Update to spice2x-26-02-17 (pre-apply)
> broken commit
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@@ -4,6 +4,7 @@
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#include <mutex>
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#include "avs/game.h"
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#include "games/gitadora/gitadora.h"
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#include "hooks/graphics/graphics.h"
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#include "overlay/overlay.h"
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#include "util/flags_helper.h"
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@@ -36,6 +37,14 @@ constexpr bool CUSTOM_RESET = false;
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constexpr D3DFORMAT D3DFMT_DF24 = static_cast<D3DFORMAT>(MAKEFOURCC('D', 'F', '2', '4'));
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auto format_as(D3DPOOL f) {
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return fmt::underlying(f);
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}
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auto format_as(D3DFORMAT f) {
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return fmt::underlying(f);
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}
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std::string usage2s(DWORD dwUsage) {
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FLAGS_START(dwUsage);
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FLAG(dwUsage, D3DUSAGE_RENDERTARGET);
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@@ -241,8 +250,16 @@ HRESULT STDMETHODCALLTYPE WrappedIDirect3DDevice9::CreateAdditionalSwapChain(
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WRAP_VERBOSE;
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HRESULT hr = pReal->CreateAdditionalSwapChain(pPresentationParameters, ppSwapChain);
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bool create_swap_chain = false;
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if (avs::game::is_model({"LDJ", "KFC"})) {
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create_swap_chain = true;
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} else if (games::gitadora::is_arena_model() &&
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games::gitadora::ARENA_SINGLE_WINDOW &&
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pPresentationParameters->BackBufferWidth == 800) {
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create_swap_chain = true;
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}
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if (create_swap_chain) {
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if (SUCCEEDED(hr) && !sub_swapchain) {
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sub_swapchain = new WrappedIDirect3DSwapChain9(this, *ppSwapChain);
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sub_swapchain->should_run_hooks = false;
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@@ -287,7 +304,17 @@ HRESULT STDMETHODCALLTYPE WrappedIDirect3DDevice9::GetSwapChain(
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return D3D_OK;
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}
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bool swap = false;
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if (iSwapChain == 1 && avs::game::is_model({"LDJ", "KFC"})) {
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swap = true;
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}
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if (games::gitadora::is_arena_model() &&
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games::gitadora::ARENA_SINGLE_WINDOW &&
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iSwapChain == 3) {
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swap = true;
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}
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if (swap) {
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if (sub_swapchain) {
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sub_swapchain->AddRef();
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*ppSwapChain = static_cast<IDirect3DSwapChain9 *>(sub_swapchain);
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@@ -733,6 +760,14 @@ void SurfaceHook(IDirect3DDevice9 *pReal) {
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const int rectTop = param.BackBufferHeight;
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const int w = param.BackBufferWidth;
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const int h = param.BackBufferHeight;
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// this code used to clear the surface using ColorFill on every call, but
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// this turned out to be very expensive, leading to major frame drops in
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// SDVX Live2D scenario
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if (cfg::SCREENRESIZE->need_surface_clean) {
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pReal->ColorFill(topSurface, nullptr, D3DCOLOR_XRGB(0, 0, 0));
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cfg::SCREENRESIZE->need_surface_clean = false;
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}
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D3DLOCKED_RECT rect;
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HRESULT hr;
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@@ -750,6 +785,7 @@ void SurfaceHook(IDirect3DDevice9 *pReal) {
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(LONG)(rectLeft + w),
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(LONG)(rectTop + h),
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};
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if (GRAPHICS_FS_ORIENTATION_SWAP) {
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originRect.left = (topSurface_width / 2) - (GRAPHICS_FS_ORIGINAL_WIDTH / 2);
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originRect.top = (topSurface_height / 2) - (GRAPHICS_FS_ORIGINAL_HEIGHT / 2);
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@@ -757,6 +793,21 @@ void SurfaceHook(IDirect3DDevice9 *pReal) {
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originRect.bottom = originRect.top + GRAPHICS_FS_ORIGINAL_HEIGHT;
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}
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bool duplicate = false;
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RECT originRect2 = originRect;
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if (cfg::SCREENRESIZE->enable_screen_resize) {
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auto& scene = cfg::SCREENRESIZE->scene_settings[cfg::SCREENRESIZE->screen_resize_current_scene];
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if (scene.duplicate == cfg::ScreenDuplicateMode::CopyLeft) {
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duplicate = true;
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originRect2.right = originRect.left;
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originRect2.left = (LONG)(originRect2.left - (originRect.right - originRect.left));
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} else if (scene.duplicate == cfg::ScreenDuplicateMode::CopyRight) {
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duplicate = true;
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originRect2.left = originRect.right;
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originRect2.right = (LONG)(originRect2.left + (originRect.right - originRect.left));
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}
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}
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// log_misc(
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// "graphics::d3d9", "originRect: {} {} {} {}",
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// originRect.left, originRect.top, originRect.right, originRect.bottom);
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@@ -768,9 +819,21 @@ void SurfaceHook(IDirect3DDevice9 *pReal) {
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if (hr != D3D_OK) {
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log_warning(
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"graphics::d3d9",
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"SurfaceHook - StretchRect backbuffer failed, rect: {} {} {} {}",
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"SurfaceHook - StretchRect backbuffer failed for main image, rect: {} {} {} {}",
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originRect.left, originRect.top, originRect.right, originRect.bottom);
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}
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if (duplicate) {
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hr = pReal->StretchRect(
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backbuffer, nullptr,
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topSurface, &originRect2,
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D3DTEXF_LINEAR);
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if (hr != D3D_OK) {
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log_warning(
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"graphics::d3d9",
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"SurfaceHook - StretchRect backbuffer failed for the duplicate, rect: {} {} {} {}",
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originRect2.left, originRect2.top, originRect2.right, originRect2.bottom);
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}
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}
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topSurface->UnlockRect();
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// phase 2 - viewport calculation - do the actual zoom / offset math
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