Joshua Ashton
|
b30a4f0cc7
|
[d3d9] Use FLOAT or FORCE_UNORM depth bias representation
|
2023-06-20 13:31:48 +01:00 |
|
Robin Kertels
|
d1707026f9
|
[d3d9] Remove uninitialized device present params
|
2023-06-13 22:47:55 +01:00 |
|
Robin Kertels
|
52ac271acb
|
[d3d9] Reject Reset if there's any remaining DEFAULT resources
|
2023-06-13 14:15:18 +01:00 |
|
Robin Kertels
|
bbaf01d9e6
|
[d3d9] Force staging buffer mapping for pure SWVP devices
|
2023-06-11 16:57:17 +01:00 |
|
Joshua Ashton
|
e0654977c9
|
[d3d9] Stub out D3D9On12 interfaces
Closes: #3445
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2023-05-24 14:36:45 +01:00 |
|
Joshua Ashton
|
b5c18a02ae
|
[d3d9] Optimize UpdateAnyColorWrites for 0th case
This is the most common
|
2023-05-24 14:21:30 +01:00 |
|
Joshua Ashton
|
cafd104783
|
[d3d9] Pack RT bitmasks tightly
No need to waste a whole 32-bits for each entry here when we only have 4 possible RTs at a time.
|
2023-05-24 14:10:41 +01:00 |
|
Joshua Ashton
|
269bab2c34
|
[d3d9] Track if any color writes are enabled for an RT
Use this for determining whether to rebind FB and in checks, otherwise we can miss stuff for pure surface RTs
|
2023-05-24 14:05:13 +01:00 |
|
Alpyne
|
2b09932d51
|
[d3d9] Fix crash if device is freed with bound textures
|
2023-05-09 00:12:35 +00:00 |
|
Robin Kertels
|
b4366db398
|
[d3d9] Implement rudimentary device loss
|
2023-05-03 13:04:00 +01:00 |
|
Joshua Ashton
|
996acbe3f2
|
[d3d9] Refactor state blocks to allocate dynamically.
|
2023-03-07 23:24:01 +00:00 |
|
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 |
|
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 |
|
Georg Lehmann
|
1bc6f9660a
|
[d3d9] Force D3DTADDRESS_CLAMP for cubes.
|
2022-09-10 04:16:30 +00:00 |
|
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
|
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
|
02f653fdd2
|
[d3d9] Limit amount of staging memory in flight
|
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 |
|
Philip Rebohle
|
8f1024c094
|
[d3d9] Use new flat shading state for DXSO shaders
|
2022-08-08 13:34:59 +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
|
63d582a6e7
|
[d3d9] Use VK_IMAGE_LAYOUT_ATTACHMENT_FEEDBACK_LOOP_EXT for hazards if available
|
2022-08-06 01:33:30 +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 |
|
Robin Kertels
|
ea76bfd019
|
[d3d9] Unmap unused resources
|
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 |
|
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 |
|
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 |
|
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
|
acf70501d2
|
[d3d9] Call endFrame at the end of each frame
|
2022-06-28 14:35:57 +02:00 |
|
Joshua Ashton
|
787a979514
|
[d3d9] Implement D3D9UserDefinedAnnotation
|
2022-03-17 11:35:19 +01:00 |
|
Robin Kertels
|
40444c1f50
|
[d3d9] Unify texture uploads
|
2022-02-21 00:08:41 +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
|
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
|
530f87f158
|
[d3d9+dxso] Rely on robustness for unset HW VS & PS constants
|
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 |
|
Georg Lehmann
|
82d40f5bba
|
[d3d9] Return a pointer in GetUnsupportedFormatInfo
|
2021-08-23 17:38:50 +01:00 |
|
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
|
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 |
|