Robin Kertels
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01f633289b
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[d3d9] Use mapped slice when locking POOL_DEFAULT textures
Fixes an issue where the game would end up using the wrong
buffer slice if it previously mapped the same texture with DISCARD.
Fixes #2329
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2021-10-15 10:46:40 +01:00 |
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Robin Kertels
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c8341e4be3
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[d3d9] Fix lenient clears
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2021-09-28 21:14:02 +01:00 |
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Robin Kertels
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c4449faf5a
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[d3d9] Don't clamp clears to the size of RT 0
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2021-09-27 21:57:15 +01:00 |
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Robin Kertels
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29ee1a74e6
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Revert "[d3d9] Avoid depth degenerate viewports"
This reverts commit 78d22cc7a5 .
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2021-09-27 14:55:49 +01:00 |
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Georg Lehmann
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827c7a892c
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[util] Replace countof with std::size
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2021-09-10 11:58:46 +01:00 |
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Georg Lehmann
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ed70f9a07c
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[d3d9] Support unsupported formats in LockRect
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2021-08-23 17:38:50 +01:00 |
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Georg Lehmann
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82d40f5bba
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[d3d9] Return a pointer in GetUnsupportedFormatInfo
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2021-08-23 17:38:50 +01:00 |
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Georg Lehmann
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04474b761b
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[d3d9] Brain-dead gamma ramp validation
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2021-08-23 15:41:59 +01:00 |
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Georg Lehmann
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41d0fcff95
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[d3d9] Disable projection for PS 1.4
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2021-08-19 01:47:42 -07:00 |
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Robin Kertels
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956b23c9e9
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[d3d9] Use correct pitch to calculate buffer offset
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2021-08-18 13:31:00 -07:00 |
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Robin Kertels
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97e91b6c0f
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[d3d9] Respect pitch alignment in GetFrontBufferData
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2021-08-18 13:31:00 -07:00 |
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Joshua Ashton
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3718cee9eb
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[d3d9] Clean up texture type tracking
Additionally stops leaky pipelines on PS 1.x shaders from partial mask updates.
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2021-08-17 07:02:56 -07:00 |
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Joshua Ashton
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64852f05c3
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[d3d9] Track fixed function sampler bitfields
Cleans some stuff up a little bit and makes FF draws faster when this gets incorrectly invalidated.
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2021-08-17 07:02:56 -07:00 |
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Joshua Ashton
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c6a4c41d20
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[d3d9] Batch texture unbinding
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2021-08-17 07:02:56 -07:00 |
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Joshua Ashton
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a346949304
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[d3d9] Remove needless locks in SetTexture and SetSamplerState
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2021-08-16 19:09:16 +01:00 |
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Georg Lehmann
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6103e3c800
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[d3d9] Use BitMask helper
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2021-08-16 08:49:46 -07:00 |
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Joshua Ashton
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b09b912797
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[d3d9] Fix unbinding textures
Closes: #2236
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2021-08-16 15:33:49 +01:00 |
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Georg Lehmann
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a75cf2f39d
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[d3d9] Fix parital DS clears with full RT clear
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2021-08-15 19:00:47 +00:00 |
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Joshua Ashton
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7acbd0f4e1
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[d3d9] Expose D3DPMISCCAPS_CLIPTLVERTS
Matches what we actually do and fixes a Wine test
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2021-08-11 12:44:28 +01:00 |
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Joshua Ashton
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a6156856e5
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[d3d9] Don't check for NULL pViewport
This cannot be NULL.
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2021-08-11 11:44:09 +00:00 |
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Joshua Ashton
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78d22cc7a5
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[d3d9] Avoid depth degenerate viewports
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2021-08-11 11:44:09 +00:00 |
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Joshua Ashton
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5f4f4d57df
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[d3d9] Fix initial mapping of images written by GPU
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2021-08-11 12:14:17 +01:00 |
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Joshua Ashton
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679d703efc
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[d3d9] Fix upload race with default image mapping
Fixes a Wine test
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2021-08-11 11:53:17 +02:00 |
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Robin Kertels
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60a7047550
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[d3d9] Fix D3DLOCK_READONLY handling with evictManagedOnUnlock
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2021-08-11 07:35:39 +00:00 |
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Joshua Ashton
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2c8099adf1
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[d3d9] Use Texture2D for CommonTexture resolution
Using the generic texture type was a nice idea in theory, but some compilers did not give it a vtable as it was abstract, resulting in a crash here.
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2021-08-11 04:25:29 +01:00 |
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Joshua Ashton
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ab7fc42f2f
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[d3d9] Fix stateblock refcounting
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2021-08-11 01:38:50 +01:00 |
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Joshua Ashton
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a1f0bb99ee
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[d3d9] Cleanup D3D9DeviceEx members
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2021-08-11 01:38:34 +01:00 |
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Joshua Ashton
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5e48035e99
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[d3d9] Only bind textures if they are used by the shader
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2021-08-11 01:08:13 +01:00 |
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Joshua Ashton
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c0c1565cba
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[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.
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2021-08-10 23:46:03 +00:00 |
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Joshua Ashton
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3f78bde928
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[d3d9] Optimize GetCommonTexture
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2021-08-10 23:46:03 +00:00 |
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Joshua Ashton
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85468a5526
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[d3d9] Add extra brackets to fetch4 filter check
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2021-08-09 22:54:19 +00:00 |
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Joshua Ashton
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674f008e23
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[d3d9] Use m_activeTexture mask for SRGB check
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2021-08-09 22:54:19 +00:00 |
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Joshua Ashton
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1823a098a1
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[d3d9] Clean up SetStateSamplerState
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2021-08-09 22:54:19 +00:00 |
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Joshua Ashton
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ea4aa87336
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[d3d9] Add unlikelies to rare vendor hacks
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2021-08-09 22:54:19 +00:00 |
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Georg Lehmann
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1ea79cf136
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[d3d9] Only respect relevant bits of D3DRS_STENCILREF
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2021-08-09 22:54:06 +00:00 |
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Georg Lehmann
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152a08191c
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[d3d9] Downgrade format fall back warnings to info
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2021-08-09 13:17:43 +02:00 |
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Joshua Ashton
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abba425ed0
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[d3d9] Optimize MarkTextureBindingDirty with tzcnt loop of m_activeTextures
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2021-08-09 09:54:12 +00:00 |
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Joshua Ashton
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242b7b6d9c
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[d3d9, dxso] Remove AlphaTestEnable spec constant
Go based on the func we already have. Avoids wasting a spec const.
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2021-08-09 09:52:07 +00:00 |
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Georg Lehmann
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ada463badc
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[d3d9] Mark mips as dirty on Clear if needed
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2021-08-08 10:27:43 +00:00 |
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Georg Lehmann
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92deba0310
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[d3d9] Implement D3DTOP_BLENDTEXTUREALPHAPM
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2021-08-08 10:12:40 +00:00 |
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Georg Lehmann
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9162aa5fdf
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[d3d9] Captured NULL vertex declarations are not applied
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2021-08-08 08:50:00 +00:00 |
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Georg Lehmann
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28a07ef445
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[d3d9] Validate vertex declaration on draws
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2021-08-08 08:50:00 +00:00 |
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Georg Lehmann
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8c0003552c
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[d3d9] Reject depth stencil StrechRect during an active scene
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2021-08-08 08:50:00 +00:00 |
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Georg Lehmann
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09e5939502
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[d3d9] Reject 2 BeginScene + EndScene without Begin
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2021-08-08 08:50:00 +00:00 |
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Georg Lehmann
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6071e998fd
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[d3d9] Handle invalid modes in Device::Reset
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2021-08-08 08:50:00 +00:00 |
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Georg Lehmann
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64c4eea922
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[d3d9] Mark texture dirty on SetLod
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2021-08-08 02:28:44 +00:00 |
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Georg Lehmann
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26516dc904
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[d3d9] Fix ColorFill with OffscreenPlainSurface
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2021-08-08 02:15:06 +00:00 |
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Joshua Ashton
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fd50eae5c2
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[d3d9] Optimize framebuffer binding with RT mask
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2021-08-08 02:14:11 +00:00 |
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Joshua Ashton
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2f22c1b53d
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[d3d9] Optimize clears with rt mask and better ref tracking
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2021-08-08 02:14:11 +00:00 |
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Joshua Ashton
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072d3a039e
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[d3d9] Track bound RTs
This also improves active RT hazard tracking by also accounting for NULL
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2021-08-08 02:14:11 +00:00 |
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