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[d3d8] Adjust d3d8 device capabilities #163
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In addition to the above, I have also gone through all the capability flags exposed by d9vk which are not part of the d3d8 spec (or header files) and removed those for safe measure. I don't think any app should be affected by them, as they are set on higher bit ranges in the corresponding DWORDs, but we are now advertising things more like a native d3d8 layer anyway. Whatever was d3d8 exclusive or otherwise relevant, I have documented in #164. |
D3DPRASTERCAPS_ZBIAS is apparently required by UE2.x titles in order to enable character shadows, we just hadn't noticed it. UT2004 shadows are now rendered with this PR. |
I downloaded and tried the build artifacts from the GitHub Actions workflow. I can now also confirm that character shadows finally work in Unreal Tournament 2004 with this patch. :-) |
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Wrote a test to for the d3d9 specific capabilities I have removed. Here are the results for WineD3D:
@Blisto91 will soon share the output on native AMD. |
Well, this is certainly interesting...
Native AMD does report a few, including D3DPRASTERCAPS_DEPTHBIAS, which is obviously wrong, since its direct D3D8 corespondent is D3DPRASTERCAPS_ZBIAS... |
Intel:
NVIDIA:
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CardCaps.xls EDIT: @cdragan do you have any plaintext/database/table from your old d3dcaps website? It's the only place I found with dx8-api info |
Hi @mirh, unfortunately that database died many years ago when I lost access to the server on which the website was hosted. You are probably aware that there's an excellent website now gpuinfo.org, unfortunately it does not host information about D3D. |
Thanks for sharing it. While it's interesting for historical purposes, the relevant thing to consider today is what native drivers are (still) reporting, and we have tests for that. |
Native drivers today may actually report different things from native drivers 20 years ago, let alone that there's the ever looming XP-Vista boundary to consider. |
There's no VS Version 1.4, specs say it caps out at 1.1 and this is also what WineD3D reports. Not sure if it affects anything, but we should report it correctly anyway.
Also exposed D3DPRASTERCAPS_ZBIAS which is not included in d3d9, but is present in d3d8 and should be flagged as supported. This (namely its absence) is apparently what was causing the Squad Shadows related crash in Star Wars: Republic Commando. Fixes #41.
P.S. Also added some tests for the above and more in d8vk-tests.