lightningterror
79db01d7ed
gsdx-d3d11: Truncate fog in tfx.fx shader.
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The change should've been pushed in #3091
Fixes regression with fog rendering.
2020-02-29 22:47:30 +01:00
KrossX
4db6b287cd
GSdx-d3d11: Make TFX shader more similar to OGL's.
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Denormalize FOG and COLOR to match as well.
2019-09-15 19:02:36 +02:00
KrossX
ee05d55a51
GSdx-d3d11: Reorganize TFX shader to match OGL's.
2019-09-15 19:02:36 +02:00
lightningterror
d0cb0f59d9
gsdx-d3d11: Extend BLEND_NO_BAR to also hit on clamp 0, it's faster than standard HDR algo.
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GOW shows a nice fps improvement (+6 give or take). Spyro too maybe.
2019-07-08 00:40:54 +02:00
KrossX
39f509feaa
gsdx-hw: Remove no longer needed Sprite hack, replaced by improved atst code already.
2019-06-16 20:42:28 +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
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
de5e9a85bb
gsdx-d3d11: Partial port of frame buffer masking from opengl.
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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
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
e55fcae981
gsdx d3d11: re-normalize coordinate when TEX0 is invalid.
2019-02-20 13:49:57 +01:00
lightningterror
f28f03803f
tfx.fx: Correct a couple more blending factors.
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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
fa4ae7800b
tfx.fx: Adjust some blending factors
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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
8a57d7f470
GSdx-d3d11: Remove colclip and negative blend algo.
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Code was old and inefficient. HDR colclip will do a better job.
2019-01-12 09:53:51 +01:00
lightningterror
4a0697fda2
tfx.fx: Remove commented out code in clamp_wrap_uv function.
2018-12-20 18:41:30 +01:00
lightningterror
cdeacafd27
tfx.fx: Remove datst (DATE), and RTCopy.
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Code was never hit on D3D11. D3D11 uses stencil operations.
Also Remove VS_RTCOPY which was used only by d3d9.
Remove RTCopy Sampler from the shader.
tfx rtcopy
2018-12-20 14:42:56 +01:00
lightningterror
fce3918562
GSdx: Purge Direct3D9 Render entirely. ( #2762 )
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And the time has come to say good bye (good riddance?), this build removes Direct3D9 entirely from GSdx. D3D9 is/was holding us back in some D3D11 fixes that we want to further implement.
The last build that supports D3D9 is v1.5.0-dev-2779-g1a61148b0 for anyone still interested.
"Press F to pay respect.
2018-12-20 00:54:51 +01:00
Kojin
0353273733
tfx.fx: Update Vertex and Geometry shaders to support the new
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depth sample state.
Note this breaks D3D9 but we will be purging it shortly after
so there's nothing to worry about.
2018-12-19 19:59:23 +01:00
KrossX
3b11164637
tfx.fx: Add tfx shaders to support depth sampling.
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Add clamp wrap uv depth,
Add sample depth.
Sample shaders depth fmt 1 and 2 are based on convert shaders.
2018-12-19 19:59:23 +01:00
lightningterror
59752120d6
tfx.fx: Add support for dfmt to pick the shader for 16bit alpha output.
2018-12-18 12:55:23 +01:00
KrossX
013c47950d
tfx.tx: Add support for Tales of Abyss and Urban Chaos HLE shader.
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Add sample_depth function, note only Tales of Abyss and Urban Chaos
depth sampling is supported, full depth fmt will need to wait a little
longer.
2018-12-13 22:14:49 +01:00
lightningterror
abb1cc5fe7
tfx.fx: Add shaders support for PS_DEPTH_FMT on channel shuffle.
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Red, blue and gXbY channels support it.
2018-12-13 01:47:10 +01:00
lightningterror
c7aca64642
GSdx-d3d: Add support for ChannelShuffle in PS constant buffer.
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Needed for GXBY channel.
2018-12-13 01:47:10 +01:00
KrossX
d38bd9c950
tfx.fx: Port channel shuffle shaders from OpenGL.
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Port RGBA shaders to support channel shuffle on Direct3D11.
2018-12-13 01:47:10 +01:00
lightningterror
b360c07253
glsl, fx: Update point sampler comment.
2018-10-09 09:07:45 +02:00
KrossX
2d094cbc3b
tfx.fs: Remove whitespaces.
2018-10-03 15:21:46 +02:00
KrossX
9d562a454b
GSdx: Limit Wrap negative UV when PS_FST is 0 only.
2018-10-03 15:21:46 +02:00
KrossX
629d2bd425
GSdx: Wrap negative UV on region repeat wrap mode.
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Makes UV coord be on the range [0, SIZE) before applying mask and
offset. This fixes Xenosaga's hair for example, which has negative UV
coords.
2018-10-01 22:38:22 +02:00
KrossX
e90c87a8ef
GSdx-d3d: Keep fract in [0;1] range port from OpenGL.
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Fixes texture flickering in Oni on d3d11.
Commit:
a8968257db
2018-09-28 02:33:58 +02:00
lightningterror
728fa2c1a4
GSdx-d3d: tfx.fx correct texture shuffle shaders.
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Some values were incorrect, now I'm no expert but looking at the code
and behavior seemed a bit wrong compared to gl.
Improves d3d rendering on Sonic Unleashed, the purple screen is gone
matching it with gl visuals.
2018-09-17 14:26:08 +02:00
lightningterror
d7cdbf6f27
Gsdx: Point Sampler changes.
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Re add point sampler to OpenGL. Fixes graphical issues when
Allow 8-bit textures is enabled on AMD gpus.
Issue: https://forums.pcsx2.net/Thread-GSDX-Hardware-mode-Bug-Report-Allow-8-bit-Texture
Adjust the code to be easier to read, and execute the gl code only on amd - suggested by Gregory.
Remove useless ATI_SUCKS define in tfx shader.It wasn't used anywhere outside of the shader.
2018-08-22 20:12:53 +02:00
lightningterror
6eb385fd9b
GSdx-d3d: s/sample_4a/sample_4_index/
2018-08-21 13:56:06 +02:00
lightningterror
6ef793545d
GSdx:Port better support of palette from GL to D3D10/11.
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Port from commit b0af54d3
Fixes shadows in Star Ocean 3.
Note: It works properly on native res only just like on GL.
Upscaling will cause some issues.
Only Direct3D10/11 supports it, D3D9 doesn't support integer operations
so we can't reuse the code.
2018-05-30 14:47:06 +02:00
Jonathan Li
45ac69a1f6
gsdx:d3d11: Fix sprite geometry shader
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Sprites always use flat shading.
Fixes #1980
2017-07-02 22:54:36 +01:00
FlatOutPS2
557b672232
GSdx: Unscale Point and Line Direct3D11 port
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Ports the "Unscale Point and Line" hack to the Direct3D11 Hardware renderer.
And enables the "Unscale Point and Line" hack for Custom Resolutions with Direct3D11 and OpenGL.
2017-04-01 11:16:25 +02:00
FlatOutPS2
975441dfe9
GSdx: Direct3D port of HPO special/V2
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Adds a port of the new Half-pixel Offset options for the Direct3D
Hardware renderers.
2017-04-01 11:16:25 +02:00
FlatOutPS2
c5cd716c20
Gsdx alpha test improvement DX
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Port for the DX renderers of the alpha test improvement for OGL created by gregory38.
2016-08-19 15:59:54 +02:00
refractionpcsx2
af09d7e063
GSdx-DX: Modified shader slightly as some bits were incorrect.
2015-07-01 09:30:20 +02:00
refractionpcsx2
4bc8bfc23e
GSdx-DX: Rough port of texture switching from OGL
2015-07-01 09:30:20 +02:00
ramapcsx2
7af51edd87
GSdx: DX9 hardware fix for the new hack.
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git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5558 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-02-12 12:08:46 +00:00
ramapcsx2
94cad4a61a
GSdx: New hack from KrossX lets users configure their own texture coordinate offset via hacks dialog. This can be used to fine tune correction of upscale glitches versus the problems that come with it. I guess this is able to correct nearly all ghosting and bad text issues games can have! Thanks for this nice patch, KrossX :)
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git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5556 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-02-12 10:57:48 +00:00
sudonim1@gmail.com
0d9d10bc26
GSDX: Temporary fix for another unorm precision issue.
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git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5363 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-08-06 17:49:15 +00:00
sudonim1@gmail.com
8a8d3c67d4
GSDX: Removed the collapsing of ge/g and le/l alpha tests in the shader code and the supporting code in the C++. This was presumably intended to reduce the number of shaders needed but a) this was never actually implemented, b) a single developer will generally not mix the functionally equivalent (with a different AREF) greater/less than with greater/less than or equal to in GS techniques, c) it really wouldn't make much of a difference to performance anyway and d) it would make an experimental change I'm working with more complicated and slower.
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No change in functionality expected.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5343 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-07-23 16:39:56 +00:00
sudonim1@gmail.com
546adf52c9
GSDx: ATI strikes again. Workaround for ATI sampler bug, the same bug I found in palette sampling earlier.
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This may make gsdx slightly slower for everyone (I don't know an easy way to restrict this to affected systems), especially if using 8-bit textures.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5341 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-07-19 20:40:42 +00:00
sudonim1@gmail.com
80ba8ff16a
GSDX: Fix splinter cell double agent (and others) regression. Texture cache hits no longer depend on TEXA ever, GPU load however is increased. The last regression I think?
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So, in the end I only properly understood the old code after finding all the problems with my version. I'm not sure whether any changes I've made are improvements any more, I'll need to review it with what I've learned in mind. This effort might've been a big waste of time.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5329 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-06-27 00:57:44 +00:00
sudonim1@gmail.com
f5f5074172
GSDX: Put the sprite hack back in because apparently it wasn't fixed.
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git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5312 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-06-19 01:12:01 +00:00
sudonim1@gmail.com
0d9eca8668
88GSDX: Removed the "sprite hack" as it should be obsolete, fixed the vertex shader selector key function (the pixel shader was broken in the same way but with the "sprite hack" removed it doesn't matter now).
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git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5310 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-06-19 00:35:42 +00:00
sudonim1@gmail.com
0e9a4c1663
GSDX: Missed this in d3d9 code while fiddling with the shader. Can't be bothered to do the maths to determine whether doing this twice would have a visible effect.
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git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5301 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-06-17 17:49:50 +00:00
sudonim1@gmail.com
0bf64fdffd
GSDX: fixed an oversight in my shader change gregory caught which removed alpha expansion for the direct sampling case, should probably fix the remaining bugs. Also set the texture sampler to point sampling when the shader will be performing its own bilinear filtering (effect on games unknown but should be an improvement).
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git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5291 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-06-13 15:36:10 +00:00
sudonim1@gmail.com
e8257df98d
GSDX: made the paletted texture handling in the cache a bit more sensible to my eyes and implemented interpolation of palette entries for pixels in paletted textures when using the 8 bit textures option. Regressions in some games I think, such as Virtual On (which is very broken anyway), need to investigate what made them work (to some degree) before. Seems to change some performance characteristics favourably to my surprise, but I might just be bad at remembering framerates.
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git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5287 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-06-11 03:27:16 +00:00