KrossX
9222e93c40
GSdx-hw: Fix OGL line scaling
2020-08-02 14:07:31 +02:00
lightningterror
25bf39e895
gsdx glsl/fx: Remove unused Uber_ATST shader code.
2020-07-28 01:59:53 +02:00
refractionpcsx2
a782e03ebf
GSdx-hw: Improve HW dithering ( #3534 )
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* Improve HW dithering to stop it creating line artifacts across the screen
* Make DX dithering code OGL-like
2020-07-15 13:51:03 +01:00
lightningterror
5362fc9c26
gsdx-ogl: Fix MaxDepthPS byte alignment.
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Bigger value comes first, then smaller to fill the gap so the alignment
can be proper.
vec3
float
2020-06-19 19:37:32 +02:00
KrossX
b5625ad8b0
gsdx-hw: Add zclamping to ps/fs.
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Add zclamping to ps/fs, enable vs, ps/fs clamp when needed with a macro.
2020-06-06 23:56:41 +02:00
lightningterror
5d0eefeebd
gsdx-hw: Cleanup a bit EmulateZbuffer.
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Update the comment to reflect recent changes,
Rename DepthMask to MaxDepth,
use a mask shift to get z format,
Do vs cb padding on d3d11.
2020-06-06 23:56:41 +02:00
lightningterror
33678441dc
gsdx-hw: Clamp zbuffer to depthmask instead of wrapping.
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The behavior was verified on Dobie to be correct.
The code needs to be ported to SW renderer too to
improve rendering on SW side.
Current PR will fix plenty of games on HW renderer
that had/have zbuffer issues before.
v2. Set DepthMask to the maximum the current depth format allows.
Will properly clamp for 16bit and 24bit formats.
v3. gl: Fix uniform buffer upload/cache for VSConstantBuffer.
2020-06-06 23:56:41 +02:00
lightningterror
24f06187df
gsdx-d3d11: Port/add depth mask support to EmulateZbuffer.
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Add support for depthmasking to EmulateZbuffer, previous old code had
support but wasn't ported properly with the new code a few years back.
VS Constant buffer is now properly setup.
2020-06-06 23:56:41 +02:00
KrossX
8b1eb3b456
GSdx: Dithering on Hardware
2020-05-16 21:53:17 +02:00
Ryudo300
280553b41f
gsdx-gui: Update logos to match current changes.
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Remove mentions of ps1 emulators,
adjust the image slightly and change the colors to match api logo
colors.
Direct3D11 green, OpenGL blue.
2020-05-07 14:28:31 +02:00
lightningterror
79db01d7ed
gsdx-d3d11: Truncate fog in tfx.fx shader.
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The change should've been pushed in #3091
Fixes regression with fog rendering.
2020-02-29 22:47:30 +01:00
KrossX
4db6b287cd
GSdx-d3d11: Make TFX shader more similar to OGL's.
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Denormalize FOG and COLOR to match as well.
2019-09-15 19:02:36 +02:00
KrossX
ee05d55a51
GSdx-d3d11: Reorganize TFX shader to match OGL's.
2019-09-15 19:02:36 +02:00
Hamish
e2d8992310
GSdx: Enable OpenCL on Linux ( #3099 )
2019-09-11 17:59:33 -07:00
lightningterror
d0cb0f59d9
gsdx-d3d11: Extend BLEND_NO_BAR to also hit on clamp 0, it's faster than standard HDR algo.
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GOW shows a nice fps improvement (+6 give or take). Spyro too maybe.
2019-07-08 00:40:54 +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
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
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
de5e9a85bb
gsdx-d3d11: Partial port of frame buffer masking from opengl.
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It works on games such as Fifa Street 1 and 2 (character and stage
rendering), mission impossible operation surma (shadow rendering).
It needs at least Basic level of blending enabled on d3d11.
2019-04-22 05:07:42 +02:00
Gregory Hainaut
e56f75fe9a
gsdx hw:move vertices fixup for texture shuffle in RendererHw
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Bonus: fix m_vt value
2019-02-22 16:57:59 +01:00
lightningterror
e55fcae981
gsdx d3d11: re-normalize coordinate when TEX0 is invalid.
2019-02-20 13:49:57 +01:00
Gregory Hainaut
29aef04fbf
gsdx ogl: re-normalize coordinate when TEX0 is invalid
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Fix #258
Fix #695
2019-02-20 13:49:57 +01:00
lightningterror
8cb6d255ca
fxaa.fx: Purge d3d9 shader code.
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Looks like I forgot this one.
2019-02-19 15:36:15 +01:00
lightningterror
119ab90657
gsdx: Reuse same selected renderer image/banner for ps1 emu compatibility as ps2.
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There's no need to have duplicate images that basically do the same
thing. Update the gui to reflect latest changes and use the same images
on both. It will reduce plugin size.
Remove old images and update VS project files.
2019-02-13 12:30:00 +01:00
lightningterror
dabc99f466
gsdx-ogl: Small colclip improvements.
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1. Allow hrd colclip to also run on the unsupported
cases which should be pretty rare.
2. Remove colclip from high sw blending.
3. Disable the hdr colclip shader which may not be
actually required to run.
Idea by Gregory
2019-02-08 14:53:15 +01:00
lightningterror
4ab29eb280
gsdx: Remove some useless dx9 comments.
2019-01-26 16:13:07 +01:00
lightningterror
f28f03803f
tfx.fx: Correct a couple more blending factors.
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Chane 0.5 to 128.0f/255.0f which is 0.50196078431.
Just to be safe it's accurate.
2019-01-18 06:10:41 +01:00
lightningterror
fa4ae7800b
tfx.fx: Adjust some blending factors
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255.0f / 128.0f gives us 1.9921875.
128.0f / 255.0f gives us 0.50196078431.
Which are more accurate.
Fixes regression in dbz bt3 where characters appeared darker.
2019-01-14 17:01:17 +01:00
lightningterror
86327b52a9
convert.fx: Update main4 shader to better support hdr colclip.
2019-01-12 09:53:51 +01:00
lightningterror
8a57d7f470
GSdx-d3d11: Remove colclip and negative blend algo.
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Code was old and inefficient. HDR colclip will do a better job.
2019-01-12 09:53:51 +01:00
lightningterror
4a0697fda2
tfx.fx: Remove commented out code in clamp_wrap_uv function.
2018-12-20 18:41:30 +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
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Support color input in vs and ps.
Skipping dx9.
2018-12-20 15:32:04 +01:00
lightningterror
cdeacafd27
tfx.fx: Remove datst (DATE), and RTCopy.
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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
fce3918562
GSdx: Purge Direct3D9 Render entirely. ( #2762 )
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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
Kojin
0353273733
tfx.fx: Update Vertex and Geometry shaders to support the new
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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.
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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
59752120d6
tfx.fx: Add support for dfmt to pick the shader for 16bit alpha output.
2018-12-18 12:55:23 +01:00
KrossX
013c47950d
tfx.tx: Add support for Tales of Abyss and Urban Chaos HLE shader.
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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
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
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
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
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
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
lightningterror
c8f52b0ba3
GSdx-ogl: Move rgb channel 7 to empty slot 5.
2018-11-25 04:06:04 +01:00
KrossX
df307bed02
GSdx-d3d: Add macro to support ScalingFactor in shaders.
2018-10-19 11:36:23 +02:00
lightningterror
b360c07253
glsl, fx: Update point sampler comment.
2018-10-09 09:07:45 +02:00
KrossX
5719c6c3c0
glsl: remove signed int cast side (masks and offsets are unsigned to begin with.
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Issue #2617
2018-10-04 20:47:03 +02:00
KrossX
2d094cbc3b
tfx.fs: Remove whitespaces.
2018-10-03 15:21:46 +02:00