Commit Graph

75 Commits

Author SHA1 Message Date
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.
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
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
lightningterror f28f03803f tfx.fx: Correct a couple more blending factors.
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
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 8a57d7f470 GSdx-d3d11: Remove colclip and negative blend algo.
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
lightningterror cdeacafd27 tfx.fx: Remove datst (DATE), and RTCopy.
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)
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
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 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.
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.
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.
Needed for GXBY channel.
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
lightningterror b360c07253 glsl, fx: Update point sampler comment. 2018-10-09 09:07:45 +02:00
KrossX 2d094cbc3b tfx.fs: Remove whitespaces. 2018-10-03 15:21:46 +02:00
KrossX 9d562a454b GSdx: Limit Wrap negative UV when PS_FST is 0 only. 2018-10-03 15:21:46 +02:00
KrossX 629d2bd425 GSdx: Wrap negative UV on region repeat wrap mode.
Makes UV coord be on the range [0, SIZE) before applying mask and
offset. This fixes Xenosaga's hair for example, which has negative UV
coords.
2018-10-01 22:38:22 +02:00
KrossX e90c87a8ef GSdx-d3d: Keep fract in [0;1] range port from OpenGL.
Fixes texture flickering in Oni on d3d11.

Commit:
a8968257db
2018-09-28 02:33:58 +02:00
lightningterror 728fa2c1a4 GSdx-d3d: tfx.fx correct texture shuffle shaders.
Some values were incorrect, now I'm no expert but looking at the code
and behavior seemed a bit wrong compared to gl.

Improves d3d rendering on Sonic Unleashed, the purple screen is gone
matching it with gl visuals.
2018-09-17 14:26:08 +02:00
lightningterror d7cdbf6f27 Gsdx: Point Sampler changes.
Re add point sampler to OpenGL. Fixes graphical issues when
Allow 8-bit textures is enabled on AMD gpus.
Issue: https://forums.pcsx2.net/Thread-GSDX-Hardware-mode-Bug-Report-Allow-8-bit-Texture

Adjust the code to be easier to read, and execute the gl code only on amd - suggested by Gregory.

Remove useless ATI_SUCKS define in tfx shader.It wasn't used anywhere outside of the shader.
2018-08-22 20:12:53 +02:00
lightningterror 6eb385fd9b GSdx-d3d: s/sample_4a/sample_4_index/ 2018-08-21 13:56:06 +02:00
lightningterror 6ef793545d GSdx:Port better support of palette from GL to D3D10/11.
Port from commit b0af54d3

Fixes shadows in Star Ocean 3.

Note: It works properly on native res only just like on GL.
Upscaling will cause some issues.

Only Direct3D10/11 supports it, D3D9 doesn't support integer operations
so we can't reuse the code.
2018-05-30 14:47:06 +02:00
Jonathan Li 45ac69a1f6 gsdx:d3d11: Fix sprite geometry shader
Sprites always use flat shading.

Fixes #1980
2017-07-02 22:54:36 +01:00
FlatOutPS2 557b672232 GSdx: Unscale Point and Line Direct3D11 port
Ports the "Unscale Point and Line" hack to the Direct3D11 Hardware renderer.

And enables the "Unscale Point and Line" hack for Custom Resolutions with Direct3D11 and OpenGL.
2017-04-01 11:16:25 +02:00
FlatOutPS2 975441dfe9 GSdx: Direct3D port of HPO special/V2
Adds a port of the new Half-pixel Offset options for the Direct3D
Hardware renderers.
2017-04-01 11:16:25 +02:00
FlatOutPS2 c5cd716c20 Gsdx alpha test improvement DX
Port for the DX renderers of the alpha test improvement for OGL created by gregory38.
2016-08-19 15:59:54 +02:00
refractionpcsx2 af09d7e063 GSdx-DX: Modified shader slightly as some bits were incorrect. 2015-07-01 09:30:20 +02:00
refractionpcsx2 4bc8bfc23e GSdx-DX: Rough port of texture switching from OGL 2015-07-01 09:30:20 +02:00
ramapcsx2 7af51edd87 GSdx: DX9 hardware fix for the new hack.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5558 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-02-12 12:08:46 +00:00
ramapcsx2 94cad4a61a GSdx: New hack from KrossX lets users configure their own texture coordinate offset via hacks dialog. This can be used to fine tune correction of upscale glitches versus the problems that come with it. I guess this is able to correct nearly all ghosting and bad text issues games can have! Thanks for this nice patch, KrossX :)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5556 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-02-12 10:57:48 +00:00
sudonim1@gmail.com 0d9d10bc26 GSDX: Temporary fix for another unorm precision issue.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5363 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-08-06 17:49:15 +00:00
sudonim1@gmail.com 8a8d3c67d4 GSDX: Removed the collapsing of ge/g and le/l alpha tests in the shader code and the supporting code in the C++. This was presumably intended to reduce the number of shaders needed but a) this was never actually implemented, b) a single developer will generally not mix the functionally equivalent (with a different AREF) greater/less than with greater/less than or equal to in GS techniques, c) it really wouldn't make much of a difference to performance anyway and d) it would make an experimental change I'm working with more complicated and slower.
No change in functionality expected.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5343 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-07-23 16:39:56 +00:00
sudonim1@gmail.com 546adf52c9 GSDx: ATI strikes again. Workaround for ATI sampler bug, the same bug I found in palette sampling earlier.
This may make gsdx slightly slower for everyone (I don't know an easy way to restrict this to affected systems), especially if using 8-bit textures.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5341 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-07-19 20:40:42 +00:00
sudonim1@gmail.com 80ba8ff16a GSDX: Fix splinter cell double agent (and others) regression. Texture cache hits no longer depend on TEXA ever, GPU load however is increased. The last regression I think?
So, in the end I only properly understood the old code after finding all the problems with my version.  I'm not sure whether any changes I've made are improvements any more, I'll need to review it with what I've learned in mind.  This effort might've been a big waste of time.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5329 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-06-27 00:57:44 +00:00
sudonim1@gmail.com f5f5074172 GSDX: Put the sprite hack back in because apparently it wasn't fixed.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5312 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-06-19 01:12:01 +00:00
sudonim1@gmail.com 0d9eca8668 88GSDX: Removed the "sprite hack" as it should be obsolete, fixed the vertex shader selector key function (the pixel shader was broken in the same way but with the "sprite hack" removed it doesn't matter now).
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5310 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-06-19 00:35:42 +00:00
sudonim1@gmail.com 0e9a4c1663 GSDX: Missed this in d3d9 code while fiddling with the shader. Can't be bothered to do the maths to determine whether doing this twice would have a visible effect.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5301 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-06-17 17:49:50 +00:00
sudonim1@gmail.com 0bf64fdffd GSDX: fixed an oversight in my shader change gregory caught which removed alpha expansion for the direct sampling case, should probably fix the remaining bugs. Also set the texture sampler to point sampling when the shader will be performing its own bilinear filtering (effect on games unknown but should be an improvement).
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5291 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-06-13 15:36:10 +00:00
sudonim1@gmail.com e8257df98d GSDX: made the paletted texture handling in the cache a bit more sensible to my eyes and implemented interpolation of palette entries for pixels in paletted textures when using the 8 bit textures option. Regressions in some games I think, such as Virtual On (which is very broken anyway), need to investigate what made them work (to some degree) before. Seems to change some performance characteristics favourably to my surprise, but I might just be bad at remembering framerates.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5287 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-06-11 03:27:16 +00:00
sudonim1@gmail.com 17f28b24b3 GSDX: Prodded some offensive code, this isn't meant to affect emulation of any games and it probably won't.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5283 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-06-11 00:00:18 +00:00
sudonim1@gmail.com 1711a26bbb GSDX: put all paletted texture samples through the same transformation from the UNORM 0-1 256 step mapping to a 0.5/256-255.5/256 mapping after seeing potential bugs with FMT_4HL and changed FMT_4HH because it seemed to be completely wrong. Nothing but 8 bit textures tested because I can't find a single game which uses 4 bit textures.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5281 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-06-10 16:04:47 +00:00
sudonim1@gmail.com 4f79c4d1cb GSDX: Fixed my inability to remember or look up (I swear that page was hiding) coordinate systems in r5279 and assumed that it was a rounding error instead. The symptom was that palette indices above around 250 were being rounded up to the next palette entry causing visible glitches (only in D3D10 for some reason). Changed the code to keep the fractional part after multiplication by 256 around 0.5 and the steps around 1.0. Should be very safe against small errors.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5280 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-06-09 08:03:27 +00:00
sudonim1@gmail.com 1df5b7ef7a GSDX: Probably fix D3D10 and maybe D3D9 (might be working anyway but I think I have it addressing texel centres now) palette lookups. I noticed that this was broken in D3D10 while fixing the Realta Nua issue in r5273.
Explanation, because this gives me a headache and this might save someone else one (or I might be wrong and they might see why): in D3D10, 0.0 points to the centre of the leftmost texel and 1.0 points one texel to the right of the rightmost texel, so to map a UNORM uniformly across a texel we need to multiply the input by (w-1)/w.  In D3D9 0.0 points to the left edge of the leftmost texel and 1.0 to the right edge of the rightmost texel so after the multiplication we add 1/2w.

Actual texture sampling is probably not right for at least one of D3D9 and D3D10, but this headache is killing me.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5279 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-06-08 21:36:44 +00:00
ramapcsx2 1b7bbcdb3d GSdx: Sprite hack update.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5125 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-03-08 17:43:21 +00:00