mirror of https://github.com/PCSX2/pcsx2.git
gsdx-d3d11: Adjust maximum texture size limit based on available feature level.
d3d10 = 8192 d3d11 = 16384 Seems it is easier to hit the limit. Champions of Norrath with 8x upscale for example.
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@ -226,6 +226,12 @@ bool GSDevice11::Create(const std::shared_ptr<GSWnd> &wnd)
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return false;
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}
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// Set maximum texture size limit based on supported feature level.
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if (level >= D3D_FEATURE_LEVEL_11_0)
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m_d3d_texsize = D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION;
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else
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m_d3d_texsize = D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION;
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{ // HACK: check nVIDIA
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// Note: It can cause issues on several games such as SOTC, Fatal Frame, plus it adds border offset.
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bool disable_safe_features = theApp.GetConfigB("UserHacks") && theApp.GetConfigB("UserHacks_Disable_Safe_Features");
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@ -638,8 +644,9 @@ GSTexture* GSDevice11::CreateSurface(int type, int w, int h, int format)
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memset(&desc, 0, sizeof(desc));
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desc.Width = std::max(1, std::min(w, 8192)); // Texture limit for D3D10 min 1, max 8192
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desc.Height = std::max(1, std::min(h, 8192));
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// Texture limit for D3D10/11 min 1, max 8192 D3D10, max 16384 D3D11.
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desc.Width = std::max(1, std::min(w, m_d3d_texsize));
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desc.Height = std::max(1, std::min(h, m_d3d_texsize));
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desc.Format = (DXGI_FORMAT)format;
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desc.MipLevels = 1;
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desc.ArraySize = 1;
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@ -342,6 +342,7 @@ private:
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float m_hack_topleft_offset;
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int m_upscale_multiplier;
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int m_mipmap;
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int m_d3d_texsize;
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GSTexture* CreateSurface(int type, int w, int h, int format);
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GSTexture* FetchSurface(int type, int w, int h, int format);
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