Commit Graph

63 Commits

Author SHA1 Message Date
lightningterror 846c9cec6a GS/HW: Adjust how we handle RT alpha in blending.
When both rt min and max are equal then we know what Ad value is,
if so use Af bit instead and set AFIX value from rt alpha value that we know.

On OpenGL when BLEND C == 1 but reading the rt is disabled, set the value to 0 instead
of reading an undefined value.
2023-08-12 18:14:37 +02:00
lightningterror 7fadb6ed05 GS/HW: Cleanup texture shuffle shaders. 2023-08-11 15:23:50 +01:00
refractionpcsx2 5a3ba4e563 GS/HW: Add support for complex offset shuffles 2023-08-11 13:14:19 +01:00
Stenzek 784118e9c1 GS/HW: Don't drop fractional colour before modulating
Fixes banding in Xenosaga, Tales of the Abyss, Beyond Good and Evil.
2023-07-28 16:31:35 +01:00
lightningterror 3dce969a5e GS-shaders: Add missing copyright headers. 2023-07-21 10:24:15 +02:00
TellowKrinkle e221d31b45 GS:OGL:Shaders: Formatting 2023-04-30 23:48:49 +02:00
Stenzek f569ad0970 GS/HW: Allow translating targets for depth sources
Fixes broken half screen in Miami Vice and 10 Pin - Champions Alley.
2023-04-09 17:56:49 +01:00
Stenzek d70334ee57 GS/HW: Slight shader simplification
- Don't declare texture if it's not read from. Stops Vulkan validation
   layers whinging.

 - Get rid of OpenGL common_header.glsl, and use name linking instead of
   leftovers from separate shader objects.
2023-03-30 21:55:50 +01:00
Stenzek faecc6913b GS/HW: Texture cache improvements
GS/HW: Only use temporary source for recursive draw

.. and don't insert it into the page map.

GS/HW: Lookup page list for depth sources

GS/HW: Avoid target copies by using shader sampling

GS/HW: Make texture cache a global pointer

GS/HW: Remove GetID() from GSTexture

It only made sense for OpenGL, was always zero in Vulkan.

GS/HW: Rewrite texture sampling hazard detection

Also avoid redundant channel shuffle setup.

GS/HW: Turn Haunting Ground CRC into an OI fix
2023-03-30 21:55:50 +01:00
Stenzek 435e73d838 GS/HW: Texture cache improvements
Change texture scale from vector to scalar

 - Independent X and Y scaling is long gone.
 - Also separate size and scale in TC lookup

Move clear value for texture to base class

Align heights to page size

 - Since FRAME and Z are in page units, we can't have two targets
 - overlapping within the same page.
 - Stops some small resizes too.
 - Test cases: Genji and Spider-Man 2 shadows.

Don't modify target TEX0 on shuffle/clear

Move upscale multiplier to uniform

Make P8 conversion page-aware

Fix incorrect depth preload shader

Improve HLE of texture shuffles

When a texture shuffle is split into two half-screen draws, we skip the
first, and draw the whole thing in the second, taking care of when both
the texture and framebuffer are offset.
2023-03-13 20:29:05 +00:00
lightningterror 06aed8491c GS-hw: Separate the Alpha masked Ad case from blend hw bit.
Allows for cleaner code.
2023-03-11 20:44:11 +01:00
lightningterror 62497b9300 GS-hw: Rename PS_CLR_HW to PS_BLEND_HW shader macro. 2023-03-11 20:44:11 +01:00
lightningterror 59aba9f757 GS-hw: Support Ad masked alpha on blend mix 1 and 2 clr cases. 2023-03-09 21:08:52 +01:00
lightningterror 911d35e800 GS-hw: Fix invert rounding for accumulation blend on gl.
Also make the checks consistent for all renderers.
2023-03-06 23:36:54 +01:00
lightningterror 8c0ee33c4c GS-ogl: Automatically adjust color compensation based on rgb value for hw blend clr3 case.
Auto adjust when any color is higher than 128 ( 1.0f) to get more accurate color results.
2023-03-06 19:49:27 +01:00
lightningterror 58cb6ab728 GS-ogl: Add clr3 case for blend mix 2.
When Cs*(Alpha + 1) overflows compensate with adjusting Alpha output for Cd*Alpha.
2023-03-03 16:35:10 +01:00
TellowKrinkle 7781907f0e GS: Blend truncation and dither goes the other way when subtracting
Truncation happens after subtraction, so it's the equivalent of rounding the value to subtract *up* instead of down
2023-02-26 07:22:32 +01:00
lightningterror 4e9b7e61a7 GS-ogl: Check each channel individually if it overflows and do corrections. 2023-02-24 02:06:00 +01:00
refractionpcsx2 925e874ada GS-HW: Fix real 16bit value shuffles 2023-02-17 19:06:35 +00:00
Stenzek 7d08a54ad9 GS/HW: Optimize TC source size based on CLAMP 2023-02-09 10:51:06 +00:00
Connor McLaughlin f96ca4ac1f GS/OGL: Fix syntax error in fragment shader 2023-02-01 09:04:52 +01:00
Stenzek 0619555232 GS/HW: Use texel fetch/load instead of sampler for palettes
Saves a multiply in the shaders in some cases, and frees up one
descriptor slot.
2023-01-11 23:37:43 +00:00
Connor McLaughlin eba2273cd1 GS/OpenGL: Cleanups and GLES support 2022-12-16 11:11:15 +00:00
AKuHAK 2ab27ef42a formatter: apply editorconig into various files 2022-11-25 22:41:00 +00:00
lightningterror cdb886a454 GS-hw: Implement missing st_int shader bit.
Was causing bad shader errors in GT4.
2022-10-24 16:22:44 +02:00
lightningterror abcbdc4a25 GS-hw: Further improve how we handle blend mix 1.
Compensate slightly for Cd*(As + 1) - Cs*As.
Try to compensate a bit with substracting 1 (0.00392) * (Alpha + 1) from Cs.
The initial factor we chose is 1 (0.00392) as that is the minimum color Cd can be, then we multiply by alpha to get the minimum blended value it can be.
2022-10-18 15:20:41 +02:00
TellowKrinkle 9b5dd92dad GS:HW: Use 16-bit unorm for HDR 2022-10-11 18:17:27 +02:00
TellowKrinkle 0637682eb0 GS:HW: Properly handle fbmask of negative values
Previously was possible with blending and colclip, but now more common with the new hdr algorithm
2022-10-09 04:06:59 +01:00
TellowKrinkle 73ae9f8879 GS:HW: Make HDR algorithm more float-precision-friendly
- Use whole numbers instead of 255ths
- Use range -128 - 127 instead of 0 - 255 for accumulation blends
2022-10-07 20:44:53 +02:00
TellowKrinkle 62f9b16139 GS:OGL: Use blend min for primid destination alpha 2022-09-06 21:07:56 +02:00
TellowKrinkle ea81b74e3b GS:OGL: Add fetch_rt function to shader 2022-09-04 23:02:44 -05:00
lightningterror 6279ae63ce GS-hw: Remove remaining 24bit destination checks for Ad. 2022-09-01 10:28:42 +02:00
lightningterror edc82d77a5 GS-hw: Improve how we handle blending on 24bit with Ad factor in renderer. 2022-08-31 20:34:51 +02:00
refractionpcsx2 5447da0588 GS: Don't do blend_mix on HDR 2022-08-16 20:54:55 +01:00
refractionpcsx2 1b18e02fe0 GS: Add constant adjustment in blend mix when reverse subtracting. 2022-08-16 20:54:55 +01:00
TellowKrinkle cb64e8d504 GS:HW: More accurate blend equation for blend mix 2022-08-13 00:01:23 +02:00
lightningterror 6b48cf574d GS-hw: Adjust how we handle specific blend mix cases.
Replace Cs*As + Cd*(1 - As) with Cs*As - Cd*(As - 1).
Replace Cs*F + Cd*(1 - F) with Cs*F - Cd*(F - 1).
As - 1 or F - 1 subtraction is only done for the dual source output (hw blending part)
since we are changing the equation.
Af will be replaced with As in shader and send it to dual source output.

Also check if A*Alpha in the shader overflows, if it does then adjust the
alpha that is sent for HW blending further to compensate.
2022-08-07 14:08:04 +02:00
refractionpcsx2 42b334efcd GS-HW: Use correct alphas when AA1 is enabled + ABE disabled. 2022-07-18 09:40:21 +01:00
Connor McLaughlin 1927896442 GS: Fix some edge cases with fbfetch
Second alpha pass with A masked, DATE enabled, etc.
2022-03-21 20:24:09 +00:00
Connor McLaughlin 45682c382f GS: Add NO_COLOR flag to PS (depth-only) 2022-03-20 23:41:33 +00:00
Connor McLaughlin 19d310475b GS: Draw alpha pass when dual source blend is missing 2022-03-20 23:41:33 +00:00
Connor McLaughlin a8b9df3952 GS: Utilize GL_EXT_framebuffer_fetch where available 2022-03-20 23:41:33 +00:00
lightningterror b8236b1b1c GS-hw: Partially revert #5540
Allow to wrap on colclip.
For real tho, ideal solution is sw blend, doing any clamp/wrap is wrong on blend mix.
2022-02-19 00:38:13 +01:00
lightningterror 1a3d77b2c0 GS-hw: Fix d3d11 depth sample shader.
Also adjust some comments to match updated shader names.
2022-02-18 19:21:01 +01:00
lightningterror 06766ddb98 GS-hw: Don't wrap on 16bit destination format for blend mix.
Helps Dog's Life blending, we shouldn't wrap as we do more blend math afterward which will be wrong if we wrapped before.
2022-02-18 19:00:54 +01:00
lightningterror 7151848406 GS-hw: Rename alpha_clamp to blend_mix. 2022-02-18 19:00:54 +01:00
Connor McLaughlin dfe4bc199f GS/HW: Use integers for depth conversion shaders
Fixes z-fighting in reflections in DBZ BT3, maybe others?
2022-02-15 10:41:37 +01:00
refractionpcsx2 ad415945a6 GS-hw: Apply clamp/wrap when FBMask enabled 2022-02-11 19:33:38 +01:00
lightningterror 3ca4272230 GS-hw: Implement hw, hw/sw, sw blending on Ad when alpha write is masked.
Idea is to replace Ad with As when alpha write is masked,
then expand/let blend mix, accumulation blend non recursive blend or hw clr blend to
do the blending with Ad swapped as As.

We are doing this to try to bring some originally higher blending modes to lower levels
where we can do the draws with less texture barriers instead (gl/vk),
as for d3d11 this allows to run blending on the draws since previously the cases weren't handled properly,
it will be slower on d3d11 since we will be reading the frame buffer but it's better than nothing.

D3D11: It is enabled on Medium blending or higher, if draw is fbmask then it will enable
it on basic blending too.

OpenGL/Vulkan:
It is enabled based on the previous blending modes:
accumulation blend -> either minimum or basic level, depending on colclamp.
non recursive blend -> either minimum or basic level, depending on colclamp.
blend mix -> basic and higher level.
hw clr blend -> minimum and higher level.

All:
Prefer full sw blend when primitives don't overlap, sw fbmask or full barrier is used, it is more accurate.
2022-02-03 01:11:08 +01:00
lightningterror ae14afd5f7 GS-hw: Combine BLEND_C_CLR2_AF and BLEND_C_CLR3_AS in one shader bit.
Free a shader bit.
2022-02-03 01:11:08 +01:00