[d3d9] Keep front buffer around when we don't swap with it

This commit is contained in:
Robin Kertels 2024-04-10 23:24:51 +02:00
parent 133f0794bc
commit d33943f424
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GPG Key ID: 3824904F14D40757
2 changed files with 21 additions and 5 deletions

View File

@ -172,8 +172,19 @@ namespace dxvk {
m_lastDialog = m_dialog;
if (!SwapWithFrontBuffer()) {
// We never actually rotate in the front buffer.
// Just blit to it for GetFrontBufferData.
const auto& backbuffer = m_backBuffers[0];
const auto& frontbuffer = GetFrontBuffer();
if (FAILED(m_parent->StretchRect(backbuffer.ptr(), nullptr, frontbuffer.ptr(), nullptr, D3DTEXF_NONE))) {
Logger::err("Failed to blit to front buffer");
}
}
#ifdef _WIN32
const bool useGDIFallback = m_partialCopy && !HasFrontBuffer();
const bool useGDIFallback = m_partialCopy && !SwapWithFrontBuffer();
if (useGDIFallback)
return PresentImageGDI(m_window);
#endif
@ -832,7 +843,13 @@ namespace dxvk {
// Rotate swap chain buffers so that the back
// buffer at index 0 becomes the front buffer.
for (uint32_t i = 1; i < m_backBuffers.size(); i++)
uint32_t rotatingBufferCount = m_backBuffers.size();
if (!SwapWithFrontBuffer()) {
// The front buffer only exists for GetFrontBufferData
// and the application cannot obserse buffer swapping in GetBackBuffer()
rotatingBufferCount -= 1;
}
for (uint32_t i = 1; i < rotatingBufferCount; i++)
m_backBuffers[i]->Swap(m_backBuffers[i - 1].ptr());
m_parent->m_flags.set(D3D9DeviceFlag::DirtyFramebuffer);
@ -1012,8 +1029,7 @@ namespace dxvk {
// creating a new one to free up resources
DestroyBackBuffers();
int NumFrontBuffer = HasFrontBuffer() ? 1 : 0;
const uint32_t NumBuffers = NumBackBuffers + NumFrontBuffer;
const uint32_t NumBuffers = NumBackBuffers + 1; // 1 additional front buffer
m_backBuffers.reserve(NumBuffers);

View File

@ -251,7 +251,7 @@ namespace dxvk {
return m_backBuffers.back();
}
bool HasFrontBuffer() const {
bool SwapWithFrontBuffer() const {
if (m_presentParams.SwapEffect == D3DSWAPEFFECT_COPY)
return false;