Joshua Ashton
cd58b147a1
[d3d9] Respect mip != 0 for Clear fastpath
2020-01-09 03:24:50 +00:00
Joshua Ashton
ebcab68822
[d3d9] Respect specific mip size for implicit viewport in SetRenderTarget
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Closes #1295
2020-01-09 03:19:37 +00:00
Joshua Ashton
b738c4220b
[d3d9] Scale depth bias value based on current format's r
value
2020-01-08 19:38:18 +00:00
Joshua Ashton
2d7f4b1a2c
[d3d9] Set depth bias values separately, optimize redundant rasterizer state changes
2020-01-08 19:38:18 +00:00
Joshua Ashton
c024b89171
[dxso] Implement d3d9.forceSamplerTypeSpecConstants
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This option makes us always use a spec constant to determine sampler type (instead of just in PS 1.x)
which works around a game bug in Halo CE where it gives cube textures to 2d/volume samplers
2020-01-01 20:56:05 +00:00
Joshua Ashton
b4f2094c02
[d3d9] Enable bounds testing for D3DPOOL_SYSTEMMEM buffers
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Improves performance in Halo CE.
2019-12-22 19:05:22 +00:00
Joshua Ashton
5cc0fd5c25
[d3d9] Simplify SetViewport
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pViewport == nullptr is illegal
2019-12-18 23:18:01 +00:00
Joshua Ashton
bab56433cb
[d3d9] Avoid rebinding scissor rects if the same one is re-set
2019-12-18 23:18:01 +00:00
Joshua Ashton
288a9dd547
[d3d9] Avoid rebinding viewports if the same one is re-set
2019-12-18 23:18:01 +00:00
Joshua Ashton
9ec0541b93
[d3d9] Still rebind viewport/scissor when setting the same RT
...
Closes #1290
2019-12-18 23:18:01 +00:00
Joshua Ashton
784abe5cf4
[d3d9] Move auto depth stencil creation to after swapchain creation
...
If the app specifies w == 0 and/or h == 0 then this will be filled in by then in the presentation params.
Impacts #1278
2019-12-18 00:09:55 +00:00
Joshua Ashton
009e772fe8
[d3d9] Remove initial device reset outside of constructor
...
Allows us to funnel hresults from that to the response of CreateDevice
2019-12-17 23:59:37 +00:00
Joshua Ashton
3b119c0be6
[d3d9] Log unavailable backbuffer format if encountered when resetting swapchain
2019-12-17 22:36:27 +00:00
Joshua Ashton
3abd30bb96
[d3d9] Fix return value for invalid backbuffer formats
...
This got changed when I saw that the auto depth stencil when set to an unavailable returns D3DERR_NOTAVAILABLE.
Turns out if the backbuffer is unavailable it returns D3DERR_INVALIDCALL...
Consistent...
Closes #1278
2019-12-17 22:36:27 +00:00
Joshie
54ed8f0bb0
[d3d9] Implement Direct3D9 Frontend ( #1275 )
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Co-authored-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
Co-authored-by: Robin Kertels <robin.kertels@gmail.com>
Co-authored-by: pchome <pchome@users.noreply.github.com>
Co-authored-by: Christopher Egert <cme3000@gmail.com>
Co-authored-by: Derek Lesho <dereklesho52@Gmail.com>
Co-authored-by: Luis Cáceres <lacaceres97@gmail.com>
Co-authored-by: Nelson Chen <crazysim@gmail.com>
Co-authored-by: Edmondo Tommasina <edmondo.tommasina@gmail.com>
Co-authored-by: Riesi <riesi@opentrash.com>
Co-authored-by: gbMichelle <gbmichelle.dev@gmail.com>
2019-12-16 04:28:01 +01:00