Commit Graph

105 Commits

Author SHA1 Message Date
lightningterror ae8808b86e GS/HW: Backport some tex is fb shaders to dx and opengl. 2025-05-15 20:08:16 +02:00
Filoppi 8be2b907b3 GS: Add actual HDR and HQ textures and rename the "HDR" textures to colclip (hw) given that's actually what they are (HDR was a very loose term for it) 2025-04-18 19:11:11 +02:00
refractionpcsx2 a6d5598c08 GS/HW: More RT in RT regression fixes 2025-04-17 18:54:33 -04:00
refractionpcsx2 fed266f5ac GS/HW: Fixes to texture is target offsets 2025-04-17 18:54:33 -04:00
refractionpcsx2 a547d10ab9 GS/HW: Further fixes for RT in RT changes in behaviour 2025-04-17 18:54:33 -04:00
refractionpcsx2 0b53f541d1 GS/HW: Initial work implementing RT in RT support 2025-04-17 18:54:33 -04:00
JordanTheToaster d2c31df106 GS/HW: Mask 16bit colours when blending is disabled 2025-04-12 01:50:37 +02:00
TellowKrinkle 7910506b3c GS:HW: Avoid using blend + fbfetch for AFAIL RGB_ONLY 2025-03-22 15:47:37 -05:00
lightningterror d3e288447f GS/HW: Cleanup gl and vk shaders.
gl: Rename fetch_rt to sample_from_rt to match vk shaders, remove old atst call.

vk: Make sure shuffle values have correct unsigned type.
2025-02-17 21:27:34 +01:00
refractionpcsx2 2d6a42ac06 GS/HW: Reduce number of copies for HDR 2025-02-03 16:48:47 -05:00
TheTechnician27 23fd57f641 Copyright: Change year from 2002-2024 to 2002-2025 2025-01-20 05:07:26 +01:00
lightningterror 67d7744f7f GS/HW: Further expand blend multipass.
For formulas:
Cs*Alpha + Cd*(1 - Alpha).
Cd*Alpha + Cs*(1 - Alpha).
Where Alpha is higher than 1 and is either As or Af.
2024-08-27 13:38:44 +02:00
lightningterror 40d5c78573 GS/HW: Implement PABE(Per pixel alpha blending) on accumulation blend and add optimizations.
PABE accumulation blend:
Idea is to achieve final output Cs when As < 1, we do this with manipulating Cd using the src1 output.
This can't be done with reverse subtraction as we want Cd to be 0 when As < 1.
Blend mix is excluded as no games were found, otherwise it can be added.

PABE Disable blending:
We can disable blending here as an optimization since alpha max is 128
which if alpha is 1 in the formula Cs*Alpha + Cd*(1 - Alpha) will give us a result of Cs.
2024-08-22 21:39:19 +02:00
lightningterror f9fbecc783 GS: Match data types in shaders to be the same when doing bitwise operations. 2024-08-11 00:35:42 +02:00
GovanifY 132431b7c8 headers: relicense to GPL-3.0+
also update to 2024 while i'm at it
2024-07-30 17:17:13 -04:00
lightningterror 75defbeded GS/HW: Adjust point sampler behavior.
VK/GL/Metal: Get rid of it completely as it doesn't seem needed anymore.
DX: Only enable it with combination with GPU Palette Conversion enabled as that's when the issue occurs.

Test: See if Metal breaks with no point sampler.

2
2024-07-09 19:20:38 +02:00
Stenzek ec8d5d1b71 GS/HW: Allow use of trilinear with shader sampling 2024-06-24 10:15:48 +10:00
lightningterror abec2738b9 GS/HW: Extend blend second pass to more blend formulas v2.
Cd*(1 + Alpha).
Alpha = As, Ad or Af.
For As or Af case when alpha > 128.
For Ad case when there is no RTA correction.
2024-06-14 21:40:31 +02:00
refractionpcsx2 d34f359621 GS/HW: Correct TEXA behaviour on shuffles 2024-06-08 19:26:35 +01:00
refractionpcsx2 256babd337 GS/HW: Allow forcing Dither to 32bit for 16bit draws 2024-05-25 02:13:33 +01:00
Stenzek aa48256010 GS/HW: Round alpha values for indexed sample of RTA 2024-04-28 17:40:20 +02:00
lightningterror d824ae6e0c GS/HW: Extend blend second pass to more blend formulas.
`Cs + Cd*Ad, Cs - Cd*Ad, Cd*(1 - Ad), Cs*(1 + Ad), Cs*(1 - Ad).`
2024-04-23 02:00:02 +02:00
refractionpcsx2 30f4e77b31 GS/HW: Rearrange color on shuffle if SW Blend or TFX 2024-04-08 12:09:30 +01:00
Stenzek 11ee0a8613 GS: Remove reduced-depth-range hack 2024-03-29 20:44:02 +10:00
Stenzek 7ddf6386f1 GS: Remove DSB feature
No longer needed, since it's mandatory.
2024-03-29 20:44:02 +10:00
Stenzek a317e9c038 GS/HW: Improve accuracy of RGB_ONLY AFAIL
Instead of breaking the draw into two passes, which breaks when
fragments overlap each other and blending is enabled, use blending to
leave the value of Ad intact when a pixel fails the alpha test.

In the case of DATE being enabled, prefer PrimID over stencil, as since
we are changing Ad on a per-fragment basis, with some fragments not
being modified, stencil DATE will become desynchronized with the value
of Ad.
2024-03-28 11:46:20 +10:00
Stenzek 0917d49a01 GS: Remove separate alpha pass fallback
This is just wrong when overlap and depth writes are involved.
2024-03-28 11:46:20 +10:00
refractionpcsx2 059ec49389 GS/HW: RTA improvements and enhancements 2024-03-25 17:58:12 +00:00
refractionpcsx2 4ba43b8496 GS/HW: Improve channel + texture shuffle detection and processing 2024-03-24 11:38:33 +00:00
refractionpcsx2 bfef8397d6 GS/HW: Allow source is rt to use corrected alpha in most cases. 2024-03-17 17:24:39 +01:00
lightningterror 0900c2fd8b GS/HW: RTA Correction, implement on DATE.
Less copies, and makes it work with DATE.
2024-03-17 17:24:39 +01:00
lightningterror 58628b8dd3 GS/HW: Make sure we don't multiply Cs if Ad is corrected.
Another potential to avoid copies.
2024-03-17 17:24:39 +01:00
lightningterror 71376ff4e6 GS/HW: Decorrect Ad on sw blend in tfx shader.
Otherwise if we do decorrection in covert shader we add more copies.

Also make sure to decorrect for fbmask, tex is fb.
2024-03-17 17:24:39 +01:00
lightningterror 6c9f132093 GS/HW: Add support for Ad (RTA) correction.
The idea is to adjust the alpha destination for more
accurate hw blending which will work on all renderers.

Old behavior has Ad in range within 0-1 whereas for blending 0-2 is needed.

copy rt -> adjust the alpha -> copy back the adjusted alpha-> restore old alpha after blending is done
2024-03-17 17:24:39 +01:00
lightningterror a7c5eebf99 GS/HW: Adjust blend mix for impossible blend.
Since we can't do Cd*(Alpha + 1) - Cs*Alpha in hw blend what we can do is adjust the Cs value that will be subtracted,
this way we can get a better result in hw blend. Result is still wrong but less wrong than before.
2024-03-14 16:16:11 +01:00
lightningterror c0e47767b7 GS/HW: Adjust dither on Blend Mix when Cs-Cd * Af blend. 2024-03-10 23:41:18 +00:00
refractionpcsx2 65649b3cbb GS/HW: Adjust dither on Blend Mix when Cs-Cd * As blend. 2024-03-10 23:41:18 +00:00
refractionpcsx2 4b88256df2 GS/HW: Allow palette lookups from depth and deswizzle manual deswizzles 2024-02-01 00:13:39 +00:00
refractionpcsx2 badede2e2d GS/HW: ignore lower 3 bits of 16bit color for AEM check 2024-01-15 14:45:00 +00:00
refractionpcsx2 01842a3c6b GS/HW: Allow blending on normal shuffles 2024-01-09 13:17:52 +00:00
Stenzek d9abe10308 Misc: Remove explicit PCH include, switch to SPDX 2023-12-24 14:03:14 +10:00
lightningterror f96e7a9156 GS/HW: Rename dfmt to dst_fmt.
It was confusing whenever the d meant depth or destination, this should make the code easier to read.
2023-10-19 19:25:13 +02:00
lightningterror 846c9cec6a GS/HW: Adjust how we handle RT alpha in blending.
When both rt min and max are equal then we know what Ad value is,
if so use Af bit instead and set AFIX value from rt alpha value that we know.

On OpenGL when BLEND C == 1 but reading the rt is disabled, set the value to 0 instead
of reading an undefined value.
2023-08-12 18:14:37 +02:00
lightningterror 7fadb6ed05 GS/HW: Cleanup texture shuffle shaders. 2023-08-11 15:23:50 +01:00
refractionpcsx2 5a3ba4e563 GS/HW: Add support for complex offset shuffles 2023-08-11 13:14:19 +01:00
Stenzek 784118e9c1 GS/HW: Don't drop fractional colour before modulating
Fixes banding in Xenosaga, Tales of the Abyss, Beyond Good and Evil.
2023-07-28 16:31:35 +01:00
lightningterror 3dce969a5e GS-shaders: Add missing copyright headers. 2023-07-21 10:24:15 +02:00
TellowKrinkle e221d31b45 GS:OGL:Shaders: Formatting 2023-04-30 23:48:49 +02:00
Stenzek f569ad0970 GS/HW: Allow translating targets for depth sources
Fixes broken half screen in Miami Vice and 10 Pin - Champions Alley.
2023-04-09 17:56:49 +01:00
Stenzek d70334ee57 GS/HW: Slight shader simplification
- Don't declare texture if it's not read from. Stops Vulkan validation
   layers whinging.

 - Get rid of OpenGL common_header.glsl, and use name linking instead of
   leftovers from separate shader objects.
2023-03-30 21:55:50 +01:00