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@@ -315,6 +315,10 @@ static std::unique_ptr<RenderCommandQueue> g_copyQueue;
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static std::unique_ptr<RenderCommandList> g_copyCommandList;
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static std::unique_ptr<RenderCommandFence> g_copyCommandFence;
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static Mutex g_discardMutex;
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static std::unique_ptr<RenderCommandList> g_discardCommandList;
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static std::unique_ptr<RenderCommandFence> g_discardCommandFence;
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static std::unique_ptr<RenderSwapChain> g_swapChain;
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static bool g_swapChainValid;
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@@ -1724,23 +1728,10 @@ bool Video::CreateHostDevice(const char *sdlVideoDriver, bool graphicsApiRetry)
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{
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bool redirectToVulkan = false;
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if (deviceDescription.vendor == RenderDeviceVendor::AMD)
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{
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// AMD Drivers before this version have a known issue where MSAA resolve targets will fail to work correctly.
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// If no specific graphics API was selected, we silently destroy this one and move to the next option as it'll
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// just work incorrectly otherwise and result in visual glitches and 3D rendering not working in general.
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constexpr uint64_t MinimumAMDDriverVersion = 0x1F00005DC2005CULL; // 31.0.24002.92
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if ((Config::GraphicsAPI == EGraphicsAPI::Auto) && (deviceDescription.driverVersion < MinimumAMDDriverVersion))
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redirectToVulkan = true;
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}
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else if (deviceDescription.vendor == RenderDeviceVendor::INTEL)
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{
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// Intel drivers on D3D12 are extremely buggy, introducing various graphical glitches.
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// We will redirect users to Vulkan until a workaround can be found.
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if (Config::GraphicsAPI == EGraphicsAPI::Auto)
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redirectToVulkan = true;
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}
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// ...
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// There used to be driver redirections here, but they are all free from Vulkan purgatory for now...
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// ...
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if (redirectToVulkan)
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{
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g_device.reset();
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@@ -1757,10 +1748,6 @@ bool Video::CreateHostDevice(const char *sdlVideoDriver, bool graphicsApiRetry)
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continue;
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}
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}
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// Hardware resolve seems to be completely bugged on Intel D3D12 drivers.
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g_hardwareResolve = (deviceDescription.vendor != RenderDeviceVendor::INTEL);
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g_hardwareDepthResolve = (deviceDescription.vendor != RenderDeviceVendor::INTEL);
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}
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g_vulkan = (interfaceFunction == CreateVulkanInterfaceWrapper);
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@@ -1849,6 +1836,12 @@ bool Video::CreateHostDevice(const char *sdlVideoDriver, bool graphicsApiRetry)
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g_copyCommandList = g_device->createCommandList(RenderCommandListType::COPY);
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g_copyCommandFence = g_device->createCommandFence();
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if (!g_vulkan)
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{
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g_discardCommandList = g_device->createCommandList(RenderCommandListType::DIRECT);
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g_discardCommandFence = g_device->createCommandFence();
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}
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uint32_t bufferCount = 2;
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switch (Config::TripleBuffering)
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@@ -3093,6 +3086,27 @@ static RenderFormat ConvertFormat(uint32_t format)
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}
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}
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static void DiscardTexture(GuestBaseTexture* texture, RenderTextureLayout layout)
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{
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if (!g_vulkan)
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{
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std::lock_guard lock(g_discardMutex);
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g_discardCommandList->begin();
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if (texture->layout != layout)
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{
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g_discardCommandList->barriers(RenderBarrierStage::GRAPHICS, RenderTextureBarrier(texture->texture, layout));
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texture->layout = layout;
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}
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g_discardCommandList->discardTexture(texture->texture);
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g_discardCommandList->end();
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g_queue->executeCommandLists(g_discardCommandList.get(), g_discardCommandFence.get());
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g_queue->waitForCommandFence(g_discardCommandFence.get());
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}
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}
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static GuestTexture* CreateTexture(uint32_t width, uint32_t height, uint32_t depth, uint32_t levels, uint32_t usage, uint32_t format, uint32_t pool, uint32_t type)
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{
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const auto texture = g_userHeap.AllocPhysical<GuestTexture>(type == 17 ? ResourceType::VolumeTexture : ResourceType::Texture);
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@@ -3150,6 +3164,12 @@ static GuestTexture* CreateTexture(uint32_t width, uint32_t height, uint32_t dep
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texture->texture->setName(fmt::format("Texture {:X}", g_memory.MapVirtual(texture)));
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#endif
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if (desc.flags != RenderTextureFlag::NONE)
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{
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DiscardTexture(texture, desc.flags == RenderTextureFlag::RENDER_TARGET ?
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RenderTextureLayout::COLOR_WRITE : RenderTextureLayout::DEPTH_WRITE);
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}
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return texture;
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}
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@@ -3218,6 +3238,9 @@ static GuestSurface* CreateSurface(uint32_t width, uint32_t height, uint32_t for
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surface->texture->setName(fmt::format("{} {:X}", desc.flags & RenderTextureFlag::RENDER_TARGET ? "Render Target" : "Depth Stencil", g_memory.MapVirtual(surface)));
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#endif
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DiscardTexture(surface, desc.flags == RenderTextureFlag::RENDER_TARGET ?
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RenderTextureLayout::COLOR_WRITE : RenderTextureLayout::DEPTH_WRITE);
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return surface;
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}
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