Commit Graph

3063 Commits

Author SHA1 Message Date
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