Philip Rebohle
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6f6e75b4b8
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[d3d9] Use DxvkBufferAllocation where appropriate
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2024-09-26 17:37:50 +02:00 |
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Robin Kertels
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033104f335
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[d3d9] Cleanup buffer memory flag selection
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2024-09-22 21:03:23 +02:00 |
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Robin Kertels
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5bb8d09a96
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[d3d9] Always use per-draw buffer uploads on pure SWVP devices
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2024-09-22 21:03:23 +02:00 |
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Robin Kertels
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5a1ebfa4ee
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Revert "[d3d9] Only use direct buffer mapping for DYNAMIC buffers"
This reverts commit 1850819483a1a5e061da18c8bfd615988af3b316.
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2023-06-20 23:08:52 +01:00 |
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Robin Kertels
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52ac271acb
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[d3d9] Reject Reset if there's any remaining DEFAULT resources
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2023-06-13 14:15:18 +01:00 |
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Robin Kertels
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5fd025c513
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[d3d9] Rename apitraceMode
It's not just used for apitrace and the new name
is more consistent with the D3D11 equivalent option.
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2023-06-11 16:57:17 +01:00 |
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Robin Kertels
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1850819483
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[d3d9] Only use direct buffer mapping for DYNAMIC buffers
Tests show that buffers with just D3DUSAGE_WRITEONLY are uploaded on Unlock.
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2023-06-11 16:57:17 +01:00 |
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Robin Kertels
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bbaf01d9e6
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[d3d9] Force staging buffer mapping for pure SWVP devices
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2023-06-11 16:57:17 +01:00 |
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Robin Kertels
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d2759c20ba
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[d3d9+d3d11] Remove DEVICE_LOCAL flag when forcing cached memory
Otherwise DXVK removes both flags at once
and we may end up with uncached memory.
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2023-05-22 23:53:01 +02:00 |
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Robin Kertels
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cf4c5c3422
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[d3d9] Add option to disable direct buffer mapping
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2022-02-20 03:30:03 +00:00 |
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Robin Kertels
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6d71eea516
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[d3d9] Store buffer map mode in D3D9CommonBuffer
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2022-02-20 03:30:03 +00:00 |
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Joshua Ashton
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fb7035f16a
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[d3d9] Remove D3D9CommonBuffer::GetDesc
We already have ::Desc()
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2021-08-08 02:14:11 +00:00 |
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Robin Kertels
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dba7525954
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[d3d9] Mark non default resources as dirty by default
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2021-03-22 17:43:07 +00:00 |
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Robin Kertels
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6a54d86f25
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[d3d9] Implement apitraceMode option
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2020-12-14 16:51:19 +00:00 |
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Robin Kertels
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4b6632764f
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Revert "[d3d9] Only use DEVICE_LOCAL memory for small dynamic buffers"
This reverts commit f3a82a0bcc427394ab86b6a646c9a5487afcbcfc.
Apparently this makes other games slower. We need a different solution for TR: Legend.
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2020-12-14 16:51:19 +00:00 |
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Robin Kertels
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f3a82a0bcc
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[d3d9] Only use DEVICE_LOCAL memory for small dynamic buffers
Tomb Raider Legend writes to multiple 128KB dynamic buffers
and one 512KB one every frame.
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2020-07-20 18:36:20 +01:00 |
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Joshua Ashton
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b1bd3597a4
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[d3d9] Implement PreLoad for buffers + textures
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2020-06-11 05:53:33 +01:00 |
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Joshie
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54ed8f0bb0
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[d3d9] Implement Direct3D9 Frontend (#1275)
Co-authored-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
Co-authored-by: Robin Kertels <robin.kertels@gmail.com>
Co-authored-by: pchome <pchome@users.noreply.github.com>
Co-authored-by: Christopher Egert <cme3000@gmail.com>
Co-authored-by: Derek Lesho <dereklesho52@Gmail.com>
Co-authored-by: Luis Cáceres <lacaceres97@gmail.com>
Co-authored-by: Nelson Chen <crazysim@gmail.com>
Co-authored-by: Edmondo Tommasina <edmondo.tommasina@gmail.com>
Co-authored-by: Riesi <riesi@opentrash.com>
Co-authored-by: gbMichelle <gbmichelle.dev@gmail.com>
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2019-12-16 04:28:01 +01:00 |
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