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Commit Graph

41 Commits

Author SHA1 Message Date
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
5ff7cad77d [d3d9] Fix formatting in D3D9WindowProc 2020-03-25 07:14:35 +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
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
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
5e41e00456 [d3d9] Use new common monitor functions 2020-03-04 23:06:15 +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
Joshua Ashton
8cfca32c2a [d3d9] Don't InitReturnPtr in GetBackBuffer
Matches native behaviour.

Found via a Wine test.
2020-02-28 01:02:56 +00:00
Joshua Ashton
3332bb2844 [d3d9] Add some missing synchronization when completely remaking a presenter 2020-02-27 22:55:20 +00:00
Joshua Ashton
33f6add0ff [d3d9] Fix sampler decision at Present time 2020-02-27 22:54:43 +00:00
Joshua Ashton
b6e1da916a [d3d9] Fix scissor rect size when presenting 2020-02-27 22:53:14 +00:00
Joshua Ashton
1592e2770b [d3d9] Remove unnecessary dirty checks in Reset 2020-02-26 22:34:17 +00:00
Joshua Ashton
f095f6385e [d3d9] Initialize all backbuffers in swapchain creation
Otherwise they are garbage and undefined layout.

Fixes some validation errors in Lumino City #1462
2020-02-21 06:45:02 +00:00
Joshua Ashton
38838f7428 [d3d9] Synchronize present and wait for idle when invalidating a swapchain
Lumino City calls CreateAdditionalSwapchain instead of the regular device reset functions.

We were missing some needed synchronization here to make this work properly for this game.

Impacts #1462
2020-02-21 01:38:58 +00:00
Joshua Ashton
261a242486 [d3d9] Disallow GetFrontBufferData for anything but D3DPOOL_SYSTEMMEM
Fixes #1464
2020-02-19 18:05:50 +00:00
Joshua Ashton
2f8fbf9114 [d3d9] Use linear sampler for upscaling if extents don't match on Present 2020-02-07 18:53:47 +00:00
Philip Rebohle
1e6ad0b372 [d3d9] Re-introduce client API HUD item 2020-01-28 16:32:58 +00:00
Philip Rebohle
38ad868214 [hud] Add parameter to allow placing HUD items 2020-01-28 16:32:58 +00:00
Joshua Ashton
6fa28bf937 [d3d9] Don't block on GetRenderTargetData
Fixes perf in #1363
2020-01-24 15:54:15 +00:00
Philip Rebohle
38a0d2c552
[d3d9] Don't check for sRGB formats when retrieving back buffer view
Turns out this is always false anyway.
2020-01-24 01:47:52 +01:00
Philip Rebohle
582b06a706 [d3d9] Rotate swap chain back buffers
Restores functionality removed in 81c3daa3d0.
2020-01-24 00:27:09 +00:00
Philip Rebohle
6a6af16195 [d3d9] Retrieve back buffer view from the D3D9Surface 2020-01-24 00:27:09 +00:00
Philip Rebohle
81c3daa3d0
[dxvk] Remove image renaming
Broken by design, has to be implemented by client APIs instead.
2020-01-23 22:21:45 +01:00
Philip Rebohle
caae5d18ed
[d3d9] Remove unused variable
Fixes a compiler warning.
2020-01-17 18:04:09 +01:00
Philip Rebohle
609856db35
[d3d9] Create front buffer 2020-01-17 18:04:09 +01:00
Philip Rebohle
905d69e77b [d3d9] Don't pass format mapping to D3D9CommonTexture
Instead, infer it from the format. This is basically being done
already, however the mapping we pass in is not correct if the
image format is Unknown.
2020-01-17 17:47:08 +01:00
Joshua Ashton
b954ab886f [d3d9] Implement GetFrontBufferData (currently with first backbuffer)
Fixes screenshots in ATi ToyShop demo
2020-01-17 06:01:48 +00:00
Philip Rebohle
eb37dfa8d2 [d3d9] Create multiple back buffers for GetBackBuffer API
Needed by Atelier Sophie.
2020-01-16 18:50:23 +01:00
Philip Rebohle
c911784bb8 [d3d9] Synchronize with presentation in D3D9SwapChainEx::Reset
Otherwise, the subsequent patches would break if Reset is called
while there's still a frame in flight.
2020-01-16 18:50:23 +01:00
Joshua Ashton
64ece36349 [d3d9] Implement d3d9.forceSwapchainMSAA
Works good enough for some titles like Vampire The Masquerade: Bloodlines.
2020-01-11 02:34:37 +00:00
Joshua Ashton
3ebd4b28a3 [d3d9] Defer dialog mode swapchain recreation decision to Present
Avoids unnecessary swapchain recreations if the game calls SetDialogBoxMode multiple times per frame
2020-01-10 04:30:55 +00:00
Joshua Ashton
845ab2b5af [d3d9] Don't re-set dialogbox mode on swapchain Reset
There's no reason to do this now that we have no error path in SetDialogBoxMode...
2020-01-04 21:12:53 +00:00
Joshua Ashton
d53b3adaea [d3d9] Remove incorrect error returns SetDialogBoxMode
The Microsoft docs for this are incorrect based on my tests of all the described edge-cases.
https://docs.microsoft.com/en-us/windows/win32/api/d3d9/nf-d3d9-idirect3ddevice9-setdialogboxmode
2020-01-04 21:10:26 +00:00
Joshua Ashton
ff129abaf0 [d3d9] Fix crash when trying to present with a currently invalid presenter
Closes #1304
2019-12-28 01:27:18 +00:00
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