Commit Graph

7 Commits

Author SHA1 Message Date
bicarus 21e7d24ed3 graphics: take stream captures off the game's present thread to avoid game perf hit (#889)
## Link to GitHub Issue or related Pull Request, if one exists
#0

## Description of change
Capturing a frame for the API stream made the game wait for
`GetRenderTargetData` in the middle of its present, roughly 1270us per
frame at 1080p. A 120Hz cab visibly lost frames for as long as a viewer
was connected.

The present thread now only issues a `StretchRect` into a render target
we own, which is queued rather than waited on, and a pool thread does
the readback and the pixel conversion. That takes the present thread
cost to 1-4us. Each snapshot is read on the request after the one that
took it, so the blit and its transfer have a full frame to land and the
read does not stall on the GPU either, at the cost of one frame of
stream latency.

Only streaming takes this path, and only on a device created with
`D3DCREATE_MULTITHREADED`. Screenshots, `capture.get_jpg` and the
`THREAD_BAN` models keep the existing inline readback unchanged.

Also raises the x264 encoder from `i_threads = 1` to 4, which was
holding a 1080p60 stream to 41fps and making a keyframe cost 12.7ms
against 6.6ms for an ordinary frame. Capped rather than automatic
because this encodes on the same machine it is capturing.

## Testing
tested against iidx33, which was the most sensitive to frame drops
2026-08-23 12:24:41 -07:00
bicarus f5888609a8 graphics: option to include subscreens in screenshot (#866)
## 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
2026-08-14 04:05:50 -07:00
bicarus b53447bed5 popn: fix subscreen redraw option causing graphical glitches (#854)
## 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
2026-08-06 04:14:31 -07:00
Tsung-Hsiang Chang 3012139028 gitadora: add native dual fullscreen for Arena (#846)
## 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>
2026-08-02 00:03:36 -07:00
bicarus 0209b80a22 graphics: address perf issues with DX9 image resize logic (#712)
## 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.
2026-05-29 09:33:31 -07:00
bicarus f69e40fa26 gitadora: (arena model) booting fullscreen with one monitor (#696)
## 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
2026-05-18 15:28:12 -07:00
sp2xdev ed8c72852f Initial commit for GitHub migration based on spice2x-25-03-03 2025-03-10 19:16:49 -07:00