lightningterror
0781cb65bf
gsdx-hw purge HauntingGround crc hacks.
...
Half Pixel Offset can solve the misaligned blur when upscaling, while
the second hack is also no longer needed and it broke depth effects too.
2019-06-14 23:32:58 +02:00
lightningterror
3228789808
gsdx-d3d11: Add draw call number to debug logs.
2019-06-13 14:52:03 +02:00
lightningterror
6024359011
gsdx-hw: Purge CastlevaniaCoD, CastlevaniaLoI, NanoBreaker crc hacks.
...
Shadows emulated correctly with accumulation blend, d3d11 misses sw
blend for extra accuracy (darker shadow).
gsdevice11: Remove unused IsCLR1() variable.
2019-06-13 13:38:24 +02:00
hibye8313
60cf62fea1
GSdx-d3d11: Partial port of EmulateBlending() from OGL renderer to DX11 renderer and ps_blend() from OGL shader to DX11 shader (only accumulation blend).
2019-06-13 13:25:46 +02:00
hibye8313
6bdd4ff186
GSdx-d3d11: Ported SW blending variables from OGL to DX11 PSSelector/BSSelector/pixel shader.
2019-06-13 13:25:46 +02:00
hibye8313
718042e6a6
GSdx: Made a DX11/OGL-independent blend map in GSDevice.cpp. Convert to OGL/DX11 specific constants at run time.
2019-06-13 13:25:46 +02:00
lightningterror
976b77f144
gsdx-hw: Use std max for scaling factor, bonus add jak3 crc id for eu preview/us international release.
2019-06-01 16:46:17 +02:00
lightningterror
877a112193
gsdx-hw: Remove no longer used linear parameter from ComputeFixedTEX0,
...
add an assert that m_target isn't handled with invalid_tex0 yet due to upscaling.
2019-05-31 13:50:28 +02:00
lightningterror
8ff74fc6c2
gsdx-hw: Fix border issue on ComputeFixedTEX0.
...
It is quite complex to handle rescaling on ComputeFixedTEX0
so this function is less stricter than GetSizeFixedTEX0,
therefore we remove the reduce optimization,
and we don't handle bilinear filtering which might create wrong interpolation at the border.
Fixes FFX upscaling issues on Bilinear filter during cutscenes.
comment
2019-05-31 13:50:28 +02:00
lightningterror
5e043b3b6f
gsdx-hw: Re add GSC_RedDeadRevolver crc hack that only skipped blur effects to aggressive mode only.
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Previous commit for reference:
548d6b31bf
2019-05-25 17:19:17 +02:00
lightningterror
482f1e953a
gamedb/gsdx: Harry Potter Chamber of secrets db and crc update.
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Remove some crc lookups for gamefix patches that share the same serial
and patch codes. It will allow game versions with different crc ids to
use the patches. Close #2654
Add JP version to automatic mipmapping.
2019-05-24 07:41:50 +02:00
lightningterror
ed8592b30b
gsdx-d3d11: Don't run Alpha Stencil on DATE with texture shuffle.
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It breaks DATE with tex shuffle (Haunting Ground 2, Superman shadow of
Apokolips, possibly others too).
2019-05-24 01:17:33 +02:00
lightningterror
3289dc1cc7
gsdx-gui: update alpha stencil, crc hack level tooltips.
2019-05-23 18:11:26 +02:00
lightningterror
87808fee03
gsdx-hw: Purge GSC_GTASanAndreas crc hacks.
...
Auto flush allows us to render the effects properly.
Small ghosting may not be an actual issues as it's also present on sw
renderer.
2019-05-17 03:35:17 +02:00
Shanoah Alkire
5d4ae31ba1
Add a few default functions in explicitly. (-Wdeprecated-copy)
2019-05-11 19:18:18 -07:00
Shanoah Alkire
284880f768
GSdx: Variables should be initialized in the order in which they are declared. (-Wreorder)
2019-05-11 19:00:29 -07:00
Kojin
2d46bc661d
gsdx-d3d11: ensure texture size of at least 1x1
2019-05-11 22:23:12 +02:00
lightningterror
9a5225dfdf
gsdx-hw: Purge GSC_SimpsonsGame crc hacks.
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Upscaling issue can be resolved with Half Pixel Offset Normal.
2019-05-05 23:37:18 +02:00
lightningterror
be46832c7b
gsdx-hw/gamedb: Add Star Wars - The Force Unleashed to gamedb and crc list.
2019-05-03 00:47:45 +02:00
lightningterror
637f777ea9
gsdx-hw: Update OI_StarWarsForceUnleashed hack.
...
Remove hack that was replaced by OI_GsMemClear and OI_DoubleHalfClear.
2019-05-02 22:53:44 +02:00
lightningterror
eb0d22626f
gsdx-hw: Purge GSC_StarWarsForceUnleashed crc hacks.
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Shadows are rendered correctly with basic blending on opengl, high on
d3d11.
2019-05-02 21:07:46 +02:00
Kojin
de0c4a7fc7
gsdx-hw: Check for null texture before commit in hacks. ( #2951 )
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Issue ##2943
2019-05-02 19:57:00 +02:00
lightningterror
5a69a2f689
gsdx-sw: Add an option to toggle auto flush on sw renderer.
...
Windows + Linux.
2019-05-02 15:35:55 +02:00
Gregory Hainaut
ead3d21bdb
gsdx ogl: commit texture in copy function
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So far not yet used but safer this way
2019-04-26 12:40:04 +02:00
Gregory Hainaut
568b96b885
gsdx ogl: only always uncommit texture in debug build
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It is good for memory but bad for the speed. There is likely a better trade-off
but it should be enough for now
2019-04-26 12:40:04 +02:00
Gregory Hainaut
70c3c1a48f
gsdx ogl: always commit a sparse texture when force_texture_clear is enabled
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The goal is to ensure the behavior of the option. VRAM usage isn't important
as option is mainly intented for debug purpose.
2019-04-26 12:40:04 +02:00
lightningterror
e77aac0bf1
gsdx-ogl: Do some integer casts for destination texture commit to StretchRect.
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Fixes warning.
2019-04-26 12:40:04 +02:00
Gregory Hainaut
bdcf83ca45
gsdx ogl: sparse texture : only commit new area
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Avoid potential driver overhead
2019-04-26 12:40:04 +02:00
Gregory Hainaut
bb306dfe90
gsdx hw: commit texture before a clear in OI hack
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Note I didn't bother to compute the draw region for single game hack.
Gain would be 0 if game doesn't suffer of memory issue in the first place
2019-04-26 12:40:04 +02:00
Kojin
116a5d822c
gsdx-ogl: update Save() to use committed size of texture
2019-04-26 12:40:04 +02:00
Kojin
9618283217
gsdx-ogl: Add detection of Sparse Depth in isDss()
2019-04-26 12:40:04 +02:00
Kojin
55e95cc552
gsdx-ogl: add destination texture commit to StretchRect
2019-04-26 12:40:04 +02:00
Kojin
e9989a5966
gsdx: enable sparse render target in TC
2019-04-26 12:40:04 +02:00
Kojin
a1cdeb2fd1
gsdx: add uncommit in recycle
2019-04-26 12:40:04 +02:00
Kojin
4e675ef6e1
gsdx-ogl: add texture commit ogl renderer
2019-04-26 12:40:04 +02:00
Gregory Hainaut
ba782e90c8
gsdx ogl: enable sparse feature on GSdevice interface
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Note: remain
* To really use sparse texture
* To debug it ^^
2019-04-26 12:40:04 +02:00
Gregory Hainaut
16d5f477ff
gsdx ogl: implement CommitPages
2019-04-26 12:40:04 +02:00
Gregory Hainaut
e8b2d036ee
gsdx ogl: handle creation of sparse texture
2019-04-26 12:40:04 +02:00
Gregory Hainaut
9e7069f374
gsdx hw: add API to manage sparse texture allocation
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DX/GL should implement "CommitPages" to really commit memory
Note: CommitPages should also update the m_committed_size member
2019-04-26 12:40:04 +02:00
Gregory Hainaut
643ed528c2
gsdx hw: allow to create sparse texture at device level
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Obviously texture allocation should be updated too
2019-04-26 12:40:04 +02:00
lightningterror
3408d1a873
gsdx-d3d11: Move colclip code to blending function.
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Also disable a log that was accidentally enabled/pushed.
2019-04-25 16:48:07 +02:00
lightningterror
a0c6c1cb9f
gsdx-hw: Forgot to remove a crc region check for dbzbt2-3, no longer needed.
2019-04-25 16:34:28 +02:00
lightningterror
8eab618502
gsdx-hw: Purge crc hacks that had their half screen issues resolved (Texture shuffle case).
...
DBZBT2, DBZBT3, MetalGearSolid3.
2019-04-25 15:08:51 +02:00
Kojin
34ac15f7eb
GSdx-hw: Add secret ini option to disable TS half bottom detection
2019-04-25 13:42:47 +02:00
Kojin
7eb0b0ac65
GSdx-hw: Add automatic detection of half-bottom in TS
...
Typical shuffle case is 1/2 height so other half is undesired
In dbz we split the depth buffer.
- Sample first half, write to `0x0`.
- Sample second half, write to `0x800`
- Finally, sample `0x0` though `0xffc`
Crash Twinsanity is a similar case.
2019-04-25 13:42:47 +02:00
Kojin
97612edd58
GSdx-hw: Move src to protected member
2019-04-25 13:42:47 +02:00
Kojin
6af2f7ef46
GSdx-hwtc: Propagate valid area from dst to source
2019-04-25 13:42:47 +02:00
Kojin
acf771edd8
GSdx-hw: Store bounding rectangle in protected member
2019-04-25 13:42:47 +02:00
lightningterror
c3f36ad430
gsdx-gui: Separate opengl and direct3d blending options.
...
A short summary how d3d option behaves compared to gl.
None d3d-> behaves the same
Basic d3d-> even less than 1/3 of Basic opengl.
Medium d3d -> less than 1/3 of Basic opengl.
High d3d -> 1/3 of Basic opengl.
Note: Medium and High options are mostly intended for debug use.
2019-04-23 15:24:04 +02:00
lightningterror
d4b62444d1
gsdx-d3d11: Adjust fbmask code on d3d11.
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Add the remaining code and separate it in levels because dx sux.
Basic blending mode -> doesn't enable fbmask on texture shuffle and
triangle primitives.
Medium -> doesn't enable fbmask on triangle primitives.
High mode- > fully enables fbmask, note it's still not on par with
opengl because we miss sw blending for some games.
Also keep in mind that High Blending option on d3d11 is like 1/3 of
Basic Blending option on GL.
2019-04-23 15:24:04 +02:00
lightningterror
641df126c4
gsdx-d3d11: Don't enable fbmask on triangle primitives.
...
It is quite slow due to fb copy on d3d, add potential notes for future
improvements so I don't forget what I wanted to do.
2019-04-22 05:07:42 +02:00
lightningterror
e72aa23436
gsdx-gui: Purge the aout (Alpha hack) from the gui, will be useless with fbmask emulation, enable blending option on d3d11.
...
Blending option allows us to toggle fbmask on or off with at least basic
level just like on gl.
2019-04-22 05:07:42 +02:00
lightningterror
de5e9a85bb
gsdx-d3d11: Partial port of frame buffer masking from opengl.
...
It works on games such as Fifa Street 1 and 2 (character and stage
rendering), mission impossible operation surma (shadow rendering).
It needs at least Basic level of blending enabled on d3d11.
2019-04-22 05:07:42 +02:00
lightningterror
9d60d6acfd
gsdx-d3d11: Remove old aout code.
...
Will be replaced with fbmask code in next commits.
2019-04-22 05:07:42 +02:00
Tyler Wilding
08d923ca6f
recording: Append copyright headers
...
Squashed commits:
[47be08613] recording: Forgot to refactor the usage of std::size
2019-04-21 00:45:44 +02:00
Tyler Wilding
64104ca9fd
gui:recording: Revert addition of Screenshot As, will contribute as separate PR
...
Along with changing the .bmp file naming scheme.
2019-04-21 00:45:44 +02:00
Tyler Wilding
413ba4b430
GSdx: implemented saving a snapshot to a dialog provided file path
2019-04-21 00:45:44 +02:00
Avindra Goolcharan
4d88a57f27
gsdx-gui: Fixes typos on the tooltip for disabling safe features. ( #2931 )
2019-04-20 04:52:28 +02:00
lightningterror
ac1bc9d6fc
gsdx-hw: Move GSC_RadiataStories, GSC_StarOcean3, GSC_ValkyrieProfile2 crc hacks to D3D level.
...
Follow up from the previous commit which is bypassing the texture cache
when the frame buffer is sampled.
Crc hacks are no longer needed on opengl.
Note: it requires at least Basic blending support.
2019-04-17 03:48:30 +02:00
Gregory Hainaut
f406051ed9
gsdx ogl: Bypass the texture cache when the frame buffer will be sampled.
...
Proof of concept. It should provide a huge speedup when accurate
blending is enabled for tri-ace / Jak / R&C (shadow rendering).
See #2894
Need PR#2892
v2: Add const + comment to explain that code isn't ideal.
2019-04-17 03:48:30 +02:00
lightningterror
52da124a2b
gsdx-ogl: Check if primitives are triangles instead of overlapping.
...
Single triangle draw can now hit the tex_is_fb path.
Primitive Overlap will return no overlap for single primitive (triangle).
Ratchet and Clank, Jak, tri-Ace games.
It should improve shadow rendering.
Idea by Gregory.
2019-04-10 12:33:31 +02:00
Kojin
73e3072715
GSdx-d3d11: Enable break on D3D message
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Enable automatic breaking on d3d11 messages:
- D3D11_MESSAGE_SEVERITY_CORRUPTION
- D3D11_MESSAGE_SEVERITY_ERROR
- D3D11_MESSAGE_SEVERITY_WARNING
- D3D11_MESSAGE_SEVERITY_INFO
Hidden option dx_break_on_severity bitfield
Debug build only.
2019-04-08 00:45:50 +02:00
lightningterror
508a8b477e
gsdx-hw: Disable automatic mipmapping on Jak games for now.
...
It crashes the emulator so until the issue is resolved properly comment
out/disable automatic mipmapping for jak games.
Issue #2916
2019-04-07 19:50:46 +02:00
lightningterror
9c222f8efe
gsdx-hw: Some minor comment and code adjustments.
2019-04-04 02:13:57 +02:00
lightningterror
e73607395b
gsdx:-debug: Update previous GSDrawingContext commit to show log only on gl sw renderer.
...
Follow up from:
46e63c1f17
2019-03-26 14:40:17 +01:00
Gregory Hainaut
a16fe6f016
gsdx TC: remove dead code
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src->m_texture is always NULL, set in Source constructor
Potentially it was a leftover of msaa or the commented code to handle mutable FBW
2019-03-26 14:22:34 +01:00
Gregory Hainaut
374374fdf1
gsdx ogl: disable sparse in extenstion detection
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* Allow to keep automatic as default value in the option
* You need to force enable sparse in the option to enable sparse
2019-03-26 14:22:23 +01:00
lightningterror
535b0d4aac
gsdx-ogl: Disable sparse depth on amd.
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* Bad driver as usual.
* Driver reports a compatible sparse format for depth texture but it isn't attachable to a frame buffer.
2019-03-26 14:22:16 +01:00
lightningterror
f5bf1f655d
gsdx-hw: Add another Sly 2 prototype/beta disc to crc list.
2019-03-17 20:47:40 +01:00
lightningterror
a30f642860
gsdx-hw: Purge GSC_NarutimateAccel, GSC_Naruto crc hacks.
...
Naruto Shippuden - Narutimate Accel 3,
Naruto - Narutimate Hero 3.
Depth effects (shadows) rendered correctly.
2019-03-17 05:34:13 +01:00
lightningterror
0d5ae808ef
gsdx-gui: Fix overlap issue with Rendering threads text.
...
Issue was visible only on gsdumpgui.
2019-03-17 05:04:08 +01:00
lightningterror
c8d4d5528e
gsdx-ocl: Fix some compile warnings.
2019-03-12 02:36:49 +01:00
lightningterror
e9e7580582
gsdx-gui: Properly grey out opencl device text when opencl is enabled, also some minor cleanup.
2019-03-12 01:49:48 +01:00
lightningterror
7354c1fa0d
gsdx-hw: Update a few crc issue categories for several games.
2019-03-08 19:33:28 +01:00
lightningterror
889001c026
gsdx-hw: Move GSC_Okami to Aggressive level.
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Upscaling issues, hack needs to be updated because it removes too many
effects. Maybe HPO or Wild Arms offset are fine, needs further testing.
2019-03-08 19:23:03 +01:00
lightningterror
910ef1db41
Gsdx hw: Purge GSC_TalesOfAbyss crc hacks.
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Depth and channel shuffle rendered correctly on all renderers.
Also add some missing crc ids for Tales of Abyss.
PS: I'm ninjaing 3000 builds on the buildbot 😄
2019-03-08 16:13:39 +01:00
lightningterror
47c255be2c
gsdx-gui: Adjust advanced settings and hacks gui.
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Allow to open Advanced settings and hacks window even when hw hacks are
off, this should allow OpenGL advanced settings to be configured even
when hw hacks are off in the gui since the options are configurable
wihtout depending on hw hacks checkbox.
Hw hacks will be greyed out when the checkbox button is not enabled.
New behavior will only be present on opengl hw gui. Direct3d11 will remain the same.
2019-03-06 18:11:26 +01:00
lightningterror
8219bcd1b4
gsdx-hw: Move GSC_YakuzaGames to partial level.
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Don't enable hack on native res if crc is below aggressive. Upscaling
issues.
Bonus, revert recent barrier changes on gl date code.
2019-03-05 12:39:07 +01:00
lightningterror
e36976bf86
gsdx-d3d11: Minor adjustments to DATE code.
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Run fast accurate date instead of alpha stencil when accurate date is
enabled on supported calls, also update some logs and comments.
2019-03-04 20:35:09 +01:00
lightningterror
e48ce1bc69
gsdx-ogl: Minor adjustments to DATE code.
...
Don't set DATE true when Accurate Date is off, DATE is true anyway so
no need to set it again.
Don't call full barrier for DATE 45 at the date selection, do it
at the shader call check. It's the same, plus we avoid extra checks.
2019-03-04 19:39:58 +01:00
lightningterror
46e63c1f17
gsdx-debug: Use gl GL_INS print macro for a log instead of relying on debug build.
...
In GSDrawingContext.
Also some minor format cleanup to match the rest of the code.
2019-03-04 19:39:47 +01:00
lightningterror
5c23a9fac0
gsdx-gui: Update blending option.
...
Change the name to Accurate Blending so it fits more with Date option
next to it, get rid of low/high end recommended nametag for the list and
just use Recommended for Basic level, lot of users seem to be using high
for "high end pc" which they shouldn't.
2019-03-03 00:47:40 +01:00
lightningterror
425059d882
gsdx: Forgot to move the crc state for mgs3 and ace combat 4.
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crc hacks are aggressive only. Fixes regressions mentioned in
https://forums.pcsx2.net/Thread-Metal-Gear-Solid-3-OpenGL-Issue-with-Latest-Builds
2019-03-01 08:37:04 +01:00
lightningterror
8a9abd8a1b
gsdx: Purge depth crc hack for GSC_RadiataStories.
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Effects rendered correctly, blur/ghosting upscaling issues can be
resolved with HPO special.
2019-02-25 11:35:27 +01:00
lightningterror
79a38858d1
gsdx: Purge GSC_CrashNburn crc hacks.
...
Depth, texture shuffle rendered correctly.
@MrCK1 did the tests. PAL needs to be tested as well.
2019-02-24 22:12:27 +01:00
lightningterror
8e8598412d
gsdx: Purge all crc hacks for GSC_OnePieceGrandAdventure and GSC_OnePieceGrandBattle.
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Texture shuffle and hdr colclip.
Effects rendered correctly.
2019-02-23 06:52:40 +01:00
lightningterror
930f07df4a
gsdx: Purge depth crc hack for Haunting Ground.
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Effects rendered correctly on all renderers.
2019-02-22 17:18:58 +01:00
Gregory Hainaut
e56f75fe9a
gsdx hw:move vertices fixup for texture shuffle in RendererHw
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Bonus: fix m_vt value
2019-02-22 16:57:59 +01:00
lightningterror
80f8de5e0b
Revert "gsdx-gui: Use a separate drop down list for sparse texture."
...
This reverts commit 61c4df0375
.
It was a bad idea from the start.
2019-02-20 17:42:49 +01:00
lightningterror
61c4df0375
gsdx-gui: Use a separate drop down list for sparse texture.
...
It's temporary until sparse texture is fully implemented.
Force Disabled should be Default option.
2019-02-20 16:56:51 +01:00
lightningterror
e55fcae981
gsdx d3d11: re-normalize coordinate when TEX0 is invalid.
2019-02-20 13:49:57 +01:00
Gregory Hainaut
29aef04fbf
gsdx ogl: re-normalize coordinate when TEX0 is invalid
...
Fix #258
Fix #695
2019-02-20 13:49:57 +01:00
Gregory Hainaut
12dcb701c7
gsdx: add a function to fix the TEX0 register value for HW renderer
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Based on the SW renderer
2019-02-20 13:49:57 +01:00
Gregory Hainaut
6df9eb8dab
gsdx: Allow to save and restore drawing context
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Purpose is to allow edition of the context for current draw call
2019-02-20 13:49:57 +01:00
lightningterror
9c60541f3c
gsdx-gui: Adjust psx compat gui.
...
Fix up options to properly disable on Null render.
Clean up some resource defines.
2019-02-20 13:38:49 +01:00
lightningterror
c6f57c0bdb
gsdx: Save hotkey toggle to ini config.
...
This will allow to save hotkey option toggling to the ini which
should fix gui updating with hotkey toggles.
Note: Render hw/sw switch doesn't work.
Also update some options that didn't have hotkey nametag.
2019-02-20 11:07:02 +01:00
lightningterror
8cb6d255ca
fxaa.fx: Purge d3d9 shader code.
...
Looks like I forgot this one.
2019-02-19 15:36:15 +01:00
lightningterror
cc2fda6d6d
gsdx-gui: Add hotkey nametags to some options that have hotkey support already.
2019-02-18 05:11:43 +01:00
Gregory Hainaut
31d95448ed
gsdx device: use same target for fxaa/shaderboost/shaderfx
...
It avoid to waste VRAM memory
2019-02-13 19:52:43 +01:00
Gregory Hainaut
45dfb0dcdb
gsdx device: use generic resize texture function
...
V2: add missing size for merge and interlace
2019-02-13 19:52:43 +01:00