Joshua Ashton
1592e2770b
[d3d9] Remove unnecessary dirty checks in Reset
2020-02-26 22:34:17 +00:00
Joshua Ashton
fbf76e8420
[d3d9] Don't mark unuploaded textures as uploaded
2020-02-25 04:37:01 +00:00
Joshua Ashton
d1dc217d31
[d3d9] Fix readback for evictManagedOnUnlock
2020-02-23 16:59:33 +00:00
Joshua Ashton
0e353895fd
[d3d9] Enumerate adapters by display
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WPF expects us to return an adapter for every display attached otherwise
it decides to device reset every frame.
Closes #1459
2020-02-21 18:03:57 +00:00
Joshua Ashton
f095f6385e
[d3d9] Initialize all backbuffers in swapchain creation
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Otherwise they are garbage and undefined layout.
Fixes some validation errors in Lumino City #1462
2020-02-21 06:45:02 +00:00
Joshua Ashton
38838f7428
[d3d9] Synchronize present and wait for idle when invalidating a swapchain
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Lumino City calls CreateAdditionalSwapchain instead of the regular device reset functions.
We were missing some needed synchronization here to make this work properly for this game.
Impacts #1462
2020-02-21 01:38:58 +00:00
Joshua Ashton
2408b881a2
[dxso] Use SSBOs for vertex constant buffers if we'd be outside of uniform range
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Impacts #1375
2020-02-20 08:14:58 +01:00
Joshua Ashton
d11a07082c
[d3d9] Remove unnecessary dirty flag change in CreateConstantBuffers
2020-02-20 08:14:58 +01:00
Joshua Ashton
512393e469
[d3d9] Refactor constant buffer creation
2020-02-20 08:14:58 +01:00
Joshua Ashton
f688889b41
[d3d9] Avoid setting cursor position if we are already at that position
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Avoids an infinite loop where we trigger the cursor move window message which calls SetCursorPos and so on and so forth...
Closes #1400
2020-02-20 01:44:50 +00:00
Joshua Ashton
17166a8aeb
[d3d9] Add equality operator overloads for POINT
2020-02-20 01:39:13 +00:00
Joshua Ashton
261a242486
[d3d9] Disallow GetFrontBufferData for anything but D3DPOOL_SYSTEMMEM
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Fixes #1464
2020-02-19 18:05:50 +00:00
Joshua Ashton
8fabc25a38
[d3d9] Implement d3d9.allowDiscard
2020-02-18 16:53:51 +00:00
Joshua Ashton
6b85e6d3f1
Revert "[d3d9] Ignore D3DLOCK_DISCARD when partially locking buffers"
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This reverts commit 50cf3a465b
.
2020-02-18 16:50:39 +00:00
Joshua Ashton
378bdbdfb0
[d3d9] Remove repeated wrap state setting in Reset
2020-02-17 18:05:45 +00:00
Philip Rebohle
4cf3ef538c
[d3d9] Fix A4R4G4B4 swizzle
2020-02-17 15:32:28 +00:00
Joshua Ashton
a6d554615e
[d3d9] Avoid needless swizzle for A4R4G4B4
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Should fix this d3d9 format working on Intel ANV
Impacts #1455
2020-02-16 22:54:28 +00:00
Joshua Ashton
50cf3a465b
[d3d9] Ignore D3DLOCK_DISCARD when partially locking buffers
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Fixes #1444
2020-02-15 03:10:00 +00:00
Joshua Ashton
7d3ec74b40
[d3d9] Don't perform clipping in FF if disabled
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Avoids unnecessary matrix multiplications in the shader, given this isn't as cheap as it is for programmable.
2020-02-14 19:19:22 +00:00
Joshua Ashton
0c16cc7749
[d3d9] Perform FF vertex clipping in world space
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Previously we were doing this in object space which is incorrect.
Closes #1446
2020-02-14 19:09:02 +00:00
Joshua Ashton
cad3b69e82
[d3d9] Fix likeliness in GetStreamSource
2020-02-14 17:21:52 +00:00
Joshua Ashton
2096a95262
[d3d9] Fix ColorFill using sampler views for partial extents
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Closes #1434
2020-02-14 06:49:15 +01:00
Joshua Ashton
02c79d892c
[d3d9] Try to create offscreen surfaces with render target usage
2020-02-14 06:49:15 +01:00
Joshua Ashton
1f5ddde411
[d3d9] Remove unused D3D9ViewSet structure
2020-02-14 06:49:15 +01:00
Joshua Ashton
c7d5ce1c50
[d3d9] Fix incorrect type for luminance scale and offset in D3DTOP_BUMPENVMAPLUMINANCE
2020-02-14 01:10:26 +00:00
Joshua Ashton
ae68e3a5bc
[d3d9] Defer managed texture uploads until PrepareDraw and when needed
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This also caches shader masks used for hazard tracking.
2020-02-14 00:51:58 +00:00
Joshua Ashton
6e9725a124
[d3d9] Use bitsets for bool subresource arrays
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Also remove lockflag tracking and consolidate that to a bitset
2020-02-14 00:51:58 +00:00
Joshua Ashton
cf6142e782
[d3d9] Don't expose formats with alpha as adapter formats
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Impacts #1440
2020-02-14 00:46:14 +00:00
Joshua Ashton
acb3cda1dc
[d3d9] Hold a private reference to FVF-generated vertex decls
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Otherwise the device will never be able to be destroyed as there will be a circular dependency.
Closes #1417
2020-02-13 18:42:49 +00:00
Joshua Ashton
51903d8348
[d3d9] Genericise video format conversion
2020-02-10 18:27:35 +00:00
Philip Rebohle
7567486668
[d3d9] Handle invalid alpha ref correctly
2020-02-10 15:20:13 +00:00
Philip Rebohle
bf03fd8732
[d3d9] Implment fixed-function clipping
2020-02-10 07:32:22 +01:00
Joshua Ashton
ba8dad3958
[d3d9] Fix multiplication order in D3D9StateBlock::MultiplyStateTransform
2020-02-10 06:22:58 +00:00
Joshua Ashton
c42d44a4c3
[d3d9] Mark vertex blend dirty in MultiplyTransform if needed
2020-02-10 06:17:05 +00:00
Joshua Ashton
14203761d9
[d3d9] Reverse multiplication order in MultiplyTransform
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Closes https://github.com/Joshua-Ashton/d9vk/issues/295
2020-02-10 06:16:12 +00:00
Joshua Ashton
afeb4814c7
[d3d9] Remove SRGB variant from Q8W8V8U8
2020-02-10 04:57:45 +00:00
Joshua Ashton
310ab6da64
[d3d9] Implement D3DTOP_BUMPENVMAPLUMINANCE
2020-02-08 23:08:48 +00:00
Joshua Ashton
302aed256b
[d3d9] Implement D3DTOP_BUMPENVMAP
2020-02-08 23:00:57 +00:00
Joshua Ashton
4291bc9dfb
[d3d9] Reupload fixed func ps data if stage constant changes
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Closes #1420
2020-02-08 16:33:47 +00:00
Joshua Ashton
2f8fbf9114
[d3d9] Use linear sampler for upscaling if extents don't match on Present
2020-02-07 18:53:47 +00:00
Joshua Ashton
b9474cf787
[d3d9] Return D3D_OK in CreateTexture even if AUTOGENMIPMAP flag is stripped
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D3DOK_NOAUTOGEN is only returned when querying format support, the flag is stripped away silently in CreateTexture if it has to be.
Fixes #1409
2020-02-06 23:48:01 +00:00
Joshua Ashton
1f67602b98
[d3d9] Check correct sampler bitfield when applying/capturing sampler state
2020-02-06 22:37:50 +00:00
Philip Rebohle
88147e19d2
[d3d9] Simplify dirty check for shader constants
2020-02-06 17:58:15 +01:00
Philip Rebohle
aa70369671
[d3d9] Store copy of shader metadata in constant set
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Reduces pointer chasing when updating shader constants.
2020-02-06 17:58:15 +01:00
Philip Rebohle
2288dd924e
[d3d9] Fix GCC warnings for unsigned->signed comparisons
2020-02-06 17:50:28 +01:00
Philip Rebohle
06809587e8
[d3d9] Don't arbitrarily set fog scale to 0
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The Witcher 1 sets FOGSTART == FOGEND together with LINEAR fog mode, in
which case we previously set fog_scale to 0 and therefore incorrectly
override the pixel color with the fog color.
Fixes #1401 .
2020-02-06 17:50:04 +01:00
Joshua Ashton
87dd8f0122
[d3d9] Validate blit regions are in range
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Closes #1392
2020-02-04 23:45:32 +00:00
Joshua Ashton
92ee9c7ef1
[d3d9] Error on StretchRect when not D3DPOOL_DEFAULT
2020-02-04 22:37:44 +00:00
Joshua Ashton
3196fbc759
[d3d9] Unbind fragment shader for ProcessVertices
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Fixes validation errors and potential UB on some drivers
2020-01-29 21:43:12 +00:00
Philip Rebohle
1e6ad0b372
[d3d9] Re-introduce client API HUD item
2020-01-28 16:32:58 +00:00