Commit Graph

62 Commits

Author SHA1 Message Date
Gregory Hainaut 7ca9ca9465 gsdx: new parameter for merge virtual function
* Add full PMODE register to replace slbg/mmod
* Add full EXTBUF register (will allow to emulate write feedback)
* Add a third source (which will actually be the destination of the
  write feedback)
2016-10-14 18:13:20 +02:00
Gregory Hainaut 2e7fab7813 gsdx sw: avoid aliasing issue, clear function was wrong anyway
Value must be un-normalized. Function is only used with 0.0 so
API was updated to only use the 0 case.
2016-08-14 21:01:09 +02:00
Jonathan Li b243e2532b gsdx-d3d9: Remove d3dx9 stuff and use d3dcompile
Using D3DX9 requires the end user to install the Direct X redist files.

Switch to using D3DCompile.
2016-03-30 00:03:04 +01:00
Jonathan Li df98c766e5 gsdx:dx9: Refactor shader compilation code
Don't use D3DX compile from file and compile from resource functions -
use the compile from memory function instead. It does the same thing,
except you have to set things up yourself.

Benefits:
Allows external shaders to be split into a config file and a shader file
without hardcoding the config file name.
Less code.

Yes, I more or less used the same message as the dx11 one.
2015-09-28 12:45:13 +01:00
Gregory Hainaut 7609fdc576 gsdx: rename too much sr to sRect 2015-05-21 09:48:15 +02:00
Gregory Hainaut 1837001e75 gsdx: extend CopyOffscreen with a new shader parameter
Currently we're trying to infer the conversion shader based on the output format

It only works if the input data is RGBA8. It might not be true in the future
2015-05-19 13:14:18 +02:00
Gregory Hainaut 28bb64aae8 gsdx: sed/dr/dRect/ 2015-05-15 20:49:32 +02:00
Gregory Hainaut 445c28fe97 gsdx: sed/sr/sRect/ 2015-05-15 20:47:14 +02:00
Gregory Hainaut d566bb2a23 gsdx: sed /st/sTex/ 2015-05-15 20:45:31 +02:00
Gregory Hainaut 6a9e425308 gsdx: sed /dt/dTex/ 2015-05-15 20:44:15 +02:00
gabest11 db7c26cde7 - Experimental OpenCL renderer (missing features: point, line, texture cache, mipmap, aa1, device selection). Needs any OpenCL SDK for the common headers and stub lib to compile, tested with AMD and Intel. Too bad it is not part of the Windows SDK yet.
- Renumbered renderer ids, compatible with old numbering, but it does not follow the mod3 logic anymore.
2014-12-02 00:16:33 +01:00
Asmodean.pcsx2 b8f8459275 GSdx: Anisotropic Filtering.
Adds anisotropic texture filtering (1x-16x) to the hardware settings. Enhances the visual quality of textures that are at oblique viewing angles.

Anisotropic filtering is automatically disabled if: 8-bit textures are enabled.


git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5878 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-02-03 16:58:11 +00:00
Asmodean.pcsx2 02afca3bb6 GSdx: Just some small post processing cleanup changes, should lower the FXAA compiling time on pause/resumes.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5872 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-02-02 17:50:32 +00:00
ramapcsx2.code f8264bce2c GSdx:
Last patch regarding FXAA and external shader loading, I hope :)
Changes are here: http://forums.pcsx2.net/Thread-Custom-Shaders-for-GSdx?pid=343285#pid343285
I've included bin\shader.fx and the settings file bin\GSdx_FX_Settings.ini.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5817 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-01-17 10:17:24 +00:00
ramapcsx2.code 1155dd6e21 GSdx:
Add another scanline algorithm, made by pseudonym. This one is pretty fancy, using a cosinus function for generating the dark lines.
It only works on unscaled output, so use software rendering or native resolution for hardware.
It's an effect that works best on 240p converted games (like the SNES titles in Mega Man Collection).

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5812 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-01-12 19:47:49 +00:00
ramapcsx2.code 2ac3c47c42 GSdx:
Finish up my scanlines attempt. Now the 2 old shaders are back in and all 3 cycle on F7.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5809 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-01-11 23:17:07 +00:00
refraction 5aa0a9a94d GSDX: Modified the FXAA shader loading so Page Up works again. Now loads the shader just in time.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5801 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-01-07 23:53:30 +00:00
refraction 5e22971db0 GSDX: New shader is quite slow to compile, so lets not compile it unless the user is using it :)
-switching between sw/hw modes, resuming emulation speed back to normal.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5799 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-01-06 22:51:45 +00:00
gregory.hainaut e06484adb8 gsdx: update the copyrigh address thank to sed
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5412 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-09-09 18:16:11 +00:00
ramapcsx2 fb851cfdfc GSdx:
Added loading of external shaders, coded by KrossX (thanks again :p ).
Right now it looks for a file called "shader.fx" in PCSX2's main directory.
If it finds one, the PageUp key activates the external shader (instead of the built-in FXAA).
We have a forum thread for some nice shaders to try out here:
http://forums.pcsx2.net/Thread-Custom-Shaders-for-GSdx

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5390 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-08-20 19:46:51 +00:00
sudonim1@gmail.com 469beeac14 GSDX: Adapter selection in the configuration dialog. Effective on D3D10/11 and probably on D3D9. D3D9 will not enumerate adapters with no connected outputs and I haven't actually tried connecting my integrated GPU to a display, but D3D11 doesn't care.
Probably only of interest to testers (and me).  Absolutely do NOT select the reference device even out of extreme morbid curiosity.  It's not even very good at being a reference despite being slower than you can probably believe.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5358 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-08-06 05:26:44 +00:00
sudonim1@gmail.com 08d8287d3e GSDX: Added some exceptions on shader compilation failure (with handlers in entry points because people seem to like the plugin struggling on even when nothing works any more) because I am not keen crashing Windows via my graphics driver.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5284 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-06-11 02:31:44 +00:00
ramapcsx2 954e7906ed GSdx: Added the color control functionality known as "ShadeBoost". Thanks to KrossX for initial converting / GUI work and Pseudonym for normalizing / fixing the maths.
Note: Not sure if it should be shader #7 or smth else :p

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5110 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-02-29 00:29:29 +00:00
gabest11 9ec7f14fa8 GSdx: Simplified vertex formats and the related code, everything works with the basic GSVertex until it gets uploaded to the vertex buffer.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5074 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-01-19 04:53:36 +00:00
gabest11 f68f007f00 GSdx: the promised index buffer update, needed a lot of changes, expect bugs in the next dozen revisions.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5045 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-01-05 02:40:24 +00:00
gabest11 bfbf403bf4 GSdx: FXAA 3.10, page up key activates it
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4828 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-07-25 11:16:01 +00:00
gabest11 879aad9fd5 GSdx: working on linux port again, almost ready to run.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4344 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-02-22 23:39:02 +00:00
gabest11 3de18d0526 Undoing last commit, it was a mistake, linux tools are not easy to use.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4342 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-02-22 21:12:04 +00:00
gabest11 23a6b85852 GSdx: more alignment fixes for gcc.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4341 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-02-22 20:58:21 +00:00
gabest11 9b658615f5 GSdx: The revision makes every super robot taisen game look perfect! Just joking :P But I tested OG and Alpha 3, and didn't notice anything terribly bad till the beginning of the first battle stage.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4335 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-02-21 23:25:25 +00:00
gabest11 3030166596 The core of GSdx is now compatible with intel's compiler on linux.
- GSWnd is not implemented, no config dialogs either
- no output, just the null device
- threading classes were not tested (my first experience with pthread)

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4315 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-02-19 03:36:30 +00:00
gabest11 d23d7e2617 Just moving code around.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4312 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-02-18 03:50:12 +00:00
gabest11 d44def8c0b Fixed many gcc errors, there are still plenty. Intel's compiler might be a better alternative.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4311 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-02-18 01:56:05 +00:00
gabest11 4cd3e3a552 - fixed VS2010 project files and added configuration for AVX
- ConfigIcon_Appearance.h seems to be missing

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4270 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-01-28 08:21:05 +00:00
ramapcsx2 74ee0835fd GSdx:
Avih renovated the configuration dialog a bit. It makes lots more sense now, thanks :)

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4173 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-01-02 10:24:36 +00:00
sudonim1 c7aa146489 I hate D3D.
32-bit depth buffers for D3D9 users if available.  Lots of code shuffling for reasons I don't even remember.  Stuff.  Pretty much just the 32-bit depth buffers.  That's good though, you don't have to envy D3D10 users half as much now.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@3002 96395faa-99c1-11dd-bbfe-3dabce05a288
2010-05-14 14:05:39 +00:00
sudonim1 4457fe40fc Removed all trailing whitespace in *.c *.cpp *.h because it irritates me.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2897 96395faa-99c1-11dd-bbfe-3dabce05a288
2010-04-25 00:31:27 +00:00
sudonim1 c09114e08b GSdx: Slightly more sensible input layout handling. No functional change.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2753 96395faa-99c1-11dd-bbfe-3dabce05a288
2010-03-19 18:02:56 +00:00
ramapcsx2 cbad1f9bd5 Small cleanups: Fixed a typo in HwWrite.cpp (could fix games) and removed double system reset call.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2709 96395faa-99c1-11dd-bbfe-3dabce05a288
2010-03-13 22:29:14 +00:00
Jake.Stine 2675957851 GSdx: Implement DX9 "on the fly" vsync enabler/disabler, and fix some dx9 vsync bugs in legacy gui (hopefully)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2302 96395faa-99c1-11dd-bbfe-3dabce05a288
2009-12-04 04:50:49 +00:00
Jake.Stine 34f30969bf GSdx: likely fix for the infamous DX10 memleak and resume/loadstate instabilities. Likely because I don't have DX10 capabilities, so I'm coding blindly as usual. ;)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2150 96395faa-99c1-11dd-bbfe-3dabce05a288
2009-11-07 17:50:48 +00:00
Jake.Stine c274d4e43c GSdx: Cleanups to the vsync framelimiter linkage. Ensures that the vsync settings are preserved across plugin shutdown/init, and removes a lot of function parameter mess trying to pass a single parameter across some 6-8 classes and 4 nested function calls.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2099 96395faa-99c1-11dd-bbfe-3dabce05a288
2009-10-31 01:06:23 +00:00
Jake.Stine 73a39b012c GSopen2: Fixed a bug in gsdx where it didn't properly handle changes to the GS base register memory pointer.
git-svn-id: http://pcsx2.googlecode.com/svn/branches/GSopen2@1858 96395faa-99c1-11dd-bbfe-3dabce05a288
2009-09-18 18:45:37 +00:00
Jake.Stine e4c0dfb6d3 GSopen2: Fixed GSdx so that it complies with the implied intent of the PS2E plugin API, where GSopen and GSclose retain the current GS emulation state. This required a couple significant changes:
* Removed GSTextureFX classes
 * Built shaders right into GSState classes, using GSStateDX as an interface, so that all shader caches get auto-destroyed along with GSState.

In addition to being a bit of a code cleanup, it should be a bit more efficient too since all of the extra dereferences to GSState from GSTextureFX have been removed. :)

git-svn-id: http://pcsx2.googlecode.com/svn/branches/GSopen2@1849 96395faa-99c1-11dd-bbfe-3dabce05a288
2009-09-18 00:16:52 +00:00
gabest11 cea0f395aa GSdx: experimenting with msaa, add msaa=N to gsdx.ini to activate it (N=2,4,8)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1597 96395faa-99c1-11dd-bbfe-3dabce05a288
2009-08-02 23:07:30 +00:00
gabest11 3f4f3db3e6 GSdx: little code cleanup
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1591 96395faa-99c1-11dd-bbfe-3dabce05a288
2009-07-31 23:59:06 +00:00
gabest11 83b15dbac0 GSdx:
- trying the dx10.1-only "gather" shader instruction for palletized lookups ("8-bit texture" mode), saves 4 instructions which isn't much but still... (not tested, don't have ati)
- may fix the intel gma "no output" bug (don't have gma either :P)
- and the usual small code optimizations


git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1549 96395faa-99c1-11dd-bbfe-3dabce05a288
2009-07-22 03:55:28 +00:00
gabest11 e58776e095 GSdx: just squeezing a few more fps.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1534 96395faa-99c1-11dd-bbfe-3dabce05a288
2009-07-16 21:36:07 +00:00
gabest11 f9f056d581 GSdx: fixing/breaking things again... palletized texture lookup can be done by pixel shader now (selectable, off by default), if you have a fast card it may help with texture heavy games, otherwise it is only going to be slower.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1472 96395faa-99c1-11dd-bbfe-3dabce05a288
2009-07-06 16:35:06 +00:00
gabest11 ae62a56cc1 GSdx: more leak cleanup
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1466 96395faa-99c1-11dd-bbfe-3dabce05a288
2009-07-04 22:54:57 +00:00