Commit Graph

10 Commits

Author SHA1 Message Date
ramapcsx2.code 20ffe92ee8 GSdx:
- FXAA shader replaced by Asmodeans shader suite 'PCSX2 Fx 2.00 Revised'.
This is an entire enhancement suite with many configurable options like FXAA, texture sharpening
or lighting tweaks. Some of the effects are pretty advanced so kudos to him allowing it to be integrated with GSdx! :)
Note that there's no interface for the tweaks yet. Until those are done, the defaults will be used.
Release thread here: http://forums.pcsx2.net/Thread-Custom-Shaders-for-GSdx?pid=334766#pid334766

- Disabled an option from the widescreen patches for SH:Shattered Memories.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5793 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-01-05 11:24:43 +00:00
gregory.hainaut e80b002929 gsdx ogl: Flush various pending work
* try to use more subroutine on VS&PS, unfortunately hit a driver crash!
* Call Attach/DetachContext through GSDevice so I can unmap currently mapped buffer
* Implement glsl part of GL_ARB_bindless texture, again hit another driver crash!
* various fix of GL_ARB_buffer_storage. Basic benchmark show only improvement on 'cold' case, I guess it will improve smoothness
* try to fix GL_clear_texture, no success so far. It seem the extension is limited to basic texture (aka no depth/stencil)



git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5752 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-10-24 20:54:27 +00:00
gregory.hainaut bd5f379044 gsdx ogl:
* uniform was wrongly set before the activation of the program (free driver only)
* Always use only 1 drawbuffer. Easier besides previous setup was wrong for convert:ps_main1

GLES trial (v3):
* add the cmake option GLES_API. Note library (libgles) are hardcoded for the moment
* Disable opengl check
* Disable gl_GetDebugMessageLogARB not supported!
* Emulate gl_DrawElementsBaseVertex, add manually the index offset (surely slow but work)
* Fix hundred of shader error (no implicit cast of integer to float...)
Unfortunately GLES doesn't support dual blending so no blend in hardware renderer. Otherwise it is fine




git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5700 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-07-12 21:12:34 +00:00
gregory.hainaut a764950468 gsdx ogl:
* replace vertex interface with block interface. It avoid to depends on the ARB_sso extension.
* disable geometry shader on Nvidia & Linux. Slower but better than a black screen !
* default logz to 1, avoid some glitches.


git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5699 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-07-11 17:08:42 +00:00
gregory.hainaut 4c37d25134 gsdx-ogl-wnd: fix ifdef mess on fxaa (both dx and ogl)
git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl-wnd@5665 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-06-15 10:35:10 +00:00
gregory.hainaut adc232cb95 gsdx-ogl-wnd: VS2010 doesn't support string bigger than 64k bytes. So remove PS3&360 shader from fxaa
git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl-wnd@5664 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-06-15 10:06:47 +00:00
gregory.hainaut 59501227b3 gsdx-ogl-wnd: implement fxaa. I directly reuse the .fx file with minor update
git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl-wnd@5659 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-06-14 21:22:44 +00:00
sudonim1@gmail.com a27142f1a6 Set some svn:eol-style properties.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5173 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-04-23 18:56:22 +00:00
shadowladyngemu d953f053d8 GSdx fixes:
Skygunner crashing on boot.
James Bond 007: Everything or Nothing doing a huge Vram usage when opening the weapons screen and making the system crawl at it. Couldn't test much with this one and only added the US version for now.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4921 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-10-05 09:19:32 +00:00
gabest11 bfbf403bf4 GSdx: FXAA 3.10, page up key activates it
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4828 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-07-25 11:16:01 +00:00