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
...
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
...
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
...
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
...
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
...
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
Philip Rebohle
38ad868214
[hud] Add parameter to allow placing HUD items
2020-01-28 16:32:58 +00:00
Philip Rebohle
588beb5b2f
[hud] Don't initialize client API HUD item by default
...
Removes the client API property from the DXVK device as well.
Instead, client APIs should create the HUD item manually.
2020-01-28 16:32:58 +00:00
Joshua Ashton
b1edf227f8
[d3d9] Enable depth bounds feature, if supported
...
Only expose it in format checks if the adapter supports the feature also
2020-01-28 01:51:04 +00:00
Joshua Ashton
720cdf383e
[d3d9] Use spec constants for bool constants
2020-01-27 14:21:21 +01:00
Joshua Ashton
a43223256e
[d3d9] Fix GetTextureStageState using unmapped types
...
Closes #1378
2020-01-27 01:07:11 +00:00
Joshua Ashton
9b486515fa
[d3d9] Allow StretchRect BC -> BC format without stretch
2020-01-25 00:31:45 +00:00
Philip Rebohle
5d2215e898
[d3d9] Don't try to blit to compressed images
...
Fixes Vulkan validation errors and potential driver crashes in
Dragon Age Origins.
2020-01-24 22:59:26 +00:00
Joshua Ashton
13792df4c5
[d3d9] Don't mark D3DUSAGE_AUTOGENMIPMAP as renderable
...
We can't access those mips via locking in D3D9 so it's a-okay! :)
2020-01-24 15:54:15 +00:00
Joshua Ashton
f804c6364d
[d3d9] Implement d3d9.allowDoNotWait
2020-01-24 15:54:15 +00:00
Joshua Ashton
764cb5634f
[d3d9] Unmark resources as dirty if they get discarded
2020-01-24 15:54:15 +00:00
Joshua Ashton
6fa28bf937
[d3d9] Don't block on GetRenderTargetData
...
Fixes perf in #1363
2020-01-24 15:54:15 +00:00
Philip Rebohle
38a0d2c552
[d3d9] Don't check for sRGB formats when retrieving back buffer view
...
Turns out this is always false anyway.
2020-01-24 01:47:52 +01:00
Philip Rebohle
582b06a706
[d3d9] Rotate swap chain back buffers
...
Restores functionality removed in 81c3daa3d0
.
2020-01-24 00:27:09 +00:00
Philip Rebohle
6a6af16195
[d3d9] Retrieve back buffer view from the D3D9Surface
2020-01-24 00:27:09 +00:00
Philip Rebohle
81c3daa3d0
[dxvk] Remove image renaming
...
Broken by design, has to be implemented by client APIs instead.
2020-01-23 22:21:45 +01:00
Florian Will
0b3f9718c9
[d3d9] Fix some off-by-one TSS types enum values
...
They are 0-based instead of 1-based, and therefore supposed to be
off-by-one compared to D3DTEXTURESTAGESTATETYPE, but three values in the
enum are actually off-by-two.
For me, this fixes some odd rail rendering in ZUSI 3.
Fixes: 7d0ddc4b
2020-01-23 17:26:51 +00:00
Joshua Ashton
792c74e1d9
[d3d9] Fix texture stage index in stateblocks
...
Fixes minimap transparency in FHX https://github.com/Joshua-Ashton/d9vk/issues/306
2020-01-23 02:19:43 +00:00
Joshua Ashton
7d0ddc4b3b
[d3d9] Remap texture stage state types onto our own enum
...
Fits us nicely into a dword for captures while not exclusing D3DTSS_CONSTANT
2020-01-23 02:05:09 +00:00
Joshua Ashton
a1cad25a51
[d3d9] Remove unnecessary loops for some stateblocks applications
2020-01-23 02:05:09 +00:00
Joshua Ashton
ff2c6a076f
[d3d9] Fix opSelect condition vector size
...
Fixes invalid fixed function shaders
2020-01-22 22:54:27 +00:00
Joshua Ashton
35a9934cde
[d3d9] Make unbound textures return (0, 0, 0, 1) (fixed func)
...
Fixes sky in Ferentus Herrcot Xiones
https://github.com/Joshua-Ashton/d9vk/issues/306
2020-01-18 03:10:47 +00:00
Philip Rebohle
caae5d18ed
[d3d9] Remove unused variable
...
Fixes a compiler warning.
2020-01-17 18:04:09 +01:00
Philip Rebohle
609856db35
[d3d9] Create front buffer
2020-01-17 18:04:09 +01:00
Philip Rebohle
f20a3c07fb
[d3d9] Don't create sRGB views for non-sRGB compatible textures
...
Otherwise we end up creating views with VK_IMAGE_FORMAT_UNDEFINED.
2020-01-17 17:47:08 +01:00
Philip Rebohle
296aacb23e
[d3d9] Return specific image view from GetSampleView
...
Lets us have pick the sRGB-ness of the view in one place. Needed
for the next patch.
2020-01-17 17:47:08 +01:00
Philip Rebohle
905d69e77b
[d3d9] Don't pass format mapping to D3D9CommonTexture
...
Instead, infer it from the format. This is basically being done
already, however the mapping we pass in is not correct if the
image format is Unknown.
2020-01-17 17:47:08 +01:00
Philip Rebohle
7e35a0687b
[d3d9] Don't enable DrawParameters capability
...
Not used in D3D9 shaders.
2020-01-17 17:46:59 +01:00
Joshua Ashton
b954ab886f
[d3d9] Implement GetFrontBufferData (currently with first backbuffer)
...
Fixes screenshots in ATi ToyShop demo
2020-01-17 06:01:48 +00:00
Joshua Ashton
e5df573292
[d3d9] Add AreFormatsSimilar helper
2020-01-17 05:55:47 +00:00
Joshua Ashton
9fce945b62
[d3d9] Don't create views if we are a null resource
2020-01-17 04:20:05 +00:00
Philip Rebohle
eb37dfa8d2
[d3d9] Create multiple back buffers for GetBackBuffer API
...
Needed by Atelier Sophie.
2020-01-16 18:50:23 +01:00
Philip Rebohle
c911784bb8
[d3d9] Synchronize with presentation in D3D9SwapChainEx::Reset
...
Otherwise, the subsequent patches would break if Reset is called
while there's still a frame in flight.
2020-01-16 18:50:23 +01:00
Joshua Ashton
9e5e4c1cfc
[d3d9] Don't mark for hazards if we aren't rendering to mip 0
2020-01-16 03:04:58 +00:00
Joshua Ashton
7c53a997ef
[d3d9] Keep subresource views in subresources, defer creation until needed
...
Avoid creating a bunch of views that we probably don't need whenever a texture is created
2020-01-16 03:00:31 +00:00
Joshua Ashton
64ece36349
[d3d9] Implement d3d9.forceSwapchainMSAA
...
Works good enough for some titles like Vampire The Masquerade: Bloodlines.
2020-01-11 02:34:37 +00:00
Joshua Ashton
3ebd4b28a3
[d3d9] Defer dialog mode swapchain recreation decision to Present
...
Avoids unnecessary swapchain recreations if the game calls SetDialogBoxMode multiple times per frame
2020-01-10 04:30:55 +00:00
Joshua Ashton
9647e449d2
[d3d9] Remove redundant logging from SetDialogBoxMode
...
This path doesn't error anyway...
2020-01-10 04:30:02 +00:00
Philip Rebohle
79fcaa9fba
[d3d9] Remove unused variable from D3D9DeviceEx::Clear
...
Fixes a compiler warning.
2020-01-09 18:06:58 +00:00
Joshua Ashton
47555f1dda
[d3d9] Add GetSurfaceExtent helper
2020-01-09 03:29:58 +00:00