18 December 2017, 15:48 | #241 |
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18 December 2017, 16:44 | #242 |
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Thanks Toni, much better now.
I noticed shader scaling (1x, 2x, 3x, 4x) is not yet implemented, only 1x works normaly, otherwise the image gets a Top-Left positioned shrink. If this works then at least most of the CRT shaders should do OK. |
18 December 2017, 18:42 | #243 | |
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18 December 2017, 21:25 | #244 | |
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As soon as I configure sync settings, the glitching starts (also with Beta 10 btw, but less than Beta 13). Also with the 60 figures between brackets, so that figure probably doesn't say anything about the issue indeed. Glitching occurs for Paula and Toccata settings when doing the AHI sound test. No glitching experienced for UAE (AHI) mode. The glitching is worse with the latest Beta (13) ("-" for sync) and I now have to fall back to Double buffering. Very nasty thing to get a grip on, because it seems very specific for my config... |
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18 December 2017, 22:13 | #245 | |
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I don't know what goes wrong because all parameters are identical (compared to D3D9). Probably something is needed to describe output size or something that works differently in D3D11. MSVC graphics debugger (which records all the data and allows to examine it later. Very useful.) shows that shaders get original size Amiga texture but output texture (which is 2x/4x larger) only has original Amiga size area filled in top/left corner. It should have been upscaled by the pixel shader. |
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19 December 2017, 02:03 | #246 |
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Ciao Toni, beta 11/12/13 RTG systems with "DirectDraw" they crash
Last edited by AMIGASYSTEM; 21 December 2017 at 22:43. |
19 December 2017, 09:44 | #247 |
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Toni, falling back to d3d9 in Windows7 with beta 13 even in 32bit mode. Beta 12 works in 32 bit.
Attaching logs. |
19 December 2017, 12:17 | #248 |
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19 December 2017, 16:01 | #249 |
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2x/3x/4x option fixed. (ViewPort change was missing, RSSetViewports(), quite obvious reason..)
EDIT: "function"s are not supported ("texture shader", tx_1_0), there does not seem to be D3D11 replacements for D3DXFillTextureTX()/D3DXFillCubeTextureTX()/D3DXFillVolumeTextureTX() Last edited by Toni Wilen; 19 December 2017 at 21:34. |
19 December 2017, 16:05 | #250 |
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19 December 2017, 18:23 | #251 |
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Thanks to you Toni
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20 December 2017, 19:33 | #252 |
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http://www.winuae.net/files/b/winuae_3600b14.7z
http://www.winuae.net/files/b/winuae64_3600b14.7z Beta 14: Direct3D11 mode should be mostly complete now. - D3D11: lower hardware levels are supported again. (broke in previous beta) - D3D11: if Windows 7 and DXGI 1.1+ is not detected, show message that asks to install Platform Update (KB2670838). WinUAE requires DXGI 1.1. DXGI 1.0 won't be supported. (Confirmed on VM that Win7SP1 iso install + optional KB2670838 from Windows Update without installing any other updates is enough to use D3D11 mode) - D3D9 low latency vsync was reverted to normal vsync if default.uae was missing or default.uae enabled D3D11 mode. - D3D11 custom fx shader support implemented. - D3D11 supports most existing D3D9 fx shaders by in-memory string renaming: technique -> technique10 and ps_2_0/ps_3_0 -> ps_4_0_level_9_3 and vs_2_0/vs_3_0 -> vs_4_0_level_9_3. For some reason D3D11 effect compiler ignores D3D9 technique format but nearly everything else is supported. D3DCompiler_46.dll or D3DCompiler_47.dll required. - D3D9 and D3D11: if shader fx file does not have combineTechique but has at least one technique: automatically select first technique as combineTechique. - D3D11 mode GUI D3D shader list is only shown if D3DCompiler_46.dll or D3DCompiler_47.dll is available. - D3D11 in 16-bit mode but 16-bit not supported: switch to 32-bit instead of falling back to Direct3D 9. - DirectDraw + UAERTG caused crash (earlier betas) - Use 391078-01 CIA in A600 Quickstart. It seems most (all?) A600s have -01 revision, A1200/A4000 can have -01 or -02. - If Direct3D 11 is selected as default, also select 32-bit as default depth. D3D11 custom shader note: texture shaders (tx_1_0) are not implemented. D3D11 replacements for D3DXFillTextureTX()/D3DXFillCubeTextureTX()/D3DXFillVolumeTextureTX() D3D9X functions don't seem to exist. (But fx compiler supports "tx_1_0" shader target so perhaps they are hiding somewhere..) |
21 December 2017, 10:09 | #253 |
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Works very nice as far as I could test so far.
One thing I'm noticing in D3D11 mode is that I cannot lower the soundbuffer below 6 or sound gets crackling. In D3D9 mode I can set the buffer to 1 without it causing issues. (This is on Windows 10 with GTX1070) Do you still have plans for low latency vsync / single buffering in D3D11 mode? |
21 December 2017, 19:18 | #254 | ||
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22 December 2017, 14:20 | #255 | |
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and call CreateSwapChainForHwnd(). [How would the equivalent of CreateSwapChainForHwnd() be achieved with DXGI 1.1?] |
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22 December 2017, 16:53 | #256 |
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It should have said platform update adds 1.2 support. 1.1 and older won't be supported.
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22 December 2017, 17:30 | #257 | |
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(I think this can also enable use of GetFrameLatencyWaitableObject() later..) EDIT: "no buffer" now enables DXGI_SWAP_EFFECT_DISCARD (blit model swapchain instead of flip model) so that flipping can be immediate, even when not in vblank. Last edited by Toni Wilen; 22 December 2017 at 18:54. |
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25 December 2017, 08:51 | #258 |
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Sorry to distub,
but is it normal that older fx shaders display so badly with dx11 ?? Which others shaders will be perhaps supported ?? Sorry if you explained it before but there is some technical language i missed in your posts. ps:X1X2X3X4 doesn't work for me (diplayed gfx bigger than the screen). I'm late, i know. |
25 December 2017, 10:01 | #259 |
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Not enough information.
EDIT: 1) attach fx file 2) attach config 3) attach winuaelog.txt. Last edited by Toni Wilen; 25 December 2017 at 15:05. |
25 December 2017, 21:26 | #260 | |
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Testing winuae.exe 2017-12-23 21:11 on Windows 10 1709, AMD FirePro W5100 in D3D11 mode: - With "No buffering" vsync is now forced in full-window mode. Before (with 3.6.0b14) there was tearing in full-window mode with No buffering. - With "Double buffering" there is still tearing in full-window mode (same as 3.6.0b14). - Still in full-window mode, running emulation with double buffering, opening setttings, changing to no buffering and continuing emulation results in the previous image remaining static on-screen but sound playing. So emulation runs but the display is not updated at all. Last edited by mark_k; 25 December 2017 at 21:34. |
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