Commit Graph

11 Commits

Author SHA1 Message Date
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