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172 Commits

Author SHA1 Message Date
Pāvels Nadtočajevs 2c68c80b19
Add Mesa version check. 2025-12-18 11:31:52 +02:00
Skyth 5c69e70f16 Fix D3D12 device not getting created with Agility SDK. 2025-12-15 18:32:08 +03:00
Thaddeus Crews a6f313c755
Merge pull request #113618 from blueskythlikesclouds/spirv-to-dxil-memory-alloc-opt
Update Mesa NIR to 25.3.1 + Make each SPIR-V -> DXIL conversion thread allocate from its own heap
2025-12-12 14:15:09 -06:00
Skyth 62335d1ac7 Make each SPIR-V -> DXIL conversion thread allocate from its own heap. 2025-12-12 17:05:39 +03:00
Skyth d28758e166 Fix SYNC_ALL bit getting masked out on D3D12. 2025-12-11 17:04:07 +03:00
Rémi Verschelde 4b448fdd19
Merge pull request #113585 from brycehutchings/fix_d3d12_array_multisample
Fix bad D3D12 SRV breaking MSAA with OpenXR
2025-12-05 09:38:38 +01:00
Bryce Hutchings ed4bc24f9b Fix bad D3D12 SRV breaking MSAA with OpenXR 2025-12-04 12:00:13 -08:00
Skyth a8d3ecec13 Refactor descriptor heaps in D3D12 driver. 2025-12-03 11:02:41 +03:00
Thaddeus Crews 0289309270
Merge pull request #112191 from blueskythlikesclouds/point-size-emulation-forward-shader
Implement point size emulation in the forward shader for D3D12.
2025-12-02 11:52:08 -06:00
Thaddeus Crews b93d82a2b3
SCons: Cleanup hardcoded D3D12 driver workarounds 2025-12-02 10:56:50 -06:00
Skyth ba556ebe03 Implement point size emulation in the forward shader for D3D12. 2025-12-02 17:36:31 +03:00
Rémi Verschelde 2e4d5c261f
Merge pull request #113277 from blueskythlikesclouds/d3d12-framebuffer-clear-fix
Fix framebuffers getting cleared multiple times on D3D12.
2025-12-02 14:16:50 +01:00
Archie Healy 31b18a2d6c
D3D12: Convert non-critical startup warnings to verbose prints 2025-12-01 11:18:09 +01:00
Skyth 3e997f5edb Fix framebuffers getting cleared multiple times on D3D12. 2025-11-28 15:59:14 +03:00
Skyth 56db3aed47 Refactor rendering driver copy APIs to fix D3D12 issues.
Co-authored-by: Stuart Carnie <stuart.carnie@gmail.com>
2025-11-26 12:00:02 +03:00
Dario d17ea061bc Move D3D12's automatic texture clears to RenderingDevice. 2025-11-25 09:34:38 -03:00
Skyth ec7de6b82b Fix all D3D12 object memory leaks. 2025-11-24 16:45:47 +03:00
Thaddeus Crews ccf414ecb4
Merge pull request #112989 from blueskythlikesclouds/typed-uav-load-additional-check
Check for Typed UAV Load Additional Formats capability when creating D3D12 device.
2025-11-21 14:46:53 -06:00
Thaddeus Crews 8480b62202
Merge pull request #113000 from brycehutchings/d3d12_descriptor_heap_pool_corruption_fix
Fix corruption of D3D12 CPU descriptor heap free blocks
2025-11-21 14:46:47 -06:00
Bryce Hutchings 17703ab0fb Fix corruption of cpu descriptor heap free blocks 2025-11-20 15:51:12 -08:00
Skyth 2331470128 Check for Typed UAV Load Additional Formats capability when creating D3D12 device. 2025-11-20 19:26:00 +03:00
Skyth 92d3fc302a Fix buffer creation on old D3D12 runtimes. 2025-11-18 15:33:30 +03:00
Stuart Carnie 90c0e6acca 2D: Switch to VBOs for instance data
- Add support for vertex bindings and UMA vertex buffers in D3D12.
- Simplify 2D instance params and move more into per-batch data to save
  bandwidth

Co-authored-by: Skyth <19259897+blueskythlikesclouds@users.noreply.github.com>
Co-authored-by: Clay John <claynjohn@gmail.com>
Co-authored-by: A Thousand Ships <96648715+athousandships@users.noreply.github.com>
2025-11-15 06:25:49 +11:00
Pāvels Nadtočajevs 4dfd4ed6e7
[D3D12] Fallback to HWND if DComp init failed. 2025-11-07 08:46:26 +02:00
Thaddeus Crews f3c30408d4
Merge pull request #112344 from blueskythlikesclouds/d3d12-transparent-background-fix
Create HWND swap chain when window transparency is disabled on D3D12.
2025-11-04 16:32:48 -06:00
Skyth 4cc5177f6b Create HWND swap chain when window transparency is disabled on D3D12. 2025-11-03 17:36:55 +03:00
Skyth 8895dfa56c Greatly reduce shader conversion time & fix spec constant bitmasking on D3D12. 2025-11-03 12:14:57 +03:00
Skyth d4aa3e322d Set DONT_PREFER_SMALL_BUFFERS_COMMITTED when initializing D3D12MA. 2025-10-29 15:02:45 +03:00
Thaddeus Crews 093f176362
Merge pull request #111988 from blueskythlikesclouds/d3d12-resolve-barrier-fix
Insert barriers between subpasses when using enhanced barriers on D3D12.
2025-10-28 12:19:30 -05:00
Skyth 13ada4a565 Insert barriers between subpasses when using enhanced barriers on D3D12. 2025-10-28 10:59:41 +03:00
Stuart Carnie 97c17aedc7 Metal: Stable argument buffers; GPU rendering crashes; visionOS exports
Supersedes #110683
2025-10-28 08:45:26 +11:00
Stuart Carnie 230adb7511 Add Persistent Buffers
This work is a heavily refactored and rewritten from TheForge's initial
code.

TheForge's original code had too many race conditions and was
fundamentally flawed as it was too easy to incur into those data races
by accident.

However they identified the proper places that needed changes, and the
idea was sound. I used their work as a blueprint to design this work.

This PR implements:

 - Introduction of UMA buffers used by a few buffers
(most notably the ones filled by _fill_instance_data).

Ironically this change seems to positively affect PC more than it does
on Mobile.

Updates D3D12 Memory Allocator to get GPU_UPLOAD heap support.

Metal implementation by Stuart Carnie.

Co-authored-by: Stuart Carnie <stuart.carnie@gmail.com>
Co-authored-by: TheForge team
2025-10-24 08:16:19 +11:00
Thaddeus Crews 2edad6860a
Merge pull request #111658 from brycehutchings/bryceh_d3d12_native_handle_fixes
Fix D3D12 rendering device driver returning pointers to internal types for get_resource_native_handle instead of proper D3D12 primitives
2025-10-16 12:48:04 -05:00
Stuart Carnie a281e91c5a Metal: Fix `texture_get_data` other linear formats
Introduce a specialised `texture_get_data` for `RenderDeviceDriver`,
which can retrieve the texture data from the GPU driver for shared
textures (`TEXTURE_USAGE_CPU_READ_BIT`).

Closes #108115
2025-10-16 06:46:51 +11:00
Bryce Hutchings 1f7e7de82b Fix D3D12 driver returning internal types to RenderingDevice's texture_get_native_handle/get_driver_resource 2025-10-15 10:35:38 -07:00
Thaddeus Crews 599fd7344a
Merge pull request #111356 from blueskythlikesclouds/d3d12-spec-constant-patch-fix
Fix specialization constant patching on D3D12.
2025-10-13 12:30:15 -05:00
Thaddeus Crews 1cf0bc2c6c
Merge pull request #111321 from blueskythlikesclouds/d3d12-region-fix
Fix D3D12 not checking for fullscreen clear region correctly.
2025-10-08 13:56:40 -05:00
Skyth 36b7e77f03 Fix specialization constant patching on D3D12. 2025-10-08 09:37:35 +03:00
Thaddeus Crews b17aa3343a
Revert "SCons: Add `CPPEXTPATH` for external includes" 2025-10-06 13:09:22 -05:00
Thaddeus Crews d1d28c0bcf
Merge pull request #111223 from Ivorforce/remove-iterator-include
Replace `std::size` usage with `std_size` to avoid `<iterator>` include.
2025-10-06 09:06:49 -05:00
Skyth b568b06970 Fix D3D12 not checking for fullscreen clear region correctly. 2025-10-06 16:56:05 +03:00
Lukas Tenbrink 1db0a60dc0 Replace `std::size` usage with `std_size` to avoid `<iterator>` include. 2025-10-05 00:26:11 +02:00
Thaddeus Crews 38af23a654
Merge pull request #89409 from aaronfranke/server-folders
Move server files into their subfolders
2025-10-03 12:01:00 -05:00
Thaddeus Crews 4594de69fd
Merge pull request #111013 from stuartcarnie/shader_container_ext
Renderer: Move `reflect_spirv` to `RenderingShaderContainer`
2025-10-01 17:54:09 -05:00
Aaron Franke 3d1c9fd5de
Move server files into their subfolders 2025-09-30 19:39:39 -07:00
Stuart Carnie 65e8b0951b Renderer: Move reflect_spirv to RenderingShaderContainer
This change introduces a new protected type, `ReflectedShaderStage` to
`RenderingShaderContainer` that derived types use to access SPIR-V and
the reflected module, `SpvReflectShaderModule` allowing implementations
to use the reflection information to compile their platform-specific
module.

* Fixes memory leak in `reflect_spirv` that would not deallocate the
  `SpvReflectShaderModule` if an error occurred.
* Removes unnecessary allocation when creating `SpvReflectShaderModule`
  by passing `NO_COPY` flag to `spvReflectCreateShaderModule2`
  constructor function.
* Replaces `VectorView` with `Span` for consistency
* Fixes unnecessary allocations in D3D12 shader container in
  `_convert_spirv_to_nir` and `_convert_spirv_to_dxil` which implicitly
  converted the old `VectorView` to a `Vector`
2025-09-30 06:40:14 +10:00
Jonas Seidl d1246b099e Fix d3d12 stencil buffer not clearing 2025-09-29 13:16:29 +02:00
Thaddeus Crews d8a909d99c
Merge pull request #110203 from DarioSamo/d3d12-clamp-mipmap
Clamp minimum size of 3D texture view in D3D12.
2025-09-19 13:07:19 -05:00
Thaddeus Crews aa294bb3c8
Merge pull request #110360 from zorbathut/pr/memorybarrierrename
Rename RDD::MemoryBarrier to avoid conflicts with the Windows headers.
2025-09-17 11:34:15 -05:00
Ben Rog-Wilhelm e5ab5acd95 Rename RDD::MemoryBarrier to avoid conflicts with the Windows headers. 2025-09-10 05:19:36 -05:00