Commit Graph

10298 Commits

Author SHA1 Message Date
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.
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.
Needed for GXBY channel.
2018-12-13 01:47:10 +01:00
lightningterror c8f53f32fc GSdx-d3d11: Add the shader fetch in GSTextureFX11.
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.
Port RGBA shaders to support channel shuffle on Direct3D11.
2018-12-13 01:47:10 +01:00
Chromaryu 4669e1423d Localization: Update ja_JP localization
Got reported that VSync translation is missing.
2018-12-12 19:17:51 +01:00
Shanoah Alkire 0e43803562 SaveSlots: Initialise the crc to 0, as well as serialName being an empty string. 2018-12-11 23:34:24 -08:00
Shanoah Alkire 73209c520c Some annoying logs about COP0 are now COP0 Logs. 2018-12-11 21:22:41 -08:00
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)
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
Kojin b2155f82f4 pcsx2-git: Update ignored files
Ignore all .vs directories and not just the top-level one
Ignore OpenGl debug logs
2018-12-11 19:24:21 +01:00
Alessandro Vetere fe845aee58 GSTextureCache: Initialize palette texture if needed and not done yet.
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).
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.
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.
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
Shanoah Alkire bea4e56d5d Saveslots: Initialize serialName to a blank string. 2018-12-10 19:55:54 -08:00
lightningterror 80af99bb44 GSdx-ogl: Switch shader numbers main18 and main19.
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.
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)
* 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.
- 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.
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.
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.
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.
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)
* 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.
Wording/typos.
2018-12-09 17:04:29 +01:00
lightningterror b6d06f53d6 GSdx-gui: Update Large Framebuffer tooltip.
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
arcum42 959d652dbb
Switch to using the current cmake policies, not deprecated ones. (#2642)
* Switch to using the current cmake policies, not depreciated ones.

* Bring the cmake version up to 3.0.2, and get rid of the depreciated policies.
2018-12-07 22:18:12 -08:00
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
lightningterror f8ec61a3fc GSdx: Add crc ids for Burnout: Takedown and Revenge.
Jap discs.
2018-12-06 05:31:19 +01:00
lightningterror 417ba188bd PCSX2: Change EE Cyclerate, Cycle Skipping speedhacks gui level colors.
0 - Green - no change
-1/+1 - Orange
-2/+2 - Light Red
-3/+3 - Red - no change.
2018-12-05 21:27:58 +01:00
lightningterror e4e93bd7f5 GSdx: Remove bloom crc hack for Haunting Ground.
Effect is already handled better in Texture Cache. No need for a
duplicate function.
D3D9 might look a bit worse but nobody cares about D3D9.
2018-12-05 13:21:54 +01:00
lightningterror cf97c304ac GSdx: Revert DBZ BT3 Ghosting/Blur hack.
The game still has a bunch of depth and other issues even on gl and it
doesn't play nice with the blur effect as well. Perhaps the hacks can be
changed to work better but for now enable it on native as well.
2018-12-02 05:28:34 +01:00
lightningterror 8307cfc54d GSdx: Ease crc hack for DBZ BT2.
Fixes ground corrupt textures caused by the hack on the EU version.
US works fine with skip 5 but not 4. Didn't spot any regressions on both
so far. Might need extra testing by users.
2018-12-01 16:06:36 +01:00