Commit Graph

3280 Commits

Author SHA1 Message Date
Akash 9acb871c7b GSdx-Dialog: Remove useless member variable
The adapter ID was needed to be passed before for a legacy DX9 hack which is no longer present, I figured it could cause a potential conflict when the adapter value stored at INI is outdated. (which is now a possibility after
lightning removed reference device)

The other alternative would be to just force set the INI value on dialog initialization to avoid unavailable values in the INI file, but that would be a rough for a person transitioning from debug build to release build using the reference device
option, so just removing this outdated variable for now, I rather doubt we'd be needing it in the future, in case we need adapter passing to subdialogs, the former suggestion needs to be implemented. Not implementing it right now since there's no need for it.
2019-06-17 12:47:03 +05:30
lightningterror e6d42338ad gsdx-hw: Fix incorrect variable name when tc is disabled.
Allows to compile gsdx with tc disabled properly again.
2019-06-17 00:11:47 +02:00
lightningterror e89f46139b gsdx-d3d11/gui: Don't display Reference Device in available Adapters in release builds. Display it only on debug builds.
It is used for debugging only.
2019-06-16 21:25:25 +02:00
lightningterror a936cd9eb1 gsdx-d3d11: Remove remaining uav (UnorderedAccessView) code, it wasn't used
. Code can be readded in the future if there is a need for it. Advanced
DATE for example.
2019-06-16 20:42:28 +02:00
lightningterror 34bedddd5c gsdx-d3d11: Update nvidia hack handling.
Don't query the api for the adapter description twice.
2019-06-16 20:42:28 +02:00
KrossX 55f4dea468 gsdx-gui: Purge Sprite hack from the gui.
Collaborator: lightningterror
2019-06-16 20:42:28 +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
KrossX 6a122268cb gsdx-d3d11: Update d3d shader macro handling to a much better algorithm.
Bonus, remove unused options variable
D3D11_FEATURE_DATA_D3D10_X_HARDWARE_OPTIONS.
2019-06-16 20:42:28 +02:00
lightningterror cec185fd66 gsdx-hw: Add Jak2 demo crc id, US version. 2019-06-15 22:35:17 +02:00
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.
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.
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.
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.
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.
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)
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
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
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
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.
Fixes warning.
2019-04-26 12:40:04 +02:00
Gregory Hainaut bdcf83ca45 gsdx ogl: sparse texture : only commit new area
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
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
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
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
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.
Also disable a log that was accidentally enabled/pushed.
2019-04-25 16:48:07 +02:00