Joshua Ashton
3718cee9eb
[d3d9] Clean up texture type tracking
...
Additionally stops leaky pipelines on PS 1.x shaders from partial mask updates.
2021-08-17 07:02:56 -07:00
Joshua Ashton
64852f05c3
[d3d9] Track fixed function sampler bitfields
...
Cleans some stuff up a little bit and makes FF draws faster when this gets incorrectly invalidated.
2021-08-17 07:02:56 -07:00
Joshua Ashton
c6a4c41d20
[d3d9] Batch texture unbinding
2021-08-17 07:02:56 -07:00
Joshua Ashton
a346949304
[d3d9] Remove needless locks in SetTexture and SetSamplerState
2021-08-16 19:09:16 +01:00
Georg Lehmann
789e19d2ac
[dxbc] Use BitMask helper
2021-08-16 08:49:46 -07:00
Georg Lehmann
b13260c689
[d3d11] Use BitMask helper
2021-08-16 08:49:46 -07:00
Georg Lehmann
6103e3c800
[d3d9] Use BitMask helper
2021-08-16 08:49:46 -07:00
Georg Lehmann
b037fc8882
[dxvk] Use BitMask helper
2021-08-16 08:49:46 -07:00
Philip Rebohle
ffc351f2f5
[util] Introduce BitMask helper
2021-08-16 08:49:46 -07:00
Joshua Ashton
64f417d6e6
[util] Add bsf helper
...
For when we know we aren't going to put in a mask of 0, we can use this and get better codegen.
2021-08-16 08:49:46 -07:00
Joshua Ashton
b09b912797
[d3d9] Fix unbinding textures
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Closes : #2236
2021-08-16 15:33:49 +01:00
Georg Lehmann
a75cf2f39d
[d3d9] Fix parital DS clears with full RT clear
2021-08-15 19:00:47 +00:00
Georg Lehmann
a2330b89d2
[dxso] Implement TexDepth
2021-08-12 02:17:16 +00:00
Joshua Ashton
7acbd0f4e1
[d3d9] Expose D3DPMISCCAPS_CLIPTLVERTS
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Matches what we actually do and fixes a Wine test
2021-08-11 12:44:28 +01:00
Joshua Ashton
a6156856e5
[d3d9] Don't check for NULL pViewport
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This cannot be NULL.
2021-08-11 11:44:09 +00:00
Joshua Ashton
78d22cc7a5
[d3d9] Avoid depth degenerate viewports
2021-08-11 11:44:09 +00:00
Joshua Ashton
5f4f4d57df
[d3d9] Fix initial mapping of images written by GPU
2021-08-11 12:14:17 +01:00
Joshua Ashton
679d703efc
[d3d9] Fix upload race with default image mapping
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Fixes a Wine test
2021-08-11 11:53:17 +02:00
Robin Kertels
60a7047550
[d3d9] Fix D3DLOCK_READONLY handling with evictManagedOnUnlock
2021-08-11 07:35:39 +00:00
Joshua Ashton
2c8099adf1
[d3d9] Use Texture2D for CommonTexture resolution
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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.
2021-08-11 04:25:29 +01:00
Joshua Ashton
ab7fc42f2f
[d3d9] Fix stateblock refcounting
2021-08-11 01:38:50 +01:00
Joshua Ashton
a1f0bb99ee
[d3d9] Cleanup D3D9DeviceEx members
2021-08-11 01:38:34 +01:00
Joshua Ashton
5e48035e99
[d3d9] Only bind textures if they are used by the shader
2021-08-11 01:08:13 +01:00
Joshua Ashton
c0c1565cba
[d3d9, dxso] Alias color and depth samplers and improve tracking
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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
3f78bde928
[d3d9] Optimize GetCommonTexture
2021-08-10 23:46:03 +00:00
Joshua Ashton
85468a5526
[d3d9] Add extra brackets to fetch4 filter check
2021-08-09 22:54:19 +00:00
Joshua Ashton
674f008e23
[d3d9] Use m_activeTexture mask for SRGB check
2021-08-09 22:54:19 +00:00
Joshua Ashton
1823a098a1
[d3d9] Clean up SetStateSamplerState
2021-08-09 22:54:19 +00:00
Joshua Ashton
ea4aa87336
[d3d9] Add unlikelies to rare vendor hacks
2021-08-09 22:54:19 +00:00
Georg Lehmann
1ea79cf136
[d3d9] Only respect relevant bits of D3DRS_STENCILREF
2021-08-09 22:54:06 +00:00
Joshua Ashton
79cf2e875f
[dxvk] Avoid needless refcount in updateFramebuffer
...
Avoids a needless refcount
2021-08-09 15:23:59 +02:00
Joshua Ashton
a35f2af5e5
[dxvk] Remove needless refcount in updateTransformFeedbackBuffers
2021-08-09 15:23:59 +02:00
Joshua Ashton
4edaade185
[dxvk] Avoid needless refcount in copyImageFb
2021-08-09 15:23:59 +02:00
Georg Lehmann
8844dc2091
[dxgi] Downgrade format fall back warnings to info
2021-08-09 13:17:43 +02:00
Georg Lehmann
b55784acc6
[dxvk] Downgrade missing OpenVR warning to info
2021-08-09 13:17:43 +02:00
Georg Lehmann
152a08191c
[d3d9] Downgrade format fall back warnings to info
2021-08-09 13:17:43 +02:00
Joshua Ashton
abba425ed0
[d3d9] Optimize MarkTextureBindingDirty with tzcnt loop of m_activeTextures
2021-08-09 09:54:12 +00:00
Joshua Ashton
242b7b6d9c
[d3d9, dxso] Remove AlphaTestEnable spec constant
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Go based on the func we already have. Avoids wasting a spec const.
2021-08-09 09:52:07 +00:00
Georg Lehmann
ada463badc
[d3d9] Mark mips as dirty on Clear if needed
2021-08-08 10:27:43 +00:00
Georg Lehmann
92deba0310
[d3d9] Implement D3DTOP_BLENDTEXTUREALPHAPM
2021-08-08 10:12:40 +00:00
Georg Lehmann
9162aa5fdf
[d3d9] Captured NULL vertex declarations are not applied
2021-08-08 08:50:00 +00:00
Georg Lehmann
28a07ef445
[d3d9] Validate vertex declaration on draws
2021-08-08 08:50:00 +00:00
Georg Lehmann
8c0003552c
[d3d9] Reject depth stencil StrechRect during an active scene
2021-08-08 08:50:00 +00:00
Georg Lehmann
09e5939502
[d3d9] Reject 2 BeginScene + EndScene without Begin
2021-08-08 08:50:00 +00:00
Georg Lehmann
6071e998fd
[d3d9] Handle invalid modes in Device::Reset
2021-08-08 08:50:00 +00:00
Georg Lehmann
64c4eea922
[d3d9] Mark texture dirty on SetLod
2021-08-08 02:28:44 +00:00
Georg Lehmann
26516dc904
[d3d9] Fix ColorFill with OffscreenPlainSurface
2021-08-08 02:15:06 +00:00
Joshua Ashton
fd50eae5c2
[d3d9] Optimize framebuffer binding with RT mask
2021-08-08 02:14:11 +00:00
Joshua Ashton
2f22c1b53d
[d3d9] Optimize clears with rt mask and better ref tracking
2021-08-08 02:14:11 +00:00
Joshua Ashton
072d3a039e
[d3d9] Track bound RTs
...
This also improves active RT hazard tracking by also accounting for NULL
2021-08-08 02:14:11 +00:00
Joshua Ashton
e0f9ebf695
[d3d9] Common buffer header cleanups and docs
2021-08-08 02:14:11 +00:00
Joshua Ashton
ee11e1af58
[d3d9] Minor buffer code-style cleanups
2021-08-08 02:14:11 +00:00
Joshua Ashton
b1b1524737
[d3d9] Adapter cleanups
2021-08-08 02:14:11 +00:00
Joshua Ashton
da411c8a48
[d3d9] Move m_lod after m_subresources
2021-08-08 02:14:11 +00:00
Joshua Ashton
4a569918c0
[d3d9] Track NULL state per-subresource
2021-08-08 02:14:11 +00:00
Joshua Ashton
d6bc355782
[d3d9] Fix code-style of D3D9Subresource and inline
2021-08-08 02:14:11 +00:00
Joshua Ashton
f4ce795fe7
[d3d9] Do a little packing of subresource members
2021-08-08 02:14:11 +00:00
Joshua Ashton
d922e261e8
[d3d9] Make D3D9_COMMON_TEXTURE_DESC smaller
2021-08-08 02:14:11 +00:00
Joshua Ashton
3592d7b48f
[d3d9] Return const buffer references in D3D9CommonBuffer
...
Avoids some needless refcounting
2021-08-08 02:14:11 +00:00
Joshua Ashton
fb7035f16a
[d3d9] Remove D3D9CommonBuffer::GetDesc
...
We already have ::Desc()
2021-08-08 02:14:11 +00:00
Joshua Ashton
750639d3b6
[d3d9] Return const view references in D3D9Subresource
2021-08-08 02:14:11 +00:00
Joshua Ashton
3cbac8923f
[d3d9] Return const refs for image/buffers + format mapping in CommonTexture
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Avoids needless Rc ref counts and copies of that fairly large structure.
2021-08-08 02:14:11 +00:00
Georg Lehmann
23873cbb57
[d3d9] Disable primitive restart
2021-08-08 02:05:27 +00:00
Georg Lehmann
fdc2e2e78f
[d3d9] Fix NEVER alpha testing
2021-08-07 21:54:30 +00:00
Georg Lehmann
be3c248c8b
[d3d9] Don't mark mips as dirty when the texture doesn't have automatic mips
2021-08-07 21:53:34 +00:00
Georg Lehmann
973678e6bf
[d3d9] Only look at the last bit for D3DSAMP_SRGBTEXTURE
2021-08-07 13:09:13 +00:00
Georg Lehmann
a1fbcf35de
[d3d9] Ignore clear with Count == 0 and non-NULL rect
2021-08-06 18:54:17 +00:00
Philip Rebohle
546bd6f462
[dxbc] Fix swizzles in lod instruction
...
Fixes #1764 .
2021-08-05 22:57:58 +02:00
Philip Rebohle
97ef8a6fb3
[dxvk] Remove Win32 fence
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Replaced with CallbackFence.
2021-08-05 22:57:58 +02:00
Philip Rebohle
56395c9bc8
[d3d11] Re-implement frame latency events using Win32 semaphore
...
Matches native DXGI behaviour more accurately, and fixes a hang in
Shin Megami Tensei 3.
2021-08-05 22:57:58 +02:00
Philip Rebohle
4c222ec557
[d3d11] Use callback fence to signal Flush1 event
2021-08-05 22:57:58 +02:00
Philip Rebohle
893da94fb3
[util] Introduce CallbackFence
2021-08-05 22:57:58 +02:00
Georg Lehmann
5844315853
[dxso] Implement DxsoOpcode::Sgn
2021-08-05 20:55:54 +00:00
Georg Lehmann
c5ab87f353
[spirv] Add opFSign
2021-08-05 20:55:54 +00:00
Paul Gofman
52fac82a45
[dxvk] Also initialize view formats when creating DxvkImage for existing VkImage.
2021-08-03 00:47:33 +02:00
Robin Kertels
7873bebaf2
[d3d9] Only check range overlap if the buffer is not directly mapped
2021-07-28 16:57:02 +00:00
Philip Rebohle
d10e1ed3c0
[meta] Release 1.9.1
2021-07-26 15:45:33 +02:00
Joshua Ashton
b8a4b85c48
[d3d9] Fix clearing render targets on device reset
2021-07-26 14:35:48 +02:00
Robin Kertels
b4e6f81cb5
[d3d9] Respect aligned pitch when using initial data
2021-07-24 19:41:59 +00:00
Robin Kertels
6ba3d2f9d4
[d3d9] Set correct usage flags for large temporary staging buffers
2021-07-23 13:36:21 +00:00
Robin Kertels
fa279eb8ad
[d3d9] Ignore NO_DIRTY_UPDATE for POOL_DEFAULT resources
...
Respecting it breaks Senren Banka because we never upload the texture.
2021-07-23 13:36:21 +00:00
Robin Kertels
584e1515b1
[d3d9] Fix pitch when copying straight from mapping buffer
2021-07-23 13:36:21 +00:00
Robin Kertels
34101dcf26
[d3d9] Fix UpdateTexture extent
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Same as 5f1629f2cb
2021-07-23 13:36:21 +00:00
Robin Kertels
5037e49646
[util] Merge GTA IV configs
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The app config system can not handle more than one entry
per exe name, so the enableUMA one disabled the NVAPI
workaround.
2021-07-21 15:08:23 +02:00
Philip Rebohle
11bbc07ea1
[dxvk] Support destination pitch in packImageData
2021-07-19 16:54:56 +02:00
Joshua Ashton
d3112c320b
[d3d9] Add dirty texture tracking
...
Reduces overhead from re-binding and unnecessary binding (srgb changes) in L4D2.
I go from about 750 -> 850-900 fps in c1m2_streets with this change.
2021-07-14 20:38:49 +00:00
Robin Kertels
8eeff90e0a
[d3d9] Only use staging buffers for uploads once we've stalled on the resource
2021-07-14 19:26:25 +00:00
Robin Kertels
b83261b759
[d3d9] Adjust waiting in LockBuffer to staging buffer upload
...
Now that we're uploading using a staging buffer,
we don't need to wait for non default buffers.
We should also respect READONLY for WRITEONLY buffers
(yes, it sounds dumb) because Nostale relies on that.
2021-07-14 19:26:25 +00:00
Robin Kertels
ed24c17d53
[d3d9] Validate srcRect and dstPoint in UpdateSurface
2021-07-14 18:33:38 +00:00
Georg Lehmann
b3b2f0921c
[d3d9] Never init pSharedHandle.
...
This parameter has three different meanings if it's non NULL:
- if Pool is D3DPOOL_SYSTEMMEM it's a host pointer for inital data
- if it points to a nullptr it's a output handle
- if it's a pointer to non NULL pointer it's an import handle
2021-07-14 15:29:46 +00:00
Robin Kertels
5f1629f2cb
[d3d9] Fix FlushImage extent for smaller mip maps
2021-07-10 16:23:56 +00:00
Robin Kertels
9f0775b1ac
[d3d9] Always use cached memory for texture mapping buffers
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We read from that memory when uploading the texture.
Fixes performance in Oblivion.
2021-07-08 21:42:12 +00:00
Joshua Ashton
c7f8267f98
[d3d9] Fix NV12 conversion
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Froggy is the right color now
2021-07-08 22:36:59 -07:00
Philip Rebohle
e23792ef91
[d3d11] Fix handling sRGB UAV images
2021-07-07 16:00:12 +02:00
Joshie
f9034007ac
[util] Fix indexing of non-float vectors
2021-07-05 18:58:55 +02:00
Connor Abbott
9579132942
[d3d9] Remove extra spaces in def file
...
wrc is pickier about this than windres and refuses to accept it.
2021-07-03 14:28:28 +02:00
Connor Abbott
aae0e57a46
Don't add def file as an object
...
This is unnecessary even on mingw, and leads to duplicating the .def
file on the linking command line which winegcc complains about.
2021-07-03 14:28:28 +02:00
Connor Abbott
2988875e93
[dxgi] Call QueryPerformanceCounter directly
...
dxvk::high_resolution_clock is meant to be a wrapper around the C++ time
library, and getCounter() is (AFAIK) an internal thing so calling it
directly is odd. On winelib this redirects to the host's implementation,
which means this fails to compile. Since this is a Windows API and not
for internal usage just call the Windows API function directly.
2021-07-03 14:28:28 +02:00
Connor Abbott
b9135ca0cd
Do not try to load libraries natively under __WINE__
...
This was only half-implemented (e.g. OpenXR was still calling
GetModuleHandle), broke compilation with Vulkan due to mismatched ABI,
and wouldn't have worked anyways with winelib builds because we still
need access to wine's implementation of the Vulkan win32 winsys
integration. Perhaps this is still useful for dxvk-native but if so it
should be re-added under a DXVK_NATIVE flag.
2021-07-03 14:28:28 +02:00
Philip Rebohle
c8a9308c37
[dxvk] Enable disableMsaa option for World of Final Fantasy
...
Fixes #1216 .
Fixes #2136 .
2021-07-02 16:11:24 +02:00