Joshua Ashton
3f2b582d5f
[d3d9] Avoid prematurely deleting swapchain backbuffers if they are still reffed on reset
2020-04-19 00:59:02 +01:00
Joshua Ashton
837861ffdd
[d3d9] Cleanup private ref code for subresources
2020-04-18 21:06:38 +01:00
Joshua Ashton
42089d73c5
[d3d9] Fix ref-counting for swapchain surfaces
2020-04-18 21:06:38 +01:00
Christian Sturm
97cd91885d
[util] Enable constant buffer range check for Secret World Legends
2020-04-18 21:53:21 +02:00
Robin Kertels
d6e1c19fec
[d3d11] Ignore buffer usage for the single use mapping hack
...
The usage doesn't matter as we swap out the entire backing slice anyway.
2020-04-18 17:15:48 +02:00
Philip Rebohle
8c68236f70
[d3d11] Check return value of Map in UpdateSubresource1
...
And fall back to a GPU-side copy if necessary.
2020-04-18 17:04:16 +02:00
Philip Rebohle
487ecd861c
[util] Enable constant buffer range check for Blue Reflection
...
Fixes #1574 .
2020-04-18 14:00:04 +02:00
Philip Rebohle
ab8ab4052f
[d3d9] Fix compiler warnings
2020-04-13 22:05:27 +01:00
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
Philip Rebohle
4d8940957c
[d3d11] Add option to enforce mailbox present mode
2020-04-12 20:28:33 +02:00
Philip Rebohle
7f03f45301
[util] Support encapsulated strings in configuration files
...
Fixes #1567 .
2020-04-10 21:16:29 +02:00
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
6b431851da
[util] Enable d3d9.invariantPosition for Battlefield 2
...
Closes #1558 for good
2020-04-09 14:00:26 +01:00
Joshua Ashton
ecb3e05cb9
[d3d9] Ignore adapter type for CheckDepthStencilMatch and CheckDeviceType when windowed
2020-04-09 02:35:35 +01:00
Joshua Ashton
f549586331
[util] Set d3d9.longMad to True for Battlefield 2
2020-04-08 23:23:21 +01:00
Joshua Ashton
c3cff09c4f
[d3d9] Implement d3d9.longMad option
2020-04-08 23:20:57 +01:00
Joshua Ashton
93b4427a13
[d3d9] Add and use D3D9WindowMessageFilter helper
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Stops us forgetting to reset the message filter
Previously when the device was intially created with fullscreen, filter would always be enabled
2020-04-08 20:20:01 +01:00
Georg Lehmann
e95e4ca225
[hud] remove unused texture
2020-04-08 20:11:02 +02:00
Joshua Ashton
3f4ffdfba8
[d3d9] Fix MinGW compilation
...
MSVC doesn't care about static.
2020-04-06 20:35:30 +01:00
Joshua Ashton
46329689ba
[d3d9] Handle WM_DESTROY event
2020-04-06 20:16:17 +01:00
Joshua Ashton
18b46e5c22
[d3d9] Move HookWindowProc out of swapchain class
2020-04-06 20:15:49 +01:00
Joshua Ashton
a340cd4dd3
[d3d9] Add CallCharsetFunction helper
2020-04-06 20:06:45 +01:00
Joshua Ashton
6cf052b3f2
[d3d9] Cleanup ResetWindowProc
2020-04-06 19:45:15 +01:00
Joshua Ashton
135d246610
[d3d9] Cleanup and formatting for window proc hook
2020-04-06 19:42:48 +01:00
Joshua Ashton
47ddd8466a
[d3d9] Re-look up wnd proc iterator
...
Avoids a potential issue where this could change address during this time.
2020-04-06 19:40:25 +01:00
Joshua Ashton
a80eea926a
[d3d9] Filter out window messages we cause
...
Closes #1517
2020-04-06 19:38:26 +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
Philip Rebohle
00d371d78d
[util] Spoof AMD GPU for GTA IV
2020-04-03 16:39:29 +01:00
Joshua Ashton
bbe681d9ca
[dxvk] Fix incorrect logic in resolveDepthStencilImage
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This fallbath check path should be triggered if we aren't currently using the fb.
Impacts #1537
2020-04-03 11:20:21 +02:00
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
Philip Rebohle
5c3d0c6836
[util] Enable d3d11.relaxedBarriers option for Resident Evil 3
2020-04-03 02:58:59 +02:00
Philip Rebohle
4d6f47640f
[dxgi] Name adapter event thread
2020-04-03 02:09:06 +02:00
Philip Rebohle
079cda1c0c
[dxgi] Implement RegisterVideoMemoryBudgetChangeNotificationEvent
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Closes #1544 .
2020-04-03 02:05:23 +02:00
Joshua Ashton
904d3e6c90
[d3d9] Don't declspec dllexport on MinGW builds
...
Fixes ordinal exporting on MinGW, which was causing a crash in CSGO due to it querying a fixed ordinal for a D3D9On12 hack.
2020-04-02 02:00:42 +01:00
Philip Rebohle
5750a7d85c
[dxbc] Fix the udiv crap again
2020-03-26 17:17:01 +01:00
Joshua Ashton
62c2c9cd15
[dxbc] Handle 0 divisors in UDiv
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UDiv is defined as having 0xffffffff as both the quotient and remainder value when the divisor is 0
This fixes vertex corruption on the water bottles in Half-Life: Alyx
https://github.com/ValveSoftware/Proton/issues/3681
https://docs.microsoft.com/en-us/windows/win32/direct3dhlsl/udiv--sm4---asm-
2020-03-26 10:49:42 +01:00
Samuel Pitoiset
649c3805d9
[util] fix typo for Yooka-Laylee executable name
2020-03-25 14:29:28 +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
5ff7cad77d
[d3d9] Fix formatting in D3D9WindowProc
2020-03-25 07:14:35 +00:00
Samuel Pitoiset
f6a79c366a
[util] Set enableRtOutputNaNFixup for Super Monkey and Yooka-Laylee
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Both games output NaNs that introduce glitches with RADV and
AMDVLK.
2020-03-22 15:38:24 +01:00
Philip Rebohle
3104192af7
[d3d11] Fix winelib build
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Closes #1521 .
2020-03-20 17:01:46 +01:00
Philip Rebohle
9c7945d936
[meta] Release 1.6
2020-03-20 16:07:25 +01:00
Joshua Ashton
a9339ae832
[d3d9] Fix depth hazard case for write + read
...
Closes #1519
2020-03-20 14:23:29 +01:00
Philip Rebohle
1150121606
[d3d9] Fix depth-stencil layouts
...
Otherwise we're always using GENERAL for depth buffers.
2020-03-20 04:04:53 +00:00
Philip Rebohle
a9b6421f60
[d3d11] Support signaling event in Flush1
2020-03-19 23:38:28 +01:00
Philip Rebohle
76fd9013d4
[util] Add missing include
2020-03-19 23:22:13 +01:00
Philip Rebohle
3697583f71
[d3d10] Separate d3d10core from d3d10
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This way we skip compiling and linking unnecessary garbage
into the core library.
2020-03-18 22:01:11 +01:00
Joshua Ashton
7a134e49be
[d3d10] Implement D3D10[Core]GetVersion and D3D10[Core]RegisterLayers
2020-03-18 20:49:17 +01:00