Joshua Ashton
0beb18ef73
[d3d9] Wait for submission when calling ReturnUnderlyingResource
2024-03-16 19:11:11 +00:00
Robin Kertels
8b8be7c2bf
[d3d9] Fix stream count in Reset
2024-03-10 17:12:22 +01:00
Billy Laws
0776d764a4
build: Support building for ARM64EC
...
When targeting ARM64EC, both __x86_64__ and _M_X86_64 are defined but
not all x86 intrinsics are present, treat EC as regular ARM64 so the
native intrinsics are used instead.
2024-03-09 05:43:46 +00:00
Robin Kertels
15ddadc4de
[d3d9] Fix number of streams
2024-03-08 18:42:15 +01:00
Robin Kertels
72c86b8229
[d3d9] Only unbind in EndScene if the game cleared the binding
2024-03-06 22:58:48 +01:00
Robin Kertels
85215b10d6
[d3d9] Respect vertex buffer offset when dynamically uploading geometry
2024-03-06 18:13:26 +01:00
Robin Kertels
20490b678f
[d3d9] Fix missing else brackets in ResetSwapchain
2024-03-06 12:08:45 +01:00
Robin Kertels
a0e39e94fa
[d3d9] Use most recently used swapchain for GetFrontBufferData
2024-03-05 13:54:15 +00:00
Robin Kertels
49b18f03fe
[d3d9] Unbind buffers in EndScene & Reset
2024-03-05 13:52:51 +00:00
Robin Kertels
c5a37d443a
[d3d9] Handle null IBO when uploading data for draw
2024-02-20 13:04:01 -08:00
Robin Kertels
39c19e9299
[d3d9] End scene on reset
2024-02-20 12:58:03 -08:00
Robin Kertels
738fd4f895
[d3d9] Don't actually unbind buffers
2024-02-20 12:58:03 -08:00
Robin Kertels
ab3593185f
[d3d9] Fail GetRTData if src and dst have mismatching sizes
...
MySims tries to do this and needs this to fail,
otherwise mouse picking is off.
2024-02-06 11:02:43 +01:00
Echo J
fae78407a2
d3d9: Remove an unused variable
...
This fixes a gcc warning (originally reported by Saancreed)
2024-02-06 10:19:28 +01:00
Robin Kertels
5312ef1cf9
[d3d9] Upload DYNAMIC+SYSMEM vertex and index data for each draw
2024-02-05 13:13:18 +00:00
Robin Kertels
62d64bd63a
[d3d9] Don't upload buffers before Up draws
2024-02-05 13:13:18 +00:00
Robin Kertels
0841f5faf4
[d3d9] Implement config option to disable rejecting reset
2024-01-26 18:11:25 +00:00
Robin Kertels
9cde0b5798
[d3d9] Fix off-by-one when copying shader defined constants
2023-12-25 14:51:02 +00:00
WinterSnowfall
4d974685c9
[d3d9] Mark presenter for recreation on device reset with deferSurfaceCreation
2023-10-06 14:05:39 +02:00
WinterSnowfall
0632da1935
[d3d9] Add a device compatibility mode for d3d8
2023-09-19 09:19:55 -07:00
Robin Kertels
bcaaac4ad7
[d3d9] Handle sampling from DS_READONLY properly
2023-08-18 18:59:53 -07:00
Robin Kertels
295a58afdf
[d3d9] Check depth bounds test when deciding to bind DSV
2023-08-13 20:32:20 +01:00
Robin Kertels
0746a3b91a
[d3d9] Don't resolve an image with 1 sample
2023-08-10 13:45:40 +02:00
Philip Rebohle
ccb87d5ea9
[d3d9] Port flush heuristic from D3D11
2023-06-26 01:37:46 +01:00
Alpyne
d6e7e3e780
[d3d9] Add DxvkD3D8Bridge for d3d8 interop
2023-06-24 17:58:49 +01:00
Joshua Ashton
3b3ebc9350
[d3d9] Rename some members to be clearer
2023-06-24 04:09:04 +01:00
Joshua Ashton
00ae118655
[d3d9] Don't use m_activeRTs in SetPixelShader
...
These are just textures, not surfaces.
2023-06-24 04:07:19 +01:00
Joshua Ashton
55be12daa5
Revert "[d3d9] Use m_activeRTs in BindFramebuffer"
...
This is only textures. Oops.
This reverts commit ff65599dbab5514b8592cb8e02300445128dbd62.
2023-06-24 04:06:24 +01:00
Joshua Ashton
0e36a07a93
[d3d9] Don't mark DS as hazardous if depth write is disabled
2023-06-24 03:55:16 +01:00
Joshua Ashton
ff65599dba
[d3d9] Use m_activeRTs in BindFramebuffer
...
Can roll in the anyColorWrites this way.
2023-06-24 03:42:54 +01:00
Joshua Ashton
6b60de2d31
[d3d9] Fix unbinding RTs
...
Fixes a regression with 8560efa3c7c4dbdb8b9fcb6e0aed282b43781c56 in ND1.
Also more optimized.
2023-06-24 03:41:31 +01:00
Joshua Ashton
362743c1d6
[d3d9] Update DS hazards when PS shader masks change
2023-06-24 02:55:38 +01:00
Joshua Ashton
7f302fc350
[d3d9] Don't mark DS hazards if not used by shader
2023-06-24 02:53:14 +01:00
Joshua Ashton
80b27f95bc
[d3d9] Fix active hazards RT only being 4 bits
2023-06-22 16:37:09 +01:00
Joshua Ashton
a791493d14
[d3d9] Don't rebind AlphaTest when changing RT if not necessary
2023-06-22 16:37:09 +01:00
Joshua Ashton
c768196251
[d3d9] Compress hazard state going into CS
...
This can potentially happen per-draw so make it as small as possible.
2023-06-22 16:37:09 +01:00
Joshua Ashton
3625c5d481
[d3d9] Optimize DS active hazard check
...
There can only be one DS, so no need to loop over.
2023-06-22 16:37:09 +01:00
Robin Kertels
60b6e98529
[d3d9] Transition DS too if there's a feedback loop
2023-06-21 15:16:43 +01:00
Robin Kertels
a20869fb93
[d3d9] Track textures in m_activeHazardsRT instead of RT
...
There's 21 textures and only 4 RTs.
Tracking the textures allows us to mask off the active texture bitfield
instead of the active render target one, potentially resulting in fewer iterations.
2023-06-21 15:16:43 +01:00
Joshua Ashton
b30a4f0cc7
[d3d9] Use FLOAT or FORCE_UNORM depth bias representation
2023-06-20 13:31:48 +01:00
Lilium
3fce9886f5
[d3d9] implement 'clampNegativeLodBias' as a conf option
2023-06-14 20:22:27 +01:00
Lilium
5d134b877a
[d3d9] implement 'samplerLodBias' as a conf option
2023-06-14 20:22:27 +01:00
Robin Kertels
c75ed86909
[d3d9] Reset vertex & index buffer in Reset
2023-06-13 22:47:55 +01:00
Robin Kertels
d1707026f9
[d3d9] Remove uninitialized device present params
2023-06-13 22:47:55 +01:00
Robin Kertels
b8d36eeacc
[d3d9] Fix losing auto depth stencil surface
2023-06-13 22:47:55 +01:00
Robin Kertels
8f740c53b4
[d3d9] Remove IsLosable
...
Redundant.
2023-06-13 22:47:55 +01:00
Robin Kertels
52ac271acb
[d3d9] Reject Reset if there's any remaining DEFAULT resources
2023-06-13 14:15:18 +01:00
Robin Kertels
a1a91dd766
[d3d9] Fix potential race when discarding systemmem textures
2023-06-11 16:57:17 +01:00
Robin Kertels
d9d6316609
[d3d9] Remove allowDiscard hack
2023-06-11 16:57:17 +01:00
Robin Kertels
2c3f2b9ad1
[d3d9] Ignore DISCARD after device loss
2023-06-11 16:57:17 +01:00