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
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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
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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
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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
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From Wine tests...
2020-02-28 01:43:07 +00:00
Joshua Ashton
632812b88f
[d3d9] Disallow additional fullscreen swapchains
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From Wine tests...
2020-02-28 01:39:52 +00:00
Joshua Ashton
0757097fa0
[d3d9] Initialize return ptr in device's GetBackBuffer
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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
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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
e41640dcde
[d3d9] Make nullptr/oob checks in GetBackBuffer unlikely
2020-02-28 01:03:34 +00:00
Joshua Ashton
8cfca32c2a
[d3d9] Don't InitReturnPtr in GetBackBuffer
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Matches native behaviour.
Found via a Wine test.
2020-02-28 01:02:56 +00:00
Joshua Ashton
c07f8c941c
[d3d9] Delegate VCACHE check to QuerySupported
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Fixes a failing Wine test
2020-02-28 00:59:44 +00:00
Joshua Ashton
3332bb2844
[d3d9] Add some missing synchronization when completely remaking a presenter
2020-02-27 22:55:20 +00:00
Joshua Ashton
33f6add0ff
[d3d9] Fix sampler decision at Present time
2020-02-27 22:54:43 +00:00
Joshua Ashton
b6e1da916a
[d3d9] Fix scissor rect size when presenting
2020-02-27 22:53:14 +00:00
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
Philip Rebohle
d424fb87aa
[tests] Enable d3dcompiler option for unbounded descriptor tables
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Makes compiling SM5.1 shaders for D3D12 a bit less painful.
2020-02-21 10:29:10 +01:00
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
74d23c22de
[build] Use __CRT_UUID_DECL for uuid definitions
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Closes #1463
2020-02-18 20:25:05 +01:00
Joshua Ashton
760a163fc5
[util] Disable discard for D&D Temple of Elemental Evil
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This game uses D3DLOCK_DISCARD incorrectly
2020-02-18 17:01:41 +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
4405b51bf3
[dxso] Respect src modifiers in Texcrd for PS 1.4
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`texcrd r4.xy, t4_dw.xyww`
Cross Racing Championship Extreme 2005 uses a writemask in texcrd as well as the _dw modifier on the src which we weren't respecting previously.
Closes #1450
2020-02-16 23:24:33 +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
ryester27
dff2a4ea24
[util] Force 16:9 aspect ratio for Hyperdimension Neptunia U: Action Unleashed
2020-02-14 02:50:15 +00:00
Joshua Ashton
582fe899f8
[dxso] Implement TexBemL
2020-02-14 01:15:34 +00:00
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
0ea510eb9b
[util] Add clearAll helper to bitset
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