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mirror of https://github.com/doitsujin/dxvk.git synced 2024-11-29 10:24:10 +01:00

[d3d9] Create multiple back buffers for GetBackBuffer API

Needed by Atelier Sophie.
This commit is contained in:
Philip Rebohle 2020-01-15 01:03:02 +01:00 committed by Philip Rebohle
parent c911784bb8
commit eb37dfa8d2
2 changed files with 27 additions and 13 deletions

View File

@ -42,7 +42,7 @@ namespace dxvk {
if (!pDevice->GetOptions()->deferSurfaceCreation)
CreatePresenter();
CreateBackBuffer();
CreateBackBuffers(m_presentParams.BackBufferCount);
CreateHud();
InitRenderState();
@ -166,13 +166,12 @@ namespace dxvk {
if (ppBackBuffer == nullptr)
return D3DERR_INVALIDCALL;
if (iBackBuffer > 0) {
Logger::err("D3D9: GetBackBuffer: iBackBuffer > 0 not supported");
if (iBackBuffer >= m_backBuffers.size()) {
Logger::err(str::format("D3D9: GetBackBuffer: Invalid back buffer index: ", iBackBuffer));
return D3DERR_INVALIDCALL;
}
*ppBackBuffer = m_backBuffer.ref();
*ppBackBuffer = m_backBuffers[iBackBuffer].ref();
return D3D_OK;
}
@ -338,7 +337,7 @@ namespace dxvk {
SetGammaRamp(0, &m_ramp);
UpdatePresentRegion(nullptr, nullptr);
CreateBackBuffer();
CreateBackBuffers(m_presentParams.BackBufferCount);
}
@ -408,7 +407,10 @@ namespace dxvk {
D3D9Surface* D3D9SwapChainEx::GetBackBuffer(UINT iBackBuffer) {
return m_backBuffer.ptr();
if (iBackBuffer >= m_backBuffers.size())
return nullptr;
return m_backBuffers[iBackBuffer].ptr();
}
@ -578,6 +580,14 @@ namespace dxvk {
m_device->presentImage(m_presenter,
cSync.present, &m_presentStatus);
// Shift back buffers so that m_backBuffers[1] will
// contain the image that we just presented
for (uint32_t i = m_backBuffers.size(); i > 1; i--) {
ctx->swapImages(
m_backBuffers[i - 1]->GetCommonTexture()->GetImage(),
m_backBuffers[i - 2]->GetCommonTexture()->GetImage());
}
});
m_parent->FlushCsChunk();
@ -681,13 +691,15 @@ namespace dxvk {
}
void D3D9SwapChainEx::CreateBackBuffer() {
void D3D9SwapChainEx::CreateBackBuffers(uint32_t NumBackBuffers) {
// Explicitly destroy current swap image before
// creating a new one to free up resources
m_swapImage = nullptr;
m_swapImageResolve = nullptr;
m_swapImageView = nullptr;
m_backBuffer = nullptr;
m_backBuffers.clear();
m_backBuffers.resize(NumBackBuffers);
// Create new back buffer
D3D9_COMMON_TEXTURE_DESC desc;
@ -705,9 +717,10 @@ namespace dxvk {
auto mapping = m_parent->LookupFormat(desc.Format);
m_backBuffer = new D3D9Surface(m_parent, &desc, mapping);
for (uint32_t i = 0; i < NumBackBuffers; i++)
m_backBuffers[i] = new D3D9Surface(m_parent, &desc, mapping);
m_swapImage = m_backBuffer->GetCommonTexture()->GetImage();
m_swapImage = m_backBuffers[0]->GetCommonTexture()->GetImage();
// If the image is multisampled, we need to create
// another image which we'll use as a resolve target

View File

@ -128,7 +128,7 @@ namespace dxvk {
DxvkLogicOpState m_loState;
DxvkBlendMode m_blendMode;
Com<D3D9Surface, false> m_backBuffer = nullptr;
std::vector<Com<D3D9Surface, false>> m_backBuffers;
RECT m_srcRect;
RECT m_dstRect;
@ -168,7 +168,8 @@ namespace dxvk {
void CreateRenderTargetViews();
void CreateBackBuffer();
void CreateBackBuffers(
uint32_t NumBackBuffers);
void CreateGammaTexture(
UINT NumControlPoints,