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Rework swapchain management #4609
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Massive cleanup reduce code duplication between D3D11 and D3D9, and introduce a sane path to pass data around. Implicit swap chain recreation is now entirely transparent to the frontends.
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The swap chain blitter can deal with the conversion.
Needed for D3D8 due to implicit swapchain shenanigans.
This will be necessary for non-linear color spaces to get proper blending.
Also adds a separate set of shaders for the software cursor, provided it can be drawn directly with alpha blending.
For sRGB, using a native sRGB format allows the swapchain blitter to use a more efficient code path for drawing the HUD. Also allow RGB9E5 for sRGB and HDR10.
May fix some issues in case the WSI implementation can return SUBOPTIMAL from present but not acquire. Also ensure to keep state consistent.
Meaningless, this needs to be done elsewhere anyway.
And add method to explicitly destroy relevant Vulkan objects.
There's basically no reason to ever recreate a presenter for an already managed window with the new code.
No longer necessary.
More robust.
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Big refactor that moves a lot of responsibility to the backend, where it should have been in the first place.
Key changes:
acquireNextImage
call.Needs lots of testing, especially in D3D9 apps since there are so many weird edge cases wrt swapchain usage.