07 November 2017, 16:21 | #81 |
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Great, single line mode is fixed for me also. Same result on both AMD and NVidia. Thanks mark_k for investigating
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08 November 2017, 09:26 | #82 |
Moon 1969 = amiga 1985
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hello Toni,
do you think you could implement vulkan too ??? I ask because i will never use win10.More or less vulkan = dx12 but doesn't need win10 to work. https://en.wikipedia.org/wiki/Vulkan_(API) |
08 November 2017, 09:41 | #83 |
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No, it would not help, it would be actually more painful, like D3D12, it is low level 3D API, pointless for this purpose. (2D rendering only needs 2 triangles and single texture..)
The point is not about 3D API but much better control of latency and frame flip timing (and some other nice to have things that D3D9 didn't have) which means use of DXGI and to support it, you need to use rendering API that is on top of DXGI, which requires D3D10 or newer and D3D10 is already obsolete. D3D11 does not need Win10. It is Win7+. Also I said previously, this is from scratch implementation with all the compatibility garbage tossed out and it won't come back. Buy a new PC or keep using D3D9. EDIT: D3D12 is Win10+ only. But both D3D11 and D3D12 are supported, D3D12 is only recommended if you really want to do everything yourself, all the details. Last edited by Toni Wilen; 08 November 2017 at 10:29. |
08 November 2017, 10:01 | #84 |
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I tried D3D11 in the latest beta and it works in fullscreen & windowed - providing there is no vsync mode active. I just want to confirm this is correct behaviour?
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08 November 2017, 11:05 | #85 |
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Yes. Vsync is not yet supported (except if gsync/freesync which does it automatically). Filter scaling adjustments will be implemented next, vsync comes later.
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08 November 2017, 11:48 | #86 |
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Great, thanks Toni!
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08 November 2017, 18:24 | #87 |
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Filter position/size (and related options like autoscale etc) are now enabled in D3D11 mode.
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08 November 2017, 19:15 | #88 |
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Great. (Can you push the latest code to github?)
Changing point<->bilinear doesn't work on-the-fly. With D3D9, even with settings window still open you can see the display change immediately as you change the setting. With D3D11 even after changing setting and closing the settings window, there is still no change. For the change to take effect you have to e.g. switch from windowed to full-window or vice versa. |
08 November 2017, 19:26 | #89 |
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You should see the obvious reason why it currently can't work on the fly if you check how it works with D3D9 vs D3D11
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08 November 2017, 19:36 | #90 |
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Currently you do this:
static const D3D_FEATURE_LEVEL levels[] = { D3D_FEATURE_LEVEL_11_1, D3D_FEATURE_LEVEL_11_0 }; ... result = pD3D11CreateDevice(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, cdflags, levels, 2, D3D11_SDK_VERSION, &d3d->m_device, NULL, &d3d->m_deviceContext); The MSDN page about D3D11CreateDevice says: "If you provide a D3D_FEATURE_LEVEL array that contains D3D_FEATURE_LEVEL_11_1 on a computer that doesn't have the Direct3D 11.1 runtime installed, this function immediately fails with E_INVALIDARG." So D3D11CreateDevice() will fail on machines which don't have the D3D 11.1 runtime. That includes: - Windows Vista or Server 2008 with KB971512 platform update providing D3D 11.0 runtime - Windows 7 without KB2670838 platform update To avoid failing unnecessarily, you could change the above code to static const D3D_FEATURE_LEVEL levels[] = { D3D_FEATURE_LEVEL_11_0 }; ... result = pD3D11CreateDevice(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, cdflags, levels, 1, D3D11_SDK_VERSION, &d3d->m_device, NULL, &d3d->m_deviceContext); Or do that if the initial 11_1/11_0 call fails. |
08 November 2017, 19:38 | #91 |
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Even if it can't work on-the-fly, after the user closes the settings window can you re-initialise the display so the new setting takes effect, without needing to change windowed/full-window/full-screen mode back and forth?
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08 November 2017, 19:44 | #92 |
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"CURRENTLY can't work". Whats the hurry with so minor option?
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09 November 2017, 07:41 | #93 |
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I understand your choice, just hope winuae will support win7 the more longer possible. My pc can handle dx11, no problem.
But i'm allergic about win10 that's all. |
09 November 2017, 10:21 | #94 |
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Windows 7 does support Direct3D 11. You probably need to install the platform update for the current beta WinUAE to work in D3D11 mode.
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11 November 2017, 20:36 | #95 |
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Scanlines, masks and overlays are now supported in D3D11 mode and shaders are now built-in. I think experimental label can be removed now.
Custom shader support can wait. |
16 November 2017, 05:55 | #96 |
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Sorry guys but where the beta is available ???
Is it the beta7 29.10.2017 ?? I hope this is not the good beta ??? I have this error with this one (winuaelog.txt) : D3D11 init start D3D11 CreateDXGIFactory4 80004002 EVALEXCEPTION! If it's the good beta, i can post all logs. my system: windows 7 and KB2670838 installed dxdiag show no problem with dx11. geforce gtx970 nvidia pilote 385.54 it detect dx11 and a functionality level direct3d : 11_1 Perhaps i did something wrong ?? edited: thank you guys for your help, launches now. Last edited by turrican3; 17 November 2017 at 04:51. Reason: i edited for not polluate the thread with my thanks. |
16 November 2017, 09:43 | #97 | ||
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Quote:
Also don't forget to unpack the shaders as mentioned in the change log for beta 7. Also make sure vsync is disabled (it's not yet implemented). If it then still does not work, attach your logs and config so Toni can take a proper look. Quote:
Last edited by Dr.Venom; 16 November 2017 at 10:54. Reason: Required use of winuae.7z added per Toni's comment |
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16 November 2017, 10:49 | #98 |
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This thread requires use of winuae.7z which has multiple changes since latest beta. (Better win7 compatibility, fullscreen switching improved, shaders are built-in etc..)
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16 November 2017, 12:19 | #99 | ||
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Quote:
I guess this is because of development status, but to be sure, calling the GUI in full-screen mode causes the game screen to go black, when exiting GUI screen stays black. You have to change e.g. full-screen to full-window and back or go from scanlines to double or single line mode to get the screen to display again in full-screen mode. This doesn't happen in Full Window. Quote:
Are vsync and low latency swapchain tied to eachother, or are you planning them in two development stages? |
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16 November 2017, 16:38 | #100 | ||
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Quote:
Also for some unknown reason any scaling values are ignored when fullscreen opens (and calling updatebuffers() does nothing, all the parameters are exactly correct), minimizing and restoring fixes it. Quote:
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