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Commit Graph

20 Commits

Author SHA1 Message Date
Joshua Ashton
4c0eee89e4 [d3d9] Use clamped LOD for creating new views 2021-11-11 23:53:38 +00:00
Joshua Ashton
c22dcdbaa3 [d3d9] Clamp LOD in calls to SetLOD
MSDN says this is clamped and returns the clamped value.

Closes: #1869
2021-11-11 23:52:35 +00:00
Joshua Ashton
2c8099adf1
[d3d9] Use Texture2D for CommonTexture resolution
Using the generic texture type was a nice idea in theory, but some compilers did not give it a vtable as it was abstract, resulting in a crash here.
2021-08-11 04:25:29 +01:00
Joshua Ashton
3f78bde928 [d3d9] Optimize GetCommonTexture 2021-08-10 23:46:03 +00:00
Georg Lehmann
64c4eea922 [d3d9] Mark texture dirty on SetLod 2021-08-08 02:28:44 +00:00
Joshua Ashton
da411c8a48 [d3d9] Move m_lod after m_subresources 2021-08-08 02:14:11 +00:00
Georg Lehmann
be3c248c8b [d3d9] Don't mark mips as dirty when the texture doesn't have automatic mips 2021-08-07 21:53:34 +00:00
Joshua Ashton
04397e5a7b [d3d9] Mark mips as dirty when the filter changes 2020-06-11 05:53:33 +01:00
Joshua Ashton
f537474fe4 [d3d9] Add missing locks to mipmap auto gen 2020-06-11 05:53:33 +01:00
Joshua Ashton
b1bd3597a4 [d3d9] Implement PreLoad for buffers + textures 2020-06-11 05:53:33 +01:00
Joshua Ashton
3825d16a31 [d3d9] Move mip filter into common texture 2020-05-27 10:12:43 +02:00
Joshua Ashton
1a920f44ea [d3d9] Rename GenerateMips to EmitGenerateMips 2020-05-26 18:50:34 +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
Joshua Ashton
4c1deabcd3 [d3d9] Don't expose surfaces for autogenned mips 2020-05-26 13:11:24 +01:00
Joshua Ashton
409eac9d20 [d3d9] Use if/else in GetCommonTexture and TextureRefPrivate
These are the only things it can be, and they all end up calling what the compiler will optimize to the same function so we can avoid a branch here.
2020-04-19 01:11:11 +01:00
Joshua Ashton
8c68cf1551 [d3d9] Fix alignment of SubresourceData
This should match SubresourceType...
2020-03-02 16:11:07 +00:00
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
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
Joshie
54ed8f0bb0 [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>
2019-12-16 04:28:01 +01:00