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Commit Graph

22 Commits

Author SHA1 Message Date
Philip Rebohle
ea3149801f [d3d9] Return empty buffer slice for out-of-bounds offsets
Fixes #3715.
2023-11-14 10:54:54 -08:00
Alpyne
a79772322b [d3d9] Initialize m_mapFlags to 0
Can sometimes get weird default values in there.
2023-06-19 19:52:03 +01:00
Robin Kertels
52ac271acb [d3d9] Reject Reset if there's any remaining DEFAULT resources 2023-06-13 14:15:18 +01:00
Robin Kertels
bbaf01d9e6 [d3d9] Force staging buffer mapping for pure SWVP devices 2023-06-11 16:57:17 +01:00
Robin Kertels
d771f7cf8f [d3d9] Remove dead fields 2022-10-24 20:55:00 +01:00
Robin Kertels
ba4d95c5fc [d3d9] Remove direct upload path
And remove some tracking that will no longer be necessary.
2022-07-29 13:14:33 +01:00
Robin Kertels
a6357a254d [d3d9] Fix CS thread synchronization for directly mapped buffers 2022-03-13 17:13:00 +00:00
Robin Kertels
dde83717f1 [d3d9] Rename WrittenByGPU to NeedsReadback 2022-02-21 00:08:41 +00:00
Robin Kertels
cf4c5c3422 [d3d9] Add option to disable direct buffer mapping 2022-02-20 03:30:03 +00:00
Robin Kertels
6d71eea516 [d3d9] Store buffer map mode in D3D9CommonBuffer 2022-02-20 03:30:03 +00:00
Robin Kertels
917a8d00a2 [d3d9] Track last staging resource usage with a sequence number 2022-02-20 03:29:31 +00:00
Joshua Ashton
e0f9ebf695 [d3d9] Common buffer header cleanups and docs 2021-08-08 02:14:11 +00:00
Joshua Ashton
3592d7b48f [d3d9] Return const buffer references in D3D9CommonBuffer
Avoids some needless refcounting
2021-08-08 02:14:11 +00:00
Joshua Ashton
fb7035f16a [d3d9] Remove D3D9CommonBuffer::GetDesc
We already have ::Desc()
2021-08-08 02:14:11 +00:00
Robin Kertels
8eeff90e0a [d3d9] Only use staging buffers for uploads once we've stalled on the resource 2021-07-14 19:26:25 +00:00
Robin Kertels
3f57a3a8cc [d3d9] Use buffer DirtyRange to track managed uploads 2021-03-22 17:43:07 +00:00
Robin Kertels
6f139791d2 [d3d9] Improve naming of buffer flags and ranges 2021-03-22 17:43:07 +00:00
Robin Kertels
4b6632764f Revert "[d3d9] Only use DEVICE_LOCAL memory for small dynamic buffers"
This reverts commit f3a82a0bcc.

Apparently this makes other games slower. We need a different solution for TR: Legend.
2020-12-14 16:51:19 +00:00
Robin Kertels
89d36e1d7f [d3d9] Handle edge cases around implicit discard 2020-08-15 05:45:01 +01:00
Robin Kertels
f3a82a0bcc [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.
2020-07-20 18:36:20 +01:00
Joshua Ashton
b1bd3597a4 [d3d9] Implement PreLoad for buffers + textures 2020-06-11 05:53:33 +01:00
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