Commit Graph

3046 Commits

Author SHA1 Message Date
Philip Rebohle ba213c1fa0 [dxvk] Factor out waiting for resource to become idle
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
Philip Rebohle 55e3240479 [util] Add generic spin function 2020-03-15 03:43:04 +01:00
Philip Rebohle 33b0d4c991
[d3d10] Create type reflection objects on demand
See previous commits for details. Fixes #1507.
2020-03-12 21:03:31 +01:00
Philip Rebohle 3d81b3eb82
[d3d10] Create variable reflection objects on demand 2020-03-12 21:03:30 +01:00
Philip Rebohle 21fe6a3405
[d3d10] Create constant buffer reflection objects on demand
The reported constant buffer count does not necessarily match the
number of constant buffers that can be retrieved from reflection.
2020-03-12 21:03:30 +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
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
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
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
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
Philip Rebohle 304dad2d2e
[dxvk] Fix dumb typo in changeImageLayout 2020-03-08 03:18:34 +01:00
Philip Rebohle 7b760800b4
[d3d11] Fix buffer view compatibility check 2020-03-08 01:28:51 +01:00
Philip Rebohle 2291484696
[d3d11] Fix texture view compatibility check 2020-03-08 01:28:51 +01:00
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
Should fix #1495.
2020-03-05 15:25:05 +00:00
Philip Rebohle 3a1243b05e [util] Don't set display mode if the desired mode is already set
See #1489.

Co-authored-by: zvova7890 <zvova7890@gmail.com>
2020-03-04 23:06:15 +00:00
Philip Rebohle 5e41e00456 [d3d9] Use new common monitor functions 2020-03-04 23:06:15 +00:00
Philip Rebohle a623e8e7d6 [dxgi] Use new common monitor functions 2020-03-04 23:06:15 +00:00
Philip Rebohle 4e16d65bb8 [util] Introduce common functions to set, get and restore display modes 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
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
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
Philip Rebohle 1e426cdb08
[meta] Release 1.5.5 2020-02-29 15:45:57 +01:00
Joshua Ashton 36d3e8e83d [d3d9] Don't InitReturnPtr in CreateQuery
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
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
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
From Wine tests...
2020-02-28 01:43:07 +00:00
Joshua Ashton 632812b88f [d3d9] Disallow additional fullscreen swapchains
From Wine tests...
2020-02-28 01:39:52 +00:00
Joshua Ashton 0757097fa0 [d3d9] Initialize return ptr in device's GetBackBuffer
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
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
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
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
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
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
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
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
Fixes #1464
2020-02-19 18:05:50 +00:00
Joshua Ashton 74d23c22de [build] Use __CRT_UUID_DECL for uuid definitions
Closes #1463
2020-02-18 20:25:05 +01:00
Joshua Ashton 760a163fc5 [util] Disable discard for D&D Temple of Elemental Evil
This game uses D3DLOCK_DISCARD incorrectly
2020-02-18 17:01:41 +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"
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 4405b51bf3 [dxso] Respect src modifiers in Texcrd for PS 1.4
`texcrd r4.xy, t4_dw.xyww`

Cross Racing Championship Extreme 2005 uses a writemask in texcrd as well as the _dw modifier on the src which we weren't respecting previously.

Closes #1450
2020-02-16 23:24:33 +00:00
Joshua Ashton a6d554615e [d3d9] Avoid needless swizzle for A4R4G4B4
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
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
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
Closes #1434
2020-02-14 06:49:15 +01:00
Joshua Ashton 02c79d892c [d3d9] Try to create offscreen surfaces with render target usage 2020-02-14 06:49:15 +01:00
Joshua Ashton 1f5ddde411 [d3d9] Remove unused D3D9ViewSet structure 2020-02-14 06:49:15 +01:00
ryester27 dff2a4ea24 [util] Force 16:9 aspect ratio for Hyperdimension Neptunia U: Action Unleashed 2020-02-14 02:50:15 +00:00
Joshua Ashton 582fe899f8 [dxso] Implement TexBemL 2020-02-14 01:15:34 +00:00
Joshua Ashton c7d5ce1c50 [d3d9] Fix incorrect type for luminance scale and offset in D3DTOP_BUMPENVMAPLUMINANCE 2020-02-14 01:10:26 +00:00
Joshua Ashton ae68e3a5bc [d3d9] Defer managed texture uploads until PrepareDraw and when needed
This also caches shader masks used for hazard tracking.
2020-02-14 00:51:58 +00:00
Joshua Ashton 0ea510eb9b [util] Add clearAll helper to bitset 2020-02-14 00:51:58 +00:00
Joshua Ashton 6e9725a124 [d3d9] Use bitsets for bool subresource arrays
Also remove lockflag tracking and consolidate that to a bitset
2020-02-14 00:51:58 +00:00
Joshua Ashton 960d2bd158 [util] Add exchange helper to bitset 2020-02-14 00:51:58 +00:00
Joshua Ashton cf6142e782 [d3d9] Don't expose formats with alpha as adapter formats
Impacts #1440
2020-02-14 00:46:14 +00:00
Joshua Ashton acb3cda1dc [d3d9] Hold a private reference to FVF-generated vertex decls
Otherwise the device will never be able to be destroyed as there will be a circular dependency.

Closes #1417
2020-02-13 18:42:49 +00:00
Philip Rebohle 313d46984d
[dxbc] Fix memory semantics for atomic operations 2020-02-13 01:15:44 +01:00
Philip Rebohle 4aa6800e95
[d3d11] Validate subresource index in copy operations
Rocket League tries to copy five subresources of a texture that only
has one single array layer and one single mip map, which causes GPU
hangs on Nvidia drivers.
2020-02-13 00:39:55 +01:00
Philip Rebohle f12ddfa4d3
[dxbc] Fix line tessellation factor ordering 2020-02-12 12:00:46 +01:00
Joshua Ashton 51903d8348 [d3d9] Genericise video format conversion 2020-02-10 18:27:35 +00:00
Philip Rebohle 7567486668 [d3d9] Handle invalid alpha ref correctly 2020-02-10 15:20:13 +00:00
Philip Rebohle bf03fd8732 [d3d9] Implment fixed-function clipping 2020-02-10 07:32:22 +01:00
Joshua Ashton ba8dad3958 [d3d9] Fix multiplication order in D3D9StateBlock::MultiplyStateTransform 2020-02-10 06:22:58 +00:00
Joshua Ashton c42d44a4c3 [d3d9] Mark vertex blend dirty in MultiplyTransform if needed 2020-02-10 06:17:05 +00:00
Joshua Ashton 14203761d9 [d3d9] Reverse multiplication order in MultiplyTransform
Closes https://github.com/Joshua-Ashton/d9vk/issues/295
2020-02-10 06:16:12 +00:00
Joshua Ashton afeb4814c7 [d3d9] Remove SRGB variant from Q8W8V8U8 2020-02-10 04:57:45 +00:00
Philip Rebohle 07fee4a0e5
[util] Disable VR for Subnautica 2020-02-09 09:05:52 +01:00
Joshua Ashton 310ab6da64 [d3d9] Implement D3DTOP_BUMPENVMAPLUMINANCE 2020-02-08 23:08:48 +00:00
Joshua Ashton 302aed256b [d3d9] Implement D3DTOP_BUMPENVMAP 2020-02-08 23:00:57 +00:00
Joshua Ashton 4291bc9dfb [d3d9] Reupload fixed func ps data if stage constant changes
Closes #1420
2020-02-08 16:33:47 +00:00
Philip Rebohle 4738d12d73
[util] Enable forced TGSM barriers for F1 2019
Fixes visual issues on RADV.
2020-02-08 00:48:45 +01:00
Philip Rebohle 76a6f6eab9
[dxbc] Add option to force memory barriers after shared memory stores 2020-02-08 00:48:42 +01:00
Joshua Ashton 2f8fbf9114 [d3d9] Use linear sampler for upscaling if extents don't match on Present 2020-02-07 18:53:47 +00:00
Philip Rebohle c780ed5da3
[util] Enable invariant position for Saint's Row III / IV 2020-02-07 17:40:55 +01:00
Philip Rebohle 2435c6369c
[meta] Release 1.5.4 2020-02-07 01:02:22 +01:00
Joshua Ashton b9474cf787 [d3d9] Return D3D_OK in CreateTexture even if AUTOGENMIPMAP flag is stripped
D3DOK_NOAUTOGEN is only returned when querying format support, the flag is stripped away silently in CreateTexture if it has to be.

Fixes #1409
2020-02-06 23:48:01 +00:00
Joshua Ashton 1f67602b98 [d3d9] Check correct sampler bitfield when applying/capturing sampler state 2020-02-06 22:37:50 +00:00
Philip Rebohle 8020803340
[util] Disable OpenVR for Raft 2020-02-06 20:48:21 +01:00
Philip Rebohle 88147e19d2 [d3d9] Simplify dirty check for shader constants 2020-02-06 17:58:15 +01:00
Philip Rebohle aa70369671 [d3d9] Store copy of shader metadata in constant set
Reduces pointer chasing when updating shader constants.
2020-02-06 17:58:15 +01:00
Philip Rebohle 69b04c609a [dxso] Fix GCC warning for an unused variable 2020-02-06 17:50:28 +01:00
Philip Rebohle 2288dd924e [d3d9] Fix GCC warnings for unsigned->signed comparisons 2020-02-06 17:50:28 +01:00
Philip Rebohle 06809587e8 [d3d9] Don't arbitrarily set fog scale to 0
The Witcher 1 sets FOGSTART == FOGEND together with LINEAR fog mode, in
which case we previously set fog_scale to 0 and therefore incorrectly
override the pixel color with the fog color.

Fixes #1401.
2020-02-06 17:50:04 +01:00
Joshua Ashton 87dd8f0122 [d3d9] Validate blit regions are in range
Closes #1392
2020-02-04 23:45:32 +00:00
Joshua Ashton 92ee9c7ef1 [d3d9] Error on StretchRect when not D3DPOOL_DEFAULT 2020-02-04 22:37:44 +00:00
Joshua Ashton 08fc5342a9 [dxso] Initialize vPos in shaders if we have pixel fog
Fixes some fog related regressions since we deferred this
2020-02-04 21:43:16 +00:00
Philip Rebohle ce51431860
[dxvk] Skip over adapters not supporting Vulkan 1.1
Even with a 1.1 instance it appears to be possible to retrieve 1.0
adapters, so we'll just ignore them.
2020-02-03 11:31:58 +01:00
František Zatloukal 976d3b5ee4 [util] Include ostream in util_rc_ptr.h 2020-01-31 15:17:18 +01:00
Joshua Ashton 1abacc947c [dxso] Apply projection before bumpmapping in TexBem
Also fixes us to use the correct stage id for TexBem matrix indices...

What a truly terrible API this is. This literally makes 0 sense.

This function needs a massive cleanup later too.

Closes #1387
2020-01-31 00:33:47 +00:00
Philip Rebohle 6a5d472e60
[meta] Release 1.5.3 2020-01-30 16:17:31 +01:00
Joshua Ashton 3196fbc759 [d3d9] Unbind fragment shader for ProcessVertices
Fixes validation errors and potential UB on some drivers
2020-01-29 21:43:12 +00:00
Joshua Ashton 201d508626 [dxso] Handle writemask in TexKill op
Turns out this actually applies to what is tested, despite docs saying otherwise and never ever seeing this before!

Fixes some broken ENB shaders which I assume have some manual hand edits because I can't get FXC to generate this code at all.
2020-01-29 17:22:38 +00:00
Philip Rebohle 3ab675c233 Revert "[util] Disable float emulation for Hat in Time"
Turns out this breaks some levels (e.g. Chapter 1 Act 3).
Performance impact seems minimal on RADV+ACO.

This reverts commit 6f93d3bf22.
2020-01-28 17:46:33 +00:00
Philip Rebohle c560ec44b5 [d3d11] Re-introduce client API HUD item 2020-01-28 16:32:58 +00:00
Philip Rebohle be16da37d7 [d3d11] Introduce COM interface to set and get API version
Allows us to identify DirectX 10 applications correctly.
2020-01-28 16:32:58 +00:00
Philip Rebohle 1e6ad0b372 [d3d9] Re-introduce client API HUD item 2020-01-28 16:32:58 +00:00
Philip Rebohle 38ad868214 [hud] Add parameter to allow placing HUD items 2020-01-28 16:32:58 +00:00
Philip Rebohle 588beb5b2f [hud] Don't initialize client API HUD item by default
Removes the client API property from the DXVK device as well.
Instead, client APIs should create the HUD item manually.
2020-01-28 16:32:58 +00:00
Philip Rebohle ca4c03284f [dxvk] Don't oversubscribe memory heaps on UMA devices
Otherwise, we seem to suffer a major performance penalty
on setups with insufficient dedicated system memory.
2020-01-28 16:31:34 +00:00
Philip Rebohle 3beca254e2 [dxvk] Move UMA check to backend 2020-01-28 16:31:34 +00:00
Joshua Ashton b1edf227f8 [d3d9] Enable depth bounds feature, if supported
Only expose it in format checks if the adapter supports the feature also
2020-01-28 01:51:04 +00:00
Joshua Ashton 6f93d3bf22 [util] Disable float emulation for Hat in Time
Squeezes out some extra performance in this title
2020-01-27 14:21:21 +01:00
Joshua Ashton 720cdf383e [d3d9] Use spec constants for bool constants 2020-01-27 14:21:21 +01:00
Joshua Ashton a43223256e [d3d9] Fix GetTextureStageState using unmapped types
Closes #1378
2020-01-27 01:07:11 +00:00
Joshua Ashton 65f4437417 [dxso] Initialize vPos value at the start of the shader
Otherwise we can end up initializing it in a branch and that's no good.

Closes https://github.com/doitsujin/dxvk/issues/1294
2020-01-26 18:40:32 +00:00
Joshua Ashton b4666ac044 [dxso] Count max constants after we pull out pre-defines 2020-01-26 18:13:45 +00:00
Philip Rebohle c77a9e3bfe
[util] Unify Risen 1/2/3 app profiles 2020-01-25 12:10:05 +01:00
Philip Rebohle fdb2b972e9
[util] Add more exe names to Gothic 3 app profile
Fixes #1372.
2020-01-25 12:10:05 +01:00
Joshua Ashton 9b486515fa [d3d9] Allow StretchRect BC -> BC format without stretch 2020-01-25 00:31:45 +00:00
Philip Rebohle e242d7f312
[meta] Release 1.5.2 2020-01-25 00:32:25 +01:00
Philip Rebohle 5d2215e898 [d3d9] Don't try to blit to compressed images
Fixes Vulkan validation errors and potential driver crashes in
Dragon Age Origins.
2020-01-24 22:59:26 +00:00
Joshua Ashton 13792df4c5 [d3d9] Don't mark D3DUSAGE_AUTOGENMIPMAP as renderable
We can't access those mips via locking in D3D9 so it's a-okay! :)
2020-01-24 15:54:15 +00:00
Joshua Ashton 2004fba22c [util] Disable d3d9.allowDoNotWait for RTHDRIBL
This app goes into an infinite loop if it gets D3DERR_WASSTILLDRAWING and the perf penalty of blocking on GetRenderTargetData in other apps is too high!
2020-01-24 15:54:15 +00:00
Joshua Ashton f804c6364d [d3d9] Implement d3d9.allowDoNotWait 2020-01-24 15:54:15 +00:00
Joshua Ashton 764cb5634f [d3d9] Unmark resources as dirty if they get discarded 2020-01-24 15:54:15 +00:00
Joshua Ashton 6fa28bf937 [d3d9] Don't block on GetRenderTargetData
Fixes perf in #1363
2020-01-24 15:54:15 +00:00
Philip Rebohle 7469f5d4a0
[util] Disable supportDFFormats for Gothic 3
See #1367.
2020-01-24 14:21:28 +01:00
Philip Rebohle 38a0d2c552
[d3d9] Don't check for sRGB formats when retrieving back buffer view
Turns out this is always false anyway.
2020-01-24 01:47:52 +01:00
Philip Rebohle 582b06a706 [d3d9] Rotate swap chain back buffers
Restores functionality removed in 81c3daa3d0.
2020-01-24 00:27:09 +00:00
Philip Rebohle 6a6af16195 [d3d9] Retrieve back buffer view from the D3D9Surface 2020-01-24 00:27:09 +00:00
Philip Rebohle 81c3daa3d0
[dxvk] Remove image renaming
Broken by design, has to be implemented by client APIs instead.
2020-01-23 22:21:45 +01:00
Florian Will 0b3f9718c9 [d3d9] Fix some off-by-one TSS types enum values
They are 0-based instead of 1-based, and therefore supposed to be
off-by-one compared to D3DTEXTURESTAGESTATETYPE, but three values in the
enum are actually off-by-two.

For me, this fixes some odd rail rendering in ZUSI 3.

Fixes: 7d0ddc4b
2020-01-23 17:26:51 +00:00
Joshua Ashton 792c74e1d9 [d3d9] Fix texture stage index in stateblocks
Fixes minimap transparency in FHX https://github.com/Joshua-Ashton/d9vk/issues/306
2020-01-23 02:19:43 +00:00