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d3d9: Support blitting depth on frame switch #8535

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merged 1 commit into from
Jan 31, 2016

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unknownbrackets
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Can be optimized more, but this makes Jeanne d'Arc work in D3D9 now. Not sure why it didn't work before. Will probably help #6497 for d3d9 as well.

-[Unknown]

@daniel229
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Still broken.
4

@unknownbrackets
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Is it the same before and after, or different? Hmm, in any case, this pull request definitely fixes Jeanne d'Arc. Maybe there are other issues affecting that game too...

-[Unknown]

@unknownbrackets
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Oh wait, I committed with a test to make sure I had the right / wrong bits. D'oh. Sorry, try now.

(I tried copying the other 24 bits, just to be sure... they both seem to make Jeanne work, but I'm pretty sure it's the small-endian low 24 bits I want.)

-[Unknown]

Can be optimized more, but this makes Jeanne d'Arc work in D3D9 now.  Not
sure why it didn't work before.
@daniel229
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still broken.

This is the master build.
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@hrydgard
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This is a very slow method - I would be afraid of performance regressions in games that happen to trigger depth copies even though they don't need it - though I'm not sure how common that is...

@sum2012
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sum2012 commented Jan 31, 2016

I suggest merge this change first.
At least better a little then in the master

@hrydgard
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Well, alright. D3D9 is only a backup solution anyway, OpenGL is recommended where possible.

hrydgard added a commit that referenced this pull request Jan 31, 2016
d3d9: Support blitting depth on frame switch
@hrydgard hrydgard merged commit a1ff899 into hrydgard:master Jan 31, 2016
@unknownbrackets unknownbrackets deleted the d3d9-depth branch January 31, 2016 15:09
@unknownbrackets
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A user has reported that on their (probably old) hardware, this caused significantly bad performance:
http://forums.ppsspp.org/showthread.php?tid=1272&pid=114983#pid114983

Probably going to lump this into "slow buffer effects".

-[Unknown]

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4 participants