Tellow Krinkle
7fa6740710
GSdx: Fix issues on macOS
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Note: Doesn't add the ability to make windows, so GSdx won't actually play games on macOS with this
2020-12-06 14:02:43 -06:00
lightningterror
ecc37c4d1f
gsdx: Remove TV Shader hotkey toggle (F7).
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Plenty of users misclick this setting and don't know how to switch back
since it's a rarely used option.
Let's get rid of the hotkey toggle for a quality of life change.
2020-11-08 05:48:22 +01:00
Tyler Wilding
2c6805259e
GSdx: Compare file extensions as lower-case
2020-10-16 23:29:12 +01:00
Tyler Wilding
9f41f33e86
GSdx: Save PNG compressed screenshots as `.png` files
2020-10-16 23:29:12 +01:00
Kojin
f5b92ecdee
gsdx-osd: fix crashing on d3d11
2020-10-05 21:23:29 -04:00
sonicfind
1ff67c6c1b
Capture: Share filename between GSdx and Spu2-x
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Shares a single filename between the two capture functions so that the .avi and .wav will match.
Default wavdump filename changed to "audio_recording.wav"
2020-09-20 17:36:33 +01:00
JC
23248b5293
GSdx: Add Default OSD Font Resource ( #3605 )
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GSdx: Add Roboto font to resources and make it the default for the OSD
2020-09-01 11:50:09 -04:00
KrossX
61c4f9399a
GSdx: Dithering setting Hotkey
2020-05-16 21:53:17 +02:00
lightningterror
297459c9f6
gsdx-d3d11: Remove exclusive fullscreen code used in legacy gsopen.
2020-05-16 08:43:25 +02:00
lightningterror
333cd61c17
gsdx: Rename BLEND_NO_BAR to BLEND_NO_REC.
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Since we use it on d3d too it will better fit the naming.
2020-05-13 05:38:25 +02:00
lightningterror
888897ed48
gsdx-osd: Ensure we set proper data for osd options.
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Should avoid any potential issues if ini values are wrong for osd.
2019-07-16 23:42:34 +02:00
lightningterror
e9825dccc0
gsdx-ogl: Add rgba channel selection/support to StretchRect.
2019-06-23 23:34:25 +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
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
Kojin
a1cdeb2fd1
gsdx: add uncommit in recycle
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
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
Tyler Wilding
64104ca9fd
gui:recording: Revert addition of Screenshot As, will contribute as separate PR
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Along with changing the .bmp file naming scheme.
2019-04-21 00:45:44 +02:00
Tyler Wilding
413ba4b430
GSdx: implemented saving a snapshot to a dialog provided file path
2019-04-21 00:45:44 +02:00
lightningterror
c6f57c0bdb
gsdx: Save hotkey toggle to ini config.
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This will allow to save hotkey option toggling to the ini which
should fix gui updating with hotkey toggles.
Note: Render hw/sw switch doesn't work.
Also update some options that didn't have hotkey nametag.
2019-02-20 11:07:02 +01:00
Gregory Hainaut
31d95448ed
gsdx device: use same target for fxaa/shaderboost/shaderfx
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It avoid to waste VRAM memory
2019-02-13 19:52:43 +01:00
Gregory Hainaut
45dfb0dcdb
gsdx device: use generic resize texture function
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V2: add missing size for merge and interlace
2019-02-13 19:52:43 +01:00
lightningterror
19586fdd7f
gsdx: Move GSTexturecache files from Common to HW renderer.
2019-02-11 18:18:02 +01:00
Gregory Hainaut
dbffad2aef
gsdx hw: use non virtual Create Texture function.
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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
b4cb805a91
gsdx-tc: Remove CanConvertDepth virtual bool and use m_can_convert_depth for depth toggling.
2019-01-18 14:53:06 +01:00
Kojin
e429677a07
gsdx-hw: Completely remove MSAA from renderer code.
2019-01-15 19:13:14 +01:00
Kojin
eddaf71d47
gsdx: remove dds parameter from texture save method
2018-12-30 20:13:59 +01:00
lightningterror
da76440c14
GSdx-TC: Get rid of nasty ZWriteMustNotClear hack.
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d3d11 supports depth now.
2018-12-23 16:03:28 +01:00
lightningterror
e12447101f
GSdx: Get rid of d3d9 adapter code from GSSettingsdlg and GSDevice.
2018-12-22 22:53:09 +01:00
Kojin
3819e22432
gsdx-osd: Add support for custom colors
2018-12-20 15:32:04 +01:00
Kojin
1b0112de22
gsdx-osd: Rename log speed to log timeout
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Linux/Windows GUI to be updated in later commits.
2018-12-20 15:32:04 +01:00
Kojin
038ae8c7fc
gsdx-osd: Switch to opacity
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Switch to using opacity since this is how most software works.
Transparency is simply confusing to the average user.
Linux/Windows GUI to be updated in later commits.
2018-12-20 15:32:04 +01:00
Kojin
d624927022
gsdx-osd: Scale based on window size
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Switch to scaling on the window size instead of a hardcoded monitor res
2018-12-20 15:32:04 +01:00
Kojin
e683ce2994
gsdx-osd: Update manager to support DX11
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Fix an issue with w coordinate values being 0 which caused issues on DX11.
2018-12-20 15:32:04 +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
Alessandro Vetere
fe845aee58
GSTextureCache: Initialize palette texture if needed and not done yet.
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Also comment on the reason behind palette texture is always created with size 256x1.
2018-12-11 16:36:14 +01:00
Alessandro Vetere
0a5b1eb75d
GSTextureCache: Attach palette if needed (psm.pal > 0) also when reading part of framebuffer as texture.
2018-12-11 16:36:14 +01:00
Alessandro Vetere
f605012659
GSTextureCache: Refactor and fix palette management (v2).
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1) Refactor palette comparison fast path mechanism to avoid using mutable member of Source,
2) Attach palette to texture as soon as needed,
3) Bugfix attach CLUT copy only when pal > 0.
2018-12-11 16:36:14 +01:00
Alessandro Vetere
c183368d72
GSTextureCache: Refactor code to avoid using local shared pointer.
2018-12-11 16:36:14 +01:00
Alessandro Vetere
894ce5b7d6
GSTextureCache: Centralize CLUT comparison logic in PaletteKey equality operator.
2018-12-11 16:36:14 +01:00
Alessandro Vetere
c368afd6d2
GSTextureCache: Reformat code and adjust comments.
2018-12-11 16:36:14 +01:00
Alessandro Vetere
e1dff69a43
GSTextureCache: Compare also pal value in PaletteKey eq operator.
2018-12-11 16:36:14 +01:00
Alessandro Vetere
774373cc65
GSTextureCache: Add ASSERTs on pal value to ease debugging.
2018-12-11 16:36:14 +01:00
Alessandro Vetere
acbe6c24a0
GSRendererOGL/GSTextureCache: Improve ICO hack by using palette cache for depth sampling, removing only point of creation of palette textures outside TC.
2018-12-11 16:36:14 +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
lightningterror
eb3a423f80
GSdx: Enable Texture Cache and RendererHW to support depth on Direct3D11.
2018-12-10 00:17:04 +01:00
lightningterror
9a10612f0b
GSdx: Adjust Frame Buffer Conversion tooltip and TC comment to match recent changes.
2018-11-25 13:35:00 +01:00
lightningterror
c8f52b0ba3
GSdx-ogl: Move rgb channel 7 to empty slot 5.
2018-11-25 04:06:04 +01:00
lightningterror
292e7a6573
GSdx-osd: Remove/purge OSD Indicator code.
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The code was never working properly ( tested by @tadanokojin ) so let's
clean up and remove it. If someone actually wishes to maintain it then
they can re add it and update the code to a functional stage.
2018-11-18 14:15:17 +01:00