Commit Graph

358 Commits

Author SHA1 Message Date
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
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
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
- 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
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
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
Joshua Ashton fcb7639106 [d3d9] Synchronize frame latency on latency change 2021-06-01 18:16:35 +02:00
Philip Rebohle 6462174c13
[dxvk] Support multi-plane formats in copyImageToBuffer 2021-05-30 19:42:43 +02:00
Philip Rebohle 86542248df
[dxvk] Support multi-plane formats in copyBufferToImage 2021-05-30 19:42:43 +02:00
Joshua Ashton f0c1e89443 [d3d9] Handle zero-sized draws
These return S_OK, because ofc they do.
2021-05-05 19:25:46 +01:00
Joshua Ashton 0f52c85d21 [d3d9] Account for vertex declaration size for UP draws
The stride may not give us the full picture here as the stride
may not encompass the vertex declaration entirely.

Consider a vertex declaration of size 20, and a stride of 12,
we may not have covered the whole range of space the draw wants with
VertexCount * Stride.

Some games such as FF13 Lightning Returns have two float3s in the vertex decl
and draw two triangles with the last float being out of bounds. This causes
the whole vertex element to be set to 0 on NVIDIA which breaks their fullscreen passes.

Instead, take (VertexCount - 1) * Stride + VertexDeclSize for the buffer size
and pad with 0s outside of the VertexCount * Stride range.

Closes: #2046
Closes: #1908
2021-05-05 19:25:46 +01:00
Robin Kertels 525fd53bbc [d3d9] Fix FlushBuffer
Use stored mapped slice and use correct dst offset.
2021-04-23 18:06:29 +01:00
Robin Kertels da23771df4 [d3d9] Remove unused variable 2021-04-23 18:06:29 +01:00
Robin Kertels 13f53531e5 [d3d9] Fix offset in UpdateSurface 2021-04-22 20:18:50 +01:00
Robin Kertels 0bc8b0b33a [d3d9] Align pitch to 4 2021-04-22 17:44:58 +01:00
Robin Kertels 03f5893011 [d3d9] Remove implicit discard 2021-04-22 17:44:58 +01:00
Robin Kertels b9512a4063 [d3d9] Only copy dirty parts of managed/sysmem resources 2021-04-22 17:44:58 +01:00
Robin Kertels 4261ff6ec1 [d3d9] Use staging buffer for managed copies 2021-04-22 17:44:58 +01:00
Robin Kertels bb11d7dee8 [d3d9] Refactor AllocUpBuffer so it can be used for managed uploads 2021-04-22 17:44:58 +01:00
Robin Kertels 8cc0c9a0f1 [d3d9] Clamp dirty buffer range
And always maintain dirty range.
2021-04-22 17:44:58 +01:00
Philip Rebohle c3feea2bce [dxvk] Make samplerAnisotropy feature optional 2021-04-04 20:01:30 +01:00
Philip Rebohle 0a787683b6 [dxvk] Don't require shaderStorageImageExtendedFormats
No real reason to, not sure why we did this in the first place.
2021-04-04 20:01:30 +01:00
Robin Kertels d17f62902d [d3d9+util] Remove AllowLockFlagReadonly option 2021-03-22 17:43:07 +00:00
Robin Kertels dba7525954 [d3d9] Mark non default resources as dirty by default 2021-03-22 17:43:07 +00:00
Robin Kertels 8159e87331 [d3d9] Fix some issues with dirty box handling
- The dst texture in UpdateSurface must be in D3DPOOL_DEFAULT
  which doesn't do dirty tracking. So we don't need to
  call AddDirtyBox there.
- Clear DirtyBox when we flush managed textures with EvictManagedOnUnlock.
- Do nothing in AddDirtyBox for D3DPOOL_DEFAULT textures
2021-03-22 17:43:07 +00:00
Robin Kertels cb5f8aa392 [d3d9] Properly scale dirty box 2021-03-22 17:43:07 +00:00
Robin Kertels 3f57a3a8cc [d3d9] Use buffer DirtyRange to track managed uploads 2021-03-22 17:43:07 +00:00
Robin Kertels 4f45e74d96 [d3d9] Improve naming of texture dirty flag and dirty boxes 2021-03-22 17:43:07 +00:00
Robin Kertels 6f139791d2 [d3d9] Improve naming of buffer flags and ranges 2021-03-22 17:43:07 +00:00
Philip Rebohle e3b92bcfac
[dxvk] Add conservative rasterization mode to rasterizer state 2021-03-13 20:22:32 +01:00
Joshua Ashton 31063252eb
[d3d9] Don't implicit discard if read locked 2021-02-28 15:06:23 +00:00
Joshua Ashton 741070785a
[d3d9] Allow implicit discard for all backed buffers 2021-02-28 13:01:00 +00:00
Joshua Ashton 8c2ec5d9c9
[d3d9] Clean up resource locking code 2021-02-27 20:15:39 +00:00
Joshua Ashton e8fc7ea23a
[d3d9] Add d3d9.allowImplicitDiscard option 2021-02-27 20:08:57 +00:00
Joshua Ashton 50d223e614
[d3d9] Add option to use device local memory for constant buffers
Useful for testing performance.
2021-02-27 19:29:52 +00:00
Robin Kertels eec4481ca0 [d3d9] Fix various issues in UpdateTexture
- Skip copies for empty or invalid rects
- align up the extent
- use util functions to slightly clean up the code
2021-02-27 17:31:15 +00:00
Philip Rebohle dcf4599c98 [d3d9] Use ATTACHMENT_OPTIMAL layout for render targets
Significantly improves GPU-bound performance on RADV in a number of games.
2021-02-26 05:02:32 +00:00
Robin Kertels ec5c324643 [d3d9] Mark generated mip maps as dirty 2021-02-14 23:55:00 +00:00
Robin Kertels 021ffe7350 [d3d9] Regenerate auto mip gen textures in UpdateTexture
.. instead of copying them
2021-02-14 23:55:00 +00:00
Robin Kertels 338f6dfb0e [d3d9] Track dirty regions for UpdateTexture 2021-02-14 23:55:00 +00:00
Philip Rebohle 4f184b3424 [d3d9] Mark images as shared if necessary 2021-02-14 04:00:02 +01:00
Joshua Ashton fcaab6aa46
[d3d9] Expose adapter/backbuffer formats properly
Matches native behaviour in my testing.
2021-02-06 08:57:32 +00:00
Robin Kertels 60a2aeb6ef [d3d9] End query before the stall heuristic flush 2021-01-07 21:19:28 +00:00
Robin Kertels 0f933fee8b [d3d9] Extend query stall tracking to other query types 2021-01-07 21:19:28 +00:00
Joshua Ashton 65635b23c1 [d3d9] Always slightly bias viewport, regardless of size
Since we got TRUNC_COORD on RADV, we always need to bias this now.

Closes: #1854
2020-12-14 03:51:49 +00:00
Joshua Ashton 6a63f4af56 [d3d9] Enable null descriptors for D3D9 2020-11-24 16:17:36 +00:00
Joshua Ashton 3e65c2bb87 [d3d9] Reduce copying around of shader metadata at Create time 2020-09-11 21:49:14 +01:00
Robin Kertels 89d36e1d7f [d3d9] Handle edge cases around implicit discard 2020-08-15 05:45:01 +01:00
Robin Kertels b28a7353bb [d3d9] Do implicit discard when locking system memory resources 2020-08-10 00:09:29 +01:00
Joshua Ashton ad6b91d84a [d3d9] Flush and synchronize to cs before format conversion
Fixes a race when DISCARD is used
2020-08-07 10:56:26 +01:00
Joshua Ashton f1aa80dab9 [d3d9] Don't private reference additional swapchains 2020-08-07 10:56:26 +01:00
Robin Kertels 2714cb952d [d3d9] Extend dirty tracking to render targets
Ensures we copy a dynamic default pool texture to its
mapping buffer after the device renders to it.
2020-07-20 18:36:20 +01:00
Robin Kertels 291f7e05bc [d3d9] Fix uninitialized BufferHandle when discarding mapped buffer
Co-authored-by: Christopher Egert <cme3000@gmail.com>
2020-06-15 03:26:47 +01:00
Joshua Ashton 9525f53d00 [d3d9] Only enable FETCH4 when POINT sampling
Closes #1660
2020-06-14 00:38:36 +01:00
Joshua Ashton 67f01631fa [d3d9] Clear dirty range when discarding buffers 2020-06-11 05:58:17 +01:00
Robin Kertels 7389da29be [d3d9] Discard mapped buffer if it's currently in use 2020-06-11 05:53:33 +01:00
Robin Kertels 5d5ec2aa77 [d3d9] Remove IsUploading from CommonTexture
This was always true on subsequent Lock calls.
The first lock was handled by the 'freshly allocated fast path' anyway.
2020-06-11 05:53:33 +01:00
Joshua Ashton e6ed8dab63 [d3d9] Perform tracking for preloaded managed resources 2020-06-11 05:53:33 +01:00
Joshua Ashton 7e72010302 [d3d9] Upload managed resource if needed before mip gen 2020-06-11 05:53:33 +01:00
Joshua Ashton b1bd3597a4 [d3d9] Implement PreLoad for buffers + textures 2020-06-11 05:53:33 +01:00
Joshua Ashton 68ae3f4376 [d3d9] Return D3D_OK when unlocking not locked textures
Matches D3D9 behaviour
2020-06-05 23:46:33 +01:00
Joshua Ashton 124023bac5 [d3d9] Add read-only check to uploading managed textures on Lock 2020-06-05 23:33:00 +01:00
Joshua Ashton ed5cbb99b6 [d3d9] Mark managed for upload in Lock rather than Unlock
Fixes Nekopara properly.

Also refactor some locking checks
2020-06-05 23:29:23 +01:00
Joshua Ashton 86e8315416 [d3d9] Revert Nekopara hacks 2020-06-05 23:15:10 +01:00
Joshua Ashton d39cf31189 [d3d9] Implement uploadAllManagedSubresources option
Nekopara locks mip 1, then unlocks mip 0 and expects it to upload all the mips.
2020-06-05 02:34:44 +01:00
Joshua Ashton 5558460853 [d3d9] Don't mark lock on DONOTWAIT path
Fixes some issues in some games using this feature.
2020-06-01 15:52:25 +01:00
Joshua Ashton c03eaf2de7 [d3d9] Hook up auto gen mip filter 2020-05-27 10:12:43 +02:00
Joshua Ashton 7cd46e72e9 [dxvk] Add filter type to generateMipmaps 2020-05-27 10:12:43 +02:00
Joshua Ashton 561254b51d [d3d9] Support RENDERTARGET and AUTOGENMIPMAP together
Fixes funky water in Trackmania
Closes #1642
2020-05-27 09:03:58 +01:00
Joshua Ashton d8381dab8d [d3d9] Fix a typo when unmarking autogen mips 2020-05-26 18:57:28 +01:00
Joshua Ashton 1a920f44ea [d3d9] Rename GenerateMips to EmitGenerateMips 2020-05-26 18:50:34 +01:00
Joshua Ashton fabe7b5d59 [d3d9] Check if needs mip gen in GenerateTextureMips
There could be duplicate indices!
2020-05-26 18:49:17 +01:00
Joshua Ashton 6c030afc95 [d3d9] Update device tracking when manually autogenning mips
Avoids some needless generations potentially.
2020-05-26 18:48:42 +01:00
Joshua Ashton e57aea5749 [d3d9] Track and defer mipmap generations
Turns out we need to track this crap and generate at draw time and handle a bunch of other wacky cases for it...

Bah.

Fixes #1642
(The funky water.)
2020-05-26 18:42:53 +01:00
Christopher Egert 67b1ee4f9b [d3d9] Only allow ColorFill on surfaces in D3DPOOL_DEFAULT
Both nine and native nvidia d3d9 seems to do this,
this fixes a crash in spacemail by xplsv.
2020-05-25 13:33:12 +01:00
Joshua Ashton 4e1ee5bf39 [d3d9] Normalize projection spec constant further
Only include those used in the pixel shader and are bound.
2020-05-25 06:13:21 +01:00
Joshua Ashton 8fdf9e67d3 [d3d9, dxso] Implement FETCH4 2020-05-25 06:13:21 +01:00
Joshua Ashton 8e7df31878 [d3d9] Correct resolve offset regions for intermediate StretchRect resolves
We don't want to use the dst info for these, given the blit will do that.

Partially fixes #1637
2020-05-22 11:13:07 +02:00
Joshua Ashton e2ad3b1b20 [d3d9] Improve sampler anisotropy normalization 2020-05-21 08:58:39 +01:00
Robin Kertels 724d0fc0b2 [d3d9] Set scissor to the viewport if that's smaller
Fixes #1608
2020-05-13 18:53:11 +01:00
Joshua Ashton 774f74cd36 [d3d9] Only dirty ff pixel shader if set texture is in PS binding range 2020-05-07 16:14:11 +01:00
Joshua Ashton 27b9736626 [d3d9] Dirty fixed function pixel shader on texture type change
Fixes #1603
2020-05-07 16:09:58 +01:00
Joshua Ashton b2f6885e55 [d3d9] Make texture stage state args mask easier to read 2020-05-07 15:37:05 +01:00
Joshua Ashton a6771daf49 [d3d9] Unbind depth image views on device reset 2020-05-07 15:35:48 +01:00
Joshua Ashton 42deab0d60 [d3d9] Cleanup SetStateTextureStageState dirty flags 2020-05-07 14:50:26 +01:00
Joshua Ashton f88f424da4 [d3d9] Convert border color to float in CS thread
It's cheaper to look up sampler keys this way
2020-05-07 13:11:59 +01:00
Philip Rebohle 5fd361757b
[d3d9] Disable old border color hack if custom border colors are supported 2020-05-04 20:18:44 +02:00
Philip Rebohle 263865cf28
[d3d9] Enable custom border color features if available 2020-05-04 19:46:57 +02:00
Joshua Ashton 4699d4162a [d3d9] Implement swapchain containers for surfaces
Fixes a crash in L.A. Noire.

Closes #1564
2020-04-13 01:42:30 +01:00
Joshua Ashton 6e5e50c359 [d3d9] Optimize hazard tracking in the SetTexture case
We don't need to perform DS/RT hazard tracking updates if the texture we replaced and ourselves do not have those usages.
2020-04-09 15:29:41 +01:00
Joshua Ashton 9b4cd8aa87 [d3d9] Remove texMask from UpdateActiveHazardsRT
This is an invalid optimization and leads to render hazards being dropped

Our hazard tracking for render targets is done in render target indices as opposed to texture indices for depth stencil tracking so `texMask` doesn't work for that reason, and the fact that even if it did, there is no relationship to an individual texture and a render target index that has a hazard.
2020-04-09 15:29:41 +01:00
Joshua Ashton 83e03ac9d8 [d3d9] Make COPM render state unlikely
This is only ever called once per game and we don't support it anyway
2020-04-05 06:27:14 +01:00
Joshua Ashton 92031a7bac [d3d9] Fix dumb typo in ATOC handling 2020-04-03 21:13:15 +01:00
Joshua Ashton 457c0c3021 [d3d9] Fix state sometimes not being set in SetRenderState
Previously this prevented us disabling AlphaToCoverage once the application enabled it.
2020-04-03 07:52:35 +01:00
Joshua Ashton bb2e88ee06 [d3d9] Fix crash when calling ColorFill with NULL format
Impacts #1528
2020-03-25 07:23:17 +00:00
Joshua Ashton a9339ae832 [d3d9] Fix depth hazard case for write + read
Closes #1519
2020-03-20 14:23:29 +01:00
Joshua Ashton 021c593ad8 [d3d9] Use all heaps when determining initial texture memory
Matches behaviour on Windows 10

Merges #1436
2020-03-18 19:40:01 +00:00
Joshua Ashton a9040c5cce [d3d9] Allow multisampled depth stencil resolves in StretchRect
Fixes a crash in some Source 2 titles
2020-03-18 04:59:27 +00:00
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
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 a432befa8d [d3d9] Add RT suffix to current hazard tracking
We can have DS hazards...
2020-03-09 00:23:22 +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 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 c07f8c941c [d3d9] Delegate VCACHE check to QuerySupported
Fixes a failing Wine test
2020-02-28 00:59:44 +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 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 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
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 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 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 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
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 4291bc9dfb [d3d9] Reupload fixed func ps data if stage constant changes
Closes #1420
2020-02-08 16:33:47 +00:00
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
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 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 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 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 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 9b486515fa [d3d9] Allow StretchRect BC -> BC format without stretch 2020-01-25 00:31:45 +00:00
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 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
Joshua Ashton 7d0ddc4b3b [d3d9] Remap texture stage state types onto our own enum
Fits us nicely into a dword for captures while not exclusing D3DTSS_CONSTANT
2020-01-23 02:05:09 +00:00
Philip Rebohle 296aacb23e [d3d9] Return specific image view from GetSampleView
Lets us have pick the sRGB-ness of the view in one place. Needed
for the next patch.
2020-01-17 17:47:08 +01:00
Philip Rebohle 905d69e77b [d3d9] Don't pass format mapping to D3D9CommonTexture
Instead, infer it from the format. This is basically being done
already, however the mapping we pass in is not correct if the
image format is Unknown.
2020-01-17 17:47:08 +01:00
Joshua Ashton e5df573292 [d3d9] Add AreFormatsSimilar helper 2020-01-17 05:55:47 +00:00
Joshua Ashton 9e5e4c1cfc [d3d9] Don't mark for hazards if we aren't rendering to mip 0 2020-01-16 03:04:58 +00:00
Joshua Ashton 7c53a997ef [d3d9] Keep subresource views in subresources, defer creation until needed
Avoid creating a bunch of views that we probably don't need whenever a texture is created
2020-01-16 03:00:31 +00:00
Joshua Ashton 9647e449d2 [d3d9] Remove redundant logging from SetDialogBoxMode
This path doesn't error anyway...
2020-01-10 04:30:02 +00:00
Philip Rebohle 79fcaa9fba [d3d9] Remove unused variable from D3D9DeviceEx::Clear
Fixes a compiler warning.
2020-01-09 18:06:58 +00:00
Joshua Ashton 47555f1dda [d3d9] Add GetSurfaceExtent helper 2020-01-09 03:29:58 +00:00
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
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
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
Improves performance in Halo CE.
2019-12-22 19:05:22 +00:00
Joshua Ashton 5cc0fd5c25 [d3d9] Simplify SetViewport
pViewport == nullptr is illegal
2019-12-18 23:18:01 +00:00