Philip Rebohle
03dca539cb
[vulkan,d3d9,d3d11] Move surface creation to swap chain implementation
2022-11-07 14:14:05 +01:00
Robin Kertels
d8933ca175
[d3d9] Only do one allocation for all texture subresources
2022-11-06 19:35:03 +00:00
Robin Kertels
4fb7acc64e
[d3d9] Implement converter for W11V11U10
2022-11-06 02:55:29 +00:00
Adam Jereczek
0462454d2b
Fix for saving vertex shader constants with a StateBlock
...
Co-authored-by: aroztkow <aneta.roztkowska@intel.com>
2022-10-31 18:16:15 +00:00
Robin Kertels
0fc5c84e7b
[d3d9] Don't advertise support for MS INTZ format
2022-10-30 21:50:44 +00:00
Georg Lehmann
bc31ebe151
[d3d9] Fix OptimizeLayout with feedback loop usage.
...
We kind of need dcc on GFX8/9.
2022-10-29 11:21:55 +02:00
Robin Kertels
9c22a58543
[d3d9] Disable locking non-dynamic default textures
2022-10-24 20:55:00 +01:00
Robin Kertels
d771f7cf8f
[d3d9] Remove dead fields
2022-10-24 20:55:00 +01:00
Philip Rebohle
494e01b353
[d3d9] Avoid querying environment variables on shader creation
2022-10-24 18:01:48 +02:00
Philip Rebohle
859de7e828
[dxvk] Always enable depth clip feature if supported
2022-10-24 16:39:24 +02:00
Joshua Ashton
1d3decf100
[build] Add version scripts for native builds
...
FEX would like clean symbols for experimenting with making thunks down the line.
We also just shouldn't be exporting a bunch of random crap -- sadly -fvisibility=hidden doesn't help with a bunch of stuff :(
For reference, RADV also does this.
2022-10-15 19:10:57 +02:00
Joshua Ashton
25798f6fe1
[build] Set name_prefix to libdxvk_
for native builds
...
Less rude and nicer than just d3d9.so.
Matches old DXVK native behaviour too.
2022-10-15 19:10:57 +02:00
Robin Kertels
4bcabe8d46
[d3d9] Return 0 if any vertex decl element can't be represented as fvf
2022-10-12 23:07:23 +01:00
Robin Kertels
7090105573
[d3d9] Remove declaration fvf mapping log spam
2022-10-12 23:07:23 +01:00
Robin Kertels
2b964f0c67
[d3d9] Make MapD3DDeclToFvf more readable
...
All branches return, so we might as well
give it a bit more room to breath.
2022-10-12 23:07:23 +01:00
Adam Jereczek
b2ad25755a
[d3d9] Fix for missing restriction check in ProcessVertices
...
Co-authored-by: aroztkow <aneta.roztkowska@intel.com>
2022-09-28 12:10:41 -02:30
Joshua Ashton
49854dbfba
[d3d9] Saturate viewport depth range
...
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
50857537d6
[d3d9] Use D32 not D32_S8 when upgrading formats without stencil aspect.
2022-09-27 18:58:32 +01:00
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
Georg Lehmann
6fe96d7d82
[dxso] Support clamping Dref.
2022-09-26 21:39:51 +01:00
Georg Lehmann
5684e29718
[d3d9] Track if a texture is upgraded to D32f
2022-09-26 21:39:51 +01:00
Georg Lehmann
6188ffa23a
[d3d9] Add a config option for D24 -> D32
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
...
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
Joshua Ashton
e976218e17
[d3d9] Make GetDXVKDevice return a const Rc reference
...
Avoids some useless reffing.
2022-09-22 17:58:54 +01:00
Joshua Ashton
ac13112619
[d3d9] Add ID3D9VkInteropTexture
...
Provides access to the backing resource of a D3D9 texture.
2022-09-22 17:58:54 +01:00
Joshua Ashton
ae2465079e
[d3d9] Add ID3D9VkInteropInterface
...
Allows getting the VkInstance handle from a IDirect3D9 interface,
as well as VkPhysicalDevices from adapter ordinals.
2022-09-22 17:58:54 +01:00
Joshie
1451032b83
[d3d9] Minor cleanups in vertex declaration code ( #2950 )
2022-09-22 09:46:51 +00:00
Krzysztof Dobrowolski
1e1ef8f1bd
[d3d9] Fix for missing mapping of VertexElements declarations to FVF bits
...
When Vertex declaration is created by CreateVertexDeclaration
and SetFVF is not called then GetFVF returns 0.
This code change implements mapping of D3D declarations to FVF mask
and sets it if FVF was not set previously.
2022-09-22 08:41:40 +00:00
Philip Rebohle
4fb6c200d7
[d3d9] Use precise matrix-vector operations to compute vertex position
2022-09-16 20:04:01 +01:00
Philip Rebohle
b56ec10deb
[d3d9] Add helpers for precise matrix-vector products
2022-09-16 20:04:01 +01:00
Paul Gofman
10d6e15646
[d3d9] Do not set window size and position when restoring from fullscreen state
...
Closes #2920 .
2022-09-15 09:33:24 +01:00
Krzysztof Dobrowolski
19b76825d0
[d3d9] Fix for missing restriction check in UpdateSurface.
...
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
Philip Rebohle
3a636f6094
[dxvk] Introduce DxvkFormatQuery
2022-09-11 16:40:02 +02:00
Joshua Ashton
10bb285f2e
[d3d9] Remove unused dstExtent + friends in GetRenderTargetData
2022-09-10 21:46:07 +00:00
Joshua Ashton
b0ac267fd5
[d3d9] Explicitly cast to D3DRENDERSTATETYPE in ColorWriteIndex
...
Need this to silence warnings after doing some arithmetic on an enum.
2022-09-10 21:27:04 +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
Philip Rebohle
4b8387c9b1
[d3d9] Set host stage and access bits for image staging buffers
...
This is already being done for buffers.
2022-09-08 19:26:55 +02:00
Joshua Ashton
c49b1ee390
[d3d9] Use SetStateTexture in Reset
...
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
Philip Rebohle
3ee808afd6
[dxvk] Make memory object of an image publicly accessible
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
23c3960f65
[dxvk] Store WSI semaphore pair directly with the command list
2022-08-22 00:07:15 +02:00
Joshua Ashton
968bdccbef
[d3d9] Include win32 compat headers where applicable
2022-08-21 21:40:55 +02:00
Joshua Ashton
ad386305ff
[d3d9] Correct DLLEXPORT for native builds
2022-08-21 21:36:50 +02:00
Joshua Ashton
0e4e9355cb
[d3d9] Ifdef out code for enumerating adapters by attached displays
2022-08-21 19:29:05 +00:00
Joshua Ashton
bf99127ee3
[d3d9] Stub out cursor code on non-Windows platforms
2022-08-21 19:29:05 +00:00
Joshua Ashton
c6c8acb000
[d3d9] Use wsi's isWindow in LeaveFullscreenMode
2022-08-21 19:29:05 +00:00
Joshua Ashton
5f9df1f6e3
[d3d9] Remove leftover GetWindowRect
...
This is already done for us.
2022-08-21 19:29:05 +00:00
Joshua Ashton
1c679edbfb
[d3d9] Use topath helpers in shader code
2022-08-21 21:28:04 +02:00
Joshua Ashton
f3992658a4
[d3d9] Remove unused util_monitor include
2022-08-20 20:27:07 +02:00
Joshua Ashton
69eba93764
[d3d9] Make window proc code use new wsi interface
2022-08-20 20:27:07 +02:00
Joshua Ashton
9690b2a9e4
[d3d9] Make adapter code use new wsi abstraction
2022-08-20 20:27:07 +02:00
Joshua Ashton
dac7e38f4b
[d3d9] Make swapchain use new wsi abstraction
2022-08-20 20:27:07 +02:00
Joshua Ashton
654b517057
[d3d9] Add helpers for new WSI interface
2022-08-20 20:27:07 +02:00
Philip Rebohle
76ee76d6da
[d3d9,dxso] Use DemoteToHelperInvocation for alpha test
...
May enable additional compiler optimizations.
2022-08-19 14:49:18 +00:00
Philip Rebohle
ea4e0bc470
[d3d9,d3d11] Require shaderDemoteToHelperInvocation feature
2022-08-19 13:36:54 +00:00
Philip Rebohle
85cc87e42a
[d3d9] Fix invalid shader in fixed-function alpha test
2022-08-18 17:08:59 +02:00
Philip Rebohle
a695644fea
[d3d9] Remove alphaTestWiggleRoom option
2022-08-18 00:10:39 +02:00
Philip Rebohle
5a3cb5ad3e
[d3d9] Adjust alpha test precision based on render target format
...
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
...
The current implementation always uses 12 bits of accuracy.
2022-08-18 00:10:39 +02:00
Philip Rebohle
2c713a34c9
[d3d9,dxso] Factor out common alpha test code
2022-08-18 00:10:39 +02:00
Philip Rebohle
3806bd44d8
[dxvk] Change descriptor info to take only one shader stage
...
And fix the binding index -> descriptor mapping.
This affects D3D9 since the spec constant change.
2022-08-17 22:40:58 +02:00
Philip Rebohle
3c2fc41e4c
[d3d9] Re-bind framebuffer if RT hazards change
...
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
Philip Rebohle
61025c0079
[dxvk] Don't disable frame rate limiter if vsync is enabled
...
This only works if we know the actual refresh rate of the display.
However, in a wine virtual desktop or with proton's fshack, this
is often not the case, so we'd see a 60 Hz mode on a high-refresh
rate display and never actually enable the limiter.
2022-08-17 01:53:24 +02:00
Joshua Ashton
084969135b
[d3d9] Only set feedback loop usage on textures, not plain surfaces
2022-08-16 12:33:17 +00:00
Joshua Ashton
a78aab147e
[d3d9] Add feedback loop usage for DS
2022-08-16 10:39:06 +00:00
Joshua Ashton
870dd18f92
[d3d9] Set VK_IMAGE_USAGE_ATTACHMENT_FEEDBACK_LOOP_BIT_EXT for render targets
...
Closes : #2825
2022-08-16 08:43:52 +00:00
Joshua Ashton
6baaa3a5f2
[d3d9] New window proc code on multiple platforms
2022-08-14 17:22:58 +00:00
Joshua Ashton
7506f65801
[d3d9] Move window proc handling code to own file
2022-08-14 17:18:10 +00:00
Robin Kertels
de8d2b37bb
[d3d9] FF: Don't change flatShadingMask for outputs
2022-08-13 14:38:57 +01:00
Robin Kertels
46cb05ce45
[d3d9+util] Always ignore D3DLOCK_DONOTWAIT
...
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
0d33d063ca
[dxvk] Remove device LUID workaround
...
winevulkan properly supports this now.
2022-08-11 16:01:53 +02:00
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
Philip Rebohle
02f653fdd2
[d3d9] Limit amount of staging memory in flight
2022-08-10 17:31:55 +02:00
Robin Kertels
8feabc653e
[d3d9] Do implicit flush after uploading textures or buffers
2022-08-10 17:31:55 +02:00
Robin Kertels
1fcd5dc0af
[d3d9] Unmap stored shader bytecode
2022-08-08 23:15:21 +01:00
Robin Kertels
49e9ba2ca7
[d3d9] Move d3d9 bytecode into D3D9Shader
...
This reduces the amount of times we copy the bytecode
and actually frees it when the game frees the associated shader.
2022-08-08 23:15:21 +01:00
Robin Kertels
1628b9e63a
[d3d9] Add 64bit implementation for D3D9MemoryAllocator
...
This just uses malloc & free but allows us to use
the same code for D3D9 shader bytecode on 64 bit builds.
2022-08-08 23:15:21 +01:00
Robin Kertels
01fb40423d
[d3d9] Remove some dead debug code
...
Oops.
2022-08-08 23:15:21 +01:00
Robin Kertels
36d8bb77a5
[d3d9] Fix synchronization in UpdateTextureFromBuffer
2022-08-08 23:14:30 +01:00
Robin Kertels
ac1e44f120
[d3d9] Fix typo
2022-08-08 23:14:30 +01:00
Philip Rebohle
7789fd53ff
[d3d9] Use new flat shading state for fixed-function pipelines
2022-08-08 13:34:59 +02:00
Philip Rebohle
8f1024c094
[d3d9] Use new flat shading state for DXSO shaders
2022-08-08 13:34:59 +02:00
Philip Rebohle
0adf64f085
[dxvk] Add flat shading parameter to rasterizer state
2022-08-08 13:34:59 +02:00
Joshua Ashton
4f0c217633
[d3d9] Fix recording MultiplyTransform
2022-08-08 03:53:25 +01:00
Philip Rebohle
2e6a2f1be3
[dxvk] Make shader stage parameter in bindShader a template parameter
2022-08-07 18:44:44 +02:00
Philip Rebohle
29a2cb9a5e
[d3d9,d3d11] Make GetShaderStage functions constexpr
2022-08-07 18:44:44 +02:00
Philip Rebohle
1c1958be44
[d3d9] Use new resource view binding methods
2022-08-07 17:59:20 +02:00
Philip Rebohle
64169316e6
[d3d9] Compute vertex extent in BindInputLayout
2022-08-07 17:58:19 +02:00
Robin Kertels
ddb528cc8e
[d3d9] Change texture before updating fetch4
2022-08-07 00:56:38 +01:00
Georg Lehmann
6589966fce
[d3d9] Fix FF VS fog with GPL
2022-08-06 12:35:23 +02:00
Joshua Ashton
65da0da954
[d3d9] Support for graphics pipeline libraries
2022-08-06 01:20:22 +00:00
Joshua Ashton
9108f8c76c
[d3d9] Clean up fetch4 handling
2022-08-06 01:35:43 +01:00
Joshua Ashton
8c9601b4cd
[d3d9] Remove generalHazards option
...
Move everything into MarkRenderHazard.
We are doing a big bump for driver support anyway, no reason to keep this around. Old drivers can take the perf penalty.
2022-08-06 01:33:30 +01:00
Joshua Ashton
63d582a6e7
[d3d9] Use VK_IMAGE_LAYOUT_ATTACHMENT_FEEDBACK_LOOP_EXT for hazards if available
2022-08-06 01:33:30 +01:00
Joshua Ashton
90abd993d4
[d3d9] Pass feedback loop aspect mask to backend
2022-08-06 01:33:30 +01:00
Joshua Ashton
8d070e54a1
[d3d9] Enable extAttachmentFeedbackLoopLayout feature if available
2022-08-06 01:33:30 +01:00
Joshua Ashton
31d17efb48
[dxvk] Add feedback loop aspect flags to bindRenderTargets
2022-08-06 01:33:30 +01:00
Robin Kertels
9e1ecec79f
[d3d9] Disable fetch4 when binding an incompatible texture
...
Fixes lighting in Spider-Man: Shattered Dimensions.
2022-08-05 19:33:32 +01:00
Philip Rebohle
d498551a23
[dxso] Add bit selectors to D3D9ShaderSpecConstantManager
...
Avoids doing double bitfield extractions which isn't
optimized right now.
2022-08-05 19:31:02 +01:00
Joshua Ashton
b2cbf198e4
[d3d9, dxso] Refactor spec constants to use a bitfield layout
...
This allows us to use the same information to dump into a push constant for unoptimized pipelines.
2022-08-05 19:31:02 +01:00
Philip Rebohle
0f94971193
[d3d11,d3d9] Lock context/device in EndFrame
...
Fixes #2787 .
2022-08-05 12:10:03 +02:00
Philip Rebohle
0315997fcd
[d3d9] Use mutable lambdas to avoid some redundant ref counting
2022-08-04 13:43:35 +02:00
Rosen Penev
08424ccb2e
[d3d9] Add missing vector header
...
Fixes compilation under MSYS2's clang backend.
2022-08-02 13:10:12 +02:00
pchome
8db2eb51fa
[d3d9] fix ordinal values in the DEF file
2022-07-31 14:57:58 +01:00
Philip Rebohle
a2ef99b95c
[d3d9] Generalize D3D9ConstantBuffer constructor
2022-07-31 02:10:37 +01:00
Philip Rebohle
db786cda6c
[dxvk] Remove old code to process specialization constants
...
We barely use spec constants anymore, so a much simpler solution will do.
2022-07-31 02:53:20 +02:00
Philip Rebohle
0eaad2eb5b
[dxso] Don't create shader object for redundant PS permutations
2022-07-30 22:15:41 +01:00
Philip Rebohle
4d8b75c8fb
[d3d9] Fix spec constant derp
2022-07-30 20:38:58 +02:00
Philip Rebohle
10e6d0ef8a
[dxvk] Don't redundantly reset spec constant values
...
No longer needed.
2022-07-30 20:38:04 +02:00
Robin Kertels
bad7d4690b
[d3d9] Handle very large Up draws
2022-07-30 20:29:31 +02:00
Joshua Ashton
753aede1fc
[d3d9] Correct comment about ProjectionType
2022-07-30 12:34:18 +00:00
Joshua Ashton
1d1f0c7e7e
[d3d9] Document D3D9SpecConstantId
2022-07-30 12:30:33 +00:00
Robin Kertels
ea76bfd019
[d3d9] Unmap unused resources
2022-07-29 13:14:33 +01:00
Robin Kertels
6ca6554452
[d3d9] Use memory mapped files for textures
2022-07-29 13:14:33 +01:00
Robin Kertels
d598fd3156
[d3d9] Add HUD item for unmappable memory
2022-07-29 13:14:33 +01:00
Robin Kertels
c3dbb6429f
[d3d9] Implement memory allocator for memory mapped files
2022-07-29 13:14:33 +01:00
Robin Kertels
08ad6583ea
[d3d9] Only set upload bit for managed textures
...
Otherwise D3DPOOL_DEFAULT can hit the draw time late
upload path.
2022-07-29 13:14:33 +01:00
Robin Kertels
ba4d95c5fc
[d3d9] Remove direct upload path
...
And remove some tracking that will no longer be necessary.
2022-07-29 13:14:33 +01:00
Robin Kertels
45c1d7911e
[d3d9] Remove evictManagedOnUnlock
...
This is annoying to maintain and hopefully won't be necessary anymore.
2022-07-29 13:14:33 +01:00
Robin Kertels
116feca6af
[d3d9] Handle unbound textures in fixed function shaders
2022-07-28 14:56:28 +00:00
Philip Rebohle
6c5f73ac26
[dxvk] Reintroduce VkPhysicalDeviceIDProperties
...
We need this to get the device LUID. Wine does not fill in the
LUID properties in VkPhysicalDeviceVulkan11Properties right now.
Fixes DLSS not working, as well as other potential issues.
2022-07-26 22:38:33 +02:00
Krzysztof Dobrowolski
abf5ed154f
[dxvk] Add Direct3D9ForceHybridEnumeration empty export function.
2022-07-25 12:04:27 +00:00
Philip Rebohle
f15466a2c5
[dxvk] Remove remaining built-in specialization constants
2022-07-17 17:06:42 +02:00
Philip Rebohle
cdf22a4086
[dxvk] Rename imageFormatInfo -> lookupFormatInfo
2022-07-15 17:25:13 +02:00
Philip Rebohle
320534cb34
[spirv] Automatically track interface variables
2022-07-15 16:10:16 +02:00
Philip Rebohle
d6d7d5137b
[dxvk] Drop VK_EXT_4444_formats
...
These formats are core in Vulkan 1.3 and all relevant drivers support them.
2022-07-14 21:21:34 +02:00
Philip Rebohle
f60bdcbcbf
[dxvk] Replace VK_EXT_shader_demote_to_helper_invocation with core feature
2022-07-14 21:21:34 +02:00
Philip Rebohle
223a4fd186
[d3d9] Always assume RADV has fast mulz support
...
All supported Mesa version support this.
2022-07-14 21:21:34 +02:00
Philip Rebohle
131af0d677
[dxvk] Replace VK_KHR_driver_properties with core feature
2022-07-14 21:21:34 +02:00
Philip Rebohle
956f293a69
[dxvk] Replace VK_KHR_depth_stencil_resolve with core feature
2022-07-14 21:21:34 +02:00
Philip Rebohle
0b47297b7d
[dxvk] Replace VK_EXT_host_query_reset with core feature
...
And make it a hard requirement in the backend. We no longer support
the old fallback path for queries anyway.
2022-07-14 21:21:34 +02:00
Philip Rebohle
eee4ac1e91
[dxvk] Replace VK_KHR_sampler_mirror_clamp_to_edge with core features
...
And make it a hard requirement. We're not checking for feature support
anyway and all relevant drivers support this feature anyway.
2022-07-14 21:21:34 +02:00
Philip Rebohle
2774a04195
[dxvk] Use VkPhysicalDeviceVulkan11{Features,Properties} where appropriate
2022-07-14 21:21:34 +02:00
Philip Rebohle
6ac5ca3bff
[d3d9] Use existing staging buffer implementation for managed uploads
2022-07-14 18:22:23 +02:00
Philip Rebohle
f07a6e160c
[d3d9] Rework UP buffer allocation
2022-07-14 18:22:23 +02:00
Joshua Ashton
e884413c49
[dxvk] Don't synchronize device if going for DLL shutdown
...
All our other threads have been destroyed and we can no longer synchronize with them properly.
Co-authored-by: Paul Gofman <pgofman@codeweavers.com>
2022-07-14 17:04:52 +02:00
Georg Lehmann
5ae5476d71
[d3d9] Make reported sample counts consistent with DecodeMultiSampleType behavior.
2022-07-14 15:32:42 +01:00
Philip Rebohle
9e110cd3e5
[d3d9] Fix up unsupported sample counts
2022-07-14 14:58:58 +01:00
Philip Rebohle
74a8bfb774
[d3d9] Remove CreateConstantBuffer method
2022-07-14 15:55:08 +02:00
Philip Rebohle
4635c72e95
[d3d9] Use generic constant buffers for SWVP
2022-07-14 15:55:08 +02:00
Philip Rebohle
08c3c45853
[d3d9] Use generic constant buffer implementation
2022-07-14 15:55:08 +02:00
Philip Rebohle
e8d5ce94ea
[d3d9] Introduce D3D9ConstantBuffer
2022-07-14 15:55:08 +02:00
Robin Kertels
ce48b57f94
[d3d9] Allow POOL_SCRATCH targets in GetFrontBufferData
2022-07-13 14:01:12 +02:00