## Link to GitHub Issue or related Pull Request, if one exists
#0
## Description of change
Significantly speeds up API screen capture and D3D9 screenshots saving.
Two reasons for doing this:
1. We now have a 4K game (GITADORA) and existing capture code was taking
multiple seconds.
2. Renewed user interest on streaming as we have a couple more companion
apps in active development.
**API screen capture (streaming), 1280x720:** 14.3ms -> 6.3ms per frame.
Back buffer copies go to pooled `D3DPOOL_SYSTEMMEM` surfaces via
`GetRenderTargetData` instead of allocating a lockable render target
every frame, and TooJpeg is replaced with libjpeg-turbo (encode 9.8ms ->
3.0ms). MSAA remains unsupported
**Screenshots for GITADORA arena model, across 4 screens with one of
them 4K**: 4068ms -> 124ms. `D3DXSaveSurfaceToFileA` is replaced with
fpng (encode 4043ms -> 76ms) and the screens encode in parallel.
Dropping D3DX also removes the `d3dx9_43.dll` ... `d3dx9_24.dll` probing
loop, so screenshots no longer fail outright on machines with no D3DX9
runtime installed.
Screenshot surfaces are read on the present thread, so no D3D call
reaches another thread for screenshots. This fixes a hang in DDR X2
introduced earlier in the branch: its device has no internal locking,
and reading the surface on a pool thread while the present thread sat
inside `GetRenderTargetData` left the game's own render thread
deadlocked.
## Testing
- **GITADORA** (arena model, D3D9Ex, 4K main plus three subscreens,
windowed) with
`-screenshotsub`: three sets of four screenshots, images verified
correct. Completion
order differs between sets, so the screens really are encoding in
parallel.
- **LovePlus** (KLP, plain D3D9, 768x1360): covers the inline path used
by games whose
image processing must not leave the present thread.
- **API screen capture** through a companion app: live video correct
throughout.
- **Print Screen** bound as the screenshot key: the clipboard copy
succeeded on every shot.
- Quitting the game after capturing leaves no `IDirect3DDevice9`
reference count warning,
so the pooled readback surfaces are released along with the device.
## Link to GitHub Issue or related Pull Request, if one exists
#0
## Description of change
Adds `-screenshotsub`. Off by default. When on, screenshots include the
subscreens. All subscreens are captured, even if they are hidden from
view. Works for all four screens of gitadora arena model as well.
This should also fix an issue with API / companion app not capturing
gitadora subscreen correctly.
Note: only done for DX9... DX11 will need another PR to make this work.
Unrelated to this PR, there seems to be a bug with gitadora not
accepting mouse or api touch input.
## Testing
## Link to GitHub Issue or related Pull Request, if one exists
#0
## Description of change
Old behavior: Forced redraw presented the subscreen every main frame,
even when the game already presented it, causing duplicate presents and
tearing in popn (was fine in sdvx)
New behavior: Forced redraw acts as a fallback, presenting only when the
game skips or fails a subscreen update.
## Testing
Popn - no more glitching
Nabla - no regression
## Link to GitHub Issue or related Pull Request, if one exists
n/a
## Description of change
Un-deprecate SDVX landscape mode. The game calls `GetViewport` to figure
out the camera position, so if we return a sane value the game goes back
to rendering correctly.
## Testing
Tested nabla only
## Link to GitHub Issue or related Pull Request, if one exists
Fixed https://github.com/spice2x/spice2x.github.io/issues/740
## Description of change
- Enable native D3D9 adapter-group dual fullscreen for the GITADORA
Arena model when the two-screen MAIN + SMALL configuration is selected
without windowed mode.
- Present MAIN and SMALL on their respective monitor heads while keeping
the invisible LEFT and RIGHT targets offscreen.
- Scope the new fake-swap-chain query behavior to the hidden GITADORA
two-head targets, preserving existing behavior for other games and
configurations.
The existing borderless-windowed two-screen path could not consistently
keep input and game timing synchronized and also reduced rendering
performance. Native dual fullscreen avoids that windowed composition
path.
## Testing
- Manually tested GITADORA Arena with separate MAIN and SMALL monitors
in fullscreen mode. Windowed mode still works if the user chooses to use
that.
- Confirmed both displays render correctly, touch input works on the
SMALL screen, gameplay input stays synchronized, and gameplay holds a
steady 60 FPS.
- Built `spicetools_spice64` at commit `e4a98e9` with the repository
Docker toolchain.
- Confirmed no new compiler warnings.
- Confirmed the forbidden static DLL import check passes.
- Confirmed the Windows 7 DLL compatibility check reports `All DLLs
OK!`.
---------
Co-authored-by: vgod <428979+vgod@users.noreply.github.com>
## Link to GitHub Issue or related Pull Request, if one exists
n/a
## Description of change
Adds an option to disable Live2D. Can be disabled everywhere, or just
during a song.
## Testing
Tested EG final and recent Nabla.
## Link to GitHub Issue or related Pull Request, if one exists
n/a
## Description of change
Move resize logic from `EndScene` to `Present`/`PresentEx` (resolves
Live2D frame drops in some extreme settings)
Plug small memory leak
Remove unnecessary surface Lock/Unlock
## Testing
Tested IIDX, SDVX, DDR.
## Link to GitHub Issue or related Pull Request, if one exists
#0
## Description of change
Combine the two layout options into one
## Testing
- [x] windowed, x4
- [x] windowed, x2
- [x] windowed, x1 with sub
- [x] fs
## Description of change
Added an option to only disable the left/right screens of gitadora gw
delta while exposing the touch panel screen.
## Testing
Tested by hand on CachyOS + hyprland + gamescope + wine + vnc + phone +
cat 🐈⬛
<img width="2560" height="1707" alt="image"
src="https://github.com/user-attachments/assets/a2ef0172-68e2-43c2-89c3-4863698f2f00"
/>
## Link to GitHub Issue or related Pull Request, if one exists
#477
## Description of change
By default the game needs 4 monitors.
With the new option to disable subscreens, you can now boot fullscreen
with a single 4K monitor, with subscreen overlay enabled. Side monitors
are not shown in the overlay; only the touch screen is emulated.
## Future work
- [ ] custom resolution (-forceres) doesn't work properly (hooking
ResetEx does allow the game to boot but will render incorrectly;
probably needs hex edits)
- [x] enable this automatically if the user has fewer than 4 monitors
- [ ] ability to boot with a 4k main screen + small subscreen (with no
side screens which do nothing gameplay wise), but this whole display
emulation is a nightmare to work with & test thoroughly so it'll have to
be in the future.
## Testing
Checklist:
- [x] fs on 1 monitor with option set
- [x] fs on 2 monitor with option set
- [x] windowed - default (4 windows, no overlay)
- [x] windowed - with option set (1 window, overlay)
- [x] fs with 4 monitors?
- [x] check popn hc for regression
## Link to GitHub Issue or related Pull Request, if one exists
#618
## Description of change
The game expects the main display to be *not* HDMI, and at port 2.
Hooking DisplayConfigGetDeviceInfo allows us to boot the game on any
monitor.
Add basic I/O hook. It gets stuck in `USB I/O Checking...` for a couple
minutes but it'll eventually skip and boot to title screen.
## Testing
ugh.
## Link to GitHub Issue or related Pull Request, if one exists
#618
## Description of change
Get windowed mode to work.
## Testing
tbd... i/o doesn't work right now but it launches two windows at
least...
- Include order and forward decls were breaking button.h because a
declared but not defined struct can't be initiated (honestly this file
was cooked, crazy include order).
- `MAXINT` is GCC specific, `INT_MAX` is portable.
- InterlockedDecrement takes a LONG, not ULONG
- an imgui printf-style call using a direct string instead of %s (let's
ignore the fact that it's actually safe based on how the str is
constructed)
- missing `override` on a virtual subclass
- `CALLBACK` on a lambda threw me for a loop, but I believe moving it
after the arg list is the correct approach (see if it builds on gcc I
guess)
- `std::result_of` was removed in C++20, which the project is built with
## Link to GitHub Issue, if one exists
#477
## Description of change
This is a work in progress.
What works:
- [x] subscreen overlay shows the touch screen image (in windowed mode)
- [x] touch works in the overlay
- [x] only the main window is shown, other windows are not launched
What doesn't:
- [ ] game occasionally crashes when entering test menu?
- [ ] full screen mode is not tested at all due to monitor requirements
- [ ] need more polish (various options to control the behavior)
## Link to GitHub Issue, if one exists
Regressed by #401
## Description of change
Two things from testing SDVX Live2D -
1. ColorFill is almost always too expensive and will lead to drops
1. Scale factor of 0.5 causes GPU to sync and causes drops
(ARGB/XRGB doesn't matter, linear filtering doesn't matter)
1 is fixed by removing ColorFill calls on every frame - instead only do
this once when the user changes the duplicate option (on the next frame)
2 is fixed by updating the UI (limit the slider) though people can
ctrl+click to override these slider limits.
The warning label will be kept with slightly reworded text.
## Testing
tested in sdvx eg final (sudden death) - on my RTX 4070, my FPS is rock
solid 120 fps even with image resize on now.
## Link to GitHub Issue, if one exists
#399
## Description of change
Add image duplication option to screen resize, allowing overflow images
to wrap around the other side.
## Testing
Tested with DDR, IIDX (windowed and full screen TDJ), SDVX (orientation
swap)
## Link to GitHub Issue, if one exists
Fixes#276
## Description of change
Note: this change is not compatible with previous screen resize config;
i.e., if you had the zoom setting dialed into a certain view, after this
change it won't be the same area, so you'll have to set up a scene
again. I think this is a worthwhile cost since the old logic is just
broken in weird ways, and preserving old settings is really tedious math
(for a feature that not many people use). Besides, this change will only
use the new Scenes values from the JSON.
Rewrite the DX9 image scaler logic.
* Previously, the rendering surface was fixed at `4096*4096 px`. Now,
this is relative to the backbuffer dimensions, which depends on the game
& respects user provided `-forceres`.
* Remove "center" option, make it the default.
Above two changes fix the aspect ratio issue (scaling in portrait games
not respecting screen ratio) and things breaking at higher res (1080p
when zoomed out far enough, or when forced to run at 4k resolution for
example)
* Use `scenes` leaf of screen resize JSON config for Scene 1 as well,
completely removing ourselves from being compatible with older spice2x
versions for these values.
* Add additional bounds check before calling `StretchRect` to avoid
users getting stuck with a bad layout, which can kill performance.
## Compiling
🦾
## Testing
Tested 32 bit (popn / ddr), 64 bit (ldj), portrait and landscape modes
(kfc)
## Link to GitHub Issue, if one exists
n/a
## Description of change
Add `SDVX Landscape Mode` option, allowing you to play SDVX in landscape
monitor orientation, with black borders on left and right - similar to
how EAC does it. This is meant to be an alternative to what people do
today, which is launching in windowed mode.
By default, with just `-sdvxlandscape` enabled, EG will launch at
1920x1080 (transposed from the original 1080x1920 resolution).
It is possible to combine with `-forceres` to launch at higher
resolutions. At some point though, when rendering at large resolutions
past 1440p, at some point scaling may break due to #276.
Disabled on 32-bit SDVX since dx9 `CreateDeviceEx` call is required;
`CreateDevice` won't work. For the same reason this isn't being made a
generic option for museca/rb/etc. In theory you can supply
`-sdvxlandscape` to games like IIDX and play landscape games in portrait
mode, although again, scaling my break due to #276.
Also, add new options (bottomleft/right) for subscreen overlay position
so that they don't overlap with the main screen in landscape mode.
## Compiling
🙂
## Testing
Tested a couple versions of VW and EG.
## Link to GitHub Issue, if one exists
Fixes#263
## Description of change
Add "scenes" to screen resize.
* UI changes - F11 menu now has a "scene switcher" for `Scene 1/2/3/4`.
Clean up other UI bits.
* Add hotkeys for `Screen Resize Scene 1`, `Screen Resize 2`, and so on.
* Detect hot key and trigger resizes.
* Add additional objects to screen_resize.json for saving and loading
the new scene settings.
* Existing screen resize data is backwards compatible (can be
loaded/saved to JSON), and is treated as `Scene 1`.
* Add API endpoint for `Resize`, allow toggling resize on/off, switching
active scene
* Add Python wrapper. Did not bother with the other wrappers (Dart, C++,
etc)...
## Compiling
🥇
## Testing
Still testing, but seems to work fine for TDJ.