Joshua Ashton
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31063252eb
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[d3d9] Don't implicit discard if read locked
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2021-02-28 15:06:23 +00:00 |
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Joshua Ashton
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741070785a
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[d3d9] Allow implicit discard for all backed buffers
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2021-02-28 13:01:00 +00:00 |
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Joshua Ashton
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8c2ec5d9c9
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[d3d9] Clean up resource locking code
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2021-02-27 20:15:39 +00:00 |
|
Joshua Ashton
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e8fc7ea23a
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[d3d9] Add d3d9.allowImplicitDiscard option
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2021-02-27 20:08:57 +00:00 |
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Joshua Ashton
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50d223e614
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[d3d9] Add option to use device local memory for constant buffers
Useful for testing performance.
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2021-02-27 19:29:52 +00:00 |
|
Robin Kertels
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eec4481ca0
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[d3d9] Fix various issues in UpdateTexture
- Skip copies for empty or invalid rects
- align up the extent
- use util functions to slightly clean up the code
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2021-02-27 17:31:15 +00:00 |
|
Philip Rebohle
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dcf4599c98
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[d3d9] Use ATTACHMENT_OPTIMAL layout for render targets
Significantly improves GPU-bound performance on RADV in a number of games.
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2021-02-26 05:02:32 +00:00 |
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Robin Kertels
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ec5c324643
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[d3d9] Mark generated mip maps as dirty
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2021-02-14 23:55:00 +00:00 |
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Robin Kertels
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021ffe7350
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[d3d9] Regenerate auto mip gen textures in UpdateTexture
.. instead of copying them
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2021-02-14 23:55:00 +00:00 |
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Robin Kertels
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338f6dfb0e
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[d3d9] Track dirty regions for UpdateTexture
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2021-02-14 23:55:00 +00:00 |
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Philip Rebohle
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4f184b3424
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[d3d9] Mark images as shared if necessary
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2021-02-14 04:00:02 +01:00 |
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Joshua Ashton
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fcaab6aa46
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[d3d9] Expose adapter/backbuffer formats properly
Matches native behaviour in my testing.
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2021-02-06 08:57:32 +00:00 |
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Robin Kertels
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60a2aeb6ef
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[d3d9] End query before the stall heuristic flush
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2021-01-07 21:19:28 +00:00 |
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Robin Kertels
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0f933fee8b
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[d3d9] Extend query stall tracking to other query types
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2021-01-07 21:19:28 +00:00 |
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Joshua Ashton
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65635b23c1
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[d3d9] Always slightly bias viewport, regardless of size
Since we got TRUNC_COORD on RADV, we always need to bias this now.
Closes: #1854
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2020-12-14 03:51:49 +00:00 |
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Joshua Ashton
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6a63f4af56
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[d3d9] Enable null descriptors for D3D9
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2020-11-24 16:17:36 +00:00 |
|
Joshua Ashton
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3e65c2bb87
|
[d3d9] Reduce copying around of shader metadata at Create time
|
2020-09-11 21:49:14 +01:00 |
|
Robin Kertels
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89d36e1d7f
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[d3d9] Handle edge cases around implicit discard
|
2020-08-15 05:45:01 +01:00 |
|
Robin Kertels
|
b28a7353bb
|
[d3d9] Do implicit discard when locking system memory resources
|
2020-08-10 00:09:29 +01:00 |
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Joshua Ashton
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ad6b91d84a
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[d3d9] Flush and synchronize to cs before format conversion
Fixes a race when DISCARD is used
|
2020-08-07 10:56:26 +01:00 |
|
Joshua Ashton
|
f1aa80dab9
|
[d3d9] Don't private reference additional swapchains
|
2020-08-07 10:56:26 +01:00 |
|
Robin Kertels
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2714cb952d
|
[d3d9] Extend dirty tracking to render targets
Ensures we copy a dynamic default pool texture to its
mapping buffer after the device renders to it.
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2020-07-20 18:36:20 +01:00 |
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Robin Kertels
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291f7e05bc
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[d3d9] Fix uninitialized BufferHandle when discarding mapped buffer
Co-authored-by: Christopher Egert <cme3000@gmail.com>
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2020-06-15 03:26:47 +01:00 |
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Joshua Ashton
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9525f53d00
|
[d3d9] Only enable FETCH4 when POINT sampling
Closes #1660
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2020-06-14 00:38:36 +01:00 |
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Joshua Ashton
|
67f01631fa
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[d3d9] Clear dirty range when discarding buffers
|
2020-06-11 05:58:17 +01:00 |
|
Robin Kertels
|
7389da29be
|
[d3d9] Discard mapped buffer if it's currently in use
|
2020-06-11 05:53:33 +01:00 |
|
Robin Kertels
|
5d5ec2aa77
|
[d3d9] Remove IsUploading from CommonTexture
This was always true on subsequent Lock calls.
The first lock was handled by the 'freshly allocated fast path' anyway.
|
2020-06-11 05:53:33 +01:00 |
|
Joshua Ashton
|
e6ed8dab63
|
[d3d9] Perform tracking for preloaded managed resources
|
2020-06-11 05:53:33 +01:00 |
|
Joshua Ashton
|
7e72010302
|
[d3d9] Upload managed resource if needed before mip gen
|
2020-06-11 05:53:33 +01:00 |
|
Joshua Ashton
|
b1bd3597a4
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[d3d9] Implement PreLoad for buffers + textures
|
2020-06-11 05:53:33 +01:00 |
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Joshua Ashton
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68ae3f4376
|
[d3d9] Return D3D_OK when unlocking not locked textures
Matches D3D9 behaviour
|
2020-06-05 23:46:33 +01:00 |
|
Joshua Ashton
|
124023bac5
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[d3d9] Add read-only check to uploading managed textures on Lock
|
2020-06-05 23:33:00 +01:00 |
|
Joshua Ashton
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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
|
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
|
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
|
561254b51d
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[d3d9] Support RENDERTARGET and AUTOGENMIPMAP together
Fixes funky water in Trackmania
Closes #1642
|
2020-05-27 09:03:58 +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 |
|
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
|
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
|
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 |
|
Robin Kertels
|
724d0fc0b2
|
[d3d9] Set scissor to the viewport if that's smaller
Fixes #1608
|
2020-05-13 18:53:11 +01:00 |
|