Joshua Ashton
e8fc7ea23a
[d3d9] Add d3d9.allowImplicitDiscard option
2021-02-27 20:08:57 +00:00
Joshua Ashton
50d223e614
[d3d9] Add option to use device local memory for constant buffers
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Useful for testing performance.
2021-02-27 19:29:52 +00:00
Robin Kertels
eec4481ca0
[d3d9] Fix various issues in UpdateTexture
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- Skip copies for empty or invalid rects
- align up the extent
- use util functions to slightly clean up the code
2021-02-27 17:31:15 +00:00
Philip Rebohle
12693b17f9
[d3d9] Use DxvkSwapchainBlitter for presentation
2021-02-27 14:54:14 +00:00
Philip Rebohle
dcf4599c98
[d3d9] Use ATTACHMENT_OPTIMAL layout for render targets
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Significantly improves GPU-bound performance on RADV in a number of games.
2021-02-26 05:02:32 +00:00
Philip Rebohle
73a06aea72
[d3d9] Manually discard swap chain image view on present
2021-02-21 02:18:55 +01:00
Joshua Ashton
59816a71b9
Revert "[d3d9] Don't minimise in WM_ACTIVATEAPP"
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Not needed as this was an FSHack bug.
This reverts commit d87200c4d9
.
2021-02-19 03:14:56 +00:00
Joshua Ashton
d87200c4d9
[d3d9] Don't minimise in WM_ACTIVATEAPP
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Sometimes mode-setting jank can occur and technically we'd need to re-set the mode on the next present if the game gets actually minimised.
2021-02-15 17:29:45 +00:00
Robin Kertels
ec5c324643
[d3d9] Mark generated mip maps as dirty
2021-02-14 23:55:00 +00:00
Robin Kertels
021ffe7350
[d3d9] Regenerate auto mip gen textures in UpdateTexture
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.. instead of copying them
2021-02-14 23:55:00 +00:00
Robin Kertels
338f6dfb0e
[d3d9] Track dirty regions for UpdateTexture
2021-02-14 23:55:00 +00:00
Philip Rebohle
4f184b3424
[d3d9] Mark images as shared if necessary
2021-02-14 04:00:02 +01:00
Joshua Ashton
fcaab6aa46
[d3d9] Expose adapter/backbuffer formats properly
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Matches native behaviour in my testing.
2021-02-06 08:57:32 +00:00
Joshua Ashton
58d6f018bb
[d3d9] Allow A2R10G10B10 backbuffer format in Windowed
2021-02-06 08:43:37 +00:00
Philip Rebohle
01a511aa99
[dxvk,dxgi,d3d9] Fix shader spec constant IDs
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These changed after changing the render target output swizzle stuff.
2021-01-29 16:46:01 +01:00
Joshua Ashton
0eec95843f
[d3d9] Fix warnings with query caching
2021-01-08 13:49:38 +00:00
Gabriel Ivăncescu
83f6400a07
d3d9: Send necessary messages for full-screen windows during WM_ACTIVATEAPP.
2021-01-08 13:40:34 +00:00
Robin Kertels
60a2aeb6ef
[d3d9] End query before the stall heuristic flush
2021-01-07 21:19:28 +00:00
Robin Kertels
0f933fee8b
[d3d9] Extend query stall tracking to other query types
2021-01-07 21:19:28 +00:00
Robin Kertels
6554ca8f9e
[d3d9] Cache query data
2021-01-07 21:19:28 +00:00
Robin Kertels
6a54d86f25
[d3d9] Implement apitraceMode option
2020-12-14 16:51:19 +00:00
Robin Kertels
4b6632764f
Revert "[d3d9] Only use DEVICE_LOCAL memory for small dynamic buffers"
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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
Joshua Ashton
65635b23c1
[d3d9] Always slightly bias viewport, regardless of size
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Since we got TRUNC_COORD on RADV, we always need to bias this now.
Closes : #1854
2020-12-14 03:51:49 +00:00
Joshua Ashton
09043ddd16
[dxso] Implement option for alpha test wiggle room
2020-11-26 12:15:03 +00:00
Joshua Ashton
6a63f4af56
[d3d9] Enable null descriptors for D3D9
2020-11-24 16:17:36 +00:00
Joshua Ashton
c3fdc768cf
[d3d9] Only define the push constants we use
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Fixes #1742
2020-09-26 06:39:52 +01:00
Joshua Ashton
753fcd5649
[d3d9] Only read point scale push constant in fixed function
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Otherwise it doesn't exist and we're reading garbage/non-existant data.
Even though this gets spec-constanted away via an opSelect, some drivers don't like this
2020-09-26 06:39:52 +01:00
Joshua Ashton
e4bca7a42f
[d3d9] Handle specular fog factor for fixed function
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Also handle POSITION_T shenanigans
Closes #1771
2020-09-26 06:06:06 +01:00
Joshua Ashton
dc392f7cfa
[d3d9] Fix typo declaring fixed func fog inputs
2020-09-26 04:03:11 +01:00
Joshua Ashton
3e65c2bb87
[d3d9] Reduce copying around of shader metadata at Create time
2020-09-11 21:49:14 +01:00
ishitatsuyuki
bb85a4caa8
Handle non-ASCII characters properly in paths
2020-09-10 15:56:38 +02:00
Joshua Ashton
743f309253
[d3d9] Implement YV12 video format
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Needed for #1726 otherwise it will upload dump that upload garbage in a YUV2 texture.
2020-08-17 22:32:30 +01:00
Robin Kertels
89d36e1d7f
[d3d9] Handle edge cases around implicit discard
2020-08-15 05:45:01 +01:00
Joshua Ashton
d92660923a
[d3d9] Use VK_FORMAT_A4R4G4B4_UNORM_PACK16_EXT
2020-08-10 09:45:49 +02:00
Robin Kertels
b28a7353bb
[d3d9] Do implicit discard when locking system memory resources
2020-08-10 00:09:29 +01:00
Joshua Ashton
98c7da805b
[d3d9] Rename BT.703 to BT.709
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Don't know how this typo got introduced.
Thanks to Ryao for finding the matrix and pointing this out.
2020-08-07 20:54:45 +01:00
Joshua Ashton
e2a26f2bc5
[d3d9] Optimize NV12 conversion to use a macropixel of [2, 1]
2020-08-07 10:56:26 +01:00
Joshua Ashton
9fe1b9d03f
[d3d9] Replace macropixel size with plane count
2020-08-07 10:56:26 +01:00
Joshua Ashton
2bf9f298af
[d3d9] Implement NV12 format conversion
2020-08-07 10:56:26 +01:00
Joshua Ashton
2cfd219024
[d3d9] Move some YUV helpers to common and cleanup YUY2 shader
2020-08-07 10:56:26 +01:00
Joshua Ashton
ad6b91d84a
[d3d9] Flush and synchronize to cs before format conversion
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Fixes a race when DISCARD is used
2020-08-07 10:56:26 +01:00
Joshua Ashton
f1aa80dab9
[d3d9] Don't private reference additional swapchains
2020-08-07 10:56:26 +01:00
Biswapriyo Nath
3b52cad243
fix clang errors
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File changes:
* meson.build: add -Wno-unused-private-field and -Wno-microsoft-exception-spec
option to suppress clang compiler warnings
* d3d9/d3d9_swvp_emu.h: include unordered_map for std::unordered_map
2020-07-21 11:41:28 +02:00
Robin Kertels
f3a82a0bcc
[d3d9] Only use DEVICE_LOCAL memory for small dynamic buffers
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Tomb Raider Legend writes to multiple 128KB dynamic buffers
and one 512KB one every frame.
2020-07-20 18:36:20 +01:00
Robin Kertels
2714cb952d
[d3d9] Extend dirty tracking to render targets
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Ensures we copy a dynamic default pool texture to its
mapping buffer after the device renders to it.
2020-07-20 18:36:20 +01:00
Robin Kertels
291f7e05bc
[d3d9] Fix uninitialized BufferHandle when discarding mapped buffer
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Co-authored-by: Christopher Egert <cme3000@gmail.com>
2020-06-15 03:26:47 +01:00
Joshua Ashton
9525f53d00
[d3d9] Only enable FETCH4 when POINT sampling
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Closes #1660
2020-06-14 00:38:36 +01:00
Joshua Ashton
67f01631fa
[d3d9] Clear dirty range when discarding buffers
2020-06-11 05:58:17 +01:00
Robin Kertels
7389da29be
[d3d9] Discard mapped buffer if it's currently in use
2020-06-11 05:53:33 +01:00
Robin Kertels
5d5ec2aa77
[d3d9] Remove IsUploading from CommonTexture
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This was always true on subsequent Lock calls.
The first lock was handled by the 'freshly allocated fast path' anyway.
2020-06-11 05:53:33 +01:00
Joshua Ashton
e6ed8dab63
[d3d9] Perform tracking for preloaded managed resources
2020-06-11 05:53:33 +01:00
Joshua Ashton
7e72010302
[d3d9] Upload managed resource if needed before mip gen
2020-06-11 05:53:33 +01:00
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
68ae3f4376
[d3d9] Return D3D_OK when unlocking not locked textures
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Matches D3D9 behaviour
2020-06-05 23:46:33 +01:00
Joshua Ashton
124023bac5
[d3d9] Add read-only check to uploading managed textures on Lock
2020-06-05 23:33:00 +01:00
Joshua Ashton
ed5cbb99b6
[d3d9] Mark managed for upload in Lock rather than Unlock
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Fixes Nekopara properly.
Also refactor some locking checks
2020-06-05 23:29:23 +01:00
Joshua Ashton
86e8315416
[d3d9] Revert Nekopara hacks
2020-06-05 23:15:10 +01:00
Joshua Ashton
fa988be4aa
[d3d9] Improve MarkAllForUpload implementation
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Only mark the bits we are actually using.
2020-06-05 02:40:41 +01:00
Joshua Ashton
d39cf31189
[d3d9] Implement uploadAllManagedSubresources option
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Nekopara locks mip 1, then unlocks mip 0 and expects it to upload all the mips.
2020-06-05 02:34:44 +01:00
Joshua Ashton
5558460853
[d3d9] Don't mark lock on DONOTWAIT path
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Fixes some issues in some games using this feature.
2020-06-01 15:52:25 +01:00
Joshua Ashton
c03eaf2de7
[d3d9] Hook up auto gen mip filter
2020-05-27 10:12:43 +02:00
Joshua Ashton
7cd46e72e9
[dxvk] Add filter type to generateMipmaps
2020-05-27 10:12:43 +02:00
Joshua Ashton
3825d16a31
[d3d9] Move mip filter into common texture
2020-05-27 10:12:43 +02:00
Joshua Ashton
561254b51d
[d3d9] Support RENDERTARGET and AUTOGENMIPMAP together
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Fixes funky water in Trackmania
Closes #1642
2020-05-27 09:03:58 +01:00
Joshua Ashton
d8381dab8d
[d3d9] Fix a typo when unmarking autogen mips
2020-05-26 18:57:28 +01:00
Joshua Ashton
1a920f44ea
[d3d9] Rename GenerateMips to EmitGenerateMips
2020-05-26 18:50:34 +01:00
Joshua Ashton
fabe7b5d59
[d3d9] Check if needs mip gen in GenerateTextureMips
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There could be duplicate indices!
2020-05-26 18:49:17 +01:00
Joshua Ashton
6c030afc95
[d3d9] Update device tracking when manually autogenning mips
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Avoids some needless generations potentially.
2020-05-26 18:48:42 +01:00
Joshua Ashton
e57aea5749
[d3d9] Track and defer mipmap generations
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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
b958473cc9
[d3d9] Move pLockedBox/Rect checks to subresource
2020-05-26 13:14:58 +01:00
Joshua Ashton
4c1deabcd3
[d3d9] Don't expose surfaces for autogenned mips
2020-05-26 13:11:24 +01:00
Joshua Ashton
a35df1c3b1
[d3d9] Fix AUTOGENMIPMAP not working in some instances
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Closes #1642
2020-05-26 12:46:55 +01:00
Christopher Egert
67b1ee4f9b
[d3d9] Only allow ColorFill on surfaces in D3DPOOL_DEFAULT
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Both nine and native nvidia d3d9 seems to do this,
this fixes a crash in spacemail by xplsv.
2020-05-25 13:33:12 +01:00
Joshua Ashton
4d70d59ea4
[d3d9] Use base texture for subresource refs
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Fixes a crash when running d3d9-triangle
2020-05-25 13:29:56 +01:00
Joshua Ashton
4e1ee5bf39
[d3d9] Normalize projection spec constant further
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Only include those used in the pixel shader and are bound.
2020-05-25 06:13:21 +01:00
Joshua Ashton
8fdf9e67d3
[d3d9, dxso] Implement FETCH4
2020-05-25 06:13:21 +01:00
Joshua Ashton
8e7df31878
[d3d9] Correct resolve offset regions for intermediate StretchRect resolves
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We don't want to use the dst info for these, given the blit will do that.
Partially fixes #1637
2020-05-22 11:13:07 +02:00
Joshua Ashton
e2ad3b1b20
[d3d9] Improve sampler anisotropy normalization
2020-05-21 08:58:39 +01:00
Christopher Egert
79feed9d89
[d3d9] Allow D3DFMT_NULL as RenderTargetFormat in CheckDepthStencilMatch
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This partially fixes shadows in Timeshift.
2020-05-19 04:12:36 +01:00
Robin Kertels
724d0fc0b2
[d3d9] Set scissor to the viewport if that's smaller
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Fixes #1608
2020-05-13 18:53:11 +01:00
Joshua Ashton
774f74cd36
[d3d9] Only dirty ff pixel shader if set texture is in PS binding range
2020-05-07 16:14:11 +01:00
Joshua Ashton
27b9736626
[d3d9] Dirty fixed function pixel shader on texture type change
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Fixes #1603
2020-05-07 16:09:58 +01:00
Joshua Ashton
b2f6885e55
[d3d9] Make texture stage state args mask easier to read
2020-05-07 15:37:05 +01:00
Joshua Ashton
a6771daf49
[d3d9] Unbind depth image views on device reset
2020-05-07 15:35:48 +01:00
Joshua Ashton
42deab0d60
[d3d9] Cleanup SetStateTextureStageState dirty flags
2020-05-07 14:50:26 +01:00
Joshua Ashton
f88f424da4
[d3d9] Convert border color to float in CS thread
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It's cheaper to look up sampler keys this way
2020-05-07 13:11:59 +01:00
Joshua Ashton
fd75775197
[d3d9] Use unordered comparison opposed to isnan
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Results in better codegen
2020-05-07 13:05:36 +01:00
Joshua Ashton
198ce13934
[d3d9] Replace clamp with min in sampler normalization
2020-05-07 13:01:14 +01:00
Philip Rebohle
5fd361757b
[d3d9] Disable old border color hack if custom border colors are supported
2020-05-04 20:18:44 +02:00
Philip Rebohle
263865cf28
[d3d9] Enable custom border color features if available
2020-05-04 19:46:57 +02:00
DadSchoorse
9b602ef850
[util] Rework tearFree as a Tristate
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PR #1606 .
2020-05-02 10:18:13 +02:00
Philip Rebohle
f1e069568d
[build] Remove .spec files
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No longer needed now that we don't support winelib builds anymore.
2020-05-01 00:52:33 +02:00
Joshua Ashton
9f4baf3f55
[d3d9] Fix swapchain surface refs once and for all
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The refcounting for d3d9 swapchain surfaces is very funny.
They don't actually hold any form of reference to their parent, unlike the surface->texture relationship.
When a swapchain is destroyed, the surfaces become orphans (like offscreen rendertargets) if they are still reffed.
Calling GetContainer on them when orphaned will return E_NOINTERFACE and nullptr for __uuidof(IDirect3DSwapChain)
Fixes some potential lingering refs on the device.
2020-04-26 13:32:22 +01:00
Joshua Ashton
409eac9d20
[d3d9] Use if/else in GetCommonTexture and TextureRefPrivate
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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
3f2b582d5f
[d3d9] Avoid prematurely deleting swapchain backbuffers if they are still reffed on reset
2020-04-19 00:59:02 +01:00
Joshua Ashton
837861ffdd
[d3d9] Cleanup private ref code for subresources
2020-04-18 21:06:38 +01:00
Joshua Ashton
42089d73c5
[d3d9] Fix ref-counting for swapchain surfaces
2020-04-18 21:06:38 +01:00
Philip Rebohle
ab8ab4052f
[d3d9] Fix compiler warnings
2020-04-13 22:05:27 +01:00