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Commit Graph

47 Commits

Author SHA1 Message Date
Robin Kertels
0061139652 [d3d9] Copy shader defined constants into SWVP UBO
Co-authored-by: Christopher Egert <cme3000@gmail.com>
Co-authored-by: Georg Lehmann <dadschoorse@gmail.com>
2021-11-30 01:57:22 +00:00
Georg Lehmann
12249fd330 [dxso] Fix constant buffer debug names 2021-11-11 23:54:05 +00:00
Georg Lehmann
b163503f7c [dxso] Respect SM2+ sampler source swizzle. 2021-10-20 17:43:52 +00:00
Robin Kertels
869f75895c [d3d9+dxso] Switch constant buffer order 2021-10-15 10:54:18 +01:00
Robin Kertels
791d533a1d [d3d9+dxso] Rely on robustness for unset SWVP constants 2021-10-15 10:54:18 +01:00
Robin Kertels
d799b44d91 [dxso] Ensure pow base is >= 0 in LIT 2021-09-26 22:33:01 +01:00
Philip Rebohle
50c6974f3a [dxso] Fix gradient instructions for cube maps
We need 3 components in that case. Based on MSDN documentation, texldd
does not support 3D textures so there's no need to worry about those.

Fixes validation errors in Payday.
2021-08-23 13:50:54 +01:00
Georg Lehmann
a2330b89d2 [dxso] Implement TexDepth 2021-08-12 02:17:16 +00:00
Joshua Ashton
c0c1565cba [d3d9, dxso] Alias color and depth samplers and improve tracking
Takes me from 340 -> 460fps in A Hat in Time's main menu when CPU bound.
2021-08-10 23:46:03 +00:00
Joshua Ashton
242b7b6d9c [d3d9, dxso] Remove AlphaTestEnable spec constant
Go based on the func we already have. Avoids wasting a spec const.
2021-08-09 09:52:07 +00:00
Georg Lehmann
fdc2e2e78f [d3d9] Fix NEVER alpha testing 2021-08-07 21:54:30 +00:00
Georg Lehmann
5844315853 [dxso] Implement DxsoOpcode::Sgn 2021-08-05 20:55:54 +00:00
Joshua Ashton
375f8323e2
[dxso] Don't warn about Phase opcode 2021-02-27 21:17:01 +00:00
Joshua Ashton
09043ddd16 [dxso] Implement option for alpha test wiggle room 2020-11-26 12:15:03 +00:00
Joshua Ashton
c282ec7976 [dxso] Handle extraneous writemasks in matrix ops 2020-11-24 15:58:21 +00:00
Joshua Ashton
c3fdc768cf [d3d9] Only define the push constants we use
Fixes #1742
2020-09-26 06:39:52 +01:00
Joshua Ashton
753fcd5649 [d3d9] Only read point scale push constant in fixed function
Otherwise it doesn't exist and we're reading garbage/non-existant data.

Even though this gets spec-constanted away via an opSelect, some drivers don't like this
2020-09-26 06:39:52 +01:00
Joshua Ashton
e4bca7a42f [d3d9] Handle specular fog factor for fixed function
Also handle POSITION_T shenanigans

Closes #1771
2020-09-26 06:06:06 +01:00
Joshua Ashton
12356d7342 [dxso] Bias FETCH4 half-texel offset to avoid grid effect 2020-06-01 13:33:08 +01:00
Joshua Ashton
a21e0d4bcf Revert "[dxso] Make FETCH4 swizzle ARGB"
The documentation lies about the swizzle...

This reverts commit 2fc00a331b.

Closes #1641
Once and for all !
2020-05-27 12:11:43 +01:00
Joshua Ashton
56687cc258 [dxso] Handle half texel offset for FETCH4
Closes #1641
2020-05-27 10:16:03 +02:00
Joshua Ashton
2fc00a331b [dxso] Make FETCH4 swizzle ARGB
https://developer.amd.com/wordpress/media/2012/10/Advanced-DX9-Capabilities-for-ATI-Radeon-Cards_v2.pdf
2020-05-27 06:19:13 +01:00
Joshua Ashton
9ee4add77e [dxso] Forbid FETCH4 for 3D and not Cube
SPIR-V spec contradicts itself as to what is allowed here, and SPIR-V val doesn't help by listing the wrong dimension.
2020-05-25 09:26:09 +01:00
Joshua Ashton
87e8b9733f [dxso] Blacklist FETCH4 for cubes and normalize flags 2020-05-25 09:21:30 +01:00
Joshua Ashton
b12fa99435 [dxso] Fix scalar select on vector in FETCH4 code 2020-05-25 09:05:58 +01:00
Joshua Ashton
8fdf9e67d3 [d3d9, dxso] Implement FETCH4 2020-05-25 06:13:21 +01:00
Joshua Ashton
3a6c0cf605 [dxso] Implicitly define Color inputs as centroid in PS <= 2 2020-05-09 20:49:55 +01:00
Joshua Ashton
c3cff09c4f [d3d9] Implement d3d9.longMad option 2020-04-08 23:20:57 +01:00
Joshua Ashton
2408b881a2 [dxso] Use SSBOs for vertex constant buffers if we'd be outside of uniform range
Impacts #1375
2020-02-20 08:14:58 +01:00
Joshua Ashton
4405b51bf3 [dxso] Respect src modifiers in Texcrd for PS 1.4
`texcrd r4.xy, t4_dw.xyww`

Cross Racing Championship Extreme 2005 uses a writemask in texcrd as well as the _dw modifier on the src which we weren't respecting previously.

Closes #1450
2020-02-16 23:24:33 +00:00
Joshua Ashton
582fe899f8 [dxso] Implement TexBemL 2020-02-14 01:15:34 +00:00
Philip Rebohle
69b04c609a [dxso] Fix GCC warning for an unused variable 2020-02-06 17:50:28 +01:00
Joshua Ashton
08fc5342a9 [dxso] Initialize vPos in shaders if we have pixel fog
Fixes some fog related regressions since we deferred this
2020-02-04 21:43:16 +00:00
Joshua Ashton
1abacc947c [dxso] Apply projection before bumpmapping in TexBem
Also fixes us to use the correct stage id for TexBem matrix indices...

What a truly terrible API this is. This literally makes 0 sense.

This function needs a massive cleanup later too.

Closes #1387
2020-01-31 00:33:47 +00:00
Joshua Ashton
201d508626 [dxso] Handle writemask in TexKill op
Turns out this actually applies to what is tested, despite docs saying otherwise and never ever seeing this before!

Fixes some broken ENB shaders which I assume have some manual hand edits because I can't get FXC to generate this code at all.
2020-01-29 17:22:38 +00:00
Joshua Ashton
720cdf383e [d3d9] Use spec constants for bool constants 2020-01-27 14:21:21 +01:00
Joshua Ashton
65f4437417 [dxso] Initialize vPos value at the start of the shader
Otherwise we can end up initializing it in a branch and that's no good.

Closes https://github.com/doitsujin/dxvk/issues/1294
2020-01-26 18:40:32 +00:00
Joshua Ashton
b4666ac044 [dxso] Count max constants after we pull out pre-defines 2020-01-26 18:13:45 +00:00
Joshua Ashton
4810a5dc72 [dxso] Make unbound textures return (0, 0, 0, 1)
Matches native behaviour
2020-01-18 03:10:47 +00:00
Philip Rebohle
7e35a0687b [d3d9] Don't enable DrawParameters capability
Not used in D3D9 shaders.
2020-01-17 17:46:59 +01:00
Joshua Ashton
a7b4c29957 [dxso] Use m's id for bump matrix in TexBem
Fixes refractive windows in Vampire The Masquerade: Bloodlines

Was also a silly typo given my comment right above about it 🐸!
2020-01-15 18:04:04 +00:00
Joshua Ashton
c024b89171 [dxso] Implement d3d9.forceSamplerTypeSpecConstants
This option makes us always use a spec constant to determine sampler type (instead of just in PS 1.x)
which works around a game bug in Halo CE where it gives cube textures to 2d/volume samplers
2020-01-01 20:56:05 +00:00
Joshua Ashton
0993f6f25d [dxso] Negate reflection in TexM3x3VSpec 2019-12-25 18:43:51 +00:00
Joshua Ashton
66fee8ff51 [dxso] Normalize eyeRay and normal before reflection in TexM3x3Spec 2019-12-25 18:36:34 +00:00
Joshua Ashton
3ff9c4cc43 [dxso] Track and prioritize co-issued CNDs above their parent ops 2019-12-22 17:46:57 +00:00
Philip Rebohle
31948cae8c [spirv] Allow specifying the SPIR-V version explicitly
We're going to use some SPIR-V 1.4 features for D3D11 if supported,
but 1.4 is not supported by all implementations.
2019-12-18 17:36:46 +01:00
Joshie
54ed8f0bb0 [d3d9] Implement Direct3D9 Frontend (#1275)
Co-authored-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
Co-authored-by: Robin Kertels <robin.kertels@gmail.com>
Co-authored-by: pchome <pchome@users.noreply.github.com>
Co-authored-by: Christopher Egert <cme3000@gmail.com>
Co-authored-by: Derek Lesho <dereklesho52@Gmail.com>
Co-authored-by: Luis Cáceres <lacaceres97@gmail.com>
Co-authored-by: Nelson Chen <crazysim@gmail.com>
Co-authored-by: Edmondo Tommasina <edmondo.tommasina@gmail.com>
Co-authored-by: Riesi <riesi@opentrash.com>
Co-authored-by: gbMichelle <gbmichelle.dev@gmail.com>
2019-12-16 04:28:01 +01:00