Joshua Ashton
b2f6885e55
[d3d9] Make texture stage state args mask easier to read
2020-05-07 15:37:05 +01:00
Joshua Ashton
a6771daf49
[d3d9] Unbind depth image views on device reset
2020-05-07 15:35:48 +01:00
Joshua Ashton
42deab0d60
[d3d9] Cleanup SetStateTextureStageState dirty flags
2020-05-07 14:50:26 +01:00
Joshua Ashton
f88f424da4
[d3d9] Convert border color to float in CS thread
...
It's cheaper to look up sampler keys this way
2020-05-07 13:11:59 +01:00
Joshua Ashton
fd75775197
[d3d9] Use unordered comparison opposed to isnan
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Results in better codegen
2020-05-07 13:05:36 +01:00
Joshua Ashton
198ce13934
[d3d9] Replace clamp with min in sampler normalization
2020-05-07 13:01:14 +01:00
Philip Rebohle
5fd361757b
[d3d9] Disable old border color hack if custom border colors are supported
2020-05-04 20:18:44 +02:00
Philip Rebohle
263865cf28
[d3d9] Enable custom border color features if available
2020-05-04 19:46:57 +02:00
DadSchoorse
9b602ef850
[util] Rework tearFree as a Tristate
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PR #1606 .
2020-05-02 10:18:13 +02:00
Philip Rebohle
f1e069568d
[build] Remove .spec files
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No longer needed now that we don't support winelib builds anymore.
2020-05-01 00:52:33 +02:00
Joshua Ashton
9f4baf3f55
[d3d9] Fix swapchain surface refs once and for all
...
The refcounting for d3d9 swapchain surfaces is very funny.
They don't actually hold any form of reference to their parent, unlike the surface->texture relationship.
When a swapchain is destroyed, the surfaces become orphans (like offscreen rendertargets) if they are still reffed.
Calling GetContainer on them when orphaned will return E_NOINTERFACE and nullptr for __uuidof(IDirect3DSwapChain)
Fixes some potential lingering refs on the device.
2020-04-26 13:32:22 +01:00
Joshua Ashton
409eac9d20
[d3d9] Use if/else in GetCommonTexture and TextureRefPrivate
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These are the only things it can be, and they all end up calling what the compiler will optimize to the same function so we can avoid a branch here.
2020-04-19 01:11:11 +01:00
Joshua Ashton
3f2b582d5f
[d3d9] Avoid prematurely deleting swapchain backbuffers if they are still reffed on reset
2020-04-19 00:59:02 +01:00
Joshua Ashton
837861ffdd
[d3d9] Cleanup private ref code for subresources
2020-04-18 21:06:38 +01:00
Joshua Ashton
42089d73c5
[d3d9] Fix ref-counting for swapchain surfaces
2020-04-18 21:06:38 +01:00
Philip Rebohle
ab8ab4052f
[d3d9] Fix compiler warnings
2020-04-13 22:05:27 +01:00
Joshua Ashton
4699d4162a
[d3d9] Implement swapchain containers for surfaces
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Fixes a crash in L.A. Noire.
Closes #1564
2020-04-13 01:42:30 +01:00
Joshua Ashton
6e5e50c359
[d3d9] Optimize hazard tracking in the SetTexture case
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We don't need to perform DS/RT hazard tracking updates if the texture we replaced and ourselves do not have those usages.
2020-04-09 15:29:41 +01:00
Joshua Ashton
9b4cd8aa87
[d3d9] Remove texMask from UpdateActiveHazardsRT
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This is an invalid optimization and leads to render hazards being dropped
Our hazard tracking for render targets is done in render target indices as opposed to texture indices for depth stencil tracking so `texMask` doesn't work for that reason, and the fact that even if it did, there is no relationship to an individual texture and a render target index that has a hazard.
2020-04-09 15:29:41 +01:00
Joshua Ashton
ecb3e05cb9
[d3d9] Ignore adapter type for CheckDepthStencilMatch and CheckDeviceType when windowed
2020-04-09 02:35:35 +01:00
Joshua Ashton
c3cff09c4f
[d3d9] Implement d3d9.longMad option
2020-04-08 23:20:57 +01:00
Joshua Ashton
93b4427a13
[d3d9] Add and use D3D9WindowMessageFilter helper
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Stops us forgetting to reset the message filter
Previously when the device was intially created with fullscreen, filter would always be enabled
2020-04-08 20:20:01 +01:00
Joshua Ashton
3f4ffdfba8
[d3d9] Fix MinGW compilation
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MSVC doesn't care about static.
2020-04-06 20:35:30 +01:00
Joshua Ashton
46329689ba
[d3d9] Handle WM_DESTROY event
2020-04-06 20:16:17 +01:00
Joshua Ashton
18b46e5c22
[d3d9] Move HookWindowProc out of swapchain class
2020-04-06 20:15:49 +01:00
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
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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
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Closes #1517
2020-04-06 19:38:26 +01:00
Joshua Ashton
83e03ac9d8
[d3d9] Make COPM render state unlikely
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This is only ever called once per game and we don't support it anyway
2020-04-05 06:27:14 +01:00
Joshua Ashton
92031a7bac
[d3d9] Fix dumb typo in ATOC handling
2020-04-03 21:13:15 +01:00
Joshua Ashton
457c0c3021
[d3d9] Fix state sometimes not being set in SetRenderState
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Previously this prevented us disabling AlphaToCoverage once the application enabled it.
2020-04-03 07:52:35 +01:00
Joshua Ashton
904d3e6c90
[d3d9] Don't declspec dllexport on MinGW builds
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Fixes ordinal exporting on MinGW, which was causing a crash in CSGO due to it querying a fixed ordinal for a D3D9On12 hack.
2020-04-02 02:00:42 +01:00
Joshua Ashton
bb2e88ee06
[d3d9] Fix crash when calling ColorFill with NULL format
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Impacts #1528
2020-03-25 07:23:17 +00:00
Joshua Ashton
5ff7cad77d
[d3d9] Fix formatting in D3D9WindowProc
2020-03-25 07:14:35 +00:00
Joshua Ashton
a9339ae832
[d3d9] Fix depth hazard case for write + read
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Closes #1519
2020-03-20 14:23:29 +01:00
Philip Rebohle
1150121606
[d3d9] Fix depth-stencil layouts
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Otherwise we're always using GENERAL for depth buffers.
2020-03-20 04:04:53 +00:00
Joshua Ashton
021c593ad8
[d3d9] Use all heaps when determining initial texture memory
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Matches behaviour on Windows 10
Merges #1436
2020-03-18 19:40:01 +00:00
Florian Will
1a4b15a82d
[d3d9] Add option to disable the explicit frontbuffer
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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
Joshua Ashton
6a8933cf31
[d3d9] Allow arbitrary backbuffer/adapter formats
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It seems these aren't linked in the way the docs made out, this fixes a crash when starting some titles.
Closes #1508
2020-03-18 06:00:28 +00:00
Joshua Ashton
a9040c5cce
[d3d9] Allow multisampled depth stencil resolves in StretchRect
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Fixes a crash in some Source 2 titles
2020-03-18 04:59:27 +00:00
Philip Rebohle
ba213c1fa0
[dxvk] Factor out waiting for resource to become idle
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And use the new generic spin function to reduce syscall spam.
2020-03-15 03:43:04 +01:00
Philip Rebohle
da506f5932
[util] Add generic recursive spinlock
2020-03-15 03:43:04 +01:00
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
64e649ae18
[d3d9] Don't check IsNull for depth stencil views
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We don't need to do this. Depth stencils can never be D3DFMT_NULL.
2020-03-09 01:13:54 +00:00
Joshua Ashton
e33627cfdc
[d3d9] Optimize unnecessary loops in hazard tracking
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We only want to update specific indices of bitfields at a time, so pass through that information and mask it off.
2020-03-09 01:03:18 +00:00
Joshua Ashton
812a113a85
[d3d9] Avoid multiple tzcnts per loop in hazard tracking
2020-03-09 00:53:50 +00:00
Joshua Ashton
f6b26b302d
[d3d9] Handle depth stencil hazards
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Track depth stencil textures being used and whether we have any active hazards.
Rebind the framebuffer with VK_IMAGE_LAYOUT_DEPTH_STENCIL_READ_ONLY_OPTIMAL if we encounter a depth stencil hazard.
Fixes black squares in Mass Effect and validation errors in some titles.
Closes #1484
2020-03-09 00:53:19 +00:00
Joshua Ashton
102d97db02
[d3d9] Add IsDepthStencil helper to D3D9CommonTexture
2020-03-09 00:24:56 +00:00
Joshua Ashton
a432befa8d
[d3d9] Add RT suffix to current hazard tracking
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We can have DS hazards...
2020-03-09 00:23:22 +00:00
Joshua Ashton
eaa599bf9a
[d3d9] Implement A2W10V10U10 format via conversion
2020-03-08 23:32:33 +00:00
Joshua Ashton
60ec7e8208
[d3d9] Implement X8L8V8U8 format via conversion
2020-03-08 23:22:52 +00:00
Joshua Ashton
afd4e6e457
[d3d9] Use a common header for cs conversion helpers
2020-03-08 22:29:41 +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
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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
Philip Rebohle
66503aeaa0
[util] Factor out common monitor-related functions
2020-03-04 23:06:15 +00:00
Joshua Ashton
8c68cf1551
[d3d9] Fix alignment of SubresourceData
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This should match SubresourceType...
2020-03-02 16:11:07 +00:00
Joshua Ashton
27d7af65a1
[d3d9] Consolidate format helper code
2020-03-02 04:37:20 +00:00
Joshua Ashton
1b26fabc6e
[d3d9] Use uniform texel buffers for conversion
2020-03-02 04:37:20 +00:00
Joshua Ashton
077f48b4ef
[d3d9] Flush format converter in device after init
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Otherwise we can be overwritten if its a new resource we just created by the initializer.
2020-03-02 04:37:20 +00:00
Joshua Ashton
58316ebe4c
[d3d9] Add missing breaks to format helper switch
2020-03-02 04:37:20 +00:00
Joshua Ashton
7743276e1d
[d3d9] Implement L6V5U5 format via conversion
2020-03-02 04:37:20 +00:00
Joshua Ashton
b67f4974be
[d3d9] Fix view formats for conversion formats
2020-03-02 04:03:27 +00:00
Joshua Ashton
36d3e8e83d
[d3d9] Don't InitReturnPtr in CreateQuery
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Matches native behaviour
Fixes a Wine test
2020-02-28 21:51:34 +00:00
Joshua Ashton
5548493fad
[d3d9] Don't update device state for offset/stride if the buffer is nullptr
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May also avoid some redundant rebinds here too...
Fixes a Wine test
2020-02-28 21:40:19 +00:00
Joshua Ashton
722520a9f7
[d3d9] Don't rebind user's vertex buffer/indices in DrawPrimitive[Indexed]UP
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D3D9 doesn't do this, it instead sets them to NULL so we can simplify this logic a fair bit.
Found via a Wine test.
2020-02-28 21:37:00 +00:00
Joshua Ashton
3587bcdb9f
[d3d9] Disallow creating additional swapchains if we are fullscreen
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From Wine tests...
2020-02-28 01:43:07 +00:00
Joshua Ashton
632812b88f
[d3d9] Disallow additional fullscreen swapchains
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From Wine tests...
2020-02-28 01:39:52 +00:00
Joshua Ashton
0757097fa0
[d3d9] Initialize return ptr in device's GetBackBuffer
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The swapchain's function does not do this, but this one does.
2020-02-28 01:37:23 +00:00
Joshua Ashton
528cacca5f
[d3d9] Only have a single implicit swapchain
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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
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Matches native behaviour.
Found via a Wine test.
2020-02-28 01:02:56 +00:00
Joshua Ashton
c07f8c941c
[d3d9] Delegate VCACHE check to QuerySupported
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Fixes a failing Wine test
2020-02-28 00:59:44 +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
fbf76e8420
[d3d9] Don't mark unuploaded textures as uploaded
2020-02-25 04:37:01 +00:00
Joshua Ashton
d1dc217d31
[d3d9] Fix readback for evictManagedOnUnlock
2020-02-23 16:59:33 +00:00
Joshua Ashton
0e353895fd
[d3d9] Enumerate adapters by display
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WPF expects us to return an adapter for every display attached otherwise
it decides to device reset every frame.
Closes #1459
2020-02-21 18:03:57 +00:00
Joshua Ashton
f095f6385e
[d3d9] Initialize all backbuffers in swapchain creation
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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
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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
2408b881a2
[dxso] Use SSBOs for vertex constant buffers if we'd be outside of uniform range
...
Impacts #1375
2020-02-20 08:14:58 +01:00
Joshua Ashton
d11a07082c
[d3d9] Remove unnecessary dirty flag change in CreateConstantBuffers
2020-02-20 08:14:58 +01:00
Joshua Ashton
512393e469
[d3d9] Refactor constant buffer creation
2020-02-20 08:14:58 +01:00
Joshua Ashton
f688889b41
[d3d9] Avoid setting cursor position if we are already at that position
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Avoids an infinite loop where we trigger the cursor move window message which calls SetCursorPos and so on and so forth...
Closes #1400
2020-02-20 01:44:50 +00:00
Joshua Ashton
17166a8aeb
[d3d9] Add equality operator overloads for POINT
2020-02-20 01:39:13 +00:00
Joshua Ashton
261a242486
[d3d9] Disallow GetFrontBufferData for anything but D3DPOOL_SYSTEMMEM
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Fixes #1464
2020-02-19 18:05:50 +00:00
Joshua Ashton
8fabc25a38
[d3d9] Implement d3d9.allowDiscard
2020-02-18 16:53:51 +00:00
Joshua Ashton
6b85e6d3f1
Revert "[d3d9] Ignore D3DLOCK_DISCARD when partially locking buffers"
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This reverts commit 50cf3a465b
.
2020-02-18 16:50:39 +00:00
Joshua Ashton
378bdbdfb0
[d3d9] Remove repeated wrap state setting in Reset
2020-02-17 18:05:45 +00:00
Philip Rebohle
4cf3ef538c
[d3d9] Fix A4R4G4B4 swizzle
2020-02-17 15:32:28 +00:00
Joshua Ashton
a6d554615e
[d3d9] Avoid needless swizzle for A4R4G4B4
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Should fix this d3d9 format working on Intel ANV
Impacts #1455
2020-02-16 22:54:28 +00:00
Joshua Ashton
50cf3a465b
[d3d9] Ignore D3DLOCK_DISCARD when partially locking buffers
...
Fixes #1444
2020-02-15 03:10:00 +00:00
Joshua Ashton
7d3ec74b40
[d3d9] Don't perform clipping in FF if disabled
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Avoids unnecessary matrix multiplications in the shader, given this isn't as cheap as it is for programmable.
2020-02-14 19:19:22 +00:00
Joshua Ashton
0c16cc7749
[d3d9] Perform FF vertex clipping in world space
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Previously we were doing this in object space which is incorrect.
Closes #1446
2020-02-14 19:09:02 +00:00
Joshua Ashton
cad3b69e82
[d3d9] Fix likeliness in GetStreamSource
2020-02-14 17:21:52 +00:00
Joshua Ashton
2096a95262
[d3d9] Fix ColorFill using sampler views for partial extents
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Closes #1434
2020-02-14 06:49:15 +01:00