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Commit Graph

3454 Commits

Author SHA1 Message Date
Joshua Ashton
7a134e49be
[d3d10] Implement D3D10[Core]GetVersion and D3D10[Core]RegisterLayers 2020-03-18 20:49:17 +01:00
Joshua Ashton
021c593ad8 [d3d9] Use all heaps when determining initial texture memory
Matches behaviour on Windows 10

Merges #1436
2020-03-18 19:40:01 +00:00
Florian Will
ba41a5219a [util] Disable explicit frontbuffer for ZUSI 3
Fixes flickering when parts of the screen are not redrawn in a frame.

Closes #1368
Merges #1437
2020-03-18 19:32:45 +00:00
Florian Will
1a4b15a82d [d3d9] Add option to disable the explicit frontbuffer
The Vulkan swapchain is unaffected by this, but we don't create an
"internal" frontbuffer in D3D9SwapChainEx if this option is set. This
breaks GetFrontBufferData (which returns backbuffer data if the option
is enabled), but it disables front/backbuffer flipping.

Most windows drivers apparently always use the same backbuffer for all
frames in windowed mode. At least one game (ZUSI 3) seems to rely on
this behavior, and only redraws dirty regions for each frame instead of
redrawing everything. With buffer flips, this leads to flickering. When
enabling this new noExplicitFrontBuffer option, the flickering
disappears.
2020-03-18 19:31:00 +00:00
Joshua Ashton
6a8933cf31 [d3d9] Allow arbitrary backbuffer/adapter formats
It seems these aren't linked in the way the docs made out, this fixes a crash when starting some titles.

Closes #1508
2020-03-18 06:00:28 +00:00
Joshua Ashton
a9040c5cce [d3d9] Allow multisampled depth stencil resolves in StretchRect
Fixes a crash in some Source 2 titles
2020-03-18 04:59:27 +00:00
Joshua Ashton
19842532c2 [build] Specify C++ std manually in meson build
Meson doesn't specify this otherwise...
2020-03-18 03:47:55 +00:00
Philip Rebohle
bf480ce659
[d3d11] Initialize all D3D11ContextState members
Otherwise, SwapDeviceContextState may swap in some uninitialized data.
Closes #1512.

Reported-by: Danylo Piliaiev <danylo.piliaiev@globallogic.com>
2020-03-16 18:42:57 +01:00
Philip Rebohle
26798eb312 [util] Use SwitchToThread for yield
According to MSDN, this doesn't interfere with scheduling of other threads,
unlike Sleep(0).
2020-03-15 03:43:04 +01:00
Philip Rebohle
ba213c1fa0 [dxvk] Factor out waiting for resource to become idle
And use the new generic spin function to reduce syscall spam.
2020-03-15 03:43:04 +01:00
Philip Rebohle
da506f5932 [util] Add generic recursive spinlock 2020-03-15 03:43:04 +01:00
Philip Rebohle
55e3240479 [util] Add generic spin function 2020-03-15 03:43:04 +01:00
nopjmp
3835230ce5 [meta] use c++latest only for old versions of MSVC
c++latest is only needed for c++17 features when the compiler is before MSVC 15.3
2020-03-14 11:26:03 +01:00
Philip Rebohle
33b0d4c991
[d3d10] Create type reflection objects on demand
See previous commits for details. Fixes #1507.
2020-03-12 21:03:31 +01:00
Philip Rebohle
3d81b3eb82
[d3d10] Create variable reflection objects on demand 2020-03-12 21:03:30 +01:00
Philip Rebohle
21fe6a3405
[d3d10] Create constant buffer reflection objects on demand
The reported constant buffer count does not necessarily match the
number of constant buffers that can be retrieved from reflection.
2020-03-12 21:03:30 +01:00
Rémi Bernon
14946c599f [d3d9] Hook WM_NCCALCSIZE to get rid of fullscreen non-client areas. 2020-03-11 17:46:08 +00:00
Joshua Ashton
2ee7facb9f [tests] Add some d3d9 srgb format tests 2020-03-09 03:05:51 +00:00
Joshua Ashton
64e649ae18 [d3d9] Don't check IsNull for depth stencil views
We don't need to do this. Depth stencils can never be D3DFMT_NULL.
2020-03-09 01:13:54 +00:00
Joshua Ashton
e33627cfdc [d3d9] Optimize unnecessary loops in hazard tracking
We only want to update specific indices of bitfields at a time, so pass through that information and mask it off.
2020-03-09 01:03:18 +00:00
Joshua Ashton
812a113a85 [d3d9] Avoid multiple tzcnts per loop in hazard tracking 2020-03-09 00:53:50 +00:00
Joshua Ashton
f6b26b302d [d3d9] Handle depth stencil hazards
Track depth stencil textures being used and whether we have any active hazards.

Rebind the framebuffer with VK_IMAGE_LAYOUT_DEPTH_STENCIL_READ_ONLY_OPTIMAL if we encounter a depth stencil hazard.

Fixes black squares in Mass Effect and validation errors in some titles.

Closes #1484
2020-03-09 00:53:19 +00:00
Joshua Ashton
102d97db02 [d3d9] Add IsDepthStencil helper to D3D9CommonTexture 2020-03-09 00:24:56 +00:00
Joshua Ashton
a432befa8d [d3d9] Add RT suffix to current hazard tracking
We can have DS hazards...
2020-03-09 00:23:22 +00:00
Joshua Ashton
eaa599bf9a [d3d9] Implement A2W10V10U10 format via conversion 2020-03-08 23:32:33 +00:00
Joshua Ashton
60ec7e8208 [d3d9] Implement X8L8V8U8 format via conversion 2020-03-08 23:22:52 +00:00
Joshua Ashton
afd4e6e457 [d3d9] Use a common header for cs conversion helpers 2020-03-08 22:29:41 +00:00
Philip Rebohle
304dad2d2e
[dxvk] Fix dumb typo in changeImageLayout 2020-03-08 03:18:34 +01:00
Philip Rebohle
7b760800b4
[d3d11] Fix buffer view compatibility check 2020-03-08 01:28:51 +01:00
Philip Rebohle
2291484696
[d3d11] Fix texture view compatibility check 2020-03-08 01:28:51 +01:00
Jens Peters
f85be773aa [meta] Remove D3D10 HUD restriction in the README
D3D10 in the HUD api option is identified correctly since be16da37d7
2020-03-07 22:58:30 +01:00
Joshua Ashton
45c8b09104 [d3d9] Don't update present region in Reset
Fixes a regression in A Hat in Time when changing resolutions
2020-03-06 18:23:08 +00:00
Philip Rebohle
245007daba [d3d9] Don't use m_monitor in GetDisplayModeEx
Should fix #1495.
2020-03-05 15:25:05 +00:00
Philip Rebohle
3a1243b05e [util] Don't set display mode if the desired mode is already set
See #1489.

Co-authored-by: zvova7890 <zvova7890@gmail.com>
2020-03-04 23:06:15 +00:00
Philip Rebohle
5e41e00456 [d3d9] Use new common monitor functions 2020-03-04 23:06:15 +00:00
Philip Rebohle
a623e8e7d6 [dxgi] Use new common monitor functions 2020-03-04 23:06:15 +00:00
Philip Rebohle
4e16d65bb8 [util] Introduce common functions to set, get and restore display modes 2020-03-04 23:06:15 +00:00
Philip Rebohle
66503aeaa0 [util] Factor out common monitor-related functions 2020-03-04 23:06:15 +00:00
Joshua Ashton
8c68cf1551 [d3d9] Fix alignment of SubresourceData
This should match SubresourceType...
2020-03-02 16:11:07 +00:00
Joshua Ashton
27d7af65a1 [d3d9] Consolidate format helper code 2020-03-02 04:37:20 +00:00
Joshua Ashton
1b26fabc6e [d3d9] Use uniform texel buffers for conversion 2020-03-02 04:37:20 +00:00
Joshua Ashton
077f48b4ef [d3d9] Flush format converter in device after init
Otherwise we can be overwritten if its a new resource we just created by the initializer.
2020-03-02 04:37:20 +00:00
Joshua Ashton
58316ebe4c [d3d9] Add missing breaks to format helper switch 2020-03-02 04:37:20 +00:00
Joshua Ashton
7743276e1d [d3d9] Implement L6V5U5 format via conversion 2020-03-02 04:37:20 +00:00
Joshua Ashton
419083f126 [tests] Add a test for L6V5U5 format 2020-03-02 04:03:27 +00:00
Joshua Ashton
b67f4974be [d3d9] Fix view formats for conversion formats 2020-03-02 04:03:27 +00:00
Philip Rebohle
1e426cdb08
[meta] Release 1.5.5 2020-02-29 15:45:57 +01:00
Joshua Ashton
36d3e8e83d [d3d9] Don't InitReturnPtr in CreateQuery
Matches native behaviour

Fixes a Wine test
2020-02-28 21:51:34 +00:00
Joshua Ashton
5548493fad [d3d9] Don't update device state for offset/stride if the buffer is nullptr
May also avoid some redundant rebinds here too...

Fixes a Wine test
2020-02-28 21:40:19 +00:00
Joshua Ashton
722520a9f7 [d3d9] Don't rebind user's vertex buffer/indices in DrawPrimitive[Indexed]UP
D3D9 doesn't do this, it instead sets them to NULL so we can simplify this logic a fair bit.

Found via a Wine test.
2020-02-28 21:37:00 +00:00