Commit Graph

13 Commits

Author SHA1 Message Date
lightningterror 246dab3375 gsdx-hw: Move EmulateAtst in common hw renderer code.
v1 Code is identical so no need to have separate functions for gl and
d3d11.

v2 Change pass integer parameter with bool that checks for pass 2.
2020-11-04 07:48:58 +01:00
lightningterror 19e872453d gsdx-d3d11: Remove Alpha Stencil hack.
Hack is obsolete/replaced with accurate date/date_one option/code.

There's pretty much no usecase for it remaining other than using it as
an alternative to skipdraw which removes/breaks transparency effects.
2020-06-23 21:39:39 +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
lightningterror d4b62444d1 gsdx-d3d11: Adjust fbmask code on d3d11.
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 de5e9a85bb gsdx-d3d11: Partial port of frame buffer masking from opengl.
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.
Will be replaced with fbmask code in next commits.
2019-04-22 05:07:42 +02:00
lightningterror 744fa18d95 gsdx-d3d11: Merge/move GSDeviceDX code to GSDevice11.
Update VS and cmake project files, remove GSDeviceDX files.
2019-01-26 16:13:07 +01:00
lightningterror 7b4133ac08 GSdx-d3d11: Add final to Renderer class and DrawPrims, also change some voids to inline. 2019-01-24 20:30:48 +01:00
lightningterror 78f0b65e19 GSdx-d3d11: Merge GSRendererDX11 and GSRendererDX together.
Update VS and cmake project files to match new changes.
2019-01-24 20:30:48 +01:00
lightningterror e05b5d2420 GSdx-d3d: Move channel and texture shuffle in GSRendererDX.
Preparations for file merge.
2019-01-14 02:30:25 +01:00
lightningterror c511ce80d2 GSdx-d3d: Add support for channel shuffle in GSRendererDX.
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.
2018-12-13 01:47:10 +01:00
lightningterror 9899d0d6b7 GSdx: Always enable Unscale Point and Line.
Always enable unscale point and line hack on upscaled resolutions, and
purge the gui option.

It was discussed in the past with Gregoy that it can be enabled without
causing any issues which will be beneficial to getting rid of 1 less
option and fixing a bunch of fmv issues without relying on a gui toggle.
2018-11-26 17:13:45 +01:00
arcum42 2e1db411fa GSdx: Folder Reorganization. (#2657)
This pull request is for the pending reorganization of the folder structure on GSdx,
making it better organized and easier to work with.

Also remove unused GSTextureFX.cpp file.
2018-11-16 19:41:37 +01:00