Commit Graph

10653 Commits

Author SHA1 Message Date
lightningterror 19b97f8684 gsdx-ogl: Remove useless SetupIA from GSDeviceOGL.h not used. 2019-01-26 16:13:07 +01:00
lightningterror 2e2c9b14a4 gsdx-ogl: Enable anisotropic filtering only for triangles.
Sprites are flat so aniso is likely useless (it would save perf for
others primitives).

Idea by Gregory.
2019-01-26 14:52:30 +01:00
lightningterror 224d51b0aa gamedb: Add eeClampMode full gamefix for Castlevania - Lament of Innocence.
Fixes cutscene freezes.

Close #2812
2019-01-26 13:21:51 +01:00
ghost-101 ac1424ad6d onepad: Add the Logitech Chillstream to the database. 2019-01-25 22:51:22 +01:00
lightningterror 0e239cac66 gsdx-ocl: Add some ifdef checks for opencl renderer.
Should resolve gsdx crashes when ini value is selected as opencl when
opencl is disabled.

Properly fallback to default renderer.
2019-01-25 22:35:11 +01:00
Shanoah Alkire 8791d8e5b0 onepad: Add the SteelSeries Stratus XL to the database. Issue #2825 2019-01-24 21:48:56 -08:00
lightningterror 7b4133ac08 GSdx-d3d11: Add final to Renderer class and DrawPrims, also change some voids to inline. 2019-01-24 20:30:48 +01:00
lightningterror 78f0b65e19 GSdx-d3d11: Merge GSRendererDX11 and GSRendererDX together.
Update VS and cmake project files to match new changes.
2019-01-24 20:30:48 +01:00
lightningterror b9df1e643b gsdx-hw: Adjust/cleanup hw hacks variable calls.
Use a function to check UserHacks for all variables in GSState.cpp
instead of checking each variable individually.

Get rid of UserHacks_HPO local variables in GSRendererOGL/DX and use the
member variable m_userHacks_HPO instead, we don't need duplicates that
do the same thing.

Add ResetStates call at the beginning of GSRendererDX to match gl
behavior.
2019-01-23 12:24:12 +01:00
GovanifY 628f5abaac PCSX2: Remove the arbitrary limit on patches by converting the patch list to a vector. (#2797)
Pnach had a limit that, while increased at some point to 2048, is still not enough for everyone. This uses a vector to avoid that limit, as there is no reason to keep it and people loading pnach with over 2048 patches most likely know what they are doing.
Inipatch group member was also unused in the whole codebase so I did some cleanup and removed it.
2019-01-23 02:01:30 +01:00
lightningterror 2aadf0be89 GSdx: Adjust Scaling Factor.
Use value of 1 when upscale multiplier is 0 for ScalingFactor, this is
to avoid doing math with 0 in shader.

It helps custom res be less broken. Still not recommended to use custom
res ofc.
2019-01-22 23:25:01 +01:00
lightningterror 55bc8e13fc gsdx-gui: Update Accurate date tooltip. 2019-01-22 22:14:28 +01:00
Kojin 8c8b1f497c gsdx-d3d11: ICO depth HLE
Game reads framebuffer depth as alpha of texture.
However, this is a problem for d3d11 as a shader read on the fb is not allowed.

So let's handle it in a similar fasion to channel shuffle:
- Set depth to slot 4
- Detect when slot 4 matches depth rt
- Copy and send the copy to the shader
2019-01-22 06:52:24 +01:00
Kojin 468b9ded46 gsdx-d3d11: Update texture copy method to handle depth
- Rename CopyRenderTarget to CloneTexture
- Allow copy of depth target

Also fix a small oversight from the removal of MSAA.
2019-01-22 06:52:24 +01:00
Kojin 57824261c6 gsdx-d3d11: Cache rt depth stencil on m_state
Cache the depth stencil in addition to color rt.
This will allow us to check for depth stencil equality on slot 4.
2019-01-22 06:52:24 +01:00
lightningterror 946e6046b3 gsdx: Adjust some crc hack comments for some games.
Maybe in the future I'll add github issue links to corresponding crc
hacks.
2019-01-21 19:38:20 +01:00
lightningterror 548d6b31bf Gsdx: Purge GSC_RedDeadRevolver crc hacks.
Blurring with a bit of ghosting is intended and it looks like that on
the console as well.

Depth properly emulated.

D3D11 misses blending.
2019-01-20 19:49:36 +01:00
lightningterror 4ecbb750a8 GSdx: Purge GSC_BlackHawkDown crc hacks.
Channel and texture shuffle emulated correctly.
2019-01-20 00:05:18 +01:00
lightningterror 7247ee1ad0 GSdx: Add glsl shaders to VS solution.
It should make searching/navigating a bit easier now.
2019-01-18 15:56:54 +01:00
lightningterror b4cb805a91 gsdx-tc: Remove CanConvertDepth virtual bool and use m_can_convert_depth for depth toggling. 2019-01-18 14:53:06 +01:00
lightningterror bbd8cbbcf4 GSdx: Move GSC_DeathByDegreesTekkenNinaWilliams to partial crc level.
Upscaling issues + unsupported texture shuffle.
Hacks might need to be updated.
2019-01-18 13:17:28 +01:00
lightningterror 85e2a0a6bb gsdx: Add Death By Degrees crc id for US region.
crc hacks still need to be tested properly.
2019-01-18 11:29:45 +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 0c3a0da58f GSdx: Purge GSC_LegoBatman crc hacks.
Effects emulated correctly with texture shuffle and depth.

Game has upscaling issues which can be fixed with TC offsets.
2019-01-17 09:58:59 +01:00
lightningterror 51fe6c20ca GSdx: Adjust dbz bt glow/blur crc hack.
Don't enable hack on native res if crc(ntsc only) is below aggressive.

Note for future so I don't forget: This hack can be disabled if depth
hack is also disabled.
2019-01-17 07:45:35 +01:00
Kojin 5fe1cab889 gsdx: Remove remaining MSAA ui code
We are removing MSAA for the following reasons:
1. It's broken
2. Fixing it would mean it would perform as well as FSAA, which defeats the purpose of having it
3. It's only supported by DX and Windows
4. Reduction in code complexity

Press F to pay respect
2019-01-15 19:13:14 +01:00
Kojin e429677a07 gsdx-hw: Completely remove MSAA from renderer code. 2019-01-15 19:13:14 +01:00
atomic83GitHub bf8dc7707a GameDB: Add vuClampMode = 2 for UEFA Euro 2004. (#2814)
This commit fixes black box issues when going ingame.
2019-01-15 05:34:41 +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 ee4d295667 GSdx-d3d11: Remove afix factor from 24bit format. 2019-01-14 16:52:19 +01:00
lightningterror e05b5d2420 GSdx-d3d: Move channel and texture shuffle in GSRendererDX.
Preparations for file merge.
2019-01-14 02:30:25 +01:00
lightningterror 25ed5857d8 GSdx-gui: Add 10x and 12x as an upscaling option.
10x ~3160p 6K
12x ~4320p 8K"
Can anyone even run these ?
2019-01-14 01:44:58 +01:00
lightningterror 3a7f2a5c0b GSdx: Hide the MSAA option.
No need to have an option on display that does nothing for now.
2019-01-13 17:57:29 +01:00
lightningterror 106c678cc1 GSdx: Purge GSC_EternalPoison crc hacks.
Shadows are better rendered now with hdr colclip, blending is still
needed but the shadow's shape is proper now so let's purge the hack.
2019-01-13 17:33:08 +01:00
lightningterror 52bad3505c GSdx: Adjust GSC_GodOfWar 1 and 2 crc hacks a bit more.
GSC_GodOfWar moved to aggressive state.
GSC_GodOfWar2 some value swere corrected (should fix some regressions)
and hack was moved to partial state because we have an upscaling hack.
2019-01-13 16:26:09 +01:00
lightningterror f5b9965910 GSdx: Purge OI_GodOfWar2 hw hack. 2019-01-13 15:08:36 +01:00
lightningterror 6f01936943 GSdx: Remove depth crc hacks for god of war 1 and 2.
Effects rendered correctly with depth on all renderers.
2019-01-13 14:42:53 +01:00
lightningterror 9119e3110d GSdx-ogl: Correct DATE log. 2019-01-12 16:43:26 +01:00
lightningterror f73de4c59c GSdx-ogl: Add perf log for Slow DATE code on texture shuffle/no prim overlap. 2019-01-12 09:59:28 +01:00
lightningterror 7e6c325210 GSdx: Move BoundingBox to HW render and update d3d11 code to use the gl bounding box as well.
hdr colclip and date uses it.
2019-01-12 09:53:51 +01:00
lightningterror 86327b52a9 convert.fx: Update main4 shader to better support hdr colclip. 2019-01-12 09:53:51 +01:00
lightningterror d17e0eba9b GSdx-d3d11: Add/port HDR colclip support.
It helps render shadows a lot better compared to the old code.

Credits to Gregory and Kojin for helping with the code.
2019-01-12 09:53:51 +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
Shanoah Alkire 1b41d19016 Remove the unused 'incomplete and untested' BaseTaskThread class. 2019-01-10 13:13:20 -08:00
lightningterror e0877608ae spu2-x: Remove DecodeDPLII.cpp and DPLII.h files "Dolby Pro Logic II".
DecodeDPLII.cpp is an old duplicate of DplIIdecoder.cpp which seems to
be useless.

Code was updated in
a4a40441c9 (diff-7b7ddfd7d5c8c428703a057822e60668)
2019-01-09 20:05:29 +01:00
lightningterror fb5471f34f spu2-x: Adjust some Dolby Pro Logic II code.
Comment out unused variable sLogTable in DplIIdecoder.cpp.
Remove DPLII.h from cmake list, it's unused so don't list it.

Some people suggested to keep the source files even if they are unused
so we can do that. Maybe someone will get the code to work properly.
2019-01-09 16:01:56 +01:00
lightningterror ea38e2eba5 pcsx2: Remove/disable unused variables.
Removed:
MC2_SIZE in MemoryCardFile.cpp,
length in microVU_Log.inl
VU_Neg_Infinity in sVU_Upper.cpp.

Commented out:
mc_sizeinfo_8mb in Sio.cpp
2019-01-09 16:01:56 +01:00
lightningterror f2f66c02d3 GSdx: Add option to Disable Safe Features.
Idea is to disable multiple features in 1 option to avoid gui clutter.

Unscale Point and Line:
This partially reverts PR #2710 restoring Unscale Point and Line but as a disable option.
It can help Xenosaga games.

GS Memory clearning:
This disables GS memory clearing to be done on the CPU, by default both gpu and cpu do memory clearing
which is more accurate.
It can help Kingdom Hearts games.
2019-01-09 15:44:41 +01:00
arcum42 c58acd1105
Remove CDVDPeops and PeopsSPU2. (#2792) 2019-01-03 19:55:03 -08:00
lightningterror 54f8aca7d5 GSdx-d3d11: Re enable shader code logging.
Log was disabled in #2760
2019-01-04 01:00:10 +01:00