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Upstream: D3D8 fixes that should be applied to D3D9 or DXSO too #44

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AlpyneDreams opened this issue Nov 5, 2022 · 5 comments
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upstream Related to upstream or D3D9 issues, PRs, and code.

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@AlpyneDreams
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It's possible some of the fixes in d8vk are accounting for weird behavior in d9vk / dxso but not D3D9. There may be a couple of these as D3D9 also supports vs1.1 and ps1.4.

See #43 for one possible example. D3D9 docs state that replicate swizzle should be used but DXSO seems to allow arbitrary swizzles, which may either be fixing games or breaking them.

@AlpyneDreams AlpyneDreams added the upstream Related to upstream or D3D9 issues, PRs, and code. label Nov 6, 2022
@AlpyneDreams
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#68 - AL16, R16, L16, AR16

@AlpyneDreams AlpyneDreams changed the title D3D8 fixes that should be applied to D3D9 or DXSO too Upstream: D3D8 fixes that should be applied to D3D9 or DXSO too Mar 4, 2023
@AlpyneDreams
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AlpyneDreams commented Mar 4, 2023

There's a possibility that equivalent functionality to f974535 (EndScene on Reset) might want to be added to d3d9 if that's how Microsoft d3d9 behaves.

Edit: Done with #204

@WinterSnowfall
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There's a possibility that equivalent functionality to f974535 (EndScene on Reset) might want to be added to d3d9 if that's how Microsoft d3d9 behaves.

The trace included with doitsujin#2184 seems to suggest that is the case, albeit I expect most d3d9 games to behave properly and not rely on it.

@AlpyneDreams
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AlpyneDreams commented Apr 28, 2023

  • b2b89ee - [d3d9] Initialize m_mapFlags to 0
  • 4a7c627 - [dxso] Implement bem instruction

@AlpyneDreams
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Since d8vk has been upstreamed and this issue is only tracking #43 and #68 now I can close it and just deal with those on their own.

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