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Commit Graph

3924 Commits

Author SHA1 Message Date
Philip Rebohle
d262bebd90
[dxvk] Remove DxvkStagingDataAlloc
Unused and overly clunky.
2022-02-13 02:08:20 +01:00
Philip Rebohle
8518572d13
[dxvk] Use DxvkStagingBuffer in DxvkContext 2022-02-13 02:08:20 +01:00
Philip Rebohle
1b88bc624a
[dxvk] Remove unused updateImage function 2022-02-13 02:08:20 +01:00
Philip Rebohle
3b833988fe
[dxvk] Use staging buffer for gamma ramp uploads 2022-02-13 02:08:19 +01:00
Philip Rebohle
80c5b61e26
[d3d11] Use DxvkStagingBuffer in D3D11DeviceContext 2022-02-13 02:08:19 +01:00
Philip Rebohle
0bc19472e8
[dxvk] Introduce DxvkStagingBuffer 2022-02-13 02:08:19 +01:00
Philip Rebohle
82518de4b4
[dxvk] Discard buffer slice in copyBuffer if possible 2022-02-13 02:08:19 +01:00
Philip Rebohle
5e763853e5
[dxvk] Introduce tryInvalidateDeviceLocalBuffer 2022-02-13 02:08:19 +01:00
Philip Rebohle
6a3de28f94
[dxvk] Repurpose updateBuffer
Only allow it for very small updates where scheduling a copy command would
likely be slower. Some drivers have special paths for tiny updates.
2022-02-13 02:08:19 +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
26381fd5df
[d3d11] Only use updateBuffer for very small buffer updates
Otherwise we may end up with significant copy overhead on the CS thread.
2022-02-13 02:08:19 +01:00
Philip Rebohle
ac9ed96457
[hud] Add HUD item to show CS thread stats 2022-02-13 02:07:48 +01:00
Philip Rebohle
b02496a8f4
[dxvk] Add CS thread stat counters 2022-02-13 02:07:48 +01:00
Philip Rebohle
d96c5a1076
[dxvk] Store DXVK device inside DxvkCsThread object 2022-02-13 02:07:48 +01:00
Philip Rebohle
52666a33c6
[dxvk] Expose a way to increment stat counters
In case the counters come from external sources.
2022-02-13 02:07:45 +01:00
Philip Rebohle
b6121c84aa
[d3d11] Avoid GPU synchronization on mapping images when possible 2022-02-11 18:17:35 +01:00
Philip Rebohle
3f16de157b
[d3d11] Avoid GPU synchronization on mapping buffers when possible 2022-02-11 18:17:35 +01:00
Philip Rebohle
c82b504e52
[d3d11] Further simplify D3D11DeferredContextMapEntry
And no longer create a strong reference to the given resource.
2022-02-11 18:17:35 +01:00
Philip Rebohle
2dcdd20517
[d3d11] Change D3D11ResourceRef constructor to be more useful 2022-02-11 18:17:35 +01:00
Philip Rebohle
0364a79eb0
[d3d11] Optimize Unmap on immediate contexts 2022-02-11 18:17:35 +01:00
Philip Rebohle
5a6711ed1d
[d3d11] Synchronize only to given sequence number in WaitForResources
Avoids costly thread synchronization when mapping staging resources
for reading, as well as some other scenarios.
2022-02-11 18:17:35 +01:00
Philip Rebohle
afe1840c74
[d3d11] Track resources when dispatching Cubin shaders as well 2022-02-11 18:17:35 +01:00
Philip Rebohle
bb16734a43
[d3d11] Implement sequence number tracking on deferred contexts 2022-02-11 18:17:35 +01:00
Philip Rebohle
2eeb7295c8
[d3d11] Increment sequence number when submitting command lists
This does not do any tracking on deferred contexts just yet.
2022-02-11 18:17:35 +01:00
Philip Rebohle
d33dac569c
[d3d11] Track last staging resource usage with a sequence number 2022-02-11 18:17:35 +01:00
Philip Rebohle
55a6b80919
[d3d11] Add method to query D3D11 resource dimension from texture 2022-02-11 18:17:35 +01:00
Philip Rebohle
d870b6ff38
[d3d11] Store ID3D11Resource interface in D3D11CommonTexture
Going full circle here, but it's actually useful now.
2022-02-11 18:17:35 +01:00
Philip Rebohle
9c32beccdc
[d3d11] Store buffer map mode in D3D11Buffer
Matches what we do for textures, and makes it so that we don't
have to dereference the resource pointer to figure this out.
2022-02-11 18:17:35 +01:00
Philip Rebohle
2db56fa160
[d3d11] Add D3D11ResourceRef
Implements private ref counting for arbitrary resource types.
2022-02-11 18:17:35 +01:00
Philip Rebohle
391c9e13ca
[d3d11] Add ResourceAddRef/ReleasePrivate with known resource type 2022-02-11 18:17:35 +01:00
Philip Rebohle
6b91b87dba
[dxvk] Reorganize DxvkBuffer data structure
Should hopefully reduce CPU cache conflicts.
2022-02-11 18:17:34 +01:00
Philip Rebohle
37f3d9208b
[dxvk] Introduce sequence numbers for CS submissions 2022-02-11 18:17:34 +01:00
Philip Rebohle
bc137fdf37
[util] Enable apitrace mode for AoE2 Definitive Edition
Fixes #2491.
2022-02-11 18:15:46 +01:00
Philip Rebohle
6c862b63a2
[d3d11] Optimize UpdateSubresource for small buffer updates
Some games use UpdateSubresource to upload constant buffers in
between draws, so this path should be as fast as possible.

Also fixes a potential issue when using D3D11_COPY_NO_OVERWRITE
on deferred contexts, since the Map requirements don't hold here.
2022-02-07 16:14:02 +01:00
Philip Rebohle
b746e1352b
[d3d11] Implement suballocation from staging buffer for small updates 2022-02-07 16:14:01 +01:00
Philip Rebohle
7cf78a2c75
[d3d11] Fix confusing code in deferred context Map
This did work, but we shouldn't use an object that was already moved.
2022-02-07 16:14:01 +01:00
Philip Rebohle
e4dbd1e337
[d3d11] Remove unused parameters from deferred context Map functions 2022-02-07 16:13:58 +01:00
Krzysztof Bogacki
b5d7b42e65 [d3d11] Add D3D11On12CreateDevice stub 2022-02-07 03:21:43 +01:00
Philip Rebohle
2673d74270
[dxvk] Add version fixup for proprietary Intel drivers 2022-02-02 14:56:59 +01:00
Philip Rebohle
badc53b1bb
[dxvk] Rework driver version fixup to use driver ID instead of vendor ID 2022-02-02 14:56:55 +01:00
Georg Lehmann
58909e4582 [dxvk] Fix MSVC build. 2022-02-01 18:50:00 +00:00
Robin Kertels
b220c8989b [d3d9] Only enable FETCH4 for single channel formats 2022-01-28 21:34:18 +00:00
Robin Kertels
5b39f0307e [d3d11] Add FL12+ enum names 2022-01-27 19:42:14 +01:00
Philip Rebohle
1216466be7
[meta] Release 1.9.4 2022-01-24 15:08:49 +01:00
Philip Rebohle
b4e4eca99f
[dxvk] Remove options to disable OpenVR/XR support
No longer needed since we no longer load vrclient.so into the game's
process just to query extensions.
2022-01-24 14:50:04 +01:00
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
Philip Rebohle
a268de51e3
[dxvk] Don't shrink HVV heap if it's the main video memory heap
May fix issues on RBAR-enabled Nvidia systems.
2022-01-16 02:47:51 +01:00
Philip Rebohle
703cc78cc0
[util] Disable NVAPI hack for God of War
Needed for DLSS support.
2022-01-14 15:21:49 +01:00
Philip Rebohle
42c06ceb51
[util] Enable performance options for God of War 2022-01-14 13:16:06 +01:00
Philip Rebohle
08c7bab431
[dxvk] Reduce maximum size of multi-slice buffers 2022-01-13 18:40:27 +01:00
Philip Rebohle
71e7faef69
[dxvk] Reduce size up to which device-local buffers can be invalidated 2022-01-13 18:39:31 +01:00
Philip Rebohle
db2e32ede6
[dxvk] Be smarter about which chunks to free
Freeing all empty chunks immediately may cause issues if an app constantly
allocates and frees a small number of resources that don't fit into any
existing chunk, so try to keep one around. Aggressively free everything
under memory pressure if necessary.
2022-01-13 18:39:31 +01:00
Philip Rebohle
15ab07ab94
[dxvk] Replace allocation priority with allocation flags 2022-01-13 18:39:31 +01:00
Philip Rebohle
d34bbdb58e
[dxvk] Free empty memory chunks 2022-01-13 18:22:44 +01:00
Philip Rebohle
e6442d64be
[dxvk] Display allocated memory in HUD again 2022-01-13 18:22:44 +01:00
Philip Rebohle
a70a35406e
[meta] Release 1.9.3 2022-01-11 13:28:28 +01:00
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
Philip Rebohle
b53c3057e1
[dxgi] Fix refresh rate filtering in FindClosestMatchingMode
We need to operate on the pre-filtered list, or otherwise we may run into
problems where not all refresh rates are supported for all display modes.
2022-01-10 14:45:19 +01:00
dosse91
55c4aba4d0 Added config for James Cameron's Avatar (DX9) 2022-01-10 14:40:53 +01:00
Joshua Ashton
ecd7b67069 [d3d11] Lock context before EmitCs for annotations 2021-12-21 03:09:08 +01:00
Philip Rebohle
3bfad1e70e
[dxvk] Explicitly intiialize framebuffer info 2021-12-20 23:47:50 +01:00
Supreeeme
34774f4ea4 Enabled strict float emulation for BlazBlue Centralfiction 2021-12-15 09:44:22 +00:00
Robin Kertels
c13395db97 [util] Enable strict float emulation for a bunch of games
... that are known to be broken without it.
2021-12-05 16:49:19 +00:00
Robin Kertels
6c17b8801c [d3d9] Add strict option to float emulation setting 2021-12-05 16:49:19 +00:00
Robin Kertels
eb9dfcedbd [util] Move toLower transform to function 2021-12-05 16:49:19 +00:00
Philip Rebohle
11f8b8ba44 [dxso] Handle multiplication by zero when emitting clip distances 2021-12-05 16:49:19 +00:00
Philip Rebohle
337360cdc6 [dxso] Handle multiplication by zero in TexM*Tex instructions 2021-12-05 16:49:19 +00:00
Philip Rebohle
a9515d3530 [dxso] Handle multiplication by zero in matrix ALU instructions 2021-12-05 16:49:19 +00:00
Philip Rebohle
8063e27c08 [dxso] Handle multiplication by zero in cross product 2021-12-05 16:49:19 +00:00
Philip Rebohle
7b2b8ceff3 [dxso] Handle multiplication by zero in dst instruction 2021-12-05 16:49:19 +00:00
Philip Rebohle
ebc5326ed5 [dxso] Correctly handle multiplication by zero 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
ce1c66d7dc [dxso] Omit relative constant range check when possible
We can just rely on robustness2 when it's supported.
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
Philip Rebohle
1abd205216
[d3d11] Compute image data layout for unmapped textures
We sometimes need this information when uploading image data. Fixes #2380.
2021-11-29 16:55:35 +01:00
Philip Rebohle
b6cd6aaecc
[d3d11] Fix depth aspect not being applied to some D16_UNORM views 2021-11-29 15:39:41 +01:00
Georg Lehmann
97f03127e9 [dxso] Remove empty dxso_helpers.h 2021-11-25 21:50:59 +00:00
Georg Lehmann
c2a66c043a [dxvk] Remove empty dxvk_main 2021-11-25 21:50:59 +00:00
Georg Lehmann
12249fd330 [dxso] Fix constant buffer debug names 2021-11-11 23:54:05 +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
Philip Rebohle
2abe2132a6
[dxvk] Implement framebuffer cache
Reduces the number of object allocations per frame.
2021-11-09 18:09:50 +01:00
Philip Rebohle
a987b729a7
[dxvk] Introduce DxvkFramebufferKey
Can be used to cache framebuffer objects.
2021-11-09 17:49:22 +01:00
Philip Rebohle
2527ea45b9
[dxvk] Refactor framebuffer creation 2021-11-09 16:37:33 +01:00
Philip Rebohle
f1aad6cb7b
[dxvk] Remove frame buffer from context state 2021-11-09 16:37:33 +01:00
Philip Rebohle
5b725205ef
[dxvk] Introduce DxvkFramebufferInfo
Stores all info that is currently held by the DxvkFramebuffer class,
but is not heap-allocated and will not create an actual framebuffer
object.
2021-11-09 16:37:31 +01:00
Philip Rebohle
1fd037cf29
[dxvk] Fix load aspect mask in render pass creation 2021-11-05 16:09:05 +01:00
Philip Rebohle
4c88335f66
[util] Shrink Nvidia HVV heap for Final Fantasy XIV
Fixes #2210.
2021-11-03 13:27:39 +01:00
Philip Rebohle
778aee0372
[dxvk] Rework Nvidia HVV option 2021-11-02 00:52:25 +01:00
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
Joshua Ashton
409a6f5c3f [d3d11] Use atomics for NVX handles
Primarily to make DXVK native happy, but also much cleaner.

Signed-off-by: Joshua Ashton <joshua@froggi.es>
2021-10-22 03:15:03 +02:00
Georg Lehmann
b163503f7c [dxso] Respect SM2+ sampler source swizzle. 2021-10-20 17:43:52 +00:00
Robin Kertels
79a20c463f [util] Enable apitrace mode for Crysis 3 Remastered 2021-10-18 18:23:58 +02:00
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
Philip Rebohle
3e64e1b3f5
[dxvk] Explicitly stop state cache worker threads on device destruction
Otherwise, the workers may access objects that are being destroyed an
app thread.
2021-10-08 00:54:59 +02:00
Paul Gofman
24eb875f02 [dxgi] Return success from DxgiSwapChain::Present1() if window is destroyed 2021-10-07 20:34:37 +02:00
oltolm
1ef4e60b69 [dxvk] fix barrier tracking code 2021-10-06 02:59:31 +02:00
Philip Rebohle
ec18532ed4
[dxvk] Use new barrier tracking for images 2021-10-01 15:52:41 +02:00
Philip Rebohle
30bc137f9c
[dxvk] Use new barrier tracking for buffers 2021-10-01 15:52:41 +02:00
Philip Rebohle
195b7d7155
[dxvk] Add fast versioned hash table for barrier tracking 2021-10-01 15:52:41 +02:00
Philip Rebohle
714ca48271
[dxvk] Work around device creation failure with CUDA interop extensions 2021-10-01 15:43:19 +02:00
Philip Rebohle
b36fa75d1d
[dxvk] Disable CUDA interop extensions on 32-bit builds 2021-10-01 15:32:40 +02:00
Philip Rebohle
8225891751
[dxvk] Fix copy-paste mistake when enabling bufferDeviceAddress feature 2021-10-01 15:32:40 +02:00
Philip Rebohle
aa4b7c9f92
[dxvk] Rework 32-bit check 2021-10-01 14:18:42 +02:00
Philip Rebohle
7193962381
[d3d11] Enable VK_KHR_buffer_device_address if necessary
Just enabling the extension doesn't necessarily do anything.
2021-10-01 14:12:17 +02:00
Philip Rebohle
1fefdf2ab6
[dxvk] Add VK_KHR_buffer_device_address extension info 2021-10-01 14:12:17 +02:00
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
Robin Kertels
d799b44d91 [dxso] Ensure pow base is >= 0 in LIT 2021-09-26 22:33:01 +01:00
Robin Kertels
2735988fa2 [d3d11] Only use cube arrays for regular cubemap views when enabled 2021-09-26 23:17:16 +02:00
Adam Moss
86148ec070
[d3d11,dxvk] Implement DXVK pieces required for DX11 DLSS support
Notably, fairly generic functions to create/launch/destroy Cuda kernels,
and methods to fetch GPU virtual addresses and handles for DX11 resources.

Note: Requires some corresponding dxvk-nvapi changes for DLSS to
be initialized successfully.
2021-09-24 15:10:07 +02:00
Philip Rebohle
3a712b766e
[dxvk] Introduce accessMemory for barrier tracking 2021-09-24 15:07:59 +02:00
Philip Rebohle
b79ce7af8a
[meta] Release 1.9.2 2021-09-20 15:07:25 +02:00
Philip Rebohle
9eb83c187c [util] Make bool and tristate options case-insensitive 2021-09-19 19:21:49 +02:00
Philip Rebohle
dd7ffbc803
[d3d11] Also validate draw buffer for DispatchIndirect
Oversight.
2021-09-12 16:18:25 +02:00
Philip Rebohle
de7fb51e64
[d3d11] Validate indirect draw buffer size
Otherwise, if the draw parameter offset is out of bounds, we
may hang the GPU.

Fixes #2286.
2021-09-12 01:23:04 +02:00
Georg Lehmann
827c7a892c [util] Replace countof with std::size 2021-09-10 11:58:46 +01:00
Philip Rebohle
5f9d5f1053
[dxvk] Fix IgnoreWriteAfterWritw check for indirect dispatches 2021-09-10 02:50:52 +02:00
Philip Rebohle
2f01df82d2
[dxbc] Fix invalid NonReadable/NonWritable decorations 2021-09-09 19:35:51 +02:00
Philip Rebohle
5db76784bd
[dxbc] Accurately determine access flags for UAVs 2021-09-09 15:53:02 +02:00
Philip Rebohle
c9f7ccc7f9
[dxvk] Fix hazard detection for shader resources 2021-09-09 14:58:04 +02:00
Philip Rebohle
67391a7bb0
[d3d11] Introduce d3d11.ignoreGraphicsBarriers option 2021-09-09 14:28:25 +02:00
Philip Rebohle
5109000747
[dxvk] Add IgnoreGraphicsBarriers flag 2021-09-09 14:28:25 +02:00
Philip Rebohle
fe68b43335
[dxvk] Deduplicate buffer and image slices in barrier array
Fixes some major performance issues when dealing with many
consecutive dispatch calls.
2021-09-09 14:24:55 +02:00
Vincent Grande
f0e9700f34
[d3d10] Add missing include 2021-09-03 12:54:50 +02:00
Philip Rebohle
c0a7143d1b
[vulkan] Fix missing include
Fixes #2269.
2021-09-02 16:34:55 +02:00
pingubot
69588b02fe
Update config.cpp (#2256) 2021-08-27 13:10:24 +02:00
Georg Lehmann
b498040f7d [d3d9] Disable explicit front buffer for Fantasy Grounds 2021-08-26 09:26:10 +01:00
tayarani
2786bbda64
Fix DxvkShaderConstData garbage pointer for default constructor 2021-08-25 02:20:26 +02:00
Mahdi Tayarani
ae881981f9 Fix raw() accessor on the Flags class
The current implementation has a bug where it casts the underlying
int type to a uint32_t. The is incorrect for enums like DxvkShaderFlag
which are based on uint64_t.
2021-08-24 22:23:20 +02:00
Georg Lehmann
4b50d24231 [util] Force 60 fps for Sine Mora EX 2021-08-24 19:42:55 +02:00
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
Philip Rebohle
fa4f40a0e6
[dxvk] Remove transform feedback self-dependency from render passes
Fixes a whole bunch of validaton errors since this was technically invalid.
2021-08-23 17:35:58 +02:00
Philip Rebohle
2f5c7562c2
[dxvk] Track transform feedback counter hazards properly
If we avoid needlessly pausing and resuming transform feedback with the
same counters, we can use existing barrier tracking to insert counter
barriers without requiring an invalid render pass self-dependency.
2021-08-23 17:35:58 +02:00
Georg Lehmann
04474b761b [d3d9] Brain-dead gamma ramp validation 2021-08-23 15:41:59 +01:00
Georg Lehmann
3fc1f2cecb [util] Fix MSVC build 2021-08-23 15:41:31 +01:00
Philip Rebohle
50c6974f3a [dxso] Fix gradient instructions for cube maps
We need 3 components in that case. Based on MSDN documentation, texldd
does not support 3D textures so there's no need to worry about those.

Fixes validation errors in Payday.
2021-08-23 13:50:54 +01:00
Alejandro Bringas Martinez
d48b33bf95 Fix poor performance in Homefront The Revolution
in certain places when displaying "wide open" and at long range it has a very poor performance of 35-45fps, but with this option it goes up to a stable 60fps on my GTX1060 6Gb
2021-08-19 13:40:05 +02:00
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
789e19d2ac [dxbc] Use BitMask helper 2021-08-16 08:49:46 -07:00
Georg Lehmann
b13260c689 [d3d11] Use BitMask helper 2021-08-16 08:49:46 -07:00
Georg Lehmann
6103e3c800 [d3d9] Use BitMask helper 2021-08-16 08:49:46 -07:00
Georg Lehmann
b037fc8882 [dxvk] Use BitMask helper 2021-08-16 08:49:46 -07:00
Philip Rebohle
ffc351f2f5 [util] Introduce BitMask helper 2021-08-16 08:49:46 -07:00
Joshua Ashton
64f417d6e6 [util] Add bsf helper
For when we know we aren't going to put in a mask of 0, we can use this and get better codegen.
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
Georg Lehmann
a2330b89d2 [dxso] Implement TexDepth 2021-08-12 02:17:16 +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
Joshua Ashton
79cf2e875f [dxvk] Avoid needless refcount in updateFramebuffer
Avoids a needless refcount
2021-08-09 15:23:59 +02:00
Joshua Ashton
a35f2af5e5 [dxvk] Remove needless refcount in updateTransformFeedbackBuffers 2021-08-09 15:23:59 +02:00
Joshua Ashton
4edaade185 [dxvk] Avoid needless refcount in copyImageFb 2021-08-09 15:23:59 +02:00
Georg Lehmann
8844dc2091 [dxgi] Downgrade format fall back warnings to info 2021-08-09 13:17:43 +02:00
Georg Lehmann
b55784acc6 [dxvk] Downgrade missing OpenVR warning to info 2021-08-09 13:17:43 +02:00
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