Commit Graph

96 Commits

Author SHA1 Message Date
Gregory Hainaut 9ff385f6f3 gsdx: use shared_ptr instead of raw GSWnd* 2017-02-26 19:09:16 +01:00
Gregory Hainaut 7ca9ca9465 gsdx: new parameter for merge virtual function
* Add full PMODE register to replace slbg/mmod
* Add full EXTBUF register (will allow to emulate write feedback)
* Add a third source (which will actually be the destination of the
  write feedback)
2016-10-14 18:13:20 +02:00
Gregory Hainaut fbf7ccbdda gsdx: by default new will throw std::bad_alloc
So catch/use it and don't bother with GSDXErrorOOM
2016-10-13 20:44:59 +02:00
Gregory Hainaut 2e7fab7813 gsdx sw: avoid aliasing issue, clear function was wrong anyway
Value must be un-normalized. Function is only used with 0.0 so
API was updated to only use the 0 case.
2016-08-14 21:01:09 +02:00
refractionpcsx2 c530858df3 GSdx: Move "isNative" check to DX11 context creation. Resolves speed regression in games that constantly change the viewport size. 2016-06-06 20:45:30 +01:00
Jonathan Li 8b74c108a4 Revert "gsdx:windows: Fix Windows 7 compile"
This reverts commit 7736c90457.

It wasn't actually a Windows 7 compile fix, but a bad build environment
workaround.
2016-05-29 14:33:58 +01:00
Gregory Hainaut a9c18c57e4 gsdx option: use the new GetConfig* function
v2:
add PSX stuff
ssakash review
2016-05-28 10:07:27 +02:00
Gregory Hainaut e890ce989c gsdx: throw oom exception + error
Texture can't be NULL anymore, so we can remove a couples of check
2016-05-05 18:53:51 +02:00
refractionpcsx2 dcb676765e GSdx: Clean up some warning under windows (#1289) 2016-04-14 11:00:58 +01:00
Jonathan Li 7736c90457 gsdx:windows: Fix Windows 7 compile
Somehow D3D_COMPILE_STANDARD_FILE_INCLUDE isn't defined, so the correct
headers aren't being used.
2016-04-02 12:17:52 +01:00
Jonathan Li 2ec8d88d80 gsdx-d3d11: Remove d3dx11 stuff and use d3dcompile
Using D3DX11 requires the end user to install the DirectX redist files.

Switch to using D3DCompile, and distribute D3DCompiler_47.dll for
Windows Vista, 7 and 8 users (Windows 8.1 onwards supplies
D3DCompiler_47.dll with the OS).
2016-03-30 00:03:04 +01:00
refractionpcsx2 909584d473 GSDX: Disable Nvidia hack when in native res 2016-02-15 20:27:51 +00:00
refractionpcsx2 52802371e4 GSdx D3D11: Workaround for Gust games, must enable sprite hack (which these games need anyway) and it will fix the squares caused by the Nvidia fix. Not a perfect solution but we can't have it both ways :( 2015-11-10 22:58:53 +00:00
Jonathan Li c0137227e6 gsdx:dx: Allow selection of external shader/shader config
shaders/GSdx.fx is now the default location and is no longer hardcoded.
The external shader and external shader config can now be selected. (The
OpenGL renderer already has this feature.)

Note: It is still possible to not use a config file, just use an invalid
value for shaderfx_conf.
2015-09-28 12:45:13 +01:00
Jonathan Li fabd6075ef gsdx:dx11: Refactor shader compilation code
Don't use D3DX compile from file and compile from resource functions -
use the compile from memory function instead. It does the same thing,
except you have to set things up yourself.

Benefits:
Easier move to D3DCompile when it becomes necessary.
Allows external shaders to be split into a config file and a shader
file without hardcoding the config file name.
Less code.
2015-09-28 12:45:12 +01:00
Jonathan Li 6e826d5193 Merge pull request #754 from ssakash/patch-45
gsdx: little changes on AF value behavior.
2015-08-21 11:29:49 +01:00
Akash 3c9ca799a6 Remove anisotropic filtering checkbox value.
Removes the checkbox of Anisotropic filtering from the GSDX plugin settings, the checkbox was usually used to enable & disable the AF which is not necessary since there is an option in the drop down list for disabling AF.
the internal function value of "AnisotropicFiltering" has been replaced with "MaxAnisotropy" for detection.
the detection uses the function getconfig("MaxAnisotropy", value)  where value 0 means disabled and value is the default value when no value is set in the INI file.
2015-08-21 09:45:00 +05:30
refractionpcsx2 60a90aa51c GSdx-dx11: Another attempt at the nvidia hack, changing the viewport top left slightly also seems to alleviate the issue. Lets see how well this goes down.
At worst things will look zoomed out by like, a pixel :P
2015-08-20 23:45:26 +01:00
refractionpcsx2 561fa8a95e GSdx-dx: Workaround for NVidia Win10 Issues, possibly? at least seems to fix it.. 2015-08-19 23:01:39 +01:00
Gregory Hainaut 3784ea768f gsdx: check null pointer when doing a texture clear 2015-08-04 19:26:17 +02:00
refraction 8f54da5fd3 GSDX: Removal of Nvidia hack.
- Hack no longer required as an option as a safe and simple workaround has been discovered which seems to work without modifying any vertices.
2015-05-28 21:41:02 +01:00
Gregory Hainaut 7609fdc576 gsdx: rename too much sr to sRect 2015-05-21 09:48:15 +02:00
Gregory Hainaut 1837001e75 gsdx: extend CopyOffscreen with a new shader parameter
Currently we're trying to infer the conversion shader based on the output format

It only works if the input data is RGBA8. It might not be true in the future
2015-05-19 13:14:18 +02:00
Gregory Hainaut 28bb64aae8 gsdx: sed/dr/dRect/ 2015-05-15 20:49:32 +02:00
Gregory Hainaut 445c28fe97 gsdx: sed/sr/sRect/ 2015-05-15 20:47:14 +02:00
Gregory Hainaut d566bb2a23 gsdx: sed /st/sTex/ 2015-05-15 20:45:31 +02:00
Gregory Hainaut 6a9e425308 gsdx: sed /dt/dTex/ 2015-05-15 20:44:15 +02:00
Asmodean- 5b3867dd60 GSdx: change post-processing directory & name. 2014-11-15 21:33:23 +00:00
Asmodean 937e475169 [Post-Processing] Update GSdx FX effect suite to latest version. 2014-11-03 07:15:34 +00:00
Asmodean.pcsx2 7d96af950e GSdx: A few small post-processing changes, to accommodate future updates.
Also removed the fallback recovery ps, and replaced the compile fail catch to a simple console print. Which I think is safer, and faster.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5894 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-02-09 01:01:41 +00:00
Asmodean.pcsx2 11a15ca58a GSdx: Just tidying up a few last things, to wrap up the AF changes.
Also disabled the gsdx AF options for the OGL renderer (because it's not implemented for that yet). 

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5881 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-02-04 21:42:43 +00:00
Asmodean.pcsx2 42b879e6b8 GSdx: Anisotropic Filtering.
Fixes a small oversight on my part. Which was setting the maximum anisotropy to (0,1,2,3,4) respectively, instead of (1,2,4,8,16). So when you selected x16 for example, you were actually only getting x4 >.>

Corrected now, and you will be getting the full x16 when selected :)

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5879 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-02-03 20:06:00 +00:00
Asmodean.pcsx2 b8f8459275 GSdx: Anisotropic Filtering.
Adds anisotropic texture filtering (1x-16x) to the hardware settings. Enhances the visual quality of textures that are at oblique viewing angles.

Anisotropic filtering is automatically disabled if: 8-bit textures are enabled.


git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5878 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-02-03 16:58:11 +00:00
Asmodean.pcsx2 02afca3bb6 GSdx: Just some small post processing cleanup changes, should lower the FXAA compiling time on pause/resumes.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5872 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-02-02 17:50:32 +00:00
ramapcsx2.code f8264bce2c GSdx:
Last patch regarding FXAA and external shader loading, I hope :)
Changes are here: http://forums.pcsx2.net/Thread-Custom-Shaders-for-GSdx?pid=343285#pid343285
I've included bin\shader.fx and the settings file bin\GSdx_FX_Settings.ini.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5817 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-01-17 10:17:24 +00:00
sudonim1@gmail.com 53c76b3780 GSDX: Nonsense workaround for VS2010 crash issue. We suspect that memory is getting corrupted but we've failed to find the code responsible. Many different changes result in code that doesn't crash for no obvious reason, this one at least looks vaguely like sane code though.
Reverted optimisation flag for VS2010 release target.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5804 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-01-09 21:51:42 +00:00
refraction 5aa0a9a94d GSDX: Modified the FXAA shader loading so Page Up works again. Now loads the shader just in time.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5801 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-01-07 23:53:30 +00:00
refraction 5e22971db0 GSDX: New shader is quite slow to compile, so lets not compile it unless the user is using it :)
-switching between sw/hw modes, resuming emulation speed back to normal.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5799 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-01-06 22:51:45 +00:00
refraction 76583f5fe5 GSDX: Fix/Hack for NVIDIA stretch issue on drivers > 320.18 with DirectX 11 when using a custom resolution. You can enable it in the HW Hacks section, let me know if there is a game it doesn't fix.
Slight adjustments to positions in the GUI also (OCD'd the spacing a little :P)

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5796 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-01-05 23:31:26 +00:00
ramapcsx2.code f4370077f0 GSdx:
Added a check box and config code for the fxaa shader. 
It's not currently hooked up since the shader setup might get replaced in a day or two.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5777 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-12-28 21:36:29 +00:00
gregory.hainaut 58cacc3b1c gsdx: use size_t for loop index when it used countof macro
* fix override_GL_ARB_copy_image typo


git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5687 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-06-29 12:02:03 +00:00
gregory.hainaut e06484adb8 gsdx: update the copyrigh address thank to sed
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5412 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-09-09 18:16:11 +00:00
ramapcsx2 fb851cfdfc GSdx:
Added loading of external shaders, coded by KrossX (thanks again :p ).
Right now it looks for a file called "shader.fx" in PCSX2's main directory.
If it finds one, the PageUp key activates the external shader (instead of the built-in FXAA).
We have a forum thread for some nice shaders to try out here:
http://forums.pcsx2.net/Thread-Custom-Shaders-for-GSdx

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5390 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-08-20 19:46:51 +00:00
sudonim1@gmail.com 469beeac14 GSDX: Adapter selection in the configuration dialog. Effective on D3D10/11 and probably on D3D9. D3D9 will not enumerate adapters with no connected outputs and I haven't actually tried connecting my integrated GPU to a display, but D3D11 doesn't care.
Probably only of interest to testers (and me).  Absolutely do NOT select the reference device even out of extreme morbid curiosity.  It's not even very good at being a reference despite being slower than you can probably believe.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5358 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-08-06 05:26:44 +00:00
sudonim1@gmail.com cd05504851 GSDX: Simplified and improved (for my purposes) the D3D11 checks a little. Necessary for something I'm working on, hopefully doesn't break GSDX for anyone (this code took a lot of revisions initially as I recall).
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5357 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-08-06 01:56:25 +00:00
sudonim1@gmail.com 96c8c13ead GSDX: don't unnecessarily create and use a render target for the DATE setup stage, D3D10+ supports not having a render target set. (D3D9 doesn't, so that's untouched.)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5345 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-07-23 22:55:06 +00:00
sudonim1@gmail.com 08d8287d3e GSDX: Added some exceptions on shader compilation failure (with handlers in entry points because people seem to like the plugin struggling on even when nothing works any more) because I am not keen crashing Windows via my graphics driver.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5284 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-06-11 02:31:44 +00:00
ramapcsx2 954e7906ed GSdx: Added the color control functionality known as "ShadeBoost". Thanks to KrossX for initial converting / GUI work and Pseudonym for normalizing / fixing the maths.
Note: Not sure if it should be shader #7 or smth else :p

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5110 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-02-29 00:29:29 +00:00
gabest11 915a57d9f3 GSdx: more fun with shaders but nothing works yet.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5083 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-01-27 11:56:49 +00:00
gabest11 9ec7f14fa8 GSdx: Simplified vertex formats and the related code, everything works with the basic GSVertex until it gets uploaded to the vertex buffer.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5074 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-01-19 04:53:36 +00:00