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Commit Graph

3333 Commits

Author SHA1 Message Date
Samuel Pitoiset
86c53bb9e6 [util] Set enableRtOutputNaNFixup for Stars End
To fix output NaNs that introduce glitches with RADV.

Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
2020-06-09 16:08:16 +02:00
Joshua Ashton
68ae3f4376 [d3d9] Return D3D_OK when unlocking not locked textures
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
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
Only mark the bits we are actually using.
2020-06-05 02:40:41 +01:00
Joshua Ashton
326f6c26cb [util] Enable forceSamplerTypeSpecConstants for all of the games in the Spellforce 2 seires 2020-06-05 02:36:17 +01:00
Joshua Ashton
b658cae509 [util] Enable uploadAllManagedSubresources for Nekopara titles 2020-06-05 02:35:03 +01:00
Joshua Ashton
d39cf31189 [d3d9] Implement uploadAllManagedSubresources option
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
Fixes some issues in some games using this feature.
2020-06-01 15:52:25 +01:00
Joshua Ashton
12356d7342 [dxso] Bias FETCH4 half-texel offset to avoid grid effect 2020-06-01 13:33:08 +01:00
Philip Rebohle
2cac70fbb6
[d3d11] Require transform feedback for FL10_0 and newer
This has been supported in drivers for one and a half years at this
point, so it should be safe to make it a hard requirement.
2020-05-30 16:02:22 +02:00
Joshua Ashton
f92d60496c [util] Enable forceSamplerTypeSpecConstants for SpellForce 2: Faith in Destiny
The game binds a 2D texture to a 3D (volume) sampler which causes the readback to be 0 0 0 0 on native, whereas we can workaround it and see the intended texture and cool refracty effect that would have rendered on older real hardware 👏

Closes #1645
2020-05-27 17:14:20 +01:00
Joshua Ashton
a21e0d4bcf Revert "[dxso] Make FETCH4 swizzle ARGB"
The documentation lies about the swizzle...

This reverts commit 2fc00a331b.

Closes #1641
Once and for all !
2020-05-27 12:11:43 +01:00
Joshua Ashton
56687cc258 [dxso] Handle half texel offset for FETCH4
Closes #1641
2020-05-27 10:16:03 +02:00
Joshua Ashton
362a591e5b [spirv] Implement constuReplicant helper 2020-05-27 10:16:03 +02:00
Joshua Ashton
16cea83325 [spirv] Implement constiReplicant helper 2020-05-27 10:16:03 +02:00
Joshua Ashton
a9db65c8c2 [spirv] Implement OpImage 2020-05-27 10:16:03 +02:00
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
Fixes funky water in Trackmania
Closes #1642
2020-05-27 09:03:58 +01:00
Joshua Ashton
2fc00a331b [dxso] Make FETCH4 swizzle ARGB
https://developer.amd.com/wordpress/media/2012/10/Advanced-DX9-Capabilities-for-ATI-Radeon-Cards_v2.pdf
2020-05-27 06:19:13 +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
There could be duplicate indices!
2020-05-26 18:49:17 +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
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
Closes #1642
2020-05-26 12:46:55 +01:00
Christopher Egert
67b1ee4f9b [d3d9] Only allow ColorFill on surfaces in D3DPOOL_DEFAULT
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
Fixes a crash when running d3d9-triangle
2020-05-25 13:29:56 +01:00
Joshua Ashton
9ee4add77e [dxso] Forbid FETCH4 for 3D and not Cube
SPIR-V spec contradicts itself as to what is allowed here, and SPIR-V val doesn't help by listing the wrong dimension.
2020-05-25 09:26:09 +01:00
Joshua Ashton
87e8b9733f [dxso] Blacklist FETCH4 for cubes and normalize flags 2020-05-25 09:21:30 +01:00
Joshua Ashton
b12fa99435 [dxso] Fix scalar select on vector in FETCH4 code 2020-05-25 09:05:58 +01:00
Joshua Ashton
4e1ee5bf39 [d3d9] Normalize projection spec constant further
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
5d69898cbd [tests] Add D3D9 fetch4 state tests 2020-05-25 06:13:21 +01:00
Philip Rebohle
cf1ff99b10 [vulkan] Disable fullscreen exclusive support on wine
Fixes issues with RenderDoc captures on winevulkan.
2020-05-24 18:38:54 +02:00
Joshua Ashton
9a40c1e6ae [dxvk] Fix fb resolve offset
gl_FragCoord is read in the fs shader, so we need to take into account the dstOffset here!

This was causing the offset to be doubled rather than eliminated
for the resolves for refractive water in Serious Sam 2
as srcOffset == dstOffset.

Fixes #1637
2020-05-22 11:13:07 +02:00
Joshua Ashton
8e7df31878 [d3d9] Correct resolve offset regions for intermediate StretchRect resolves
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
Philip Rebohle
0c0d582f24
[dxvk] Default to fragment shader resolved on official AMD drivers
Improves performance of MSAA resolves. RADV does not benefit.
2020-05-19 18:54:25 +02:00
Philip Rebohle
5d7b5b0e35
[dxvk] Fix framebuffer resolve barriers 2020-05-19 16:23:44 +02:00
Christopher Egert
79feed9d89 [d3d9] Allow D3DFMT_NULL as RenderTargetFormat in CheckDepthStencilMatch
This partially fixes shadows in Timeshift.
2020-05-19 04:12:36 +01:00
Joshua Ashton
63a4c4d457 [tests] Add tests for D3DFMT_NULL format querying 2020-05-19 04:11:59 +01:00
Joshua Ashton
5339f8df53 [tests] Fix d3d9_triangle 2020-05-19 04:07:11 +01:00
DadSchoorse
84bb768a32 [util] Enable d3d9.invariantPosition for Halo/Hale CE
Fixes #1550
2020-05-17 23:41:42 +02:00
Philip Rebohle
2e378257ea
[meta] Release 1.7 2020-05-16 17:07:18 +02:00