KrossX
4db6b287cd
GSdx-d3d11: Make TFX shader more similar to OGL's.
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Denormalize FOG and COLOR to match as well.
2019-09-15 19:02:36 +02:00
KrossX
ee05d55a51
GSdx-d3d11: Reorganize TFX shader to match OGL's.
2019-09-15 19:02:36 +02:00
Hamish
e2d8992310
GSdx: Enable OpenCL on Linux ( #3099 )
2019-09-11 17:59:33 -07:00
lightningterror
d0cb0f59d9
gsdx-d3d11: Extend BLEND_NO_BAR to also hit on clamp 0, it's faster than standard HDR algo.
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GOW shows a nice fps improvement (+6 give or take). Spyro too maybe.
2019-07-08 00:40:54 +02:00
KrossX
39f509feaa
gsdx-hw: Remove no longer needed Sprite hack, replaced by improved atst code already.
2019-06-16 20:42:28 +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
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
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
Gregory Hainaut
e56f75fe9a
gsdx hw:move vertices fixup for texture shuffle in RendererHw
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Bonus: fix m_vt value
2019-02-22 16:57:59 +01:00
lightningterror
e55fcae981
gsdx d3d11: re-normalize coordinate when TEX0 is invalid.
2019-02-20 13:49:57 +01:00
Gregory Hainaut
29aef04fbf
gsdx ogl: re-normalize coordinate when TEX0 is invalid
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Fix #258
Fix #695
2019-02-20 13:49:57 +01:00
lightningterror
8cb6d255ca
fxaa.fx: Purge d3d9 shader code.
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Looks like I forgot this one.
2019-02-19 15:36:15 +01:00
lightningterror
119ab90657
gsdx: Reuse same selected renderer image/banner for ps1 emu compatibility as ps2.
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There's no need to have duplicate images that basically do the same
thing. Update the gui to reflect latest changes and use the same images
on both. It will reduce plugin size.
Remove old images and update VS project files.
2019-02-13 12:30:00 +01:00
lightningterror
dabc99f466
gsdx-ogl: Small colclip improvements.
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1. Allow hrd colclip to also run on the unsupported
cases which should be pretty rare.
2. Remove colclip from high sw blending.
3. Disable the hdr colclip shader which may not be
actually required to run.
Idea by Gregory
2019-02-08 14:53:15 +01:00
lightningterror
4ab29eb280
gsdx: Remove some useless dx9 comments.
2019-01-26 16:13:07 +01:00
lightningterror
f28f03803f
tfx.fx: Correct a couple more blending factors.
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Chane 0.5 to 128.0f/255.0f which is 0.50196078431.
Just to be safe it's accurate.
2019-01-18 06:10:41 +01:00
lightningterror
fa4ae7800b
tfx.fx: Adjust some blending factors
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255.0f / 128.0f gives us 1.9921875.
128.0f / 255.0f gives us 0.50196078431.
Which are more accurate.
Fixes regression in dbz bt3 where characters appeared darker.
2019-01-14 17:01:17 +01:00
lightningterror
86327b52a9
convert.fx: Update main4 shader to better support hdr colclip.
2019-01-12 09:53:51 +01:00
lightningterror
8a57d7f470
GSdx-d3d11: Remove colclip and negative blend algo.
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Code was old and inefficient. HDR colclip will do a better job.
2019-01-12 09:53:51 +01:00
lightningterror
4a0697fda2
tfx.fx: Remove commented out code in clamp_wrap_uv function.
2018-12-20 18:41:30 +01:00
KrossX
83d293d41c
gsdx-d3d11: Port OSD shader from OGL
2018-12-20 15:32:04 +01:00
Kojin
5713993777
convert.fx: Add color support to IA
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Support color input in vs and ps.
Skipping dx9.
2018-12-20 15:32:04 +01:00
lightningterror
cdeacafd27
tfx.fx: Remove datst (DATE), and RTCopy.
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Code was never hit on D3D11. D3D11 uses stencil operations.
Also Remove VS_RTCOPY which was used only by d3d9.
Remove RTCopy Sampler from the shader.
tfx rtcopy
2018-12-20 14:42:56 +01:00
lightningterror
fce3918562
GSdx: Purge Direct3D9 Render entirely. ( #2762 )
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And the time has come to say good bye (good riddance?), this build removes Direct3D9 entirely from GSdx. D3D9 is/was holding us back in some D3D11 fixes that we want to further implement.
The last build that supports D3D9 is v1.5.0-dev-2779-g1a61148b0 for anyone still interested.
"Press F to pay respect.
2018-12-20 00:54:51 +01:00
Kojin
0353273733
tfx.fx: Update Vertex and Geometry shaders to support the new
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depth sample state.
Note this breaks D3D9 but we will be purging it shortly after
so there's nothing to worry about.
2018-12-19 19:59:23 +01:00
KrossX
3b11164637
tfx.fx: Add tfx shaders to support depth sampling.
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Add clamp wrap uv depth,
Add sample depth.
Sample shaders depth fmt 1 and 2 are based on convert shaders.
2018-12-19 19:59:23 +01:00
lightningterror
59752120d6
tfx.fx: Add support for dfmt to pick the shader for 16bit alpha output.
2018-12-18 12:55:23 +01:00
KrossX
013c47950d
tfx.tx: Add support for Tales of Abyss and Urban Chaos HLE shader.
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Add sample_depth function, note only Tales of Abyss and Urban Chaos
depth sampling is supported, full depth fmt will need to wait a little
longer.
2018-12-13 22:14:49 +01:00
lightningterror
abb1cc5fe7
tfx.fx: Add shaders support for PS_DEPTH_FMT on channel shuffle.
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Red, blue and gXbY channels support it.
2018-12-13 01:47:10 +01:00
lightningterror
c7aca64642
GSdx-d3d: Add support for ChannelShuffle in PS constant buffer.
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Needed for GXBY channel.
2018-12-13 01:47:10 +01:00
KrossX
d38bd9c950
tfx.fx: Port channel shuffle shaders from OpenGL.
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Port RGBA shaders to support channel shuffle on Direct3D11.
2018-12-13 01:47:10 +01:00
lightningterror
80af99bb44
GSdx-ogl: Switch shader numbers main18 and main19.
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Allows us to port feedback write (DoMerge function) to D3D11 without
adding dummy shaders for osd.
2018-12-10 18:31:59 +01:00
KrossX
c3a1cc3801
convert.fx port main10-16 shaders from Opengl to Direct3d11.
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Adds support to do depth conversion through the shaders.
2018-12-10 00:17:04 +01:00
lightningterror
c8f52b0ba3
GSdx-ogl: Move rgb channel 7 to empty slot 5.
2018-11-25 04:06:04 +01:00
KrossX
df307bed02
GSdx-d3d: Add macro to support ScalingFactor in shaders.
2018-10-19 11:36:23 +02:00
lightningterror
b360c07253
glsl, fx: Update point sampler comment.
2018-10-09 09:07:45 +02:00
KrossX
5719c6c3c0
glsl: remove signed int cast side (masks and offsets are unsigned to begin with.
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Issue #2617
2018-10-04 20:47:03 +02:00
KrossX
2d094cbc3b
tfx.fs: Remove whitespaces.
2018-10-03 15:21:46 +02:00
KrossX
9d562a454b
GSdx: Limit Wrap negative UV when PS_FST is 0 only.
2018-10-03 15:21:46 +02:00
KrossX
629d2bd425
GSdx: Wrap negative UV on region repeat wrap mode.
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Makes UV coord be on the range [0, SIZE) before applying mask and
offset. This fixes Xenosaga's hair for example, which has negative UV
coords.
2018-10-01 22:38:22 +02:00
KrossX
e90c87a8ef
GSdx-d3d: Keep fract in [0;1] range port from OpenGL.
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Fixes texture flickering in Oni on d3d11.
Commit:
a8968257db
2018-09-28 02:33:58 +02:00
lightningterror
728fa2c1a4
GSdx-d3d: tfx.fx correct texture shuffle shaders.
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Some values were incorrect, now I'm no expert but looking at the code
and behavior seemed a bit wrong compared to gl.
Improves d3d rendering on Sonic Unleashed, the purple screen is gone
matching it with gl visuals.
2018-09-17 14:26:08 +02:00
lightningterror
f40c1de919
GSdx: GPU accelerate 8 bits texture conversion port from OpenGL to Direct3D11.
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Commit:
d29e375f72
Only native res is supported currently, but it's still great progress.
Someone needs to port the ScalingFactor to D3D from commit:
6121677aa1
Credits to KrossX for porting the shader.
2018-09-13 19:56:59 +02:00
Jonathan Li
e4dd0069ca
gsdx:windows: Don't refer to D3D10
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Direct3D11 is used even if the user's GPU only supports Direct3D feature
level 10.0.
2018-08-29 00:48:16 +01:00
lightningterror
122f730608
glsl: Replace leftover tabs with spaces in shaderboost.
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I believe all glsl files are cleaned up now.
2018-08-27 14:01:25 +02:00
lightningterror
1aeec47b30
glsl: Replace leftover tabs with spaces in tfx_fs.
2018-08-22 20:12:53 +02:00
lightningterror
d7cdbf6f27
Gsdx: Point Sampler changes.
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Re add point sampler to OpenGL. Fixes graphical issues when
Allow 8-bit textures is enabled on AMD gpus.
Issue: https://forums.pcsx2.net/Thread-GSDX-Hardware-mode-Bug-Report-Allow-8-bit-Texture
Adjust the code to be easier to read, and execute the gl code only on amd - suggested by Gregory.
Remove useless ATI_SUCKS define in tfx shader.It wasn't used anywhere outside of the shader.
2018-08-22 20:12:53 +02:00
lightningterror
6eb385fd9b
GSdx-d3d: s/sample_4a/sample_4_index/
2018-08-21 13:56:06 +02:00
lightningterror
188a1f1416
GSdx-d3d: Drop an useless min in FS - port from GL.
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Commit: a1957a685d
GPU will clamp color anyway. It reduces the number of instruction of 25%
(4->3).
2018-08-21 13:56:06 +02:00