Rebohle
Requires sparse since we have no other means to swap the backing image.
2023-08-24[dxvk] Optimize page table updates for imagesPhilip Rebohle
Dramatically reduces overhead when binding full subresources.
2023-08-24[dxvk] Sort allocated memory pages for sparse allocatorPhilip Rebohle
This way, memory regions bound to consecutive pages are more likely to end up in consecutive memory regions, which allows batching page table updates more efficiently.
2023-08-24[dxvk] Ensure to submit sparse binding commandsPhilip Rebohle
2023-08-23[d3d11] Implement synchronization on keyed mutexesJoshua Ashton
Co-authored-by: Paul Gofman <pgofman@codeweavers.com>
2023-08-23[vulkan] Query wine_vk{Acquire,Release}KeyedMutexJoshua Ashton
Non-standard functions, but exposed by winevulkan to support keyed mutexes. Co-authored-by: Paul Gofman <pgofman@codeweavers.com>
2023-08-23[dxvk] Enable VK_KHR_win32_keyed_mutexJoshua Ashton
Co-authored-by: Paul Gofman <pgofman@codeweavers.com>
2023-08-23[native] Add WAIT_* definesJoshua Ashton
2023-08-23[dxvk] Fix xfb counter buffer draw trackingPhilip Rebohle
2023-08-23[d3d11] Fix various D3D10 interface queriesPhilip Rebohle
2023-08-21[util] Limit fps in Project: SnowblindBlisto91
Player movement and animation can bug out at high fps like issues moving around objects and the players head detaching slightly when moving backwards. Seems like it also helps some crash issues.
2023-08-20[d3d9+dxso] Consider DMAP sampler in bit masksRobin Kertels
2023-08-19[d3d9] Handle sampling from DS_READONLY properlyRobin Kertels
2023-08-19[dxgi] Add global HDR interop interface for NVAPI/AGSJoshua 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 ```