Joshua Ashton
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4c0eee89e4
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[d3d9] Use clamped LOD for creating new views
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2021-11-11 23:53:38 +00:00 |
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Joshua Ashton
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c22dcdbaa3
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[d3d9] Clamp LOD in calls to SetLOD
MSDN says this is clamped and returns the clamped value.
Closes: #1869
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2021-11-11 23:52:35 +00:00 |
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Joshua Ashton
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2c8099adf1
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[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.
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2021-08-11 04:25:29 +01:00 |
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Joshua Ashton
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3f78bde928
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[d3d9] Optimize GetCommonTexture
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2021-08-10 23:46:03 +00:00 |
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Georg Lehmann
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64c4eea922
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[d3d9] Mark texture dirty on SetLod
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2021-08-08 02:28:44 +00:00 |
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Joshua Ashton
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da411c8a48
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[d3d9] Move m_lod after m_subresources
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2021-08-08 02:14:11 +00:00 |
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Georg Lehmann
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be3c248c8b
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[d3d9] Don't mark mips as dirty when the texture doesn't have automatic mips
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2021-08-07 21:53:34 +00:00 |
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Joshua Ashton
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04397e5a7b
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[d3d9] Mark mips as dirty when the filter changes
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2020-06-11 05:53:33 +01:00 |
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Joshua Ashton
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f537474fe4
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[d3d9] Add missing locks to mipmap auto gen
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2020-06-11 05:53:33 +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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Joshua Ashton
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3825d16a31
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[d3d9] Move mip filter into common texture
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2020-05-27 10:12:43 +02:00 |
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Joshua Ashton
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1a920f44ea
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[d3d9] Rename GenerateMips to EmitGenerateMips
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2020-05-26 18:50:34 +01:00 |
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Joshua Ashton
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6c030afc95
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[d3d9] Update device tracking when manually autogenning mips
Avoids some needless generations potentially.
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2020-05-26 18:48:42 +01:00 |
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Joshua Ashton
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e57aea5749
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[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.)
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2020-05-26 18:42:53 +01:00 |
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Joshua Ashton
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4c1deabcd3
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[d3d9] Don't expose surfaces for autogenned mips
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2020-05-26 13:11:24 +01:00 |
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Joshua Ashton
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409eac9d20
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[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.
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2020-04-19 01:11:11 +01:00 |
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Joshua Ashton
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8c68cf1551
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[d3d9] Fix alignment of SubresourceData
This should match SubresourceType...
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2020-03-02 16:11:07 +00:00 |
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Philip Rebohle
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905d69e77b
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[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.
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2020-01-17 17:47:08 +01:00 |
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Joshua Ashton
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7c53a997ef
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[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
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2020-01-16 03:00:31 +00:00 |
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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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