Commit Graph

91 Commits

Author SHA1 Message Date
Akash 8c5c73ea4b GSDX: Fast blending option for windows 2016-01-03 15:40:04 +01:00
Jonathan Li 12e80c271b gsdx:windows: Widen Hacks dialog slightly
The Wild Arms Offset text was slightly cut off due to the label being
too small. Make the dialog slightly wider so the full text will fit.

Someone should probably make the dialog look nicer at some point.
2016-01-02 22:17:30 +00:00
Akash 21c6fa5f1b gsdx-gui: Label and Tooltip changes to RT option 2015-12-23 19:51:13 +05:30
Akash acb82389c8 GSDX: disable SW mode options on hardware renderer 2015-12-23 12:30:22 +05:30
Akash 5e67276b6c GSDX-OCL: remove OCL device combobox from GUI
The following patch hides the combobox from the GUI when ENABLE_OPENCL macro is not defined.
2015-12-22 04:15:56 +05:30
Jonathan Li 6e5b8c25dd gsdx:windows: Adjust dialog margin values 2015-12-02 19:07:36 +00:00
Akash 1c6a717e93 GSDX: New shader dialog 2015-12-01 15:01:12 +05:30
Akash d866b5592e GSDX: Add two new options to GUI.
The following patch adds Mipmap option (software mode exclusive) and Preload Data Frame (Hardware mode exclusive) to the GSDX plugin settings for debug purposes.
2015-11-06 01:47:44 +05:30
Jonathan Li 39dc23e83b gsdx:windows: Widen and rearrange GUI
All combobox text can now be seen in full without having to click on the
combobox.

The internal and custom resolution stuff has been moved into the Hardware
Mode Settings groupbox since it doesn't affect software mode.

The dialog has also been rearranged a bit.
2015-10-03 22:33:55 +01:00
Jonathan Li 64cccda076 gsdx:windows: Add external shader selection to GUI
This lets Windows users select the external shader and config file via the
GUI.

Also, comment out an unused variable in the Hacks dialog code.
2015-10-03 22:33:15 +01:00
Jonathan Li 4208267966 gsdx|spu2-x:windows: Scale GUI logo with DPI
The SS_REALSIZECONTROL style resizes image to fit the control window, so
let's use that.
2015-09-21 20:45:50 +01:00
Akash b97018932d GSDX: Rework Internal Resolution function
upscale_multiplier function values have been changed to allocate native resolution and also move custom resolution to 9.
Remove the old native checkbox value and include Native in the combo box.
Internal GSDX functions have also been updated with this new update to the upscale_multiplier variable.
2015-09-14 10:26:27 +05:30
Jonathan Li c72b4d6e8a gsdx:windows: Rework hacks dialog to use tooltips
Changes the three-state checkboxes to comboboxes.
Removes the hack description box.
Hides Alpha and Alpha Stencil when OpenGL is selected.
Rearranges the hacks dialog.
2015-09-01 19:25:26 +01:00
Jonathan Li fcc8a941b0 gsdx:windows: Redo main dialog
This moves the hardware, non-renderer dependent options to the top and
makes the renderer options visible only when it affects the current
renderer.

The texture filtering checkbox has been changed to a combobox and now
uses the same description as Linux does.

Also changes the Title to GSdx Settings.
2015-09-01 19:25:25 +01:00
Jonathan Li 6f6a7b92e4 gsdx:windows: Move CRC box to main dialog
The CRC hack option is always used regardless of whether the HW Hack
checkbox is ticked. Move it to the main gsdx dialog and make it use the
same descriptions that are used in Linux.

And fix the accurate_blend_unit whitespace formatting.
2015-08-23 14:04:09 +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
Jonathan Li 63c26c45ec gsdx: Clean up Wild Arms hack cruft
The Wild Arms Offset hack can only be on or off. There is no third
state. Convert the three-state checkbox into a two-state checkbox, fix
the description and remove a leftover.
2015-08-15 10:54:03 +01:00
refractionpcsx2 28fbae4791 gsdx-gui: Tidy up GUI options 2015-07-30 18:24:32 +02:00
Akash 350e373e3f gsdx-gui: Remove Aggressive CRC hack.
The option is pretty much useless, CRC hack level controls the usage of hacks already.
2015-07-30 18:24:28 +02:00
Akash 68833e10d1 gsdx-gui: Accurate blending unit for Windows.
The following patch merges all the Accurate options related to the blending unit into a single one.
2015-07-30 18:24:19 +02:00
Akash 37897eb922 add accurate framebuffer mask for windows. 2015-07-18 11:24:00 +05:30
Akash 7c4f3d28ce remove is_gsopen stuffs since old GUI is deprecated. 2015-07-18 10:50:34 +05:30
Gregory Hainaut 3f6edc39cf gsdx-linux-gui: update option
Add mipmap for SW
Add tc depth for HW

Remove nvidia MT, always on
2015-07-01 09:36:54 +02:00
refractionpcsx2 de189b67a2 GSdx: Add option to toggle Texture Cache Depth support.
- Forced off for DX currently to save fallover.
2015-07-01 09:30:20 +02:00
refractionpcsx2 2dc4e2a04c GSdx: Gave accurate blend option an extra state, can now do super accurate blending from the GUI 2015-07-01 09:30:20 +02:00
refractionpcsx2 fc24f039a8 GSdx: Add CRC Management to Windows Dialog.
- Clean up tooltip
- Remove Auto Skip Depth and Disable CRC checkboxes
2015-06-17 22:06:18 +01:00
Akash f2d193edcf Add three new Opengl options. 2015-06-02 16:02:56 +05:30
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
refraction 5d00c00826 GSDX: Fixed UserHacks_AutoSkipDrawDepth dialog creation on windows.
- CheckDlgButton was just wrong
- Changed tag to say "Auto-skip depth" as you could only see "Auto-skip draw" which was highly ambiguous on GSDX!
2015-05-28 21:21:19 +01:00
Gregory Hainaut 31ffdd8c53 Merge pull request #559 from ssakash/patch-5
Auto depth skip hack initialization.[GUI]
2015-05-28 19:21:45 +02:00
Akash 5f7e09268c change "D3D Internal Resolution" to "Internal Resolution" 2015-05-28 16:33:16 +05:30
Akash bf743fec17 add logo for Opengl renderer. 2015-05-28 01:34:51 +05:30
Akash 99f9407c24 Auto depth skip hack initialization. 2015-05-26 19:13:56 +05:30
Akash 302ce51efe round offset UI explanation
initialization of IDC_ROUND_SPRITE

set&get config for round offset.

three state checkbox for the hack.

define IDC for round offset.

Linux (GUI) refresh.

typo
2015-05-05 00:29:00 +05:30
Blyss Sarania c6fb098703 Add two new tick boxes and associated description
For Gregory's two new awesome hacks

Also make new hacks obey "Enable HW Hacks"
2015-04-06 13:48:59 -05:00
gabest11 e3ba15de94 opencl device selection in settings dialog 2014-12-02 00:16:34 +01:00
gabest11 db7c26cde7 - Experimental OpenCL renderer (missing features: point, line, texture cache, mipmap, aa1, device selection). Needs any OpenCL SDK for the common headers and stub lib to compile, tested with AMD and Intel. Too bad it is not part of the Windows SDK yet.
- Renumbered renderer ids, compatible with old numbering, but it does not follow the mod3 logic anymore.
2014-12-02 00:16:33 +01:00
refraction eafadaf15a GSDX: Fix up the GUI that displays during the First Run Wizard
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5884 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-02-05 22:42:02 +00:00
Asmodean.pcsx2 ea06e2e403 GSdx: Dialog label fix.
Extra rendering threads label text was getting cut off early.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5882 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-02-05 00:23:02 +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 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
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
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
gabest11 ddaa892726 Removed ATL/MFC dependencies from every project, the free version of visual studio does not have those. It compiles with vs2012 express now, will fix others later, in case they are broken.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5692 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-07-01 21:28:58 +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 :)
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 20fbc82842 GSDX: And combo boxes are apparently weird about vertical size.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5360 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-08-06 05:58:02 +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 5f28d08286 GSDX: New interpretation of destination alpha testing to improve effect rendering as an optional hack. Known to make shadows in the persona games (and thus probably shin megami tensei) better, not sure what else it accomplishes without destroying other effects.
Now, a note about the actual issue.  Destination alpha tests can be used on the GS as one of the workarounds for a lack of stencils.  If you use a destination alpha test and leave alpha writing on, the GS will only write each pixel until you write an alpha value which would fail the test.  This works to a point in gsdx without further hacking, but that point is when within a single batch of primitives the same pixels are written multiple times and the destination alpha test is expected to update.  I did experimentally make a tight loop updating the stencil with a draw then drawing for one primitive at a time, but it was prohibitively slow (over 80% fps loss, you really don't want to know).

Destination alpha testing cannot be directly implemented in D3D9 or D3D10, but (probably) can in D3D11 (with a speed hit for sure, but I doubt it'll be 80%).  I'll be getting a new graphics card and looking into that.

And before some idiot says it, the answer is no.  OpenGL does not help.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5346 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-07-24 02:20:07 +00:00