Commit Graph

10373 Commits

Author SHA1 Message Date
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.
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