TellowKrinkle
91601e5647
GS: Manually do bilinear sampling when converting RGBA to depth
...
Shader bilinear doesn't properly handle the case where r overflows into g (or g overflows into b, etc)
2022-08-20 10:12:24 +01:00
Connor McLaughlin
a9819542d4
GS: Split convert and present shaders
2022-06-05 21:27:16 +01:00
Stuart Kenny
0b2536dd3e
GS/HW: Fix typos in wave filter shader
2022-05-31 17:36:16 +01:00
Connor McLaughlin
b0f20c9973
GS/DX11: Fix MMOD=1 merge background color
2022-04-18 04:29:19 +01:00
Connor McLaughlin
1993203d26
GS: Add Direct3D 12 renderer
2022-04-15 12:56:41 +01:00
Connor McLaughlin
dfe4bc199f
GS/HW: Use integers for depth conversion shaders
...
Fixes z-fighting in reflections in DBZ BT3, maybe others?
2022-02-15 10:41:37 +01:00
refractionpcsx2
d4b1d9abe5
GS-hw: Increase 32->16bit conversion accuracy
...
Improves Dogs life (no longer goes completely black right away, but has decal problems)
Vastly improves texture quality in Spider-Man 3 when using Framebuffer Conversion to fix the textures
2022-02-14 14:50:21 +00:00
Connor McLaughlin
2684fd6b62
GS: Add depth copy convert shader
2022-02-03 15:20:35 +00:00
Connor McLaughlin
68f18245a7
GS/DX11: Implement merge feedback write
2022-01-09 16:35:34 +01:00
Connor McLaughlin
0c36647506
GS: Rewrite presentation interface and OSD
2022-01-02 15:06:39 +00:00
TellowKrinkle
da651cabe4
Resources: Move shaders to shared shader/ directory
2021-12-12 06:10:47 -06:00