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Commit Graph

3154 Commits

Author SHA1 Message Date
Philip Rebohle
68be040f4a
[dxvk] Use compute queue for transfers if DMA queue is not available
Affects RADV. Let's see if this works and does anything for performance.
2020-05-05 12:49:13 +02:00
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
Philip Rebohle
00613d1dc7
[d3d11] Enable custom border color features if available 2020-05-04 19:46:57 +02:00
Philip Rebohle
1fc6e3adbe
[dxvk] Use custom border colors if available 2020-05-04 19:46:57 +02:00
Philip Rebohle
0648314451
[dxvk] Refactor DxvkSampler::getBorderColor 2020-05-04 19:46:57 +02:00
Philip Rebohle
7b81db2c75
[dxvk] Pass device to sampler constructor 2020-05-04 19:46:57 +02:00
Philip Rebohle
a968f29754
[dxvk] Enable VK_EXT_custom_border_color if available 2020-05-04 13:27:35 +02:00
Philip Rebohle
7239066c5c
[dxvk] Don't stall SDMA command buffer for image initialization 2020-05-02 20:20:56 +02:00
Philip Rebohle
4fafeb21d0
[dxvk] Optimize clearDepthStencilImage barrier 2020-05-02 20:13:13 +02:00
Philip Rebohle
e24954ca39
[dxvk] Optimize clearColorImage barrier 2020-05-02 20:13:13 +02:00
Philip Rebohle
52cad95f2c
[dxvk] Use initializeImage in clearColorImage 2020-05-02 20:13:13 +02:00
Philip Rebohle
bbd5762d3d
[dxvk] Add initializeImage helper
Allows us to use TOP_OF_PIPE -> xxx barriers more often.
2020-05-02 20:10:19 +02:00
Philip Rebohle
a208f45fe4
[dxvk] Actually reinitialize image if necessary 2020-05-02 19:27:45 +02:00
Philip Rebohle
651646ca7f
[dxvk] Fix acquire barrier in clearCompressedColorImage 2020-05-02 19:06:22 +02:00
Philip Rebohle
dcc38c98e7
[dxvk] Fix acquire barriers in resolveImageHw 2020-05-02 18:58:38 +02:00
Philip Rebohle
b370d13743
[dxvk] Fix acquire barrier in updateImage 2020-05-02 18:52:35 +02:00
Philip Rebohle
8921be81bd
[dxvk] Fix blit acquire barriers 2020-05-02 18:49:58 +02:00
Philip Rebohle
85db84a1b3
[dxvk] Fix access mask in clearImageViewFb
VK_ATTACHMENT_LOAD_OP_LOAD requires the read flags to be set.
2020-05-02 18:48:59 +02:00
Philip Rebohle
5bab5ae7a5
[dxvk] Fix acquire barriers in copyImageHw 2020-05-02 18:46:35 +02:00
Philip Rebohle
c1fcc3fc98
[dxvk] Simplify barriers around meta copy operations 2020-05-02 18:46:21 +02:00
Philip Rebohle
f6007e4f1a
[dxvk] Emit graphics barriers upon spilling render pass
We actually need to do this now since we no longer set
all the access flags in the render pass barrier.
2020-05-02 11:36:32 +02:00
Philip Rebohle
0245273ab7
[dxvk] Remove store op from render pass ops
This is always going to be VK_ATTACHMENT_STORE_OP_STORE anyway.
2020-05-02 11:36:32 +02:00
Philip Rebohle
c0f72940dd
[dxvk] Optimize regular render pass barriers
Only applies the depth/color attachment stage and access mask
if necessary, and removes a bunch of pointless read-only flags.
2020-05-02 11:36:32 +02:00
Philip Rebohle
94077ed42b
[dxvk] Reintroduce EXTERNAL->0 subpass dependency
Ensures that the layout transition happens at the right time, and
otherwise relaxes the barrier since it is assumed that the backend
will emit barriers with the appropriate as necessary.
2020-05-02 11:36:32 +02:00
Philip Rebohle
2089426420
[dxvk] Simplify render pass barriers after clears
This wasn't really doing what we intended.
2020-05-02 11:36:32 +02:00
Philip Rebohle
b9c56e3e97
[dxvk] Improve deferred clear logic
Ignores currently bound render targets until we actually begin a
render pass. This allows us to use LOAD_OP_CLEAR in more situations,
including when games clear their RTs before binding them.
2020-05-02 11:36:32 +02:00
Philip Rebohle
3cbd109020
[dxvk] Remove redundant null pointer check for framebuffer
Not necessary because we're *always* calling updateFramebuffer
before startRenderPass.
2020-05-02 11:36:31 +02:00
Philip Rebohle
2967f567d8
[dxvk] Introduce performClear helper 2020-05-02 11:36:31 +02:00
Philip Rebohle
46f860f93e
[dxvk] Don't flush memory in changeImageLayout 2020-05-02 11:36:28 +02:00
DadSchoorse
9b602ef850
[util] Rework tearFree as a Tristate
PR #1606.
2020-05-02 10:18:13 +02:00
Philip Rebohle
c9dde91760
[d3d11] Disable null descriptors again
Breaks ELEX due to incorrect image query results.
2020-05-02 01:02:46 +02:00
Philip Rebohle
f1e069568d
[build] Remove .spec files
No longer needed now that we don't support winelib builds anymore.
2020-05-01 00:52:33 +02:00
Philip Rebohle
6face8a1dc [d3d11] Enable new robustness features if available 2020-04-30 16:36:59 +02:00
Philip Rebohle
80009831d4 [d3d11] Use explicit spec constant for gamma texture
With null descriptors, the "bound" spec constants would always be 1.
2020-04-30 16:36:59 +02:00
Philip Rebohle
7b8a65589e [dxvk] Use null descriptors for unbound resources
This way we won't have to recompile pipelines any time the app
unbinds a resource.
2020-04-30 16:36:59 +02:00
Philip Rebohle
6ea9d83f94 [dxvk] Enable VK_EXT_robustness2 if available 2020-04-30 16:36:59 +02:00
Philip Rebohle
2a25e3f899 [dxvk] Skip draws if no index buffer is bound
It doesn't make much sense to bind the null buffer here, as we'd
just draw the same vertex over and over again.
2020-04-30 16:36:59 +02:00
Philip Rebohle
ca59d8e74b
[dxgi] Implement DXGIDeclareAdapterRemovalSupport 2020-04-28 15:20:43 +02:00
Philip Rebohle
5d0efd87c2
[dxgi] Implement IDXGIOutput6 2020-04-28 15:00:57 +02:00
Philip Rebohle
15f5efe4c3
[dxgi] Implement IDXGIAdapter4 2020-04-28 14:50:36 +02:00
Philip Rebohle
26ea12b18e
[dxgi] Include DXGI 1.6 headers 2020-04-28 14:44:20 +02:00
Joshua Ashton
9f4baf3f55 [d3d9] Fix swapchain surface refs once and for all
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
Philip Rebohle
6d5f5580fb
[dxvk] Use correct size to clear zero buffer 2020-04-23 20:49:59 +02:00
Philip Rebohle
9a76645228
[d3d11] Simplify ClearView implementation
Removes some code duplication for the no-clear-rect case.
2020-04-22 22:32:53 +02:00
Philip Rebohle
b3c19ba5e8
[d3d11] Optimize ClearView for render target and depth-only views
We should use clearRenderTarget whenever we clear the entire view.
The Talos Principle uses ClearView to clear its render targets for
some reason, and we were hitting a slow path there.
2020-04-22 21:02:46 +02:00
Philip Rebohle
bea16263e4
[dxvk] Use GPU-local buffer in clearCompressedColorImage
Saves VA space in applications that do not initialize their textures..
2020-04-21 18:10:09 +02:00
Philip Rebohle
436357e280
[meta] Remove support for winelib builds
Untested, unmaintained, and constantly causing issues on various
setups for no apparent reason. Time to get rid of it for good.

Closes #1584.
2020-04-20 17:35:08 +02:00
Philip Rebohle
dbc9f40aa1
[meta] Release 1.6.1 2020-04-19 21:43:03 +02:00
Philip Rebohle
b0503b54ce
[dxvk] Don't pad dedicated image allocations
Fixes validation errors on Nvidia.
2020-04-19 17:19:06 +02:00
Joshua Ashton
409eac9d20 [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.
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
Christian Sturm
97cd91885d [util] Enable constant buffer range check for Secret World Legends 2020-04-18 21:53:21 +02:00
Robin Kertels
d6e1c19fec [d3d11] Ignore buffer usage for the single use mapping hack
The usage doesn't matter as we swap out the entire backing slice anyway.
2020-04-18 17:15:48 +02:00
Philip Rebohle
8c68236f70
[d3d11] Check return value of Map in UpdateSubresource1
And fall back to a GPU-side copy if necessary.
2020-04-18 17:04:16 +02:00
Philip Rebohle
487ecd861c
[util] Enable constant buffer range check for Blue Reflection
Fixes #1574.
2020-04-18 14:00:04 +02:00
Philip Rebohle
ab8ab4052f [d3d9] Fix compiler warnings 2020-04-13 22:05:27 +01:00
Joshua Ashton
4699d4162a [d3d9] Implement swapchain containers for surfaces
Fixes a crash in L.A. Noire.

Closes #1564
2020-04-13 01:42:30 +01:00
Philip Rebohle
4d8940957c
[d3d11] Add option to enforce mailbox present mode 2020-04-12 20:28:33 +02:00
Philip Rebohle
7f03f45301
[util] Support encapsulated strings in configuration files
Fixes #1567.
2020-04-10 21:16:29 +02:00
Joshua Ashton
6e5e50c359 [d3d9] Optimize hazard tracking in the SetTexture case
We don't need to perform DS/RT hazard tracking updates if the texture we replaced and ourselves do not have those usages.
2020-04-09 15:29:41 +01:00
Joshua Ashton
9b4cd8aa87 [d3d9] Remove texMask from UpdateActiveHazardsRT
This is an invalid optimization and leads to render hazards being dropped

Our hazard tracking for render targets is done in render target indices as opposed to texture indices for depth stencil tracking so `texMask` doesn't work for that reason, and the fact that even if it did, there is no relationship to an individual texture and a render target index that has a hazard.
2020-04-09 15:29:41 +01:00
Joshua Ashton
6b431851da [util] Enable d3d9.invariantPosition for Battlefield 2
Closes #1558 for good
2020-04-09 14:00:26 +01:00
Joshua Ashton
ecb3e05cb9 [d3d9] Ignore adapter type for CheckDepthStencilMatch and CheckDeviceType when windowed 2020-04-09 02:35:35 +01:00
Joshua Ashton
f549586331 [util] Set d3d9.longMad to True for Battlefield 2 2020-04-08 23:23:21 +01:00
Joshua Ashton
c3cff09c4f [d3d9] Implement d3d9.longMad option 2020-04-08 23:20:57 +01:00
Joshua Ashton
93b4427a13 [d3d9] Add and use D3D9WindowMessageFilter helper
Stops us forgetting to reset the message filter

Previously when the device was intially created with fullscreen, filter would always be enabled
2020-04-08 20:20:01 +01:00
Georg Lehmann
e95e4ca225 [hud] remove unused texture 2020-04-08 20:11:02 +02:00
Joshua Ashton
3f4ffdfba8 [d3d9] Fix MinGW compilation
MSVC doesn't care about static.
2020-04-06 20:35:30 +01:00
Joshua Ashton
46329689ba [d3d9] Handle WM_DESTROY event 2020-04-06 20:16:17 +01:00
Joshua Ashton
18b46e5c22 [d3d9] Move HookWindowProc out of swapchain class 2020-04-06 20:15:49 +01:00
Joshua Ashton
a340cd4dd3 [d3d9] Add CallCharsetFunction helper 2020-04-06 20:06:45 +01:00
Joshua Ashton
6cf052b3f2 [d3d9] Cleanup ResetWindowProc 2020-04-06 19:45:15 +01:00
Joshua Ashton
135d246610 [d3d9] Cleanup and formatting for window proc hook 2020-04-06 19:42:48 +01:00
Joshua Ashton
47ddd8466a [d3d9] Re-look up wnd proc iterator
Avoids a potential issue where this could change address during this time.
2020-04-06 19:40:25 +01:00
Joshua Ashton
a80eea926a [d3d9] Filter out window messages we cause
Closes #1517
2020-04-06 19:38:26 +01:00
Joshua Ashton
83e03ac9d8 [d3d9] Make COPM render state unlikely
This is only ever called once per game and we don't support it anyway
2020-04-05 06:27:14 +01:00
Joshua Ashton
92031a7bac [d3d9] Fix dumb typo in ATOC handling 2020-04-03 21:13:15 +01:00
Philip Rebohle
00d371d78d [util] Spoof AMD GPU for GTA IV 2020-04-03 16:39:29 +01:00
Joshua Ashton
bbe681d9ca [dxvk] Fix incorrect logic in resolveDepthStencilImage
This fallbath check path should be triggered if we aren't currently using the fb.

Impacts #1537
2020-04-03 11:20:21 +02:00
Joshua Ashton
457c0c3021 [d3d9] Fix state sometimes not being set in SetRenderState
Previously this prevented us disabling AlphaToCoverage once the application enabled it.
2020-04-03 07:52:35 +01:00
Philip Rebohle
5c3d0c6836
[util] Enable d3d11.relaxedBarriers option for Resident Evil 3 2020-04-03 02:58:59 +02:00
Philip Rebohle
4d6f47640f
[dxgi] Name adapter event thread 2020-04-03 02:09:06 +02:00
Philip Rebohle
079cda1c0c
[dxgi] Implement RegisterVideoMemoryBudgetChangeNotificationEvent
Closes #1544.
2020-04-03 02:05:23 +02:00
Joshua Ashton
904d3e6c90 [d3d9] Don't declspec dllexport on MinGW builds
Fixes ordinal exporting on MinGW, which was causing a crash in CSGO due to it querying a fixed ordinal for a D3D9On12 hack.
2020-04-02 02:00:42 +01:00
Philip Rebohle
5750a7d85c
[dxbc] Fix the udiv crap again 2020-03-26 17:17:01 +01:00
Joshua Ashton
62c2c9cd15 [dxbc] Handle 0 divisors in UDiv
UDiv is defined as having 0xffffffff as both the quotient and remainder value when the divisor is 0

This fixes vertex corruption on the water bottles in Half-Life: Alyx
https://github.com/ValveSoftware/Proton/issues/3681

https://docs.microsoft.com/en-us/windows/win32/direct3dhlsl/udiv--sm4---asm-
2020-03-26 10:49:42 +01:00
Samuel Pitoiset
649c3805d9 [util] fix typo for Yooka-Laylee executable name 2020-03-25 14:29:28 +01:00
Joshua Ashton
bb2e88ee06 [d3d9] Fix crash when calling ColorFill with NULL format
Impacts #1528
2020-03-25 07:23:17 +00:00
Joshua Ashton
5ff7cad77d [d3d9] Fix formatting in D3D9WindowProc 2020-03-25 07:14:35 +00:00
Samuel Pitoiset
f6a79c366a [util] Set enableRtOutputNaNFixup for Super Monkey and Yooka-Laylee
Both games output NaNs that introduce glitches with RADV and
AMDVLK.
2020-03-22 15:38:24 +01:00
Philip Rebohle
3104192af7
[d3d11] Fix winelib build
Closes #1521.
2020-03-20 17:01:46 +01:00
Philip Rebohle
9c7945d936
[meta] Release 1.6 2020-03-20 16:07:25 +01:00
Joshua Ashton
a9339ae832 [d3d9] Fix depth hazard case for write + read
Closes #1519
2020-03-20 14:23:29 +01:00
Philip Rebohle
1150121606 [d3d9] Fix depth-stencil layouts
Otherwise we're always using GENERAL for depth buffers.
2020-03-20 04:04:53 +00:00
Philip Rebohle
a9b6421f60
[d3d11] Support signaling event in Flush1 2020-03-19 23:38:28 +01:00
Philip Rebohle
76fd9013d4
[util] Add missing include 2020-03-19 23:22:13 +01:00
Philip Rebohle
3697583f71
[d3d10] Separate d3d10core from d3d10
This way we skip compiling and linking unnecessary garbage
into the core library.
2020-03-18 22:01:11 +01:00
Joshua Ashton
7a134e49be
[d3d10] Implement D3D10[Core]GetVersion and D3D10[Core]RegisterLayers 2020-03-18 20:49:17 +01:00
Joshua Ashton
021c593ad8 [d3d9] Use all heaps when determining initial texture memory
Matches behaviour on Windows 10

Merges #1436
2020-03-18 19:40:01 +00:00
Florian Will
ba41a5219a [util] Disable explicit frontbuffer for ZUSI 3
Fixes flickering when parts of the screen are not redrawn in a frame.

Closes #1368
Merges #1437
2020-03-18 19:32:45 +00:00
Florian Will
1a4b15a82d [d3d9] Add option to disable the explicit frontbuffer
The Vulkan swapchain is unaffected by this, but we don't create an
"internal" frontbuffer in D3D9SwapChainEx if this option is set. This
breaks GetFrontBufferData (which returns backbuffer data if the option
is enabled), but it disables front/backbuffer flipping.

Most windows drivers apparently always use the same backbuffer for all
frames in windowed mode. At least one game (ZUSI 3) seems to rely on
this behavior, and only redraws dirty regions for each frame instead of
redrawing everything. With buffer flips, this leads to flickering. When
enabling this new noExplicitFrontBuffer option, the flickering
disappears.
2020-03-18 19:31:00 +00:00
Joshua Ashton
6a8933cf31 [d3d9] Allow arbitrary backbuffer/adapter formats
It seems these aren't linked in the way the docs made out, this fixes a crash when starting some titles.

Closes #1508
2020-03-18 06:00:28 +00:00
Joshua Ashton
a9040c5cce [d3d9] Allow multisampled depth stencil resolves in StretchRect
Fixes a crash in some Source 2 titles
2020-03-18 04:59:27 +00:00
Philip Rebohle
bf480ce659
[d3d11] Initialize all D3D11ContextState members
Otherwise, SwapDeviceContextState may swap in some uninitialized data.
Closes #1512.

Reported-by: Danylo Piliaiev <danylo.piliaiev@globallogic.com>
2020-03-16 18:42:57 +01:00
Philip Rebohle
26798eb312 [util] Use SwitchToThread for yield
According to MSDN, this doesn't interfere with scheduling of other threads,
unlike Sleep(0).
2020-03-15 03:43:04 +01:00
Philip Rebohle
ba213c1fa0 [dxvk] Factor out waiting for resource to become idle
And use the new generic spin function to reduce syscall spam.
2020-03-15 03:43:04 +01:00
Philip Rebohle
da506f5932 [util] Add generic recursive spinlock 2020-03-15 03:43:04 +01:00
Philip Rebohle
55e3240479 [util] Add generic spin function 2020-03-15 03:43:04 +01:00
Philip Rebohle
33b0d4c991
[d3d10] Create type reflection objects on demand
See previous commits for details. Fixes #1507.
2020-03-12 21:03:31 +01:00
Philip Rebohle
3d81b3eb82
[d3d10] Create variable reflection objects on demand 2020-03-12 21:03:30 +01:00
Philip Rebohle
21fe6a3405
[d3d10] Create constant buffer reflection objects on demand
The reported constant buffer count does not necessarily match the
number of constant buffers that can be retrieved from reflection.
2020-03-12 21:03:30 +01:00
Rémi Bernon
14946c599f [d3d9] Hook WM_NCCALCSIZE to get rid of fullscreen non-client areas. 2020-03-11 17:46:08 +00:00
Joshua Ashton
64e649ae18 [d3d9] Don't check IsNull for depth stencil views
We don't need to do this. Depth stencils can never be D3DFMT_NULL.
2020-03-09 01:13:54 +00:00
Joshua Ashton
e33627cfdc [d3d9] Optimize unnecessary loops in hazard tracking
We only want to update specific indices of bitfields at a time, so pass through that information and mask it off.
2020-03-09 01:03:18 +00:00
Joshua Ashton
812a113a85 [d3d9] Avoid multiple tzcnts per loop in hazard tracking 2020-03-09 00:53:50 +00:00
Joshua Ashton
f6b26b302d [d3d9] Handle depth stencil hazards
Track depth stencil textures being used and whether we have any active hazards.

Rebind the framebuffer with VK_IMAGE_LAYOUT_DEPTH_STENCIL_READ_ONLY_OPTIMAL if we encounter a depth stencil hazard.

Fixes black squares in Mass Effect and validation errors in some titles.

Closes #1484
2020-03-09 00:53:19 +00:00
Joshua Ashton
102d97db02 [d3d9] Add IsDepthStencil helper to D3D9CommonTexture 2020-03-09 00:24:56 +00:00
Joshua Ashton
a432befa8d [d3d9] Add RT suffix to current hazard tracking
We can have DS hazards...
2020-03-09 00:23:22 +00:00
Joshua Ashton
eaa599bf9a [d3d9] Implement A2W10V10U10 format via conversion 2020-03-08 23:32:33 +00:00
Joshua Ashton
60ec7e8208 [d3d9] Implement X8L8V8U8 format via conversion 2020-03-08 23:22:52 +00:00
Joshua Ashton
afd4e6e457 [d3d9] Use a common header for cs conversion helpers 2020-03-08 22:29:41 +00:00
Philip Rebohle
304dad2d2e
[dxvk] Fix dumb typo in changeImageLayout 2020-03-08 03:18:34 +01:00
Philip Rebohle
7b760800b4
[d3d11] Fix buffer view compatibility check 2020-03-08 01:28:51 +01:00
Philip Rebohle
2291484696
[d3d11] Fix texture view compatibility check 2020-03-08 01:28:51 +01:00
Joshua Ashton
45c8b09104 [d3d9] Don't update present region in Reset
Fixes a regression in A Hat in Time when changing resolutions
2020-03-06 18:23:08 +00:00
Philip Rebohle
245007daba [d3d9] Don't use m_monitor in GetDisplayModeEx
Should fix #1495.
2020-03-05 15:25:05 +00:00
Philip Rebohle
3a1243b05e [util] Don't set display mode if the desired mode is already set
See #1489.

Co-authored-by: zvova7890 <zvova7890@gmail.com>
2020-03-04 23:06:15 +00:00
Philip Rebohle
5e41e00456 [d3d9] Use new common monitor functions 2020-03-04 23:06:15 +00:00
Philip Rebohle
a623e8e7d6 [dxgi] Use new common monitor functions 2020-03-04 23:06:15 +00:00
Philip Rebohle
4e16d65bb8 [util] Introduce common functions to set, get and restore display modes 2020-03-04 23:06:15 +00:00
Philip Rebohle
66503aeaa0 [util] Factor out common monitor-related functions 2020-03-04 23:06:15 +00:00
Joshua Ashton
8c68cf1551 [d3d9] Fix alignment of SubresourceData
This should match SubresourceType...
2020-03-02 16:11:07 +00:00
Joshua Ashton
27d7af65a1 [d3d9] Consolidate format helper code 2020-03-02 04:37:20 +00:00
Joshua Ashton
1b26fabc6e [d3d9] Use uniform texel buffers for conversion 2020-03-02 04:37:20 +00:00
Joshua Ashton
077f48b4ef [d3d9] Flush format converter in device after init
Otherwise we can be overwritten if its a new resource we just created by the initializer.
2020-03-02 04:37:20 +00:00
Joshua Ashton
58316ebe4c [d3d9] Add missing breaks to format helper switch 2020-03-02 04:37:20 +00:00
Joshua Ashton
7743276e1d [d3d9] Implement L6V5U5 format via conversion 2020-03-02 04:37:20 +00:00
Joshua Ashton
b67f4974be [d3d9] Fix view formats for conversion formats 2020-03-02 04:03:27 +00:00
Philip Rebohle
1e426cdb08
[meta] Release 1.5.5 2020-02-29 15:45:57 +01:00
Joshua Ashton
36d3e8e83d [d3d9] Don't InitReturnPtr in CreateQuery
Matches native behaviour

Fixes a Wine test
2020-02-28 21:51:34 +00:00
Joshua Ashton
5548493fad [d3d9] Don't update device state for offset/stride if the buffer is nullptr
May also avoid some redundant rebinds here too...

Fixes a Wine test
2020-02-28 21:40:19 +00:00
Joshua Ashton
722520a9f7 [d3d9] Don't rebind user's vertex buffer/indices in DrawPrimitive[Indexed]UP
D3D9 doesn't do this, it instead sets them to NULL so we can simplify this logic a fair bit.

Found via a Wine test.
2020-02-28 21:37:00 +00:00
Joshua Ashton
3587bcdb9f [d3d9] Disallow creating additional swapchains if we are fullscreen
From Wine tests...
2020-02-28 01:43:07 +00:00
Joshua Ashton
632812b88f [d3d9] Disallow additional fullscreen swapchains
From Wine tests...
2020-02-28 01:39:52 +00:00
Joshua Ashton
0757097fa0 [d3d9] Initialize return ptr in device's GetBackBuffer
The swapchain's function does not do this, but this one does.
2020-02-28 01:37:23 +00:00
Joshua Ashton
528cacca5f [d3d9] Only have a single implicit swapchain
I am naive to think that this API is in any way sane, and that iSwapChains actually does what you would expect.

Swapchains created by CreateAdditionalSwapchain[Ex] are not tracked in that figure... There can only ever be one.

Great API. Very cool.

This also adds and consolidates some missing thread synchronization on the swapchain functions (that should have already had it).

(note: m_implicitSwapchain always exists, so we don't need to lock if that's all we call.)
2020-02-28 01:29:38 +00:00
Joshua Ashton
e41640dcde [d3d9] Make nullptr/oob checks in GetBackBuffer unlikely 2020-02-28 01:03:34 +00:00