-
Notifications
You must be signed in to change notification settings - Fork 2.2k
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
d3d9: Support blitting depth on frame switch #8535
Conversation
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] |
e0b83f2
to
d421f5a
Compare
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.
d421f5a
to
623448f
Compare
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... |
I suggest merge this change first. |
Well, alright. D3D9 is only a backup solution anyway, OpenGL is recommended where possible. |
d3d9: Support blitting depth on frame switch
A user has reported that on their (probably old) hardware, this caused significantly bad performance: Probably going to lump this into "slow buffer effects". -[Unknown] |
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]