Joshua Ashton
8560efa3c7
[d3d9] Unbind RTs which are unwritten by a PS
...
Otherwise we can end up with feedback loops on RTs with a 0 color mask.
Closes : #3447
2023-05-24 13:40:17 +01:00
Joshua Ashton
f2bb1d4b69
[d3d9] Add extended swapchain interfaces
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Allows for controling colorspace, etc.
2023-05-19 19:26:27 +01:00
Robin Kertels
b08665c808
[d3d9] Fix compiler warning in Clear size check
2023-05-06 14:16:54 +01:00
Robin Kertels
b4366db398
[d3d9] Implement rudimentary device loss
2023-05-03 13:04:00 +01:00
Joshua Ashton
f140d2de0d
[d3d9] Handle swapchain OOM and other errors more gracefully
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Supercedes: #2964
2023-05-03 12:59:02 +01:00
Robin Kertels
860237e775
[d3d9] Skip 0x0 clears
2023-05-03 13:23:47 +02:00
Robin Kertels
a42643b235
[d3d9] Fall back to GDI blit for partial presents
2023-05-03 12:18:11 +01:00
Robin Kertels
990a720525
[d3d9] Handle a bunch of texture converter edge cases
2023-04-16 09:18:30 +01:00
Robin Kertels
af0009c5de
[d3d9] Use DxvkFormatInfo for video formats
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And fix UYUY and YUY2 in the process.
2023-04-08 03:15:44 +01:00
Robin Kertels
d11878e793
[d3d9] Only apply viewport zBias if minZ is below 0.5
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Fixes Space Marine shadows.
Tests show that Windows D3D9 (Nvidia) works like that.
2023-03-23 03:52:08 +00:00
Philip Rebohle
da32453b42
[dxvk] Add submission feedback to command submissions
2023-03-16 20:59:43 +01:00
Robin Kertels
d14dcf5d47
[d3d9] Fix redundant copy of SWVP VS consts
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Fixes performance regression caused by state block changes.
2023-03-10 03:24:32 +00:00
Joshua Ashton
996acbe3f2
[d3d9] Refactor state blocks to allocate dynamically.
2023-03-07 23:24:01 +00:00
Robin Kertels
1c6fc7b5b8
[d3d9] Clamp stage and type in [G,S]etTextureStageState
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This is what happens on the Nvidia D3D9 driver.
Dawn of Magic 2 calls SetTextureStageState with a
stage > 7 and expects that to succeed.
2023-03-02 13:41:32 +00:00
Philip Rebohle
4c78964679
[d3d9] Only log QueryInterface errors once
2023-03-01 13:25:56 +01:00
Philip Rebohle
459758c6ff
[d3d9] Don't set storage buffer usage unless necessary
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This actually matters now to some degree.
2023-01-15 15:36:05 +01:00
Philip Rebohle
d35bf455d9
[dxvk] Rename bindResourceBuffer to bindUniformBuffer
2023-01-15 15:36:05 +01:00
Robin Kertels
97a91c816f
[d3d9] Disable instancing for non-indexed draws
2023-01-13 21:58:41 +00:00
Robin Kertels
f94b42f23f
[d3d9] Dont use GenerateDrawInfo in DrawPrimitiveUp
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This is confusing because it looks like a race condition
at first glance.
2022-12-30 19:29:34 +00:00
Philip Rebohle
b838b65516
[d3d9] Correctly mask alpha reference push constant
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We accidentally lost this during the rework, since the initial
implementation scaled the alpha ref value on the CPU.
Fixes #3123 .
2022-12-06 21:25:55 +00:00
Robin Kertels
522909b165
[d3d9] Don't set NeedsReadback when dirtying mip maps
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It's impossible to lock non 0 mips anyway.
2022-12-03 15:18:40 +00:00
Robin Kertels
4796eb0b0d
[d3d9] Implement capturing lights in state blocks
2022-11-21 16:06:49 +00:00
Robin Kertels
d0a10cc9f8
[d3d9] Handle DS texture uploads
2022-11-21 15:59:25 +00:00
Robin Kertels
8a2e4ef481
[d3d9] Allow locking DEFAULT pool based on texture type
2022-11-10 13:37:52 +01:00
Christopher Egert
e30b783505
d3d9: Use a different rvalue for depth bias on NV
2022-11-09 01:15:00 +00:00
Robin Kertels
d8933ca175
[d3d9] Only do one allocation for all texture subresources
2022-11-06 19:35:03 +00:00
Robin Kertels
9c22a58543
[d3d9] Disable locking non-dynamic default textures
2022-10-24 20:55:00 +01:00
Philip Rebohle
859de7e828
[dxvk] Always enable depth clip feature if supported
2022-10-24 16:39:24 +02:00
Adam Jereczek
b2ad25755a
[d3d9] Fix for missing restriction check in ProcessVertices
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Co-authored-by: aroztkow <aneta.roztkowska@intel.com>
2022-09-28 12:10:41 -02:30
Joshua Ashton
49854dbfba
[d3d9] Saturate viewport depth range
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Viewport depth range in D3D9 is clamped at 0-1, same as OpenGL.
Drivers like RADV, etc support VK_EXT_depth_range_unrestricted,
which makes the regular UB of this actually work -- which isn't what
we want.
We also don't enable VK_EXT_depth_range_unrestricted, so we shouldn't
be setting depth ranges outside of the 0-1 bounds anyway.
Closes : #2960
2022-09-27 18:58:40 -02:30
Georg Lehmann
a9bdea72e9
[d3d9] Clamp Dref to [0.0, 1.0] if the texture is emulated UNORM
2022-09-26 21:39:51 +01:00
Joshua Ashton
f2950953e0
[d3d9] Avoid depth degenerate viewports
2022-09-23 13:26:50 +01:00
Joshua Ashton
d221bb7a9c
[d3d9] Add ID3D9VkInteropDevice
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Provides access to the device and instance handles
as well as the queue that is used for rendering.
2022-09-22 17:58:54 +01:00
Krzysztof Dobrowolski
19b76825d0
[d3d9] Fix for missing restriction check in UpdateSurface.
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The spec of IDirect3DDevice9::UpdateSurface contains the following restriction:
- Neither surface can be created with multisampling.
The only valid flag for both surfaces is D3DMULTISAMPLE_NONE.
This commit adds this check and returns D3DERR_INVALIDCALL
when source or destination surfaces are multisampled.
2022-09-15 09:32:31 +01:00
Joshua Ashton
10bb285f2e
[d3d9] Remove unused dstExtent + friends in GetRenderTargetData
2022-09-10 21:46:07 +00:00
Georg Lehmann
bd5d9d90c9
[d3d9] Use xor to swap bit in depth mask.
2022-09-10 04:16:30 +00:00
Georg Lehmann
1bc6f9660a
[d3d9] Force D3DTADDRESS_CLAMP for cubes.
2022-09-10 04:16:30 +00:00
Joshua Ashton
c49b1ee390
[d3d9] Use SetStateTexture in Reset
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Fixes m_activeTextures not getting updated
2022-08-29 10:16:21 +00:00
Robin Kertels
bfd47ec876
[d3d9] Try to match either top or bottom mips in UpdateTexture
2022-08-26 20:56:42 +01:00
Philip Rebohle
2329c71b6f
[dxvk] Implement sampler reduction mode
2022-08-26 05:53:03 +02:00
Philip Rebohle
e923cc5b69
[dxvk] Change emitGraphicsBarrier to specify a dependency
2022-08-26 05:53:03 +02:00
Robin Kertels
a8b578b2a2
[d3d9] Fix crash when auto generating mip maps for unmappable textures
2022-08-22 01:48:35 +01:00
Philip Rebohle
ea4e0bc470
[d3d9,d3d11] Require shaderDemoteToHelperInvocation feature
2022-08-19 13:36:54 +00:00
Philip Rebohle
5a3cb5ad3e
[d3d9] Adjust alpha test precision based on render target format
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More or less matches what Nvidia's D3D9 driver does on Turing.
2022-08-18 00:10:39 +02:00
Philip Rebohle
47fa3824dc
[d3d9] Re-implement alpha test to support configurable accuracy
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The current implementation always uses 12 bits of accuracy.
2022-08-18 00:10:39 +02:00
Philip Rebohle
3c2fc41e4c
[d3d9] Re-bind framebuffer if RT hazards change
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Otherwise we never set the feedback loop bits in the backend.
2022-08-17 18:36:30 +00:00
Philip Rebohle
80fc1d8b25
[d3d9] Use new format support queries
2022-08-17 15:39:03 +02:00
Robin Kertels
46cb05ce45
[d3d9+util] Always ignore D3DLOCK_DONOTWAIT
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We only ever stall when locking a texture that was
previously used with GetRenderTargetData or
GetFrontBufferData. Games are known to break
if locking those textures doesn't succeed.
2022-08-12 14:18:13 +01:00
Philip Rebohle
9bd0040a90
[d3d9] Request high-priority shader compiles as necessary
2022-08-11 12:39:28 +02:00
Robin Kertels
b5b74116fa
[d3d9] Fix rare hang when waiting for staging buffer markers
2022-08-11 12:37:28 +02:00