lightningterror
3b691da8d1
GS-hw: Implement alternative hw blending for Cs*Ad, Cs*Ad + Cd, Cd - Cs*Ad.
...
Alpha destination value is wrong so let us try to compensate.
Multiply Cs by (255/128) in shader.
Will work best if Cs is 0.5 or less, if it's higher than 0.5 then the closer to 1 the less accurate it gets.
Ofc it is best to use sw blending but it will help if sw blending is not present/selected for specific draw, will help d3d11 quite more.
2022-01-27 12:09:35 +01:00
lightningterror
c9216e5625
GS-hw: Remove useless shader line from CLR As/Af case.
2022-01-24 11:42:54 +01:00
lightningterror
93af9656d0
GS-hw: Fix clr 1 case shader.
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Forgot to rename.
2022-01-24 11:11:38 +01:00
lightningterror
4ab9d1a493
GS-hw: Implement alternative hw blending for Cd*As, Cd*F.
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Do hw blend for Cd*As, Cd*F, expand the clear color blend method as it is almost the same.
Most helpful for dx11 ofc, for gl/vulkan will help with rendering on lower
levels of blending without needing a barrier.
2022-01-23 20:59:35 +01:00
lightningterror
3c92054a6e
GS-hw: Move PABE shader bit to the top of sw blending.
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Early return when there is no sw blending, no need to run the blend code.
Optimization.
2022-01-11 13:15:56 +01:00
Connor McLaughlin
0f5b17de0f
GS/DX11: Implement automatic/manual LOD in pixel shader
2022-01-11 12:30:11 +01:00
Connor McLaughlin
68f18245a7
GS/DX11: Implement merge feedback write
2022-01-09 16:35:34 +01:00
Connor McLaughlin
1a8a5a5e8e
GS: Add Vulkan renderer
2022-01-08 05:19:45 +00:00
Connor McLaughlin
0c36647506
GS: Rewrite presentation interface and OSD
2022-01-02 15:06:39 +00:00
Connor McLaughlin
2330d3a056
GS: Use hardware point/line expansion where supported in GL
2022-01-02 15:06:39 +00:00
Connor McLaughlin
bce54a64ff
GS: Use flat/nointerpolation for IIP=0 instead of GS
2022-01-02 15:06:39 +00:00
lightningterror
6a431daffc
GS-hw: Extend Blend mix to work when alpha is higher than 1.
...
Clamp the alpha(As/Af) to 1 in the shader, it is already clamped to 1 in hw blend unit.
It should allow to better render the effects, still not fully accurate but it's closer to what we want.
Hopefully it helps D3D11 more.
2021-12-27 20:22:41 +01:00
Connor McLaughlin
a2ae4ba441
GS/OpenGL: Get rid of interface blocks for convert shaders
2021-12-26 13:21:51 +00:00
Connor McLaughlin
4e1b2792c9
GS/OpenGL: Move some uniform buffers to program uniforms
2021-12-26 13:21:51 +00:00
Connor McLaughlin
6e064da536
GS/OpenGL: Use programs instead of separate pipelines
2021-12-26 13:21:51 +00:00
Sergeanur
21bc56a8ba
GS: Simulate scan mask
2021-12-26 11:51:25 +00:00
Connor McLaughlin
efed92b15c
GS/OpenGL: Move scaling factor to shader constant
2021-12-22 11:41:57 +01:00
Connor McLaughlin
08c00eed1e
GS: Unify constant buffers between renderers
2021-12-22 11:41:57 +01:00
lightningterror
9368e29d62
GS-d3d11:fx: Flip x and y dithering positions.
2021-12-19 22:24:30 +01:00
TellowKrinkle
ae8751e9ca
GS:DX11: Use GSHWDrawConfig selector structs
2021-12-19 22:21:10 +01:00
TellowKrinkle
a11b8c4750
GS:OGL: Use GSHWDrawConfig selector structs
2021-12-19 22:21:10 +01:00
TellowKrinkle
962db4bfc4
Resources: Move fxaa.fx to out of dx11 directory
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It was used by both DX and OGL
2021-12-12 06:10:47 -06:00
TellowKrinkle
da651cabe4
Resources: Move shaders to shared shader/ directory
2021-12-12 06:10:47 -06:00