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[d3d9] Handle remaining edge cases of Discard & Lockable #4176

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merged 4 commits into from
Sep 4, 2024

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K0bin
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@K0bin K0bin commented Jul 30, 2024

A bunch of edge cases we weren't handling properly.
This is gonna need some testing.

In theory we could also use VK_STORE_OP_DONT_CARE for discardable depth stencil surfaces but I don't think that's worth the additional complexity. Tracking the load op is already a bit of a mess. Games don't really use discardable depth stencil surfaces all that much and it would only help tilers anyway as far as I know.

@K0bin K0bin added the d3d9 label Jul 30, 2024
@Blisto91
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Blisto91 commented Aug 2, 2024

Tested with 9 random d3d9 games of varied engines so far, not seen any issues. Tested on Nvidia.

@K0bin K0bin force-pushed the discard-lockable-cleanup branch from 5b87402 to 42b43b0 Compare August 30, 2024 12:47
@misyltoad
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Looks fine

@misyltoad misyltoad merged commit daccde7 into doitsujin:master Sep 4, 2024
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@K0bin K0bin deleted the discard-lockable-cleanup branch September 4, 2024 22:38
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4 participants