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Commit Graph

763 Commits

Author SHA1 Message Date
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
Blisto91
64d2260656
[d3d9] add D3DFMT_UNKNOWN to windowed BackBufferFormat 2022-07-13 13:03:05 +02:00
Philip Rebohle
95995041b0
[d3d9] Explicitly check for Unknown in CheckDeviceFormatConversion 2022-07-13 12:35:33 +02:00
Robin Kertels
10b174b52c [d3d9] Fix barriers with staging buffers 2022-07-12 21:16:32 +01:00
Philip Rebohle
bd68f05c9b
[dxvk] Make emitRenderTargetReadbackBarrier more generic
And also remove the redundant pipeline barrier.
2022-07-12 17:29:11 +02:00
Philip Rebohle
e8f48c71ab
[dxvk] Always enable robustBufferAccess2 feature
And respect the required alignments when creating buffers.
2022-07-12 02:11:32 +02:00
Georg Lehmann
913129d3b6 [d3d9] Add an config option to disable non seamless cube maps. 2022-07-07 14:18:49 +01:00
Georg Lehmann
cd8e2360f4 [d3d9] Use non seamless samplers if supported. 2022-07-07 14:18:49 +01:00
Georg Lehmann
f2b1805d7e [dxvk] Allow non seamless samplers. 2022-07-07 14:18:49 +01:00
Philip Rebohle
7c4d602863
[dxvk] Change spec constant IDs
We no longer support per-resource spec constants, so there is no good
reason not to use a 1:1 mapping for user-defined constants.
2022-07-03 13:41:06 +02:00
Philip Rebohle
735e741681
[d3d9] Add spec constant for null samplers
And rework the way spec constants are updated.
2022-07-03 13:41:06 +02:00
Philip Rebohle
186dc29384
[d3d9] Remove bound spec constants from fixed-function shaders
Texture stages are disabled anyway when textures are unbound,
so we will never hit the unbound case.
2022-07-03 13:41:06 +02:00
Philip Rebohle
2e7e9eac7a
[dxvk] Require EXT_robustness2 and the null descriptor feature 2022-07-03 13:41:03 +02:00
Philip Rebohle
e406484b84
[d3d9] Don't use VK_RESOLVE_MODE_AVERAGE_BIT_KHR for stencil resolves
Doesn't work, always write sample zero instead.
2022-07-02 16:48:10 +02:00
Philip Rebohle
76ba03398d
[d3d9,dxso] Fix push constant validation errors
Derp.
2022-07-01 18:06:47 +02:00
Philip Rebohle
db07861518
[dxvk] Remove old pipeline layout implementation 2022-06-28 14:35:58 +02:00
Philip Rebohle
acf70501d2
[d3d9] Call endFrame at the end of each frame 2022-06-28 14:35:57 +02:00
Philip Rebohle
ab0c15ea54
[dxvk] Introduce DxvkContextType 2022-06-28 14:35:57 +02:00
Philip Rebohle
ecbada30f5
[d3d9] Pass new binding info struct to fixed-function shaders 2022-06-28 14:32:31 +02:00
Philip Rebohle
5edd8e92a8
[d3d9] Pass new binding info struct to various helper shaders 2022-06-28 14:32:31 +02:00
Philip Rebohle
4cc559d690
[d3d9] Pass shader stage when binding shader resources 2022-06-28 14:32:30 +02:00
Philip Rebohle
0fb1227792
[d3d9] Pass shader stage when binding format conversion resources 2022-06-28 14:32:30 +02:00
Andrew Eikum
279b4b7ec2 [d3d9] Defer surface creation if no HWND is given to device
Planetary Annihilation: TITANS creates a device with a NULL HWND and
requires it to succeed.
2022-06-03 13:07:43 +00:00
Paul Gofman
cc11bb8240 [d3d9] Don't adjust window position and size in windowed mode. 2022-05-23 07:53:13 +00:00
Joshua Ashton
5b7406fed5 [d3d9] Fix crash when using StretchRect with NULL rts 2022-05-10 02:02:35 +01:00
Robin Kertels
3004026db8 [d3d9] Only bind RT if we actually write to it
The alternative render path for shadow maps in Dead Space relies on this.
2022-04-20 00:58:17 +01:00
Robin Kertels
bdafa16e39 [d3d9] Only bind depth buffer if the depth or stencil test is enabled 2022-04-20 00:58:17 +01:00
Joshua Ashton
147f3738f9 [d3d9] Use strlcpy helper 2022-04-19 17:08:17 +01:00
Robin Kertels
9302d33ac7 [d3d9+util] Enable invariant position by default 2022-04-18 12:40:46 +01:00
Philip Rebohle
427f51eda7 [d3d9] Use new DxvkShader constructor for format conversion 2022-04-18 13:20:16 +02:00
Philip Rebohle
98ec79f6fa [d3d9] Use new DxvkShader constructor for SWVP emulation 2022-04-18 13:20:16 +02:00
Philip Rebohle
ab95b61e44 [d3d9] Use new DxvkShader constructor for fixed-function shaders 2022-04-18 13:20:16 +02:00
Robin Kertels
42c66c410e [d3d9] Calculate slice alignment when uploading straight from the mapping buffer 2022-04-06 18:52:58 +00:00
Paul Gofman
957a305ca8 [d3d9] Ignore multiple app activation window messages. 2022-04-06 18:51:50 +00:00
Paul Gofman
b0ed9e30ce [d3d9] Filter window messages when processing WM_ACTIVATEAPP. 2022-04-06 18:51:50 +00:00
Philip Rebohle
e7e7fa231c
[dxvk] GPU query reset path
Require VK_EXT_host_query_reset instead. This fallback path is
untested nowadays and too slow to be useful.
2022-03-30 13:32:18 +02:00
Robin Kertels
4e34c29c56 [d3d9] Disable culling when the app passes an invalid value 2022-03-25 17:13:12 +01:00
Robin Kertels
b2f22d5719 [d3d9] UpdateTexture: Handle automatic mip gen properly 2022-03-24 02:31:42 +00:00
Oleg Kuznetsov
b36ca2c758 [d3d9] Fix Visual Studio build to resolve 'operator !=' is ambiguous error for RECT 2022-03-17 11:35:19 +01:00
Joshua Ashton
cf1cee04b8 [d3d11] Register annotation interfaces with D3D9
Some apps try use the D3DPERF_ functions for debug markers/annotations.

This utilizes the DXVK_RegisterAnnotation hidden functions to share the interfaces.

Co-authored-by: Oleg Kuznetsov <okouznetsov@nvidia.com>
2022-03-17 11:35:19 +01:00
Joshua Ashton
937a60c882 [d3d9] Add hidden exports for registering annotations
Adds DXVK_RegisterAnnotation at ordinal 28257 and DXVK_UnRegisterAnnotation at ordinal 28258.
2022-03-17 11:35:19 +01:00
Joshua Ashton
787a979514 [d3d9] Implement D3D9UserDefinedAnnotation 2022-03-17 11:35:19 +01:00
Joshua Ashton
47b1ab52ce [d3d9] Implement D3D9GlobalAnnotationList 2022-03-17 11:35:19 +01:00
Joshua Ashton
a010397f34 [util] Move DecodeD3DColor to util
This will be used in the D3D11UserDefinedAnnotation implementation to handle PIX calls which contain a color.
2022-03-17 11:35:19 +01:00
Georg Lehmann
2550cff149 [build] Cleanup build system.
No changes except dropping support for msvc before 15.3.
2022-03-17 01:38:58 +00:00
Joshua Ashton
1f88ee595f [d3d9] Don't expose D32 format
Not supported anywhere except REF device it seems... *sigh*

Supercedes: #2547
2022-03-16 19:11:16 +00:00
Robin Kertels
115385d1d9 [d3d9] Update buffer seq number in FlushBuffer
How did I miss this?!
2022-03-15 01:24:54 +00:00
Robin Kertels
5f4fc56226 [d3d9] Update texture sequence number AFTER using it 2022-03-13 17:13:00 +00:00
Robin Kertels
a6357a254d [d3d9] Fix CS thread synchronization for directly mapped buffers 2022-03-13 17:13:00 +00:00
Philip Rebohle
caa83247d9
[d3d9] Mark backend image as shared for shared resources
Otherwise, the backend may not transition the image to the correct
layout after each submission.
2022-03-13 02:32:56 +01:00
Philip Rebohle
59e3c96976
[d3d9] Fix texture formats that can be exported 2022-03-12 22:24:05 +01:00
Derek Lesho
1d1d8adee6
[d3d9] Fix shared handle check for exporting images
Co-authored-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2022-03-12 21:35:42 +01:00
Derek Lesho
6640cc350c
[d3d9] Add support for shared IDirect3DTexture9 resources. 2022-03-12 16:23:06 +01:00
Derek Lesho
02d3e0d31f
[dxvk] Add shared handle access to DxvkImage memory.
Based off preliminary work from Josh.
2022-03-12 16:23:06 +01:00
Joshua Ashton
dc6c350cf2 [d3d9] Add fallthrough comment to SetRenderState
Silences a warning
2022-03-10 00:47:38 +01:00
Joshua Ashton
b2d96ee087 [d3d9] Fix fallthroughs in PickFormats 2022-03-10 00:47:38 +01:00
Joshua Ashton
53b9a723ac [d3d9] Set initial dirty state flags
We had a bug where initial state values caused the data to not get sent to the backend.

Let's fix that going forward and dirty everything we possibly can on device creation.
2022-03-09 23:33:12 +00:00
Joshua Ashton
d4d4f0ca18 [d3d9] Fix default initialization of some state values
If we end up being the same as what we are, we don't dirty initially.
2022-03-09 23:33:08 +00:00
Robin Kertels
b42c07253e [d3d9] Fix sysmem readback 2022-02-24 07:49:55 +00:00
Robin Kertels
a81c653b42 [d3d9] Fix synchronization after readback 2022-02-22 21:49:28 +00:00
Robin Kertels
29d8812709 [d3d9] Don't set NeedsReadback for POOL_SYSMEM textures
... or in SetRenderTarget because we always do readback for render targets.
2022-02-21 13:43:04 +00:00
Robin Kertels
b163a99bde [d3d9] Clean up texture locking
We had two code paths that largely did the same.
2022-02-21 00:08:41 +00:00
Robin Kertels
dde83717f1 [d3d9] Rename WrittenByGPU to NeedsReadback 2022-02-21 00:08:41 +00:00
Robin Kertels
40444c1f50 [d3d9] Unify texture uploads 2022-02-21 00:08:41 +00:00
Robin Kertels
cf4c5c3422 [d3d9] Add option to disable direct buffer mapping 2022-02-20 03:30:03 +00:00
Robin Kertels
6d71eea516 [d3d9] Store buffer map mode in D3D9CommonBuffer 2022-02-20 03:30:03 +00:00
Robin Kertels
97ae14b6a0 [d3d9] Synchronize only to given sequence number in WaitForResources 2022-02-20 03:29:31 +00:00
Robin Kertels
917a8d00a2 [d3d9] Track last staging resource usage with a sequence number 2022-02-20 03:29:31 +00:00
Robin Kertels
c12cd1952c [d3d9] Handle different mip chain lengths in UpdateTexture 2022-02-20 03:29:04 +00:00
Philip Rebohle
6ae5488157
[d3d9] Use initBuffer method 2022-02-17 20:58:31 +01:00
Philip Rebohle
752f98cf00
[d3d9] Use initImage to clear uninitialized image resources 2022-02-17 20:58:31 +01:00
Philip Rebohle
4d9b464f7c
[d3d9] Use new waitForResource method 2022-02-14 03:15:47 +01:00
Philip Rebohle
a03c038f03
[d3d9] Exit early in ProcessVertices if the vertex count is 0
We don't want to pass a zero-sized copy to the backend.
2022-02-13 02:08:19 +01:00
Philip Rebohle
d96c5a1076
[dxvk] Store DXVK device inside DxvkCsThread object 2022-02-13 02:07:48 +01:00
Philip Rebohle
37f3d9208b
[dxvk] Introduce sequence numbers for CS submissions 2022-02-11 18:17:34 +01:00
Robin Kertels
b220c8989b [d3d9] Only enable FETCH4 for single channel formats 2022-01-28 21:34:18 +00:00
Georg Lehmann
4e6db51230 [d3d9] Fix float emulation detection.
ffs
2022-01-21 16:08:00 +01:00
Georg Lehmann
14df2f7251 [d3d9] Enable strict float emulation by default for new radv. 2022-01-20 23:47:41 +00:00
Georg Lehmann
f5744284eb [d3d9] Dirty FF vertex shader if any D3D9VertexDeclFlags change.
The vertex shader depends on all of these in some way.
2022-01-10 22:06:15 +00:00
Christopher Egert
b1a6cbad7f [d3d9] Update FFVS when D3DFVF_PSIZE is specified.
This fixes #2387
2022-01-10 20:05:41 +00:00
Robin Kertels
4cdee69bc9 [d3d9] Always upload all managed texture mips after AddDirtyBox call
Co-authored-by: Paul Gofman <gofmanp@gmail.com>
2022-01-10 18:55:08 +00:00
Robin Kertels
6c17b8801c [d3d9] Add strict option to float emulation setting 2021-12-05 16:49:19 +00:00
Robin Kertels
804eca9cad [d3d9] Respect shader defined constants for HWVP/PS buffer binding range 2021-11-30 01:57:22 +00:00
Robin Kertels
0061139652 [d3d9] Copy shader defined constants into SWVP UBO
Co-authored-by: Christopher Egert <cme3000@gmail.com>
Co-authored-by: Georg Lehmann <dadschoorse@gmail.com>
2021-11-30 01:57:22 +00:00
Robin Kertels
39039f9ac8 [dxso+d3d9] Clean up texture slots 2021-11-30 01:57:22 +00:00
Paul Gofman
b672c07a93 [d3d9] Send WM_ACTIVATEAPP messsage on WM_SIZE. 2021-11-30 01:48:24 +00:00
Joshua Ashton
4c0eee89e4 [d3d9] Use clamped LOD for creating new views 2021-11-11 23:53:38 +00:00
Joshua Ashton
c22dcdbaa3 [d3d9] Clamp LOD in calls to SetLOD
MSDN says this is clamped and returns the clamped value.

Closes: #1869
2021-11-11 23:52:35 +00:00
Joshua Ashton
5d4b7db9e6 [d3d9] Fix = alignent in CreateView 2021-11-11 23:51:59 +00:00
Joshua Ashton
8912c7adb0 [d3d9] Fix long driver/device names not being null terminated
Signed-off-by: Joshua Ashton <joshua@froggi.es>
2021-10-22 02:58:53 +00:00
Robin Kertels
7f89fe1406 [d3d9+utils] Remove swvp hack 2021-10-15 10:54:18 +01:00
Robin Kertels
530f87f158 [d3d9+dxso] Rely on robustness for unset HW VS & PS constants 2021-10-15 10:54:18 +01:00
Robin Kertels
869f75895c [d3d9+dxso] Switch constant buffer order 2021-10-15 10:54:18 +01:00
Robin Kertels
791d533a1d [d3d9+dxso] Rely on robustness for unset SWVP constants 2021-10-15 10:54:18 +01:00
Robin Kertels
01f633289b [d3d9] Use mapped slice when locking POOL_DEFAULT textures
Fixes an issue where the game would end up using the wrong
buffer slice if it previously mapped the same texture with DISCARD.

Fixes #2329
2021-10-15 10:46:40 +01:00
Robin Kertels
c8341e4be3 [d3d9] Fix lenient clears 2021-09-28 21:14:02 +01:00
Robin Kertels
c4449faf5a [d3d9] Don't clamp clears to the size of RT 0 2021-09-27 21:57:15 +01:00
Robin Kertels
29ee1a74e6 Revert "[d3d9] Avoid depth degenerate viewports"
This reverts commit 78d22cc7a5.
2021-09-27 14:55:49 +01:00
Georg Lehmann
827c7a892c [util] Replace countof with std::size 2021-09-10 11:58:46 +01:00
Georg Lehmann
ed70f9a07c [d3d9] Support unsupported formats in LockRect 2021-08-23 17:38:50 +01:00
Georg Lehmann
82d40f5bba [d3d9] Return a pointer in GetUnsupportedFormatInfo 2021-08-23 17:38:50 +01:00
Georg Lehmann
04474b761b [d3d9] Brain-dead gamma ramp validation 2021-08-23 15:41:59 +01:00
Georg Lehmann
41d0fcff95 [d3d9] Disable projection for PS 1.4 2021-08-19 01:47:42 -07:00
Robin Kertels
956b23c9e9 [d3d9] Use correct pitch to calculate buffer offset 2021-08-18 13:31:00 -07:00
Robin Kertels
97e91b6c0f [d3d9] Respect pitch alignment in GetFrontBufferData 2021-08-18 13:31:00 -07:00
Joshua Ashton
3718cee9eb [d3d9] Clean up texture type tracking
Additionally stops leaky pipelines on PS 1.x shaders from partial mask updates.
2021-08-17 07:02:56 -07:00
Joshua Ashton
64852f05c3 [d3d9] Track fixed function sampler bitfields
Cleans some stuff up a little bit and makes FF draws faster when this gets incorrectly invalidated.
2021-08-17 07:02:56 -07:00
Joshua Ashton
c6a4c41d20 [d3d9] Batch texture unbinding 2021-08-17 07:02:56 -07:00
Joshua Ashton
a346949304
[d3d9] Remove needless locks in SetTexture and SetSamplerState 2021-08-16 19:09:16 +01:00
Georg Lehmann
6103e3c800 [d3d9] Use BitMask helper 2021-08-16 08:49:46 -07:00
Joshua Ashton
b09b912797
[d3d9] Fix unbinding textures
Closes: #2236
2021-08-16 15:33:49 +01:00
Georg Lehmann
a75cf2f39d [d3d9] Fix parital DS clears with full RT clear 2021-08-15 19:00:47 +00:00
Joshua Ashton
7acbd0f4e1
[d3d9] Expose D3DPMISCCAPS_CLIPTLVERTS
Matches what we actually do and fixes a Wine test
2021-08-11 12:44:28 +01:00
Joshua Ashton
a6156856e5 [d3d9] Don't check for NULL pViewport
This cannot be NULL.
2021-08-11 11:44:09 +00:00
Joshua Ashton
78d22cc7a5 [d3d9] Avoid depth degenerate viewports 2021-08-11 11:44:09 +00:00
Joshua Ashton
5f4f4d57df
[d3d9] Fix initial mapping of images written by GPU 2021-08-11 12:14:17 +01:00
Joshua Ashton
679d703efc [d3d9] Fix upload race with default image mapping
Fixes a Wine test
2021-08-11 11:53:17 +02:00
Robin Kertels
60a7047550 [d3d9] Fix D3DLOCK_READONLY handling with evictManagedOnUnlock 2021-08-11 07:35:39 +00:00
Joshua Ashton
2c8099adf1
[d3d9] Use Texture2D for CommonTexture resolution
Using the generic texture type was a nice idea in theory, but some compilers did not give it a vtable as it was abstract, resulting in a crash here.
2021-08-11 04:25:29 +01:00
Joshua Ashton
ab7fc42f2f
[d3d9] Fix stateblock refcounting 2021-08-11 01:38:50 +01:00
Joshua Ashton
a1f0bb99ee
[d3d9] Cleanup D3D9DeviceEx members 2021-08-11 01:38:34 +01:00
Joshua Ashton
5e48035e99
[d3d9] Only bind textures if they are used by the shader 2021-08-11 01:08:13 +01:00
Joshua Ashton
c0c1565cba [d3d9, dxso] Alias color and depth samplers and improve tracking
Takes me from 340 -> 460fps in A Hat in Time's main menu when CPU bound.
2021-08-10 23:46:03 +00:00
Joshua Ashton
3f78bde928 [d3d9] Optimize GetCommonTexture 2021-08-10 23:46:03 +00:00
Joshua Ashton
85468a5526 [d3d9] Add extra brackets to fetch4 filter check 2021-08-09 22:54:19 +00:00
Joshua Ashton
674f008e23 [d3d9] Use m_activeTexture mask for SRGB check 2021-08-09 22:54:19 +00:00
Joshua Ashton
1823a098a1 [d3d9] Clean up SetStateSamplerState 2021-08-09 22:54:19 +00:00
Joshua Ashton
ea4aa87336 [d3d9] Add unlikelies to rare vendor hacks 2021-08-09 22:54:19 +00:00
Georg Lehmann
1ea79cf136 [d3d9] Only respect relevant bits of D3DRS_STENCILREF 2021-08-09 22:54:06 +00:00
Georg Lehmann
152a08191c [d3d9] Downgrade format fall back warnings to info 2021-08-09 13:17:43 +02:00
Joshua Ashton
abba425ed0 [d3d9] Optimize MarkTextureBindingDirty with tzcnt loop of m_activeTextures 2021-08-09 09:54:12 +00:00
Joshua Ashton
242b7b6d9c [d3d9, dxso] Remove AlphaTestEnable spec constant
Go based on the func we already have. Avoids wasting a spec const.
2021-08-09 09:52:07 +00:00
Georg Lehmann
ada463badc [d3d9] Mark mips as dirty on Clear if needed 2021-08-08 10:27:43 +00:00
Georg Lehmann
92deba0310 [d3d9] Implement D3DTOP_BLENDTEXTUREALPHAPM 2021-08-08 10:12:40 +00:00
Georg Lehmann
9162aa5fdf [d3d9] Captured NULL vertex declarations are not applied 2021-08-08 08:50:00 +00:00
Georg Lehmann
28a07ef445 [d3d9] Validate vertex declaration on draws 2021-08-08 08:50:00 +00:00
Georg Lehmann
8c0003552c [d3d9] Reject depth stencil StrechRect during an active scene 2021-08-08 08:50:00 +00:00
Georg Lehmann
09e5939502 [d3d9] Reject 2 BeginScene + EndScene without Begin 2021-08-08 08:50:00 +00:00
Georg Lehmann
6071e998fd [d3d9] Handle invalid modes in Device::Reset 2021-08-08 08:50:00 +00:00
Georg Lehmann
64c4eea922 [d3d9] Mark texture dirty on SetLod 2021-08-08 02:28:44 +00:00
Georg Lehmann
26516dc904 [d3d9] Fix ColorFill with OffscreenPlainSurface 2021-08-08 02:15:06 +00:00
Joshua Ashton
fd50eae5c2 [d3d9] Optimize framebuffer binding with RT mask 2021-08-08 02:14:11 +00:00
Joshua Ashton
2f22c1b53d [d3d9] Optimize clears with rt mask and better ref tracking 2021-08-08 02:14:11 +00:00
Joshua Ashton
072d3a039e [d3d9] Track bound RTs
This also improves active RT hazard tracking by also accounting for NULL
2021-08-08 02:14:11 +00:00
Joshua Ashton
e0f9ebf695 [d3d9] Common buffer header cleanups and docs 2021-08-08 02:14:11 +00:00
Joshua Ashton
ee11e1af58 [d3d9] Minor buffer code-style cleanups 2021-08-08 02:14:11 +00:00
Joshua Ashton
b1b1524737 [d3d9] Adapter cleanups 2021-08-08 02:14:11 +00:00
Joshua Ashton
da411c8a48 [d3d9] Move m_lod after m_subresources 2021-08-08 02:14:11 +00:00
Joshua Ashton
4a569918c0 [d3d9] Track NULL state per-subresource 2021-08-08 02:14:11 +00:00
Joshua Ashton
d6bc355782 [d3d9] Fix code-style of D3D9Subresource and inline 2021-08-08 02:14:11 +00:00
Joshua Ashton
f4ce795fe7 [d3d9] Do a little packing of subresource members 2021-08-08 02:14:11 +00:00
Joshua Ashton
d922e261e8 [d3d9] Make D3D9_COMMON_TEXTURE_DESC smaller 2021-08-08 02:14:11 +00:00
Joshua Ashton
3592d7b48f [d3d9] Return const buffer references in D3D9CommonBuffer
Avoids some needless refcounting
2021-08-08 02:14:11 +00:00
Joshua Ashton
fb7035f16a [d3d9] Remove D3D9CommonBuffer::GetDesc
We already have ::Desc()
2021-08-08 02:14:11 +00:00
Joshua Ashton
750639d3b6 [d3d9] Return const view references in D3D9Subresource 2021-08-08 02:14:11 +00:00
Joshua Ashton
3cbac8923f [d3d9] Return const refs for image/buffers + format mapping in CommonTexture
Avoids needless Rc ref counts and copies of that fairly large structure.
2021-08-08 02:14:11 +00:00
Georg Lehmann
23873cbb57 [d3d9] Disable primitive restart 2021-08-08 02:05:27 +00:00
Georg Lehmann
fdc2e2e78f [d3d9] Fix NEVER alpha testing 2021-08-07 21:54:30 +00:00
Georg Lehmann
be3c248c8b [d3d9] Don't mark mips as dirty when the texture doesn't have automatic mips 2021-08-07 21:53:34 +00:00
Georg Lehmann
973678e6bf [d3d9] Only look at the last bit for D3DSAMP_SRGBTEXTURE 2021-08-07 13:09:13 +00:00
Georg Lehmann
a1fbcf35de [d3d9] Ignore clear with Count == 0 and non-NULL rect 2021-08-06 18:54:17 +00:00
Robin Kertels
7873bebaf2 [d3d9] Only check range overlap if the buffer is not directly mapped 2021-07-28 16:57:02 +00:00
Joshua Ashton
b8a4b85c48
[d3d9] Fix clearing render targets on device reset 2021-07-26 14:35:48 +02:00
Robin Kertels
b4e6f81cb5 [d3d9] Respect aligned pitch when using initial data 2021-07-24 19:41:59 +00:00
Robin Kertels
6ba3d2f9d4 [d3d9] Set correct usage flags for large temporary staging buffers 2021-07-23 13:36:21 +00:00
Robin Kertels
fa279eb8ad [d3d9] Ignore NO_DIRTY_UPDATE for POOL_DEFAULT resources
Respecting it breaks Senren Banka because we never upload the texture.
2021-07-23 13:36:21 +00:00
Robin Kertels
584e1515b1 [d3d9] Fix pitch when copying straight from mapping buffer 2021-07-23 13:36:21 +00:00
Robin Kertels
34101dcf26 [d3d9] Fix UpdateTexture extent
Same as 5f1629f2cb
2021-07-23 13:36:21 +00:00
Joshua Ashton
d3112c320b [d3d9] Add dirty texture tracking
Reduces overhead from re-binding and unnecessary binding (srgb changes) in L4D2.

I go from about 750 -> 850-900 fps in c1m2_streets with this change.
2021-07-14 20:38:49 +00:00
Robin Kertels
8eeff90e0a [d3d9] Only use staging buffers for uploads once we've stalled on the resource 2021-07-14 19:26:25 +00:00
Robin Kertels
b83261b759 [d3d9] Adjust waiting in LockBuffer to staging buffer upload
Now that we're uploading using a staging buffer,
we don't need to wait for non default buffers.

We should also respect READONLY for WRITEONLY buffers
(yes, it sounds dumb) because Nostale relies on that.
2021-07-14 19:26:25 +00:00
Robin Kertels
ed24c17d53 [d3d9] Validate srcRect and dstPoint in UpdateSurface 2021-07-14 18:33:38 +00:00
Georg Lehmann
b3b2f0921c [d3d9] Never init pSharedHandle.
This parameter has three different meanings if it's non NULL:
- if Pool is D3DPOOL_SYSTEMMEM it's a host pointer for inital data
- if it points to a nullptr it's a output handle
- if it's a pointer to non NULL pointer it's an import handle
2021-07-14 15:29:46 +00:00
Robin Kertels
5f1629f2cb [d3d9] Fix FlushImage extent for smaller mip maps 2021-07-10 16:23:56 +00:00
Robin Kertels
9f0775b1ac [d3d9] Always use cached memory for texture mapping buffers
We read from that memory when uploading the texture.
Fixes performance in Oblivion.
2021-07-08 21:42:12 +00:00
Joshua Ashton
c7f8267f98 [d3d9] Fix NV12 conversion
Froggy is the right color now
2021-07-08 22:36:59 -07:00
Connor Abbott
9579132942
[d3d9] Remove extra spaces in def file
wrc is pickier about this than windres and refuses to accept it.
2021-07-03 14:28:28 +02:00
Connor Abbott
aae0e57a46
Don't add def file as an object
This is unnecessary even on mingw, and leads to duplicating the .def
file on the linking command line which winegcc complains about.
2021-07-03 14:28:28 +02:00
Robin Kertels
309284e7dc [d3d9] Respect 4 byte pitch when reading back texture 2021-07-01 05:47:44 -07:00
Robin Kertels
c43618d19f [d3d9] Fix texture dirty box clearing
- Fix interleaved locks with evictManagedOnUnlock
We need to make sure there are no other subresources of a texture locked
before clearing the dirty box. Otherwise the data for those other subresources
won't get copied into VRAM.

- Clear dirty box regardless of texture pool
Otherwise we keep repacking and copying the whole texture
for every single lock. This causes performance problems
in Star Wars: The Old Republic.
2021-07-01 05:47:44 -07:00
Philip Rebohle
2ff8b42fff [d3d9] Enable robustBufferAccess2 feature if available
Tightens some out-of-bound rules around vertex attributes.
2021-06-29 18:35:47 -07:00
Philip Rebohle
96f5641a7e [d3d9] Ensure that the bound UP vertex buffer region is large enough
If the buffer size is less than (vertexCount * stride), the last vertex
may be considered out-of-bounds, even if all attributes are included in
the vertex.

Fixes #2131.
2021-06-29 18:35:47 -07:00
Philip Rebohle
cd8a2bcfcd [dxvk] Use custom sync primitives 2021-06-29 00:51:20 +02:00
Philip Rebohle
a14884c652
[dxvk] Add destination offset/extent to copyDepthStencilImageToPackedBuffer
Needed to support partial copies between buffers and depth-stencil images.
2021-06-24 21:07:47 +02:00
Philip Rebohle
ba4938e201
[dxvk] Add slice alignment to copyImageToBuffer 2021-06-24 21:07:47 +02:00
Philip Rebohle
4840cdaf8c
[dxvk] Add slice alignment to copyBufferToImage 2021-06-24 21:07:45 +02:00
Robin Kertels
8a93bbd8fa [d3d9] Make sure clear extent does not exceed rt size 2021-06-19 16:11:11 -07:00
Robin Kertels
d7c4afbeba [d3d9] Pass correct element size to texture converter 2021-06-19 10:43:31 -07:00
Philip Rebohle
4f5f85925b [d3d9] Add frame rate limiter and d3d9.maxFrameRate option 2021-06-12 13:50:08 +02:00
Robin Kertels
6f468ec5e0 [d3d9] Fix texture converter 2021-06-12 03:48:01 -07:00
Joshua Ashton
f1a9d72d38 [d3d9] Don't scale z to [0, 1] for POSITIONT
I originally thought the depth clipping region was always [0, 1] when I first implemented this nearly 2 years ago.

The depth clipping region is already in the viewport's depth range, so just don't do anything here if we are z-testing.

( We still need to keep the flattening around for when ztest is disabled though :( )

Fixes: #2056
2021-06-06 09:31:01 -07:00
Joshua Ashton
747834e9b0 [d3d9] Bump frame id before presentation 2021-06-01 18:31:29 +02:00
Joshua Ashton
fcb7639106 [d3d9] Synchronize frame latency on latency change 2021-06-01 18:16:35 +02:00
Joshua Ashton
787de33022 [d3d9] Sync frame latency after presentation 2021-06-01 18:16:35 +02:00
Philip Rebohle
0b88d0deab
[vulkan] Remove getSyncSemaphores from presenter
Instead, return the semaphores in acquireNextImage.
2021-06-01 04:32:50 +02:00
Philip Rebohle
253884a8c7
[vulkan] Remove fence from presenter
We don't use these anywhere.
2021-06-01 03:51:16 +02:00
Philip Rebohle
0af7229b8e
[util] Restore display modes of all monitors in RestoreMonitorDisplayMode
Fixes #2064.
2021-06-01 01:48:12 +02:00
Philip Rebohle
6462174c13
[dxvk] Support multi-plane formats in copyImageToBuffer 2021-05-30 19:42:43 +02:00
Philip Rebohle
86542248df
[dxvk] Support multi-plane formats in copyBufferToImage 2021-05-30 19:42:43 +02:00
Joshua Ashton
0520ce9448
[d3d9] Treat largest element in Stream 0 as vertex decl size
Closes #2059
2021-05-13 01:32:56 +01:00
Joshua Ashton
f0c1e89443 [d3d9] Handle zero-sized draws
These return S_OK, because ofc they do.
2021-05-05 19:25:46 +01:00