Robin Kertels
bdafa16e39
[d3d9] Only bind depth buffer if the depth or stencil test is enabled
2022-04-20 00:58:17 +01:00
Robin Kertels
42c66c410e
[d3d9] Calculate slice alignment when uploading straight from the mapping buffer
2022-04-06 18:52:58 +00:00
Philip Rebohle
e7e7fa231c
[dxvk] GPU query reset path
...
Require VK_EXT_host_query_reset instead. This fallback path is
untested nowadays and too slow to be useful.
2022-03-30 13:32:18 +02:00
Robin Kertels
b2f22d5719
[d3d9] UpdateTexture: Handle automatic mip gen properly
2022-03-24 02:31:42 +00:00
Joshua Ashton
787a979514
[d3d9] Implement D3D9UserDefinedAnnotation
2022-03-17 11:35:19 +01:00
Joshua Ashton
47b1ab52ce
[d3d9] Implement D3D9GlobalAnnotationList
2022-03-17 11:35:19 +01:00
Robin Kertels
115385d1d9
[d3d9] Update buffer seq number in FlushBuffer
...
How did I miss this?!
2022-03-15 01:24:54 +00:00
Robin Kertels
5f4fc56226
[d3d9] Update texture sequence number AFTER using it
2022-03-13 17:13:00 +00:00
Derek Lesho
6640cc350c
[d3d9] Add support for shared IDirect3DTexture9 resources.
2022-03-12 16:23:06 +01:00
Joshua Ashton
dc6c350cf2
[d3d9] Add fallthrough comment to SetRenderState
...
Silences a warning
2022-03-10 00:47:38 +01:00
Joshua Ashton
53b9a723ac
[d3d9] Set initial dirty state flags
...
We had a bug where initial state values caused the data to not get sent to the backend.
Let's fix that going forward and dirty everything we possibly can on device creation.
2022-03-09 23:33:12 +00:00
Robin Kertels
b42c07253e
[d3d9] Fix sysmem readback
2022-02-24 07:49:55 +00:00
Robin Kertels
a81c653b42
[d3d9] Fix synchronization after readback
2022-02-22 21:49:28 +00:00
Robin Kertels
29d8812709
[d3d9] Don't set NeedsReadback for POOL_SYSMEM textures
...
... or in SetRenderTarget because we always do readback for render targets.
2022-02-21 13:43:04 +00:00
Robin Kertels
b163a99bde
[d3d9] Clean up texture locking
...
We had two code paths that largely did the same.
2022-02-21 00:08:41 +00:00
Robin Kertels
dde83717f1
[d3d9] Rename WrittenByGPU to NeedsReadback
2022-02-21 00:08:41 +00:00
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
c12cd1952c
[d3d9] Handle different mip chain lengths in UpdateTexture
2022-02-20 03:29:04 +00:00
Philip Rebohle
4d9b464f7c
[d3d9] Use new waitForResource method
2022-02-14 03:15:47 +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
d96c5a1076
[dxvk] Store DXVK device inside DxvkCsThread object
2022-02-13 02:07:48 +01:00
Philip Rebohle
37f3d9208b
[dxvk] Introduce sequence numbers for CS submissions
2022-02-11 18:17:34 +01:00
Robin Kertels
b220c8989b
[d3d9] Only enable FETCH4 for single channel formats
2022-01-28 21:34:18 +00:00
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
6c17b8801c
[d3d9] Add strict option to float emulation setting
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
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
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
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
Georg Lehmann
827c7a892c
[util] Replace countof with std::size
2021-09-10 11:58:46 +01:00
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
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
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
6103e3c800
[d3d9] Use BitMask helper
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
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
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
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
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
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
Joshua Ashton
fd50eae5c2
[d3d9] Optimize framebuffer binding with RT mask
2021-08-08 02:14:11 +00:00
Joshua Ashton
2f22c1b53d
[d3d9] Optimize clears with rt mask and better ref tracking
2021-08-08 02:14:11 +00:00
Joshua Ashton
072d3a039e
[d3d9] Track bound RTs
...
This also improves active RT hazard tracking by also accounting for NULL
2021-08-08 02:14:11 +00:00
Georg Lehmann
973678e6bf
[d3d9] Only look at the last bit for D3DSAMP_SRGBTEXTURE
2021-08-07 13:09:13 +00:00
Georg Lehmann
a1fbcf35de
[d3d9] Ignore clear with Count == 0 and non-NULL rect
2021-08-06 18:54:17 +00:00
Robin Kertels
7873bebaf2
[d3d9] Only check range overlap if the buffer is not directly mapped
2021-07-28 16:57:02 +00:00
Joshua Ashton
b8a4b85c48
[d3d9] Fix clearing render targets on device reset
2021-07-26 14:35:48 +02:00
Robin Kertels
6ba3d2f9d4
[d3d9] Set correct usage flags for large temporary staging buffers
2021-07-23 13:36:21 +00:00
Robin Kertels
fa279eb8ad
[d3d9] Ignore NO_DIRTY_UPDATE for POOL_DEFAULT resources
...
Respecting it breaks Senren Banka because we never upload the texture.
2021-07-23 13:36:21 +00:00
Robin Kertels
584e1515b1
[d3d9] Fix pitch when copying straight from mapping buffer
2021-07-23 13:36:21 +00:00
Robin Kertels
34101dcf26
[d3d9] Fix UpdateTexture extent
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Same as 5f1629f2cb
2021-07-23 13:36:21 +00:00
Joshua Ashton
d3112c320b
[d3d9] Add dirty texture tracking
...
Reduces overhead from re-binding and unnecessary binding (srgb changes) in L4D2.
I go from about 750 -> 850-900 fps in c1m2_streets with this change.
2021-07-14 20:38:49 +00:00
Robin Kertels
8eeff90e0a
[d3d9] Only use staging buffers for uploads once we've stalled on the resource
2021-07-14 19:26:25 +00:00
Robin Kertels
b83261b759
[d3d9] Adjust waiting in LockBuffer to staging buffer upload
...
Now that we're uploading using a staging buffer,
we don't need to wait for non default buffers.
We should also respect READONLY for WRITEONLY buffers
(yes, it sounds dumb) because Nostale relies on that.
2021-07-14 19:26:25 +00:00
Robin Kertels
ed24c17d53
[d3d9] Validate srcRect and dstPoint in UpdateSurface
2021-07-14 18:33:38 +00:00
Georg Lehmann
b3b2f0921c
[d3d9] Never init pSharedHandle.
...
This parameter has three different meanings if it's non NULL:
- if Pool is D3DPOOL_SYSTEMMEM it's a host pointer for inital data
- if it points to a nullptr it's a output handle
- if it's a pointer to non NULL pointer it's an import handle
2021-07-14 15:29:46 +00:00
Robin Kertels
5f1629f2cb
[d3d9] Fix FlushImage extent for smaller mip maps
2021-07-10 16:23:56 +00:00
Joshua Ashton
c7f8267f98
[d3d9] Fix NV12 conversion
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Froggy is the right color now
2021-07-08 22:36:59 -07:00
Robin Kertels
309284e7dc
[d3d9] Respect 4 byte pitch when reading back texture
2021-07-01 05:47:44 -07:00
Robin Kertels
c43618d19f
[d3d9] Fix texture dirty box clearing
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- Fix interleaved locks with evictManagedOnUnlock
We need to make sure there are no other subresources of a texture locked
before clearing the dirty box. Otherwise the data for those other subresources
won't get copied into VRAM.
- Clear dirty box regardless of texture pool
Otherwise we keep repacking and copying the whole texture
for every single lock. This causes performance problems
in Star Wars: The Old Republic.
2021-07-01 05:47:44 -07:00
Philip Rebohle
2ff8b42fff
[d3d9] Enable robustBufferAccess2 feature if available
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Tightens some out-of-bound rules around vertex attributes.
2021-06-29 18:35:47 -07:00
Philip Rebohle
a14884c652
[dxvk] Add destination offset/extent to copyDepthStencilImageToPackedBuffer
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Needed to support partial copies between buffers and depth-stencil images.
2021-06-24 21:07:47 +02:00
Philip Rebohle
ba4938e201
[dxvk] Add slice alignment to copyImageToBuffer
2021-06-24 21:07:47 +02:00
Philip Rebohle
4840cdaf8c
[dxvk] Add slice alignment to copyBufferToImage
2021-06-24 21:07:45 +02:00
Robin Kertels
8a93bbd8fa
[d3d9] Make sure clear extent does not exceed rt size
2021-06-19 16:11:11 -07:00
Robin Kertels
d7c4afbeba
[d3d9] Pass correct element size to texture converter
2021-06-19 10:43:31 -07:00
Robin Kertels
6f468ec5e0
[d3d9] Fix texture converter
2021-06-12 03:48:01 -07:00
Joshua Ashton
f1a9d72d38
[d3d9] Don't scale z to [0, 1] for POSITIONT
...
I originally thought the depth clipping region was always [0, 1] when I first implemented this nearly 2 years ago.
The depth clipping region is already in the viewport's depth range, so just don't do anything here if we are z-testing.
( We still need to keep the flattening around for when ztest is disabled though :( )
Fixes : #2056
2021-06-06 09:31:01 -07:00