Joshua Ashton
1a920f44ea
[d3d9] Rename GenerateMips to EmitGenerateMips
2020-05-26 18:50:34 +01:00
Joshua Ashton
fabe7b5d59
[d3d9] Check if needs mip gen in GenerateTextureMips
...
There could be duplicate indices!
2020-05-26 18:49:17 +01:00
Joshua Ashton
6c030afc95
[d3d9] Update device tracking when manually autogenning mips
...
Avoids some needless generations potentially.
2020-05-26 18:48:42 +01:00
Joshua Ashton
e57aea5749
[d3d9] Track and defer mipmap generations
...
Turns out we need to track this crap and generate at draw time and handle a bunch of other wacky cases for it...
Bah.
Fixes #1642
(The funky water.)
2020-05-26 18:42:53 +01:00
Christopher Egert
67b1ee4f9b
[d3d9] Only allow ColorFill on surfaces in D3DPOOL_DEFAULT
...
Both nine and native nvidia d3d9 seems to do this,
this fixes a crash in spacemail by xplsv.
2020-05-25 13:33:12 +01:00
Joshua Ashton
4e1ee5bf39
[d3d9] Normalize projection spec constant further
...
Only include those used in the pixel shader and are bound.
2020-05-25 06:13:21 +01:00
Joshua Ashton
8fdf9e67d3
[d3d9, dxso] Implement FETCH4
2020-05-25 06:13:21 +01:00
Joshua Ashton
8e7df31878
[d3d9] Correct resolve offset regions for intermediate StretchRect resolves
...
We don't want to use the dst info for these, given the blit will do that.
Partially fixes #1637
2020-05-22 11:13:07 +02:00
Joshua Ashton
e2ad3b1b20
[d3d9] Improve sampler anisotropy normalization
2020-05-21 08:58:39 +01:00
Robin Kertels
724d0fc0b2
[d3d9] Set scissor to the viewport if that's smaller
...
Fixes #1608
2020-05-13 18:53:11 +01:00
Joshua Ashton
774f74cd36
[d3d9] Only dirty ff pixel shader if set texture is in PS binding range
2020-05-07 16:14:11 +01:00
Joshua Ashton
27b9736626
[d3d9] Dirty fixed function pixel shader on texture type change
...
Fixes #1603
2020-05-07 16:09:58 +01:00
Joshua Ashton
b2f6885e55
[d3d9] Make texture stage state args mask easier to read
2020-05-07 15:37:05 +01:00
Joshua Ashton
a6771daf49
[d3d9] Unbind depth image views on device reset
2020-05-07 15:35:48 +01:00
Joshua Ashton
42deab0d60
[d3d9] Cleanup SetStateTextureStageState dirty flags
2020-05-07 14:50:26 +01:00
Joshua Ashton
f88f424da4
[d3d9] Convert border color to float in CS thread
...
It's cheaper to look up sampler keys this way
2020-05-07 13:11:59 +01:00
Philip Rebohle
5fd361757b
[d3d9] Disable old border color hack if custom border colors are supported
2020-05-04 20:18:44 +02:00
Philip Rebohle
263865cf28
[d3d9] Enable custom border color features if available
2020-05-04 19:46:57 +02:00
Joshua Ashton
4699d4162a
[d3d9] Implement swapchain containers for surfaces
...
Fixes a crash in L.A. Noire.
Closes #1564
2020-04-13 01:42:30 +01:00
Joshua Ashton
6e5e50c359
[d3d9] Optimize hazard tracking in the SetTexture case
...
We don't need to perform DS/RT hazard tracking updates if the texture we replaced and ourselves do not have those usages.
2020-04-09 15:29:41 +01:00
Joshua Ashton
9b4cd8aa87
[d3d9] Remove texMask from UpdateActiveHazardsRT
...
This is an invalid optimization and leads to render hazards being dropped
Our hazard tracking for render targets is done in render target indices as opposed to texture indices for depth stencil tracking so `texMask` doesn't work for that reason, and the fact that even if it did, there is no relationship to an individual texture and a render target index that has a hazard.
2020-04-09 15:29:41 +01:00
Joshua Ashton
83e03ac9d8
[d3d9] Make COPM render state unlikely
...
This is only ever called once per game and we don't support it anyway
2020-04-05 06:27:14 +01:00
Joshua Ashton
92031a7bac
[d3d9] Fix dumb typo in ATOC handling
2020-04-03 21:13:15 +01:00
Joshua Ashton
457c0c3021
[d3d9] Fix state sometimes not being set in SetRenderState
...
Previously this prevented us disabling AlphaToCoverage once the application enabled it.
2020-04-03 07:52:35 +01:00
Joshua Ashton
bb2e88ee06
[d3d9] Fix crash when calling ColorFill with NULL format
...
Impacts #1528
2020-03-25 07:23:17 +00:00
Joshua Ashton
a9339ae832
[d3d9] Fix depth hazard case for write + read
...
Closes #1519
2020-03-20 14:23:29 +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
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
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
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
a432befa8d
[d3d9] Add RT suffix to current hazard tracking
...
We can have DS hazards...
2020-03-09 00:23:22 +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
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
Joshua Ashton
3587bcdb9f
[d3d9] Disallow creating additional swapchains if we are fullscreen
...
From Wine tests...
2020-02-28 01:43:07 +00:00
Joshua Ashton
632812b88f
[d3d9] Disallow additional fullscreen swapchains
...
From Wine tests...
2020-02-28 01:39:52 +00:00
Joshua Ashton
0757097fa0
[d3d9] Initialize return ptr in device's GetBackBuffer
...
The swapchain's function does not do this, but this one does.
2020-02-28 01:37:23 +00:00
Joshua Ashton
528cacca5f
[d3d9] Only have a single implicit swapchain
...
I am naive to think that this API is in any way sane, and that iSwapChains actually does what you would expect.
Swapchains created by CreateAdditionalSwapchain[Ex] are not tracked in that figure... There can only ever be one.
Great API. Very cool.
This also adds and consolidates some missing thread synchronization on the swapchain functions (that should have already had it).
(note: m_implicitSwapchain always exists, so we don't need to lock if that's all we call.)
2020-02-28 01:29:38 +00:00
Joshua Ashton
c07f8c941c
[d3d9] Delegate VCACHE check to QuerySupported
...
Fixes a failing Wine test
2020-02-28 00:59:44 +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
2408b881a2
[dxso] Use SSBOs for vertex constant buffers if we'd be outside of uniform range
...
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
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"
...
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