lightningterror
0781cb65bf
gsdx-hw purge HauntingGround crc hacks.
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Half Pixel Offset can solve the misaligned blur when upscaling, while
the second hack is also no longer needed and it broke depth effects too.
2019-06-14 23:32:58 +02:00
lightningterror
3228789808
gsdx-d3d11: Add draw call number to debug logs.
2019-06-13 14:52:03 +02:00
lightningterror
6024359011
gsdx-hw: Purge CastlevaniaCoD, CastlevaniaLoI, NanoBreaker crc hacks.
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Shadows emulated correctly with accumulation blend, d3d11 misses sw
blend for extra accuracy (darker shadow).
gsdevice11: Remove unused IsCLR1() variable.
2019-06-13 13:38:24 +02:00
hibye8313
60cf62fea1
GSdx-d3d11: Partial port of EmulateBlending() from OGL renderer to DX11 renderer and ps_blend() from OGL shader to DX11 shader (only accumulation blend).
2019-06-13 13:25:46 +02:00
hibye8313
6bdd4ff186
GSdx-d3d11: Ported SW blending variables from OGL to DX11 PSSelector/BSSelector/pixel shader.
2019-06-13 13:25:46 +02:00
hibye8313
718042e6a6
GSdx: Made a DX11/OGL-independent blend map in GSDevice.cpp. Convert to OGL/DX11 specific constants at run time.
2019-06-13 13:25:46 +02:00
lightningterror
976b77f144
gsdx-hw: Use std max for scaling factor, bonus add jak3 crc id for eu preview/us international release.
2019-06-01 16:46:17 +02:00
lightningterror
877a112193
gsdx-hw: Remove no longer used linear parameter from ComputeFixedTEX0,
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add an assert that m_target isn't handled with invalid_tex0 yet due to upscaling.
2019-05-31 13:50:28 +02:00
lightningterror
5e043b3b6f
gsdx-hw: Re add GSC_RedDeadRevolver crc hack that only skipped blur effects to aggressive mode only.
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Previous commit for reference:
548d6b31bf
2019-05-25 17:19:17 +02:00
lightningterror
ed8592b30b
gsdx-d3d11: Don't run Alpha Stencil on DATE with texture shuffle.
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It breaks DATE with tex shuffle (Haunting Ground 2, Superman shadow of
Apokolips, possibly others too).
2019-05-24 01:17:33 +02:00
lightningterror
3289dc1cc7
gsdx-gui: update alpha stencil, crc hack level tooltips.
2019-05-23 18:11:26 +02:00
lightningterror
87808fee03
gsdx-hw: Purge GSC_GTASanAndreas crc hacks.
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Auto flush allows us to render the effects properly.
Small ghosting may not be an actual issues as it's also present on sw
renderer.
2019-05-17 03:35:17 +02:00
Shanoah Alkire
284880f768
GSdx: Variables should be initialized in the order in which they are declared. (-Wreorder)
2019-05-11 19:00:29 -07:00
Kojin
2d46bc661d
gsdx-d3d11: ensure texture size of at least 1x1
2019-05-11 22:23:12 +02:00
lightningterror
9a5225dfdf
gsdx-hw: Purge GSC_SimpsonsGame crc hacks.
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Upscaling issue can be resolved with Half Pixel Offset Normal.
2019-05-05 23:37:18 +02:00
lightningterror
637f777ea9
gsdx-hw: Update OI_StarWarsForceUnleashed hack.
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Remove hack that was replaced by OI_GsMemClear and OI_DoubleHalfClear.
2019-05-02 22:53:44 +02:00
lightningterror
eb0d22626f
gsdx-hw: Purge GSC_StarWarsForceUnleashed crc hacks.
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Shadows are rendered correctly with basic blending on opengl, high on
d3d11.
2019-05-02 21:07:46 +02:00
Kojin
de0c4a7fc7
gsdx-hw: Check for null texture before commit in hacks. ( #2951 )
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Issue ##2943
2019-05-02 19:57:00 +02:00
lightningterror
5a69a2f689
gsdx-sw: Add an option to toggle auto flush on sw renderer.
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Windows + Linux.
2019-05-02 15:35:55 +02:00
Gregory Hainaut
ead3d21bdb
gsdx ogl: commit texture in copy function
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So far not yet used but safer this way
2019-04-26 12:40:04 +02:00
Gregory Hainaut
568b96b885
gsdx ogl: only always uncommit texture in debug build
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It is good for memory but bad for the speed. There is likely a better trade-off
but it should be enough for now
2019-04-26 12:40:04 +02:00
Gregory Hainaut
70c3c1a48f
gsdx ogl: always commit a sparse texture when force_texture_clear is enabled
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The goal is to ensure the behavior of the option. VRAM usage isn't important
as option is mainly intented for debug purpose.
2019-04-26 12:40:04 +02:00
lightningterror
e77aac0bf1
gsdx-ogl: Do some integer casts for destination texture commit to StretchRect.
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Fixes warning.
2019-04-26 12:40:04 +02:00
Gregory Hainaut
bdcf83ca45
gsdx ogl: sparse texture : only commit new area
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Avoid potential driver overhead
2019-04-26 12:40:04 +02:00
Gregory Hainaut
bb306dfe90
gsdx hw: commit texture before a clear in OI hack
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Note I didn't bother to compute the draw region for single game hack.
Gain would be 0 if game doesn't suffer of memory issue in the first place
2019-04-26 12:40:04 +02:00
Kojin
116a5d822c
gsdx-ogl: update Save() to use committed size of texture
2019-04-26 12:40:04 +02:00
Kojin
9618283217
gsdx-ogl: Add detection of Sparse Depth in isDss()
2019-04-26 12:40:04 +02:00
Kojin
55e95cc552
gsdx-ogl: add destination texture commit to StretchRect
2019-04-26 12:40:04 +02:00
Kojin
e9989a5966
gsdx: enable sparse render target in TC
2019-04-26 12:40:04 +02:00
Kojin
a1cdeb2fd1
gsdx: add uncommit in recycle
2019-04-26 12:40:04 +02:00
Kojin
4e675ef6e1
gsdx-ogl: add texture commit ogl renderer
2019-04-26 12:40:04 +02:00
Gregory Hainaut
ba782e90c8
gsdx ogl: enable sparse feature on GSdevice interface
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Note: remain
* To really use sparse texture
* To debug it ^^
2019-04-26 12:40:04 +02:00
Gregory Hainaut
16d5f477ff
gsdx ogl: implement CommitPages
2019-04-26 12:40:04 +02:00
Gregory Hainaut
e8b2d036ee
gsdx ogl: handle creation of sparse texture
2019-04-26 12:40:04 +02:00
Gregory Hainaut
9e7069f374
gsdx hw: add API to manage sparse texture allocation
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DX/GL should implement "CommitPages" to really commit memory
Note: CommitPages should also update the m_committed_size member
2019-04-26 12:40:04 +02:00
Gregory Hainaut
643ed528c2
gsdx hw: allow to create sparse texture at device level
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Obviously texture allocation should be updated too
2019-04-26 12:40:04 +02:00
lightningterror
3408d1a873
gsdx-d3d11: Move colclip code to blending function.
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Also disable a log that was accidentally enabled/pushed.
2019-04-25 16:48:07 +02:00
lightningterror
a0c6c1cb9f
gsdx-hw: Forgot to remove a crc region check for dbzbt2-3, no longer needed.
2019-04-25 16:34:28 +02:00
lightningterror
8eab618502
gsdx-hw: Purge crc hacks that had their half screen issues resolved (Texture shuffle case).
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DBZBT2, DBZBT3, MetalGearSolid3.
2019-04-25 15:08:51 +02:00
Kojin
34ac15f7eb
GSdx-hw: Add secret ini option to disable TS half bottom detection
2019-04-25 13:42:47 +02:00
Kojin
7eb0b0ac65
GSdx-hw: Add automatic detection of half-bottom in TS
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Typical shuffle case is 1/2 height so other half is undesired
In dbz we split the depth buffer.
- Sample first half, write to `0x0`.
- Sample second half, write to `0x800`
- Finally, sample `0x0` though `0xffc`
Crash Twinsanity is a similar case.
2019-04-25 13:42:47 +02:00
Kojin
97612edd58
GSdx-hw: Move src to protected member
2019-04-25 13:42:47 +02:00
Kojin
6af2f7ef46
GSdx-hwtc: Propagate valid area from dst to source
2019-04-25 13:42:47 +02:00
Kojin
acf771edd8
GSdx-hw: Store bounding rectangle in protected member
2019-04-25 13:42:47 +02:00
lightningterror
c3f36ad430
gsdx-gui: Separate opengl and direct3d blending options.
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A short summary how d3d option behaves compared to gl.
None d3d-> behaves the same
Basic d3d-> even less than 1/3 of Basic opengl.
Medium d3d -> less than 1/3 of Basic opengl.
High d3d -> 1/3 of Basic opengl.
Note: Medium and High options are mostly intended for debug use.
2019-04-23 15:24:04 +02:00
lightningterror
d4b62444d1
gsdx-d3d11: Adjust fbmask code on d3d11.
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Add the remaining code and separate it in levels because dx sux.
Basic blending mode -> doesn't enable fbmask on texture shuffle and
triangle primitives.
Medium -> doesn't enable fbmask on triangle primitives.
High mode- > fully enables fbmask, note it's still not on par with
opengl because we miss sw blending for some games.
Also keep in mind that High Blending option on d3d11 is like 1/3 of
Basic Blending option on GL.
2019-04-23 15:24:04 +02:00
lightningterror
641df126c4
gsdx-d3d11: Don't enable fbmask on triangle primitives.
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It is quite slow due to fb copy on d3d, add potential notes for future
improvements so I don't forget what I wanted to do.
2019-04-22 05:07:42 +02:00
lightningterror
de5e9a85bb
gsdx-d3d11: Partial port of frame buffer masking from opengl.
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It works on games such as Fifa Street 1 and 2 (character and stage
rendering), mission impossible operation surma (shadow rendering).
It needs at least Basic level of blending enabled on d3d11.
2019-04-22 05:07:42 +02:00
lightningterror
9d60d6acfd
gsdx-d3d11: Remove old aout code.
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Will be replaced with fbmask code in next commits.
2019-04-22 05:07:42 +02:00
Tyler Wilding
08d923ca6f
recording: Append copyright headers
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Squashed commits:
[47be08613] recording: Forgot to refactor the usage of std::size
2019-04-21 00:45:44 +02:00