Commit Graph

187 Commits

Author SHA1 Message Date
Stenzek cf523d4215 GS/Vulkan: Use push descriptors instead of per-frame allocations 2023-08-09 19:34:23 +10:00
Stenzek 784264eba4 GS: Drop alpha gather from FXAA
It's not used by any backends.
2023-07-29 22:28:49 +10:00
Stenzek ff9ca059c7 GS/DX11: Require feature level 11.0
Feature level 11.0 GPUs were first released in 2009, almost 14 years ago
now. Older GPUs have not had drivers released in a long time, and are
known to be buggy.

None of us have hardware this old, so it's impossible for us to support
it.
2023-07-29 22:28:49 +10:00
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
lightningterror 9b3d31cd47 GS-vk: Fix initialization shader warnings. 2023-07-16 12:45:42 +02:00
lightningterror 65a3a97ab2 GS-d3d: Fix initialization shader warnings. 2023-07-16 12:45:42 +02:00
lightningterror e3593574b0 GS-ogl: Fix initialization shader warnings. 2023-07-16 12:45:42 +02:00
Stenzek e2fc68ff2d GS/Vulkan: Use VK_EXT_attachment_feedback_loop_layout when supported 2023-07-13 22:35:34 +10:00
KrossX 32aa24f6fd GS: Add fancy downsampling shaders. 2023-07-09 14:04:06 +01:00
Stenzek 02f3279dec GS/HW: Get rid of padding in present UBO
It was adding additional padding, which blew the block size out.
2023-06-11 13:02:36 +10:00
TellowKrinkle e221d31b45 GS:OGL:Shaders: Formatting 2023-04-30 23:48:49 +02:00
Stenzek d37ac992fc GS/HW: Use bitfield extract for VS expand (GL/VK) 2023-04-15 20:10:25 +01:00
Stenzek 7f7dd60587 GS/HW: VS expand instead of GS for DX/GL/Vulkan 2023-04-13 11:12:11 +01:00
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 2a06bb6e2c GS/OGL: Use VS/GS selectors from base class 2023-04-07 17:18:21 +01:00
Stenzek 398cf43782 GS: Combine HostDisplay with GSDevice
GS/DX11: Don't throw bad_alloc on surface creation fail

GS: Link device and host display construction/destruction

FullscreenUI: Replace HostDisplayTexture with GSTexture

GS: Purge HostDisplayTexture

GS: Move everything in HostDisplay to GSDevice

GS: Move ImGui rendering to GSDevice

GS: Get rid of reset/store API state
2023-04-06 08:48:07 +01:00
lightningterror 8a06fb1840 GS: Fix fxaa bad shader on opengl. 2023-03-31 10:18:27 +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
Stenzek faecc6913b GS/HW: Texture cache improvements
GS/HW: Only use temporary source for recursive draw

.. and don't insert it into the page map.

GS/HW: Lookup page list for depth sources

GS/HW: Avoid target copies by using shader sampling

GS/HW: Make texture cache a global pointer

GS/HW: Remove GetID() from GSTexture

It only made sense for OpenGL, was always zero in Vulkan.

GS/HW: Rewrite texture sampling hazard detection

Also avoid redundant channel shuffle setup.

GS/HW: Turn Haunting Ground CRC into an OI fix
2023-03-30 21:55:50 +01:00
Stenzek 6ad222117d GS: Reduce MAD buffering draw size
It's silly to draw to the whole double-sized render target, but discard
half the pixels.

Also centralizes the constant setup, get rid of the duplication.
2023-03-19 23:31:37 +00:00
Stenzek b26acad721 GS: Sample LOD 0 explicitly in interlace shaders
Can't use normal sampling because the derivates are undefined in
non-uniform control flow (in MAD).
2023-03-19 23:31:37 +00:00
Stenzek 435e73d838 GS/HW: Texture cache improvements
Change texture scale from vector to scalar

 - Independent X and Y scaling is long gone.
 - Also separate size and scale in TC lookup

Move clear value for texture to base class

Align heights to page size

 - Since FRAME and Z are in page units, we can't have two targets
 - overlapping within the same page.
 - Stops some small resizes too.
 - Test cases: Genji and Spider-Man 2 shadows.

Don't modify target TEX0 on shuffle/clear

Move upscale multiplier to uniform

Make P8 conversion page-aware

Fix incorrect depth preload shader

Improve HLE of texture shuffles

When a texture shuffle is split into two half-screen draws, we skip the
first, and draw the whole thing in the second, taking care of when both
the texture and framebuffer are offset.
2023-03-13 20:29:05 +00:00
lightningterror 06aed8491c GS-hw: Separate the Alpha masked Ad case from blend hw bit.
Allows for cleaner code.
2023-03-11 20:44:11 +01:00
lightningterror 62497b9300 GS-hw: Rename PS_CLR_HW to PS_BLEND_HW shader macro. 2023-03-11 20:44:11 +01:00
lightningterror 59aba9f757 GS-hw: Support Ad masked alpha on blend mix 1 and 2 clr cases. 2023-03-09 21:08:52 +01:00
lightningterror 911d35e800 GS-hw: Fix invert rounding for accumulation blend on gl.
Also make the checks consistent for all renderers.
2023-03-06 23:36:54 +01:00
lightningterror b33242830e GS-vk: Automatically adjust color compensation based on rgb value for hw blend clr3 case.
Auto adjust when any color is higher than 128 ( 1.0f) to get more accurate color results.
2023-03-06 19:49:27 +01:00
lightningterror 8c0ee33c4c GS-ogl: Automatically adjust color compensation based on rgb value for hw blend clr3 case.
Auto adjust when any color is higher than 128 ( 1.0f) to get more accurate color results.
2023-03-06 19:49:27 +01:00
lightningterror e8cf4822b1 GS-d3d: Automatically adjust color compensation based on rgb value for hw blend clr3 case.
Auto adjust when any color is higher than 128 ( 1.0f) to get more accurate color results.
2023-03-06 19:49:27 +01:00
lightningterror a3ecf0b0bd GS-vk: Add clr3 case for blend mix 2.
When Cs*(Alpha + 1) overflows compensate with adjusting Alpha output for Cd*Alpha.
2023-03-03 16:35:10 +01:00
lightningterror 58cb6ab728 GS-ogl: Add clr3 case for blend mix 2.
When Cs*(Alpha + 1) overflows compensate with adjusting Alpha output for Cd*Alpha.
2023-03-03 16:35:10 +01:00
lightningterror f478b3959c GS-d3d: Add clr3 case for blend mix 2.
When Cs*(Alpha + 1) overflows compensate with adjusting Alpha output for Cd*Alpha.
2023-03-03 16:35:10 +01:00
Stenzek 6118b94f9e GS/Vulkan: Fix a bunch of validation warnings
None of these were errors, but it's still good to have clean output.
2023-03-02 15:49:13 +00:00
TellowKrinkle 7781907f0e GS: Blend truncation and dither goes the other way when subtracting
Truncation happens after subtraction, so it's the equivalent of rounding the value to subtract *up* instead of down
2023-02-26 07:22:32 +01:00
TellowKrinkle a7e2b98dc7 Vulkan: Format tfx.glsl 2023-02-26 07:22:32 +01:00
lightningterror 7f7950cd6b GS-d3d: Check each channel individually if it overflows and do corrections. 2023-02-24 02:06:00 +01:00
lightningterror bd64ad510b GS-vk: Check each channel individually if it overflows and do corrections. 2023-02-24 02:06:00 +01:00
lightningterror 4e9b7e61a7 GS-ogl: Check each channel individually if it overflows and do corrections. 2023-02-24 02:06:00 +01:00
refractionpcsx2 925e874ada GS-HW: Fix real 16bit value shuffles 2023-02-17 19:06:35 +00:00
Stenzek 7d08a54ad9 GS/HW: Optimize TC source size based on CLAMP 2023-02-09 10:51:06 +00:00
Connor McLaughlin f96ca4ac1f GS/OGL: Fix syntax error in fragment shader 2023-02-01 09:04:52 +01:00
lightningterror 8f183955a0 GS-vk: Fix sample_4_index shader.
Macro conditions conditions should return a value.

Fixes bad shader issues on games that trigger it.
Fixes Star Ocean shadows.
Fixes Keroro Gunsou - Mero Mero Battle Royale text.

Make the rounding consistent accross all renderers.
2023-01-20 10:18:03 +01:00
Stenzek 38957625ad GameDatabase: Add GPUTargetCLUT 2023-01-11 23:37:43 +00:00
Stenzek d30e076dbd GS: Add GPU Target CLUT 2023-01-11 23:37:43 +00:00
Stenzek 0619555232 GS/HW: Use texel fetch/load instead of sampler for palettes
Saves a multiply in the shaders in some cases, and frees up one
descriptor slot.
2023-01-11 23:37:43 +00:00
lightningterror 3210f24293 GS-d3d12: Fix macro redefinition error in fxaa shader. 2022-12-22 04:27:20 +00:00
Connor McLaughlin eba2273cd1 GS/OpenGL: Cleanups and GLES support 2022-12-16 11:11:15 +00:00
Connor McLaughlin 066cf42338 GS: Compute luminance in shader for FXAA
Fixes FXAA being broken after b706c25b68.

Will be slightly difference since this is using the BT.709 coefficients
instead of CCIR 601 - but it matches the non-gather codepath now.
2022-12-12 09:31:11 +00:00
Connor McLaughlin b706c25b68 GS: Change transparency shader to output full alpha 2022-12-11 03:00:49 +00:00
AKuHAK 2ab27ef42a formatter: apply editorconig into various files 2022-11-25 22:41:00 +00:00
Connor McLaughlin f7c79fe3cc GS: Implement FidelityFX CAS 2022-11-23 11:45:37 +00:00
TellowKrinkle 2dfb819d35 Resources: ffx_cas.h Metal support 2022-11-23 11:45:37 +00:00
TellowKrinkle cef8d03d49 Resources: ffx_a MSL support 2022-11-23 11:45:37 +00:00
Connor McLaughlin 4177b090b2 Resources: Add GPUOpen's FidelityFX CAS headers 2022-11-23 11:45:37 +00:00
lightningterror 0988b08f7a GS interlace: Fix Wreturn-type, Wunused-variable, Wsometimes-uninitialized warnings. 2022-11-19 19:28:52 +01:00
sideprojectslab 6924249bcf GS: Reverted field order in MAD shader updated weave shader to same field order as MAD and merged two Weave shaders into one
GS: corrected refactoring errors in interlace shaders
2022-11-18 21:29:37 +00:00
sideprojectslab 21fa2ee87b GS: Improved MAD compatibility with other graphics settings 2022-11-18 21:29:37 +00:00
sideprojectslab 64f6bf52b0 GS: Cleaned up and commented Motiond Adaptive Deinterlacing shader code
GS: fixed compile error in Metal interlace shader
GS fixed more compile errors in Metal interlace shader
GS: Adjusted code indentation in interlace shader for all renderers
2022-11-18 21:29:37 +00:00
sideprojectslab f10e7f4ab7 GS: Implemented Motion Adaptive Deinterlacing for all renderers
implemented FastMAD motion-adaptive deinterlacing for OpenGL renderer, other renderers will crash. FastMAD is replacing blend (either mode) so select blend to activate MAD under the hood

fixed an assert and assessed that one MUST select mode Blend bottom field first to enable MAD

removed forced mode 2, added separate motion thresholds for current field and alternate field motion and optimized MAD for Top-FIeld-First mode

committing kind-of broken status for review

the algorithm works well on most games, but somehow Kingdom Hearts works at half resolution

completely fixed weird artifacts on MAD, I only need to fix a 1-line offset that is causing the top of the screen to flicker

fixed flicker on first line, I still need to fine-tune some coefficients

solved all nastiness by realizing that MAD MUST work on an even resolution, so odd resolutions are rounded up. Now all games I tried look great

made MAD sensitivity adjustable inside GDDevice.h and passed to shaders as a parameters. For this purpose ZrH is now a vec4 to hold more parameters conveniently

ported MAD to DX11 and DX12

removed rounding of texture size to closest multiple of 2 and fized odd number of lines inside the shaders by also passing the vertical resolution as a parameter

improved compatibility of upper buffer offset adjustment for odd resolutions

added Vulkan support
2022-11-18 21:29:37 +00:00
lightningterror cdb886a454 GS-hw: Implement missing st_int shader bit.
Was causing bad shader errors in GT4.
2022-10-24 16:22:44 +02:00
lightningterror abcbdc4a25 GS-hw: Further improve how we handle blend mix 1.
Compensate slightly for Cd*(As + 1) - Cs*As.
Try to compensate a bit with substracting 1 (0.00392) * (Alpha + 1) from Cs.
The initial factor we chose is 1 (0.00392) as that is the minimum color Cd can be, then we multiply by alpha to get the minimum blended value it can be.
2022-10-18 15:20:41 +02:00
Connor McLaughlin c2823aae39 GS: Fix fractional scaling in GL/Vulkan 2022-10-17 15:26:01 +01:00
TellowKrinkle 1ad6605dfb GS:HW: Remove comment on rgba to 8i only-blue optimization
Doesn't seem to improve anything anymore (GPUs do this with csel now anyways, it's like 5 instructions with no divergence)
2022-10-17 10:28:27 +02:00
TellowKrinkle c6add663f8 GS:HW: Clean up ps_convert_rgba_8i 2022-10-17 10:28:27 +02:00
Connor McLaughlin 6c17f7ad49 GS: Support fractional upscale 2022-10-15 17:37:35 +01:00
TellowKrinkle 9b5dd92dad GS:HW: Use 16-bit unorm for HDR 2022-10-11 18:17:27 +02:00
refractionpcsx2 92cd6e8435 GS: Fix DX shader error 2022-10-09 04:53:18 +01:00
TellowKrinkle 0637682eb0 GS:HW: Properly handle fbmask of negative values
Previously was possible with blending and colclip, but now more common with the new hdr algorithm
2022-10-09 04:06:59 +01:00
TellowKrinkle 73ae9f8879 GS:HW: Make HDR algorithm more float-precision-friendly
- Use whole numbers instead of 255ths
- Use range -128 - 127 instead of 0 - 255 for accumulation blends
2022-10-07 20:44:53 +02:00
TellowKrinkle 1b34eb14f8 GS: Pass through primitive ID in geometry shaders in DX12 and VK
Fixes primid destination alpha on sprites
2022-09-06 21:07:56 +02:00
TellowKrinkle 412480b326 GS: Don't add 10 to date flag to indicate initialization
We already have 1 and 2 dedicated to the job
2022-09-06 21:07:56 +02:00
TellowKrinkle 62f9b16139 GS:OGL: Use blend min for primid destination alpha 2022-09-06 21:07:56 +02:00
TellowKrinkle ea81b74e3b GS:OGL: Add fetch_rt function to shader 2022-09-04 23:02:44 -05:00
lightningterror 6279ae63ce GS-hw: Remove remaining 24bit destination checks for Ad. 2022-09-01 10:28:42 +02:00
lightningterror edc82d77a5 GS-hw: Improve how we handle blending on 24bit with Ad factor in renderer. 2022-08-31 20:34:51 +02:00
TellowKrinkle 91601e5647 GS: Manually do bilinear sampling when converting RGBA to depth
Shader bilinear doesn't properly handle the case where r overflows into g (or g overflows into b, etc)
2022-08-20 10:12:24 +01:00
TellowKrinkle 882c09b870 Vulkan: Format convert.glsl 2022-08-20 10:12:24 +01:00
refractionpcsx2 5447da0588 GS: Don't do blend_mix on HDR 2022-08-16 20:54:55 +01:00
refractionpcsx2 1b18e02fe0 GS: Add constant adjustment in blend mix when reverse subtracting. 2022-08-16 20:54:55 +01:00
TellowKrinkle cb64e8d504 GS:HW: More accurate blend equation for blend mix 2022-08-13 00:01:23 +02:00
lightningterror 6b48cf574d GS-hw: Adjust how we handle specific blend mix cases.
Replace Cs*As + Cd*(1 - As) with Cs*As - Cd*(As - 1).
Replace Cs*F + Cd*(1 - F) with Cs*F - Cd*(F - 1).
As - 1 or F - 1 subtraction is only done for the dual source output (hw blending part)
since we are changing the equation.
Af will be replaced with As in shader and send it to dual source output.

Also check if A*Alpha in the shader overflows, if it does then adjust the
alpha that is sent for HW blending further to compensate.
2022-08-07 14:08:04 +02:00
refractionpcsx2 42b334efcd GS-HW: Use correct alphas when AA1 is enabled + ABE disabled. 2022-07-18 09:40:21 +01:00
Stuart Kenny f7d76ebf1d GS: Add lottes crt to present shader. 2022-06-22 16:26:19 +02:00
lightningterror d2904c1fd5 GS: Fix up wave filter shaders. 2022-06-14 21:25:47 +02:00
Connor McLaughlin a9819542d4 GS: Split convert and present shaders 2022-06-05 21:27:16 +01:00
Stuart Kenny 0b2536dd3e GS/HW: Fix typos in wave filter shader 2022-05-31 17:36:16 +01:00
refractionpcsx2 89d44a5f60 GS: Offset interlace when upscaling 2022-05-24 18:03:07 +01:00
Connor McLaughlin b0f20c9973 GS/DX11: Fix MMOD=1 merge background color 2022-04-18 04:29:19 +01:00
Connor McLaughlin 1993203d26 GS: Add Direct3D 12 renderer 2022-04-15 12:56:41 +01:00
TellowKrinkle 5ecaa9459d GS: Add Metal renderer 2022-03-31 23:51:27 -05:00
Connor McLaughlin d32d8cc0ec Shaders/FXAA: Fix warnings with Vulkan compiler 2022-03-28 09:24:51 +02:00
Connor McLaughlin 0cb9655523 GS/Vulkan: Remove unused color attribute
Would likely be getting optimized out anyway.
2022-03-28 09:24:51 +02:00
Connor McLaughlin 3067bef82d GS/Vulkan: Implement FXAA 2022-03-28 09:24:51 +02:00
Connor McLaughlin 486764be03 GS/Vulkan: Implement shadeboost 2022-03-28 09:24:51 +02:00
Connor McLaughlin 4a5180bc0a GS: Put shadeboost params in uniforms
Compiling variants for these is silly.
2022-03-28 09:24:51 +02:00
Connor McLaughlin 1927896442 GS: Fix some edge cases with fbfetch
Second alpha pass with A masked, DATE enabled, etc.
2022-03-21 20:24:09 +00:00
Connor McLaughlin 45682c382f GS: Add NO_COLOR flag to PS (depth-only) 2022-03-20 23:41:33 +00:00
Connor McLaughlin 19d310475b GS: Draw alpha pass when dual source blend is missing 2022-03-20 23:41:33 +00:00
Connor McLaughlin a8b9df3952 GS: Utilize GL_EXT_framebuffer_fetch where available 2022-03-20 23:41:33 +00:00