Commit Graph

256 Commits

Author SHA1 Message Date
lightningterror 11cd6b56cd gsdx-hw: Purge useless d3d11 only hacl for DMC3.
Texture shuffle emulated correctly.
2019-06-18 20:21:03 +02:00
lightningterror e6d42338ad gsdx-hw: Fix incorrect variable name when tc is disabled.
Allows to compile gsdx with tc disabled properly again.
2019-06-17 00:11:47 +02:00
lightningterror a936cd9eb1 gsdx-d3d11: Remove remaining uav (UnorderedAccessView) code, it wasn't used
. Code can be readded in the future if there is a need for it. Advanced
DATE for example.
2019-06-16 20:42:28 +02:00
lightningterror 34bedddd5c gsdx-d3d11: Update nvidia hack handling.
Don't query the api for the adapter description twice.
2019-06-16 20:42:28 +02:00
KrossX 39f509feaa gsdx-hw: Remove no longer needed Sprite hack, replaced by improved atst code already. 2019-06-16 20:42:28 +02:00
KrossX 6a122268cb gsdx-d3d11: Update d3d shader macro handling to a much better algorithm.
Bonus, remove unused options variable
D3D11_FEATURE_DATA_D3D10_X_HARDWARE_OPTIONS.
2019-06-16 20:42:28 +02:00
lightningterror 0781cb65bf gsdx-hw purge HauntingGround crc hacks.
Half Pixel Offset can solve the misaligned blur when upscaling, while
the second hack is also no longer needed and it broke depth effects too.
2019-06-14 23:32:58 +02:00
lightningterror 3228789808 gsdx-d3d11: Add draw call number to debug logs. 2019-06-13 14:52:03 +02:00
lightningterror 6024359011 gsdx-hw: Purge CastlevaniaCoD, CastlevaniaLoI, NanoBreaker crc hacks.
Shadows emulated correctly with accumulation blend, d3d11 misses sw
blend for extra accuracy (darker shadow).

gsdevice11: Remove unused IsCLR1() variable.
2019-06-13 13:38:24 +02:00
hibye8313 60cf62fea1 GSdx-d3d11: Partial port of EmulateBlending() from OGL renderer to DX11 renderer and ps_blend() from OGL shader to DX11 shader (only accumulation blend). 2019-06-13 13:25:46 +02:00
hibye8313 6bdd4ff186 GSdx-d3d11: Ported SW blending variables from OGL to DX11 PSSelector/BSSelector/pixel shader. 2019-06-13 13:25:46 +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
lightningterror 976b77f144 gsdx-hw: Use std max for scaling factor, bonus add jak3 crc id for eu preview/us international release. 2019-06-01 16:46:17 +02:00
lightningterror 877a112193 gsdx-hw: Remove no longer used linear parameter from ComputeFixedTEX0,
add an assert that m_target isn't handled with invalid_tex0 yet due to upscaling.
2019-05-31 13:50:28 +02:00
lightningterror 5e043b3b6f gsdx-hw: Re add GSC_RedDeadRevolver crc hack that only skipped blur effects to aggressive mode only.
Previous commit for reference:

548d6b31bf
2019-05-25 17:19:17 +02:00
lightningterror ed8592b30b gsdx-d3d11: Don't run Alpha Stencil on DATE with texture shuffle.
It breaks DATE with tex shuffle (Haunting Ground 2, Superman shadow of
Apokolips, possibly others too).
2019-05-24 01:17:33 +02:00
lightningterror 3289dc1cc7 gsdx-gui: update alpha stencil, crc hack level tooltips. 2019-05-23 18:11:26 +02:00
lightningterror 87808fee03 gsdx-hw: Purge GSC_GTASanAndreas crc hacks.
Auto flush allows us to render the effects properly.
Small ghosting may not be an actual issues as it's also present on sw
renderer.
2019-05-17 03:35:17 +02:00
Shanoah Alkire 284880f768 GSdx: Variables should be initialized in the order in which they are declared. (-Wreorder) 2019-05-11 19:00:29 -07:00
Kojin 2d46bc661d gsdx-d3d11: ensure texture size of at least 1x1 2019-05-11 22:23:12 +02:00
lightningterror 9a5225dfdf gsdx-hw: Purge GSC_SimpsonsGame crc hacks.
Upscaling issue can be resolved with Half Pixel Offset Normal.
2019-05-05 23:37:18 +02:00
lightningterror 637f777ea9 gsdx-hw: Update OI_StarWarsForceUnleashed hack.
Remove hack that was replaced by OI_GsMemClear and OI_DoubleHalfClear.
2019-05-02 22:53:44 +02:00
lightningterror eb0d22626f gsdx-hw: Purge GSC_StarWarsForceUnleashed crc hacks.
Shadows are rendered correctly with basic blending on opengl, high on
d3d11.
2019-05-02 21:07:46 +02:00
Kojin de0c4a7fc7 gsdx-hw: Check for null texture before commit in hacks. (#2951)
Issue ##2943
2019-05-02 19:57:00 +02:00
lightningterror 5a69a2f689 gsdx-sw: Add an option to toggle auto flush on sw renderer.
Windows + Linux.
2019-05-02 15:35:55 +02:00
Gregory Hainaut ead3d21bdb gsdx ogl: commit texture in copy function
So far not yet used but safer this way
2019-04-26 12:40:04 +02:00
Gregory Hainaut 568b96b885 gsdx ogl: only always uncommit texture in debug build
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
Gregory Hainaut 70c3c1a48f gsdx ogl: always commit a sparse texture when force_texture_clear is enabled
The goal is to ensure the behavior of the option. VRAM usage isn't important
as option is mainly intented for debug purpose.
2019-04-26 12:40:04 +02:00
lightningterror e77aac0bf1 gsdx-ogl: Do some integer casts for destination texture commit to StretchRect.
Fixes warning.
2019-04-26 12:40:04 +02:00
Gregory Hainaut bdcf83ca45 gsdx ogl: sparse texture : only commit new area
Avoid potential driver overhead
2019-04-26 12:40:04 +02:00
Gregory Hainaut bb306dfe90 gsdx hw: commit texture before a clear in OI hack
Note I didn't bother to compute the draw region for single game hack.
Gain would be 0 if game doesn't suffer of memory issue in the first place
2019-04-26 12:40:04 +02:00
Kojin 116a5d822c gsdx-ogl: update Save() to use committed size of texture 2019-04-26 12:40:04 +02:00
Kojin 9618283217 gsdx-ogl: Add detection of Sparse Depth in isDss() 2019-04-26 12:40:04 +02:00
Kojin 55e95cc552 gsdx-ogl: add destination texture commit to StretchRect 2019-04-26 12:40:04 +02:00
Kojin e9989a5966 gsdx: enable sparse render target in TC 2019-04-26 12:40:04 +02:00
Kojin a1cdeb2fd1 gsdx: add uncommit in recycle 2019-04-26 12:40:04 +02:00
Kojin 4e675ef6e1 gsdx-ogl: add texture commit ogl renderer 2019-04-26 12:40:04 +02:00
Gregory Hainaut ba782e90c8 gsdx ogl: enable sparse feature on GSdevice interface
Note: remain
* To really use sparse texture
* To debug it ^^
2019-04-26 12:40:04 +02:00
Gregory Hainaut 16d5f477ff gsdx ogl: implement CommitPages 2019-04-26 12:40:04 +02:00
Gregory Hainaut e8b2d036ee gsdx ogl: handle creation of sparse texture 2019-04-26 12:40:04 +02:00
Gregory Hainaut 9e7069f374 gsdx hw: add API to manage sparse texture allocation
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
Obviously texture allocation should be updated too
2019-04-26 12:40:04 +02:00
lightningterror 3408d1a873 gsdx-d3d11: Move colclip code to blending function.
Also disable a log that was accidentally enabled/pushed.
2019-04-25 16:48:07 +02:00
lightningterror a0c6c1cb9f gsdx-hw: Forgot to remove a crc region check for dbzbt2-3, no longer needed. 2019-04-25 16:34:28 +02:00
lightningterror 8eab618502 gsdx-hw: Purge crc hacks that had their half screen issues resolved (Texture shuffle case).
DBZBT2, DBZBT3, MetalGearSolid3.
2019-04-25 15:08:51 +02:00
Kojin 34ac15f7eb GSdx-hw: Add secret ini option to disable TS half bottom detection 2019-04-25 13:42:47 +02:00
Kojin 7eb0b0ac65 GSdx-hw: Add automatic detection of half-bottom in TS
Typical shuffle case is 1/2 height so other half is undesired

In dbz we split the depth buffer.
- Sample first half, write to `0x0`.
- Sample second half, write to `0x800`
- Finally, sample `0x0` though `0xffc`

Crash Twinsanity is a similar case.
2019-04-25 13:42:47 +02:00
Kojin 97612edd58 GSdx-hw: Move src to protected member 2019-04-25 13:42:47 +02:00
Kojin 6af2f7ef46 GSdx-hwtc: Propagate valid area from dst to source 2019-04-25 13:42:47 +02:00
Kojin acf771edd8 GSdx-hw: Store bounding rectangle in protected member 2019-04-25 13:42:47 +02:00