Commit Graph

2918 Commits

Author SHA1 Message Date
lightningterror 6ab47c934d GSdx: Revert disabled crc hack on native res for SFEX3.
I forgot that it's not an upscaling issue.
2018-10-18 16:13:45 +02:00
lightningterror 411e434baf GSdx-d3d: Move around some functions in DrawPrims to better match ogl.
IsOpaque(), EmulateChannelShuffle, dfmt check for 24bit alpha channel.
2018-10-18 07:02:45 +02:00
lightningterror c92e76b17e GSdx-gui: Change internal resolution drop down list names.
This should make things a bit easier for users when picking resolutions.

Native (PS2)
2x Native (~720p)
3x Native (~1080p)
4x Native (~1440p 2K)
5x Native (~1620p 3K)
6x Native (~2160p 4K)
8x Native (~2880p 5K)
Custom (Not Recommended)
2018-10-16 16:48:50 +02:00
lightningterror 933e43cb58 GSdx: Change how crc hacks work on native res.
Change the code so that some crc hacks on some games that remove
ghosting/blur issues on upscaled resolutions are disabled on native
resolution if crc hack level is below Aggressive state (most of the time).
They aren't needed then so why don't we aim for better accuracy.
2018-10-15 20:41:23 +02:00
Shanoah Alkire 149f30c7fa Removing some warnings from GSdx and pcsx2 because gcc 8 spams them mercilessly. They should probably be fixed properly, but in the meantime, this'll prevent them from masking other compiler warnings. 2018-10-13 13:56:38 -07:00
lightningterror fa53968b3c GSdx-gui: Forgot to update the buttons in Capture Settings. 2018-10-10 21:44:11 +02:00
lightningterror f3610b7c5c GSdx-gui: Minor spacing changes to some buttons. 2018-10-10 21:35:00 +02:00
lightningterror eac7527b93 GSdx-d3d: 24bit no alpha channel port from OpenGL.
Commit:

419dfe0544
2018-10-09 20:25:37 +02:00
lightningterror b360c07253 glsl, fx: Update point sampler comment. 2018-10-09 09:07:45 +02:00
lightningterror b1ca6ba528 GSdx-d3d: Use a pretty enum for ate_second_pass. 2018-10-08 23:58:15 +02:00
lightningterror 0dcd60b524 GSdx-d3d: Remove point sampler from d3d9.
It did nothing.
2018-10-08 21:22:34 +02:00
lightningterror c337ab6a66 GSdx-d3d: Use Colormask instead of GSDXRecoverableError on d3d9 texture shuffle.
Might be better.
2018-10-08 21:12:05 +02:00
lightningterror 201e7d1430 GSdx-d3d: Reformat GSRendererDX11.cpp. 2018-10-08 07:19:07 +02:00
lightningterror e5565d32b1 GSdx-d3d: Port directly set impossible mode in the blending table from OpenGL.
Commit:
97b38d9e1b
2018-10-08 01:06:45 +02:00
lightningterror e44fc33d48 GSdx-d3d: Add some comments in blendmap enums. 2018-10-06 08:26:45 +02:00
lightningterror 4a2549ef24 GSdx-d3d: Make blend enums easier to read.
Easier on the eyes this way.
2018-10-06 08:00:25 +02:00
lightningterror 379d9e4b88 GSdx-d3d: optimize colclip 0 port from OpenGL.
Commits:
7979dec5b0
15b934eb2a
2018-10-05 08:40:01 +02:00
KrossX 5719c6c3c0 glsl: remove signed int cast side (masks and offsets are unsigned to begin with.
Issue #2617
2018-10-04 20:47:03 +02:00
lightningterror 614209be2d GSdx-d3d: Change DATE variable to local. 2018-10-04 05:39:01 +02:00
lightningterror 940263d490 GSdx-gui: Adjust space/rows on some tooltips so they fit better, rename Auto to Automatic list on adv. gl settings in hw hacks. 2018-10-03 15:27:42 +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
lightningterror 694546e870 GSdx-d3d: Add colclip_wrap variable. 2018-10-03 05:50:54 +02:00
lightningterror ef29daa9d0 GSdx-d3d: purge GSDrawingContext* context and GSDrawingEnvironment env from GSRendererDX.h
Not used anywhere in dx code and the code is already defined in
GSState.h with member variable names.
2018-10-03 04:41:17 +02:00
lightningterror 08a270a429 GSdx-d3d: Reformat GSRendererDX.cpp.
Let's keep the file clean and use 1 type of formatting and not a bunch.
It's easier to read this way and looks tidy.
Also correct some commented out code in Texture Sampler.
2018-10-02 02:16:38 +02:00
lightningterror 2aedb97796 GSdx: Add a crc id for Burnout Revenge EU. 2018-10-01 23:29:46 +02:00
lightningterror f6ba6cc3a9 GSdx-gui: Remove Xenosaga tooltip from TC Offset hack.
No longer needed since the issue is fixed.
Commit:

629d2bd425
2018-10-01 22:42:17 +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
KrossX 560966c539 GSdx-d3d: Update nvidia hack with vendor id detection.
Hack will no longer be active on Intel or AMD gpus.
Also remove UserHacks_disable_NV_hack. sprite hack
basically does the same thing so it's kinda useless.
2018-09-25 08:35:05 +02:00
KrossX e063be3043 GSdx-d3d: Port mipmap max_layer calculation from opengl to direct3d.
Fixes texture corruption on direct3d when full mipmapping was used.
2018-09-25 08:35:05 +02:00
Jonathan Li 3fe9ff7ac8 gsdx: Split TC offset hack into X and Y components 2018-09-20 01:01:49 +01:00
Jonathan Li 2f5ba10e6b gsdx:hw: Move TC offset variables to GSRendererHW
Also rename them for consistency.
2018-09-20 01:01:49 +01:00
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 8acc319a4a GSdx-d3d: Mask alpha channel on 24bit format.
dfmt is not supported but we can use the variable to select the
frame buffer format and later disable writting to the alpha channel.

MGS3 sees an improvement, and possibly other games as well.
So far didn't spot any regressions.
2018-09-16 12:54:47 +02:00
lightningterror 14a62c3a3f GSdx-tc: Update fb conversion hack comment with latest d3d changes.
D3D10/11 now supports fb conversion through a shader but only on native
res for now.
Nobody cares about D3D9 so don't ask :).
2018-09-15 14:27:04 +02:00
lightningterror 577bfaa8cd GSdx-d3d: Move Selector reset states in to a separate function.
Also move vs_sel def in header file and rename it using the member name.

Code is easier to read/move/adjust similar to GL.
2018-09-15 05:49:18 +02:00
lightningterror f40c1de919 GSdx: GPU accelerate 8 bits texture conversion port from OpenGL to Direct3D11.
Commit:
d29e375f72

Only native res is supported currently, but it's still great progress.
Someone needs to port the ScalingFactor to D3D from commit:
6121677aa1

Credits to KrossX for porting the shader.
2018-09-13 19:56:59 +02:00
lightningterror 6b52cc9829 GSdx-gui: Minor osd gui adjustments.
Grey out scrolling speed and maximum onscreen messages when
Enable Log is not checked.
2018-09-13 03:23:36 +02:00
lightningterror ad143d92da GSdx: Add Yakuza ntsc-u demo crc id. 2018-09-12 11:33:07 +02:00
lightningterror c39dc3dd78 GSdx-gui: Minor adjustements.
Purge unused IDC_CHECK_DISABLE_ALL_HACKS tooltip from old GSdx versions.

Rename TC Offsets to Texture Offsets.
2018-09-03 20:48:17 +02:00
lightningterror 96a62351ac GSdx: GSHwHack.cpp adjust a few lines I forgot in the previous commit. 2018-09-03 04:51:53 +02:00
lightningterror 38366c084e GSdx: Adjust Yakuza games crc hacks and do some reformatting.
Add a missing crc id for the US version,
, move the crc to DX level - effect is emulated correctly on OpenGL with
depth,
merge the two Yakuza hacks together and reformat it making it easier to
be read.
Skip 3 also seems to work on Yakuza 2.
Related commit:

7f0f19ee02

Reformat the code a bit, ocd satisfaction.
2018-09-03 04:36:11 +02:00
lightningterror 5b9e93c652 GSdx: Add Sly2 Internal prototype disc crc id. 2018-09-01 03:03:20 +02:00
lightningterror 846f31851e GSdx-gui: Grey out Texture filtering and Interlacing on Null. 2018-08-29 02:12:00 +02:00
Jonathan Li 22f1048e8f gsdx:windows: Show different adapters for each renderer
OpenGL does not allow an adapter to be selected, and the available
adapters for D3D11 and D3D9 may be slightly different.
2018-08-29 00:48:16 +01:00
Jonathan Li e4dd0069ca gsdx:windows: Don't refer to D3D10
Direct3D11 is used even if the user's GPU only supports Direct3D feature
level 10.0.
2018-08-29 00:48:16 +01:00
Jonathan Li 05004450a0 gsdx:windows: Refactor D3D11/9 adapter enumeration code
Move the code into separate functions.
2018-08-29 00:48:16 +01:00
Jonathan Li 3e8f9ac518 gsdx:windows: Init hacks dialog member variables in constructor
The skipdraw variables can now be initialised in the constructor as the
dialog no longer preserves state when it is reopened.
2018-08-29 00:48:16 +01:00
Jonathan Li 4d8dea0892 gsdx:windows: Open sub dialogs using temporary objects
This prevents the dialog from preserving state after it is closed, which
simplifies the logic slightly for reopening the dialog.

Also remove an unused variable.
2018-08-29 00:48:16 +01:00