lightningterror
3a7f2a5c0b
GSdx: Hide the MSAA option.
...
No need to have an option on display that does nothing for now.
2019-01-13 17:57:29 +01:00
lightningterror
106c678cc1
GSdx: Purge GSC_EternalPoison crc hacks.
...
Shadows are better rendered now with hdr colclip, blending is still
needed but the shadow's shape is proper now so let's purge the hack.
2019-01-13 17:33:08 +01:00
lightningterror
52bad3505c
GSdx: Adjust GSC_GodOfWar 1 and 2 crc hacks a bit more.
...
GSC_GodOfWar moved to aggressive state.
GSC_GodOfWar2 some value swere corrected (should fix some regressions)
and hack was moved to partial state because we have an upscaling hack.
2019-01-13 16:26:09 +01:00
lightningterror
f5b9965910
GSdx: Purge OI_GodOfWar2 hw hack.
2019-01-13 15:08:36 +01:00
lightningterror
6f01936943
GSdx: Remove depth crc hacks for god of war 1 and 2.
...
Effects rendered correctly with depth on all renderers.
2019-01-13 14:42:53 +01:00
lightningterror
9119e3110d
GSdx-ogl: Correct DATE log.
2019-01-12 16:43:26 +01:00
lightningterror
f73de4c59c
GSdx-ogl: Add perf log for Slow DATE code on texture shuffle/no prim overlap.
2019-01-12 09:59:28 +01:00
lightningterror
7e6c325210
GSdx: Move BoundingBox to HW render and update d3d11 code to use the gl bounding box as well.
...
hdr colclip and date uses it.
2019-01-12 09:53:51 +01:00
lightningterror
86327b52a9
convert.fx: Update main4 shader to better support hdr colclip.
2019-01-12 09:53:51 +01:00
lightningterror
d17e0eba9b
GSdx-d3d11: Add/port HDR colclip support.
...
It helps render shadows a lot better compared to the old code.
Credits to Gregory and Kojin for helping with the code.
2019-01-12 09:53:51 +01:00
lightningterror
8a57d7f470
GSdx-d3d11: Remove colclip and negative blend algo.
...
Code was old and inefficient. HDR colclip will do a better job.
2019-01-12 09:53:51 +01:00
lightningterror
e0877608ae
spu2-x: Remove DecodeDPLII.cpp and DPLII.h files "Dolby Pro Logic II".
...
DecodeDPLII.cpp is an old duplicate of DplIIdecoder.cpp which seems to
be useless.
Code was updated in
a4a40441c9 (diff-7b7ddfd7d5c8c428703a057822e60668)
2019-01-09 20:05:29 +01:00
lightningterror
fb5471f34f
spu2-x: Adjust some Dolby Pro Logic II code.
...
Comment out unused variable sLogTable in DplIIdecoder.cpp.
Remove DPLII.h from cmake list, it's unused so don't list it.
Some people suggested to keep the source files even if they are unused
so we can do that. Maybe someone will get the code to work properly.
2019-01-09 16:01:56 +01:00
lightningterror
f2f66c02d3
GSdx: Add option to Disable Safe Features.
...
Idea is to disable multiple features in 1 option to avoid gui clutter.
Unscale Point and Line:
This partially reverts PR #2710 restoring Unscale Point and Line but as a disable option.
It can help Xenosaga games.
GS Memory clearning:
This disables GS memory clearing to be done on the CPU, by default both gpu and cpu do memory clearing
which is more accurate.
It can help Kingdom Hearts games.
2019-01-09 15:44:41 +01:00
arcum42
c58acd1105
Remove CDVDPeops and PeopsSPU2. ( #2792 )
2019-01-03 19:55:03 -08:00
lightningterror
54f8aca7d5
GSdx-d3d11: Re enable shader code logging.
...
Log was disabled in #2760
2019-01-04 01:00:10 +01:00
lightningterror
4cf3328682
GSdx: Adjust some checks in the gui code.
...
Now that d3d9 has been removed we can ease up and reduce/remove some
render variable checks.
2019-01-02 03:11:47 +01:00
lightningterror
d55e9cbd96
spu2-x: Remove unused GetLinearSrAr code.
...
Get rid of GetLinearSrAr code, it wasn't used anywhere so I don't see a
reason why to keep it, other than clogging up the code, if someone wants
to work on it they can re add the function in the future.
2018-12-31 18:06:31 +01:00
lightningterror
ec6ac75b10
GSdx-gui: Update the crc hack level tooltip again.
...
Suggested by Gregory.
2018-12-31 18:03:15 +01:00
lightningterror
5d62e47229
GSdx-gui: Update crc hack level tooltip.
...
The tooltip was way too big so this should shrink it down a bit. Remove
the mentioned games on Aggressive state, it was a bit useless.
2018-12-30 23:59:59 +01:00
Kojin
eddaf71d47
gsdx: remove dds parameter from texture save method
2018-12-30 20:13:59 +01:00
Kojin
e847d94062
gsdx-d3d11: enable splitting of alpha in dumps
2018-12-30 20:13:59 +01:00
lightningterror
781323ff10
GSdx: Purge a crc hacks for GSC_Onimusha3.
...
Hack removed depth effects which are rendered properly. I wasn't able to
trigger a skip on the other hack draw calls, they need to be
investigated further what they actually did.
2018-12-29 01:35:44 +01:00
lightningterror
01c64f1b35
GSdx: Purge some crc hacks for GSC_BurnoutGames.
...
Purge hacks that removed texture shuffle effects only.
2018-12-28 20:21:02 +01:00
lightningterror
7577165a97
GSdx: Adjust Aggressive state crc level.
...
Create a Aggressive state function instead of adjusting the hacks
separate, move the aggressive only there.
It's more efficient this way.
2018-12-28 20:03:38 +01:00
Shanoah Alkire
0ff7ea3ccc
Only use -Wno-class-memaccess on gcc 8.0 or higher, as it didn't exist previously.
2018-12-26 21:55:25 -08:00
lightningterror
d1c8808797
GSdx-d3d: Add texture shuffle check in DATE selection.
...
It ensures the code cases are hit properly for all DATE selection cases.
Texture shuffle case with Slow DATE is not yet supported so keep using
the old DATE method.
2018-12-26 18:45:11 +01:00
lightningterror
6575fe7cce
GSdx: Disable/uncheck "Large Framebuffer" option by default.
...
Some games don't play nice with the option and have huge amounts of
ram/vram spikes that can even lock up the system so it's better to have
the option disabled by default.
2018-12-26 13:43:37 +01:00
lightningterror
d5bd5db072
GSdx: Fix OpenCL detection.
...
Fixes an issue when the plugin detects an opencl ini value for the
render. It used to throw a "GS plugin failed to load" error when opencl
was disabled but the ini value remained the same. The render will
fallback to D3D11 now.
2018-12-26 05:13:15 +01:00
Daniel Nowak
b3006e2a6a
Dev9ghzdrk: MAC updated to work with XLink 7.4.32
2018-12-25 22:57:19 +01:00
lightningterror
a020c98421
GSdx: Cleanup file includes.
...
Remove GSCrc.h include in GSRendererHW and GSRendererDX11, file is
already included in GSState.h.
Remove GSRenderer.h include from renderers except Null and CL, file already
included in TextureCache hw/sw.
Remove resource.h include from GSRendererDX11, already included in GSDevice11.
Remove GSOsdManager.h from GSDeviceOGL, already included in GSDevice
2018-12-25 20:12:29 +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
lightningterror
4076e3387e
GSdx-osd: Change default font color to blue/cyan.
...
It matches the color theme of the emu better.
2018-12-25 02:35:49 +01:00
lightningterror
29941f3e0d
GSdx: Partially re add Bully crc hack.
...
Game has upscaling issues so let's only add the hack for upscaling,
also merge the two regions together.
Hack will be disabled on native res if crc is below aggressive, upscaled
is set to partial level.
2018-12-24 15:25:06 +01:00
lightningterror
e299ac1ffa
GSdx: Update GSC_DBZBT2, GSC_DBZBT3 crc hacks.
...
Purge dbz bt3 crc hack that removed outlines, I don't want to mix it
with the depth effect hack that I also moved to aggressive.
Move depth hacks for ntsc region to aggressive state.
2018-12-23 18:48:17 +01:00
lightningterror
59ecfb23d7
GSdx: Purge GSC_Bully, GSC_BullyCC crc hacks. It's the same game.
...
Depth and texture shuffle render the effects correctly.
Dump shows the game look splending compared to before on d3d11.
2018-12-23 17:55:27 +01:00
lightningterror
154dea1557
GSdx: Purge OI_SMTNocturne hw hack.
...
The hack was used when depth emulation was not supported or when depth
is disabled.
It causes graphical glitches with the faces when depth is disabled.
2018-12-23 17:12:10 +01:00
lightningterror
da76440c14
GSdx-TC: Get rid of nasty ZWriteMustNotClear hack.
...
d3d11 supports depth now.
2018-12-23 16:03:28 +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
lightningterror
f6df6b350b
GSdx-d3d: Disable MSAA unti it's properly fixed.
...
MSAA causes a lot of graphical issues when enabled with the recent
accuracy changes so better disable the feature until it's properly
fixed.
2018-12-23 14:21:44 +01:00
lightningterror
83da33e2ab
GSdx: Remove d3d9.lib and d3d9.dll from common.props.
2018-12-22 22:53:09 +01:00
lightningterror
cb59794b8d
GSdx: Remove d3d9 header include from stdafx.h
2018-12-22 22:53:09 +01:00
lightningterror
1ae4b5d0ba
GSdx-d3d: update blend table to use src1 blending and remove the nasty hack which we couldn't before because of d3d9.
2018-12-22 22:53:09 +01:00
Kojin
5e9ffc4a94
GSdx-d3d: Adjust D3D11Blend, get rid of some casts.
2018-12-22 22:53:09 +01:00
lightningterror
bf4997b6a5
GSdx: Update/remove useless d3d9 comments.
2018-12-22 22:53:09 +01:00
lightningterror
48007350b6
GSdx-ogl: Update blend table and remove d3d9 code, remove useless defines and directly use gl code.
2018-12-22 22:53:09 +01:00
lightningterror
4644a16c5b
GSdx-d3d: Update blend table enums from D3D9 to D3D11.
...
GSDeviceDX.
2018-12-22 22:53:09 +01:00
lightningterror
7e8360efbc
GSdx-d3d: Rename d3d9 blendtable and variables to d3d11.
2018-12-22 22:53:09 +01:00
lightningterror
6a5bb5df83
GSdx: Remove support for D3D9 device on ps1 emu compatibility.
...
Note: Resolution scaling is unavailable right now so I disabled the
option, if someone feels like fixing it they can do so.
2018-12-22 22:53:09 +01:00
lightningterror
e12447101f
GSdx: Get rid of d3d9 adapter code from GSSettingsdlg and GSDevice.
2018-12-22 22:53:09 +01:00
lightningterror
48b8d78139
GSdx-osd: Lower default font size from 28 to 25.
2018-12-22 21:56:35 +01:00
Kojin
a2f3b78bac
gsdx-d3d11: Fix Depth FST
...
Texture scaling for x/y values wasn't being set in all cases.
This ensures that it is to fix a bug in finding nemo (and possibly others).
2018-12-22 15:53:20 +01:00
lightningterror
1957cf13c2
GSdx: Purge GSC_Black crc hacks.
...
Effects are rendered correctly with depth and texture shuffle on all
renders.
2018-12-21 07:32:20 +01:00
lightningterror
eb000f0f41
GSdx: Move GSC_GTASanAndreas crc hack to aggressive state.
...
Can be used as an upscaling hack, but it removes some nice effect so
Aggressive only.
2018-12-21 05:03:45 +01:00
lightningterror
f41b536682
GSdx: Adjust GSC_DemonStone crc hack.
...
Move back to partial level, half screen issue.
2018-12-21 02:28:59 +01:00
lightningterror
11f09d4944
GSdx: Purge GSC_SuikodenTactics crc hacks.
...
Depth effects are rendered properly on all renders.
2018-12-21 01:06:47 +01:00
lightningterror
691eae755f
GSdx-gui: Might bea good idea to also change Auto to Automatic for interlacing option to keep it consistent with the other options.
2018-12-21 00:05:05 +01:00
lightningterror
02bde2f386
GSdx-gui: Add Default name tags to default options for Anisotropic Filtering and Interlacing.
2018-12-20 23:49:28 +01:00
lightningterror
c23d256f02
GSdx: Purge GSC_LordOfTheRingsTwoTowers crc hacks.
...
Depth effects properly rendered on all renders.
2018-12-20 23:11:42 +01:00
lightningterror
526faf9193
GSdx: Move GSC_MetalGearSolid3 to Aggressive crc state.
...
Half screen bottom issue, hack needs to be updated to skip less effects.
2018-12-20 22:13:39 +01:00
lightningterror
606944a127
GSdx-gui: Update MSAA tooltip.
2018-12-20 22:05:50 +01:00
lightningterror
4a0697fda2
tfx.fx: Remove commented out code in clamp_wrap_uv function.
2018-12-20 18:41:30 +01:00
lightningterror
0901f0a848
GSdx: Remove some crc hacks for GSC_IkkiTousen.
...
Remove depth hacks that skipped shadow rendering, shadows work properly
on all renders.
Upscaling hack needs to be further tested.
2018-12-20 18:31:53 +01:00
Kojin
e51eadaf16
gsdx-osd: Update m_font to use unique_ptr
2018-12-20 15:32:04 +01:00
Shanoah Alkire
a4f794f3a6
GSdx: Add color to OSD, move it to its own tab, and change the widget defaults on the dialog box.
2018-12-20 15:32:04 +01:00
lightningterror
58be50d978
gsdx-osd: Update Linux dialog
...
Update linux dialog to match Windows.
Only color is missing.
2018-12-20 15:32:04 +01:00
Kojin
f8ae0f7e19
gsdx-osd: Update osd gui
...
Add support for color picker, remove font selector, enable the menu for dx11 and some other tweaks.
2018-12-20 15:32:04 +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
...
Linux/Windows GUI to be updated in later commits.
2018-12-20 15:32:04 +01:00
Kojin
038ae8c7fc
gsdx-osd: Switch to opacity
...
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
...
Switch to scaling on the window size instead of a hardcoded monitor res
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
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
...
Support color input in vs and ps.
Skipping dx9.
2018-12-20 15:32:04 +01:00
Kojin
e683ce2994
gsdx-osd: Update manager to support DX11
...
Fix an issue with w coordinate values being 0 which caused issues on DX11.
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
lightningterror
cdeacafd27
tfx.fx: Remove datst (DATE), and RTCopy.
...
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
8ec184d265
GSdx: Set some enum values correctly.
...
Previous commit broke the values with the removal on the d3d9 code.
2018-12-20 14:16:47 +01:00
lightningterror
824473a34b
GSdx-gui: Remove some leftover D3D9 code in the gui.
2018-12-20 14:00:03 +01:00
lightningterror
d4d95e2f10
GSdx: Adjust some of the crc hacks comments and what category they fall under.
2018-12-20 13:55:26 +01:00
lightningterror
697aa5e4b7
GSdx: Purge GSC_SpyroNewBeginning, GSC_SpyroEternalNight crc hacks.
...
Effect correctly emulated with texture shuffle on all renders.
2018-12-20 13:22:12 +01:00
lightningterror
f0fec02eec
GSdx: Purge GSC_StarWarsBattlefront and GSC_StarWarsBattlefront2 crc hacks.
...
Channel shuffle emulates the effects correctly on all renders.
2018-12-20 12:34:09 +01:00
lightningterror
6f6e5eb325
GSdx: Purge GSC_SoulCaliburGames crc hacks.
...
Depth emulation renders the background properly and the stage is no
longer dark.
Shadows are still missing on D3D11, colclip emulation perhaps.
2018-12-20 12:09:57 +01:00
lightningterror
6899fc74f9
GSdx: Purge GSC_HeavyMetalThunder crc hacks.
...
Depth renders effects properly on all renders.
2018-12-20 03:05:05 +01:00
lightningterror
415e27136e
GSdx: Adjust/remove crc hacks GSC_FrontMission5, GSC_HauntingGround.
...
Remove one crc hack for GSC_HauntingGround. It skipped some depth
effects. Correctly rendered now
Remove all crc hacks for GSC_FrontMission5.
Texture shuffle, depth emulation and enabling Preload Frame Data
emulates the effects correctly.
Add a note for GSC_Tenchu for future testing.
2018-12-20 02:13:11 +01:00
lightningterror
d9da9f4bc2
GSdx: Purge GSC_FinalFightStreetwise crc hacks.
...
Depth is emulated correctly on all renders.
Blending issues remains.
2018-12-20 02:01:57 +01:00
lightningterror
fce3918562
GSdx: Purge Direct3D9 Render entirely. ( #2762 )
...
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
lightningterror
e091f4233a
GSdx-d3d11: Remove commented out code for int_fst.
...
VS FST is already enabled, values are inverted on D3D11.
2018-12-19 19:59:23 +01:00
Kojin
0353273733
tfx.fx: Update Vertex and Geometry shaders to support the new
...
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.
...
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
1ad71a9b85
GSdx-gui: Remove Direct3D9 option from the gui.
...
D3D9 will be broken once #2756 is merged so let's disable it to avoid
any potential crashing if the render is selected.
Complete D3D9 purge will shortly follow afterwards.
2018-12-19 17:17:39 +01:00
lightningterror
1a61148b00
GSdx-d3d11: Redo destination format and alpha output.
...
Dfmt in texture shuffle function already picks the 16 format on slot 2
so it's better to let it call the shader instead of aout.
We can keep old aout code until FbMask emulation is added on d3d11. We
can purge aout along with alpha hack then.
Added fixme note.
2018-12-18 12:55:23 +01:00
lightningterror
0c0e0e9266
GSdx-d3d11: Add support for dfmt shader macro.
2018-12-18 12:55:23 +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
Kojin
5527bcb13e
GSdx-debug: Do some casts and fix warnings.
2018-12-17 15:52:27 +01:00
lightningterror
bf0106d2bc
GSdx-d3d: Add remaining code for RGB channel.
...
Enable channel shuffle on GT3, GT4, Tourist Trophy and Tekken5.
And with that we reach OpenGL accuracy on this specific feature.
2018-12-17 11:50:16 +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
07989a0a17
gsdx-d3d11: Add equality check for GSTexture11
2018-12-17 11:43:15 +01:00
lightningterror
c2fd67b1cb
GSdx-d3d11: Add remaining psm.depth code.
...
Fixes recent regression on Soul Calibur.
It helps isolate psm.depth when it should and shouldn't run even if
sampling isn't supported yet.
Finding Nemo depth issue remains.
People can use the option to disable depth for now on that game.
2018-12-17 07:17:17 +01:00
lightningterror
93f1dc2804
GSdx-d3d: Remove psm.depth skip on d3d.
...
I'm seeing better results with this skip not included.
So far DBZBT, God of War, Haunting Ground seem better.
Depth sampling is still not yet added.
Also fixes a regression in GT4 when depth was enabled because the skip
function was misplaced. Other games might've been affected as well.
2018-12-16 20:32:05 +01:00
lightningterror
7d938834d2
GSdx: Add crc id for ZettaiZetsumeiToshi2 EU.
...
SLES-54587 Raw Danger!
2018-12-16 16:02:50 +01:00
lightningterror
bb0f08b2c1
GSdx-d3d: Simplify aout for reading.
2018-12-15 05:46:15 +01:00
lightningterror
a8c2076d04
GSdx: Adjust God of War 1 and 2 crc hacks.
...
Move texture shuffle (shadows) hack to aggressive state.
Adjust water/hell effect crc hack - don't enable hack on native res if
crc is below aggressive, enable if resolution is higher on dx and gl
state.
2018-12-14 15:16:26 +01:00
lightningterror
e87a6b9ccd
GSdx-d3d11: Plug the TOA and Urban Chaos code in to channel shuffle.
...
On Tales of Abyss it fixes blur,
On Urban Chaos it fixes fog/transparent layer.
Note: Depth needs to be enabled on d3d11.
No support for d3d9 ofc.
2018-12-13 22:14:49 +01:00
lightningterror
a1f4d2ca3f
GSdx-d3d11: Add support for Tales of Abyss and Urban Chaos shader bit and shader macro.
2018-12-13 22:14:49 +01:00
KrossX
013c47950d
tfx.tx: Add support for Tales of Abyss and Urban Chaos HLE shader.
...
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
50b71f69da
GSdx-d3d: Add fixme note fo rPSSetShaderResource slot 4 channel shuffle.
2018-12-13 01:47:10 +01:00
lightningterror
7215618621
GSdx-d3d11: Add support for depth convert format in texture sampler.
...
Idea is to allot partial support of depth fmt on the new depth convert
format, this way we can utilize channel shuffle on Red, Blue or gXbY
channels with depth shader conversion.
Terminator 3 hits this code path and seems to fix a transparent wall.
Other games will probably benefit from this as well.
2018-12-13 01:47:10 +01:00
lightningterror
3a9ff840cf
GSdx-d3d11: Add support for depth_fmt bit as well as macro for shader.
2018-12-13 01:47:10 +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
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
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
lightningterror
c8f53f32fc
GSdx-d3d11: Add the shader fetch in GSTextureFX11.
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Allows us to fetch the channel from the tfx shader.
2018-12-13 01:47:10 +01:00
lightningterror
cd5132d201
GSdx-d3d: Add the channel bit to support channel shuffle.
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
46989a0c6c
GSdx: Forgot to remove OI_TalesOfLegendia from header file.
2018-12-11 23:19:02 +01:00
orbea
aa5c0ebb95
GSdx: Remove OI_TalesOfLegendia HW hack. ( #2747 )
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The hack caused glitches to appear on the right side of the screen, the hack was used as a workaround to properly display game ui elements however it is no longer needed on opengl and d3d11. The ui elements are rendered properly with Depth Conversion.
Shadow issues are solved with at least partial level crc hacks.
See https://github.com/PCSX2/pcsx2/issues/2692 for more detailed information.
2018-12-11 19:36:15 +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
202945aa49
GSdx: Add proper Jak1 game to Automatic mipmapping.
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I added Jak X: Combat Racing by mistake thinking it's Jak1.
Don't include Jak X, we don't know the status yet.
2018-12-11 13:44:54 +01:00
lightningterror
bc524d5e56
Gsdx: Adjust Burnout crc hacks to work on progressive mode.
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NTSC only.
I don't know what the "impact screen" crc hack did since the dump didn't
show any difference so that may need to be updated as well.
Note: I only tested the JP version.
2018-12-11 12:59:18 +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
0704b73c2f
GSdx-TCOGL: Adjust depth format cases in Texture Cache GL.
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Get rid of duplicate code in switch cases.
2018-12-10 03:11:34 +01:00
arcum42
d05163a26f
Remove gigaherz old wip 'new' iopdma code. ( #2703 )
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* Remove gigaherz old wip new iopdma code.
* Second pass removing dma code I missed last time.
2018-12-09 18:00:04 -08:00
lightningterror
ecbd8d9f2f
GSdx-gui: Enable "Disable Depth Emulation" option for Direct3D11.
2018-12-10 00:17:04 +01:00
Kojin
ade00f8a70
GSdx-d3d: Support depth as texture.
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- 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
eb3a423f80
GSdx: Enable Texture Cache and RendererHW to support depth on Direct3D11.
2018-12-10 00:17:04 +01:00
lightningterror
4328d099c4
GSdx-d3d: Add support to write in depth buffer.
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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
9a5bf12c0b
Gsdx-d3d: Allow Direct3D11 to skip psm.depth on texture sampler.
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depth fmt is not yet supported. This ensures there are no regressions,
and we are skipping the draw calls for depth fmt not yet supported.
2018-12-10 00:17:04 +01:00
lightningterror
7928cff354
GSdx-TC11: Add support for depth formats in Direct3D11 Texture Cache.
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Add depth formats for Direct3D11 to properly support depth.
2018-12-10 00:17:04 +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
arcum42
af742a753e
spu2-x: Fix warnings regarding initializing with memset/memzero/etc... ( #2682 )
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* spu2-x: Fix warnings regarding initializing with memset/memzero/etc...
* Use fill_n instead, per turtleli's suggestion.
* spu2-x: Comment out StereoOut initialization.
* spu2-x: As requested, remove commented out code.
2018-12-09 14:09:22 -08:00
Shanoah Alkire
3a094604f6
onepad: Add support for the Nintendo Switch Horipad controller.
2018-12-09 13:20:33 -08:00
lightningterror
71ac570f32
GSdx-gui: Correct Large Framebuffer tooltip.
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Wording/typos.
2018-12-09 17:04:29 +01:00
lightningterror
b6d06f53d6
GSdx-gui: Update Large Framebuffer tooltip.
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Include games that don't play well with the option (cause ram/vram
spikes).
2018-12-08 14:48:55 +01:00
lightningterror
4da3f567f4
GSdx: Reduce some code checks for dbz bt hacks.
2018-12-08 13:49:06 +01:00
Shanoah Alkire
38da174670
zzogl-pg: Don't include GLWin32.cpp when compiling for Linux.
2018-12-07 14:28:15 -08:00
lightningterror
1fa68071d8
GSdx: Add Nickelodeon: Barnyard to automatic mipmapping.
2018-12-06 12:35:28 +01:00