Commit Graph

28 Commits

Author SHA1 Message Date
Gregory Hainaut 643ed528c2 gsdx hw: allow to create sparse texture at device level
Obviously texture allocation should be updated too
2019-04-26 12:40:04 +02:00
Kojin 73e3072715 GSdx-d3d11: Enable break on D3D message
Enable automatic breaking on d3d11 messages:
- D3D11_MESSAGE_SEVERITY_CORRUPTION
- D3D11_MESSAGE_SEVERITY_ERROR
- D3D11_MESSAGE_SEVERITY_WARNING
- D3D11_MESSAGE_SEVERITY_INFO

Hidden option dx_break_on_severity bitfield

Debug build only.
2019-04-08 00:45:50 +02:00
Gregory Hainaut dbffad2aef gsdx hw: use non virtual Create Texture function.
Just do the format check in FetchSurface. It removes a level of virtual function
and avoid useless code duplication.
2019-02-02 22:54:30 +01:00
lightningterror ee7749452d gsdx-d3d11: Remove unused function OMSetRenderTargets with UnorderedAccessView.
Note ID3D11UnorderedAccessView parameters are also unused but could be
useful for future DATE ports.
2019-01-28 21:01:22 +01:00
Kojin af64865c5d gsdx-d3d11: Framebuffer copy improvements
Improved handling of frame buffer copy by accounting for fb read on all slots.

- implement before/after draw functions
- defer setting of resources on the api to just before the draw
- use a bitfield to keep track of set/copied resources
- recycle copies after draw

Fixes: RE4 and Tales of Abyss
2019-01-27 16:40:39 +01:00
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 2aadf0be89 GSdx: Adjust Scaling Factor.
Use value of 1 when upscale multiplier is 0 for ScalingFactor, this is
to avoid doing math with 0 in shader.

It helps custom res be less broken. Still not recommended to use custom
res ofc.
2019-01-22 23:25:01 +01:00
Kojin 468b9ded46 gsdx-d3d11: Update texture copy method to handle depth
- Rename CopyRenderTarget to CloneTexture
- Allow copy of depth target

Also fix a small oversight from the removal of MSAA.
2019-01-22 06:52:24 +01:00
Kojin 57824261c6 gsdx-d3d11: Cache rt depth stencil on m_state
Cache the depth stencil in addition to color rt.
This will allow us to check for depth stencil equality on slot 4.
2019-01-22 06:52:24 +01:00
Kojin e429677a07 gsdx-hw: Completely remove MSAA from renderer code. 2019-01-15 19:13:14 +01:00
lightningterror 54f8aca7d5 GSdx-d3d11: Re enable shader code logging.
Log was disabled in #2760
2019-01-04 01:00:10 +01:00
Kojin a5564896ea gsdx-d3d11: remove useless gs creation method 2018-12-25 13:38:19 +01:00
Kojin e0c598f38e gsdx-d3d11: Enable HLSL debugging on development builds
Enable HLSL compile flags that allow devs to use tools such as NSight or VS Graphics debugging for HLSL.
2018-12-25 13:38:19 +01:00
Kojin dc2eed6ca1 gsdx-d3d11: Fix CopyOffscreen bug
Update CopyOffscreen to accept the ps_shader value when doing StretchRect.
This fixes an issue where it was selecting the wrong PS for depth cache read.

Should (hopefully) fix SMT.
2018-12-23 15:20:04 +01:00
Kojin e51eadaf16 gsdx-osd: Update m_font to use unique_ptr 2018-12-20 15:32:04 +01:00
Kojin 5e75a66f82 gsdx-d3d11: Port RenderOsd function from opengl to support osd on d3d11 2018-12-20 15:32:04 +01:00
Kojin 5713993777 convert.fx: Add color support to IA
Support color input in vs and ps.
Skipping dx9.
2018-12-20 15:32:04 +01:00
lightningterror 63bbf52219 GSdx-d3d11: Adjust DATE code, and remove rtCopy.
Remove DATE shader macro and bit.
Remove useless HasStencil case. If DATE is enabled stencil is also
enabled, this check is useless.
Remove leftover rt and rtCopy code case from d3d9.

Remove traces of rtCopy and sampler in slot 2.

rtcopy
2018-12-20 14:42:56 +01:00
Kojin 5527bcb13e GSdx-debug: Do some casts and fix warnings. 2018-12-17 15:52:27 +01:00
Kojin ef0ebd6517 gsdx-d3d11: Copy render target when it matches texture in slot 4
Needed for channel shuffle, this copies the render target when it's
the same as the resource texture bound on slot 4.
2018-12-17 11:43:15 +01:00
Kojin 554b797b92 gsdx-d3d11: Move shader/sample state set to it's own function 2018-12-17 11:43:15 +01:00
Kojin 84dbdd6b18 gsdx-d3d11: Add CopyRenderTarget function 2018-12-17 11:43:15 +01:00
Kojin 1427d55b08 gsdx-d3d11: Store shader resource textures on GSDevice11 2018-12-17 11:43:15 +01:00
Kojin a743707728 gsdx-d3d11: Store render target texture in GSDevice11 2018-12-17 11:43:15 +01:00
Kojin ade00f8a70 GSdx-d3d: Support depth as texture.
- Create depth as typeless format and bind shader resource flag.
- Create depth and shader resource view using proper typed formats.
2018-12-10 00:17:04 +01:00
lightningterror 4328d099c4 GSdx-d3d: Add support to write in depth buffer.
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).
2018-12-10 00:17:04 +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