Idea is to allot partial support of depth fmt on the new depth convert
format, this way we can utilize channel shuffle on Red, Blue or gXbY
channels with depth shader conversion.
Terminator 3 hits this code path and seems to fix a transparent wall.
Other games will probably benefit from this as well.
Split the code from GSRendererDX to GSRendererDX9 and GSRendererDX11. We
ensure d3d9 doesn't blow up with regressions, add required code to
GSRendererDX11 to properly support channel shuffle.
Note the feature is still not yet complete, copy function needs to be
implemented (suggested by Gregory) but it can be done at a later date,
this still fixes a bunch of issues on various games.
The hack caused glitches to appear on the right side of the screen, the hack was used as a workaround to properly display game ui elements however it is no longer needed on opengl and d3d11. The ui elements are rendered properly with Depth Conversion.
Shadow issues are solved with at least partial level crc hacks.
See https://github.com/PCSX2/pcsx2/issues/2692 for more detailed information.
1) Refactor palette comparison fast path mechanism to avoid using mutable member of Source,
2) Attach palette to texture as soon as needed,
3) Bugfix attach CLUT copy only when pal > 0.
NTSC only.
I don't know what the "impact screen" crc hack did since the dump didn't
show any difference so that may need to be updated as well.
Note: I only tested the JP version.
Add support for dss_write.
Enable writing in depth buffer for dss_write,
when depth conversion is active data will be writen in the depth buffer,
if not then use the old method (don't write).
* spu2-x: Fix warnings regarding initializing with memset/memzero/etc...
* Use fill_n instead, per turtleli's suggestion.
* spu2-x: Comment out StereoOut initialization.
* spu2-x: As requested, remove commented out code.
The game still has a bunch of depth and other issues even on gl and it
doesn't play nice with the blur effect as well. Perhaps the hacks can be
changed to work better but for now enable it on native as well.
Fixes ground corrupt textures caused by the hack on the EU version.
US works fine with skip 5 but not 4. Didn't spot any regressions on both
so far. Might need extra testing by users.
Idea is to allow Alpha Stencil to work with Fast Date.
Let Fast Date run for the supported calls since it's more accurate, let
Alpha Stencil take care of the rest.
This might fix some issues where Alpha Stencil caused some issues making
it a bit more accurate.
It fixes a bunch of shadow/transparency issues.
Fast DATE doesn't rely on the gui option and is always on.
Confirmed fixed issues: Persona 3 shadows on d3d11,
Digital Devil Saga Transparency d3d9/11.
Fast accurate date works the same/similar to OpenGL.
Confirmed fixed issues: DBZ BT3 ground shadows, Fifa Street 1 shadows
on all d3d renders as well.
Also this option doesn't cause other transparency issues like the
Alpha Stencil hack.
Note: If Alpha Stencil is enabled Fast Date and Fast Accurate Date will
be disabled.
Note2: Full Accurate Date is not implemented so the code fallbacks to
Fast mode instead.
Commits:
3ab12cef2f584397a3fd
This will probably be the last feature d3d9 gets before getting purged.
Move Enable User Hacks at the top. Otherwise spacing looks weird.
Large Framebuffer should be next to Allow 8 bit textures.
Move Accurate Date and Accurate Blending at the bottom (similar to windows).