Commit Graph

3469 Commits

Author SHA1 Message Date
Alessandro Vetere 63982bf6b7 GSdx-hw OGL: fix PBO pool map size.
Round up mapping size for alignment before computing
wrapped pointer.
Avoids memcpy after end of PBO buffer.
2019-08-19 23:13:56 +02:00
KrossX 9b651e44d0 GSdx: Fix mipmap SSE2 code for linear mipmap nearest filter. (#3064)
Fixes a regression introduced in e728a14c19
2019-08-16 09:03:05 +01:00
lightningterror 9830b2dd98 GSdx-hw: Add Jak 1 JP and Jak 3 EU crc ids. 2019-08-14 22:56:03 +02:00
lightningterror beac776025 GSdx-hw: Add a crc id for Jak 1 US region. 2019-08-14 17:54:55 +02:00
Alessandro Vetere 9e687895e1 GSdx-hw TC: improve search tex in RT
Fixes eyes rendering in Jak games both ingame and in cutscenes.
Previous method yielded no eyes in Jak 2/3/X cutscenes.

- Generalized offset search logic with caching system (works for BW > 1
and any PSM, limited to PSMCT32 for now)
- CRC Flags mechanism for default behavior enabling in Jak games
2019-08-14 17:09:51 +02:00
Alessandro Vetere 7c42928b57 GSdx-hw TC: invalidate Source with Target TEX0
Fixes eyes blinking in Jak games with tex in rt search
enabled.

- Target TEX0 in Source is Source TEX0 if the Source is
not build from Target, otherwise it is the Target TEX0,
allowing improved Source invalidation
2019-08-14 17:09:51 +02:00
Alessandro Vetere 68cfc5d953 GSdx-hw TC: fix Target::Inside check
- inclusion shall not be strict only on start side
2019-08-14 17:09:51 +02:00
Alessandro Vetere 2007894ba6 GSdx-hw TC: fix end block computations
- compute bottom right texel block as last valid block
2019-08-14 17:09:51 +02:00
Alessandro Vetere dfa4680547 GSdx-hw: SwSpriteRender, fix drawing region 2019-08-14 16:18:39 +02:00
Alessandro Vetere 1f6b44d556 GSdx-hw: SwSpriteRender, improve no rast. check 2019-08-14 16:18:39 +02:00
lightningterror 51ba799779 GSdx: Use rt for dRect size, update crc level label.
Use rt for dRect size for OI_SonicUnleashed fix.

Make CRC level label name and position match between windows and linux.
2019-08-04 13:16:47 +02:00
lightningterror 0814690534 GSdx: Remove useless logo_ogl.bmp include from VS project files. 2019-07-31 17:36:28 +02:00
lightningterror c8c1429493 gsdx-hw: Add some logs for OI fixes, add JakX beta eu crc id. 2019-07-30 01:01:23 +02:00
lightningterror e79ea75ae2 gsdx-hw: Add OI rendering fix for Big Mutha Truckers.
It will allow to render the shadows properly, also update the crc
hack to skip less effects.
2019-07-30 00:29:07 +02:00
lightningterror 55d469e7f2 gsdx-hw/gamedb: Add gamefix for Dog of Bay as well as some game crc ids.
Add XgKickHack gamefix for Dog of Bay., fixes corrupt textures. Issue
#3041

Add some crc ids. Big Mutha JP version(Bakusou Convoy Densetsu - Otoko
Hanamichi America Roman),
Jak X Public Beta v.1 US, Sly 3 EU Prototype.
2019-07-28 06:54:58 +02:00
lightningterror 41baf1de14 gsdx-gui: A few more adjustments to the osd/shade boost sliders.
Finally fix overlapping? I hope.
2019-07-17 05:12:56 +02:00
lightningterror 91570a9e0f gsdx-ogl/d3d11: Also ensure that we set proper ini values for Shade Boost sliders.
Should avoid any potential issues if ini values are wrong for shade
boost.

Bonus: Fix gui overlapping issues when sliders are on maximum (100).
2019-07-17 01:16:46 +02:00
lightningterror 888897ed48 gsdx-osd: Ensure we set proper data for osd options.
Should avoid any potential issues if ini values are wrong for osd.
2019-07-16 23:42:34 +02:00
lightningterror 56b8612502 gsdx-d3d11: Set maximum allowed texture size to d3d10 limits which is 8192.
Should prevent any issues if we ever go over the limit.
2019-07-15 22:32:45 +02:00
lightningterror 557f50fb4e gsdx-gui: Allow only digit inputs in osd edit boxes for font size, timeout, and max logs. 2019-07-15 21:41:30 +02:00
lightningterror 6ccc4911c5 gsdx-gui: Fix some overlapping text on osd gui. 2019-07-15 19:30:26 +02:00
lightningterror ee9c31317e gsdx-gui: Put/move hw adv. & hacks option after blending option. 2019-07-15 01:49:10 +02:00
iMineLink f409079864 GSdx-hw: New SW sprite renderer, used in Jak games only for now. (#3001)
Developed a new SW sprite render function, which is used to fix
Jak and Daxter colors in Jak games and to remove the old Jak games hack
which yielded wrong colors and clashed with TC search texture in RT function.

- Remove OO_JakGames hack for palette readback from framebuffer (slow,
clashes with texture in RT TC function, clashes with Target readback logic)
- Developed new method SwSpriteRender with CPU rendering logic
- Add OI_JakGames method using SwSpriteRender for CPU palette rendering (fast,
does not clash with texture in RT TC function, no readback required)

Bonus: fps also sees an improvement in Jak games 3-5 increase.
2019-07-13 01:05:27 +02:00
lightningterror 8e3b34bce6 gsdx-ogl: Comment out pabe bit, not yet used. 2019-07-11 20:11:34 +02:00
lightningterror 6f09cd9b81 gsdx: Fix unknown pragma clang warnings. 2019-07-11 20:11:27 +02:00
lightningterror 96b02be1d1 gsdx-hw: Add Harry Potter and the Goblet of Fire,
Project Snowblind to automatic mipmapping.

Add some extra missing crc ids too for GT4 and Ape Escape 2.
2019-07-11 13:12:06 +02:00
lightningterror d0cb0f59d9 gsdx-d3d11: Extend BLEND_NO_BAR to also hit on clamp 0, it's faster than standard HDR algo.
GOW shows a nice fps improvement (+6 give or take). Spyro too maybe.
2019-07-08 00:40:54 +02:00
lightningterror 2cd9aff867 gsdx-d3d11: Extend sw blending to BLEND_NO_BAR which is also free and doesn't require rt sample nor any barriers.
It helps light rendering in SW Battlefront 2, VP2 also triggers it but needs to be further tested what it does.
2019-07-08 00:40:54 +02:00
arcum42 441e786d3d Take care of a few clang warnings. 2019-07-06 14:16:04 -07:00
lightningterror 132332f9b8 Gamedb/GSdx-hw: Add gamefix patches for Ace Combat Zero JP/KO versions. Add KO version to crc id list.
Fixes collision/missle hit issues.

Issue and patch sources (provided by arapapa) from thread:
https://forums.pcsx2.net/Thread-Ace-Combat-Zero-Collision-Issues
2019-07-06 22:11:47 +02:00
lightningterror b19804190e gsdx-hw: Add an OI hack for Sonic Unleashed.
It will allow to render the shadows properly.

Rendering pattern is:
Save RG channel with a kind of a TS (replaced by a copy in this hack),
compute shadow in RG,
save result in alpha with a TS,
Restore RG channel that we previously copied to render shadows.
2019-06-23 23:34:25 +02:00
lightningterror 40929a4728 gsdx-d3d11: Add rgba channel selection/support to StretchRect. 2019-06-23 23:34:25 +02:00
lightningterror e9825dccc0 gsdx-ogl: Add rgba channel selection/support to StretchRect. 2019-06-23 23:34:25 +02:00
lightningterror 066a9aaf71 gsdx-hw: Purge Sonic unleashed crc hack. 2019-06-23 23:34:25 +02:00
lightningterror 62417dae99 gsdx-hw: Revert dmc 3 TS hack purge.
Seems like Texture shuffle/depth is not handled properly in all cases so
revert the change until we fix it properly. Move it to gl level too.

Commit:

11cd6b56cd
2019-06-20 10:36:21 +02:00
lightningterror 300f16df61 Gamedb/gsdx-hw: Add gamefix patch and crc id for Harry Potter and the Prisoner of Azkaban EU.
Gamefix patch source:

https://forums.pcsx2.net/Thread-Fixing-unplayable-games?pid=600492#pid600492
2019-06-18 22:34:17 +02:00
lightningterror 9401e52b08 gsdx-d3d11/gui: Move the nvidia hack toggle to Disable Safe Features.
With the sprite hack removed it was no longer possible to toggle this
hack on nvidia gpus, the toggle has been moved to Disable Safe Features.

It some issues caused by the hack in sotc, fatal frame and border offset
issues.
2019-06-18 22:06:35 +02:00
lightningterror 11cd6b56cd gsdx-hw: Purge useless d3d11 only hacl for DMC3.
Texture shuffle emulated correctly.
2019-06-18 20:21:03 +02:00
Akash 4195b77fa3 GSdx-dialog: Unused parameter on hacks dialog constructor
Apparently someone was careless enough to forget removing the parameter on the constructor which passes the adapter ID >_<
2019-06-17 13:01:16 +05:30
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
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.
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
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
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
* 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.
* 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.
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.
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.
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.
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.
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.
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.
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.
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.
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
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
Based on the SW renderer
2019-02-20 13:49:57 +01:00
Gregory Hainaut 6df9eb8dab gsdx: Allow to save and restore drawing context
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
lightningterror a130fcaa4e gsdx-gui: Adjust some button positioning and window width.
"Symmetry"
2019-02-13 13:07:33 +01:00
lightningterror 119ab90657 gsdx: Reuse same selected renderer image/banner for ps1 emu compatibility as ps2.
There's no need to have duplicate images that basically do the same
thing. Update the gui to reflect latest changes and use the same images
on both. It will reduce plugin size.
Remove old images and update VS project files.
2019-02-13 12:30:00 +01:00
lightningterror 5a4541f2f4 gsdx: Adjust/cleanup ini options.
Opencl device, Alpha, Alpha stencil are windows only options so no need
to clutter ini on linux with useless stuff.
2019-02-13 11:06:02 +01:00
lightningterror 12b622c9c1 gsdx: Cleanup/update Wild Arms offset hack.
Don't use integer for the variable, option has only on and off states.
Use member variable names and adjust some checks.
2019-02-13 10:28:07 +01:00
lightningterror 19586fdd7f gsdx: Move GSTexturecache files from Common to HW renderer. 2019-02-11 18:18:02 +01:00
lightningterror ca002c56e5 GSdx: Adjust Burnout crc hacks to work on multiplayer mode as well.
Yellow stripes crc hack.
Note: Only Takedown was tested but other games should work as well.
2019-02-09 21:42:38 +01:00
lightningterror 7406e13028 gsdx-egl: Also do the same for egl pointer logs. 2019-02-09 11:16:51 +01:00
lightningterror cc6ac657f8 gsdx-ogl: Enable function pointer support logs only when "debug_opengl" is enabled in the ini.
They are mostly for debugging driver issues so regular users don't
actually need to see them most of the time.
2019-02-09 11:10:00 +01:00
lightningterror dabc99f466 gsdx-ogl: Small colclip improvements.
1. Allow hrd colclip to also run on the unsupported
cases which should be pretty rare.

2. Remove colclip from high sw blending.

3. Disable the hdr colclip shader which may not be
actually required to run.

Idea by Gregory
2019-02-08 14:53:15 +01:00
lightningterror b5f0959e6d GSdx-gui: Set ini option to 0 for sparse texture since the feature is not yet implemented,
also add tooltip for the gui option.
2019-02-07 18:38:40 +01:00
lightningterror a9e622357a gsdx-ogl: Fix override detection for extensions. 2019-02-07 18:38:40 +01:00
lightningterror 371b52f4f3 gsdx-gtk: Add linux option for Sparse Texture in advanced options. 2019-02-07 18:38:40 +01:00
lightningterror ad0279a0ab gsdx-gui: Add windows option for GL Sparse Texture in advanced options. 2019-02-07 18:38:40 +01:00
lightningterror 96623acdcd gsdx-ogl: glTexturePageCommitmentEXT should be optional for sparse texture. 2019-02-07 14:32:10 +01:00
Gregory Hainaut 6282c3d263 gsdx ogl: remove boilerplate of extension check
* Use GLExtension::Has in cold path
* Throw error at first error
* Remove aniso check, all hardware support it. Bonus add GL4.6 extension support
* Remove viewport array check. We replace the function pointer anyway
2019-02-07 12:34:02 +01:00
Gregory Hainaut 86a10969f3 gsdx ogl: load GL_EXT_direct_state_access for sparse texture
They forgot to add is to the ARB extension...
2019-02-07 12:34:02 +01:00
Gregory Hainaut 2ea47a1d96 gsdx-ogl: add sparse format detection
v2: fix wrong variable name
2019-02-07 12:34:02 +01:00
Gregory Hainaut fa7ffcd1bf gsdx-ogl: use a print_once macro 2019-02-07 12:34:02 +01:00
Gregory Hainaut 0e4c63db5d gsdx-ogl: add extensions check that might be useful in the future
Namely
* GL_ARB_multi_bind
* GL_ARB_vertex_attrib_binding
* GL_ARB_shader_storage_buffer_object
* GL_ARB_sparse_texture
* GL_ARB_sparse_texture2
* GL_ARB_compute_shader
* GL_ARB_texture_view

v2: add default option value
2019-02-07 12:34:02 +01:00
Gregory Hainaut aed7ccaadf gsdx ogl: use a set to store the supported extension
Split mandatory/optional extensions

Note: set is nice but likely much slower than reading a boolean
So both are kept
2019-02-07 12:34:02 +01:00
Gregory Hainaut e6b0a7828e gsdx-ogl: add a separate glext.h file
Allow to compile on distribution that still ship an older file
The file is only a patchup of the missing 4.3/4.4/4.5/4.6 define

v2: rename the file and add khronos copyright
2019-02-07 12:34:02 +01:00
Gregory Hainaut 2c99a0775c 3rdpary: import GL/glcorearb.h
It will replace glext.h in the future

v2: add requirement in gsdx
2019-02-07 12:34:02 +01:00
Gregory Hainaut 8cd6f4375e gsdx-ogl: use only core debug extension
There are 2 extensions GL_ARB_debug_output (promoted from amd extension)
and GL_KHR_debug (the core extension, promoted from GL_ARB_debug_output)

As we use the callback we could drop the manual query of errors.
And save us the load of the GL_ARB_debug_output extension function pointer.
2019-02-07 12:34:02 +01:00
Gregory Hainaut cd333c2c94 gsdx-ogl: add missing define of glcorearb.h
Migration isn't expected soon but it should ease the process
2019-02-07 12:34:02 +01:00
Gregory Hainaut 8a723b3be8 gsdx-ogl: clean partially the GL1 mess
Remaining will require a move to glcorearb.h
2019-02-07 12:34:02 +01:00
Gregory Hainaut 4f09124f19 gsdx-ogl: generate nearly all gl entries function pointers
I used glcorearb.h as input file

Code is limited to core gl + KHR/ARB extension
GL1.X must be handled manually (need only 3 functions)
I think the solution would be to migrate gl.h/glext.h to the
single glcorearb.h. However we might need to update the code to fetch
pointer accordingly

Note: we don't check the null ptr anymore on GSwnd. It isn't important
as we check the extension.

v2: update copyright
v3: update copyright space
v4: update copyright of script

fix copyright
2019-02-07 12:34:02 +01:00
Gregory Hainaut dbffad2aef gsdx hw: use non virtual Create Texture function.
Just do the format check in FetchSurface. It removes a level of virtual function
and avoid useless code duplication.
2019-02-02 22:54:30 +01:00
lightningterror f02c683178 gsdx: Merge Sly 2 and 3 crc hacks.
Upscaling issue with texture shuffle on dx and gl. Also removes shadows
on gl.
Bbox issue on dx.

Dumps from Sly 2 and 3 look fine after the merge.

Also add a crc id BF1739E2 for a prototype Sly2. I don't remember who
game me the dump or if it's official.
2019-01-28 21:58:30 +01:00
lightningterror ee7749452d gsdx-d3d11: Remove unused function OMSetRenderTargets with UnorderedAccessView.
Note ID3D11UnorderedAccessView parameters are also unused but could be
useful for future DATE ports.
2019-01-28 21:01:22 +01:00
lightningterror 4c477d3cd6 gsdx-debug: Disable Alpha Test debug logs on d3d11.
Unfortunately they do more harm than help, slowing things quite a lot
because of the endless log spam when debugging gs dumps.
2019-01-28 20:38:11 +01:00
Kojin af64865c5d gsdx-d3d11: Framebuffer copy improvements
Improved handling of frame buffer copy by accounting for fb read on all slots.

- implement before/after draw functions
- defer setting of resources on the api to just before the draw
- use a bitfield to keep track of set/copied resources
- recycle copies after draw

Fixes: RE4 and Tales of Abyss
2019-01-27 16:40:39 +01:00
lightningterror ece7d6e718 gsdx-ogl: Update intel bad driver log.
Assume that driver support is good when GL_ARB_texture_barrier and
GL_ARB_direct_state_access are both supported, disable the log in that
case.

Kaby Lake and above already support the required extensions (windows) so
the log is useless. It should be the same case for Skylake. Mesa driver
should already be good.

Note: SSO is still broken even on latest igpu.
2019-01-27 00:12:08 +01:00
lightningterror 4ab29eb280 gsdx: Remove some useless dx9 comments. 2019-01-26 16:13:07 +01:00
lightningterror d4833a4618 gsdx-d3d11: Add final specifier to some voids. 2019-01-26 16:13:07 +01:00
lightningterror 744fa18d95 gsdx-d3d11: Merge/move GSDeviceDX code to GSDevice11.
Update VS and cmake project files, remove GSDeviceDX files.
2019-01-26 16:13:07 +01:00
lightningterror 19b97f8684 gsdx-ogl: Remove useless SetupIA from GSDeviceOGL.h not used. 2019-01-26 16:13:07 +01:00
lightningterror 2e2c9b14a4 gsdx-ogl: Enable anisotropic filtering only for triangles.
Sprites are flat so aniso is likely useless (it would save perf for
others primitives).

Idea by Gregory.
2019-01-26 14:52:30 +01:00
lightningterror 0e239cac66 gsdx-ocl: Add some ifdef checks for opencl renderer.
Should resolve gsdx crashes when ini value is selected as opencl when
opencl is disabled.

Properly fallback to default renderer.
2019-01-25 22:35:11 +01:00
lightningterror 7b4133ac08 GSdx-d3d11: Add final to Renderer class and DrawPrims, also change some voids to inline. 2019-01-24 20:30:48 +01:00
lightningterror 78f0b65e19 GSdx-d3d11: Merge GSRendererDX11 and GSRendererDX together.
Update VS and cmake project files to match new changes.
2019-01-24 20:30:48 +01:00
lightningterror b9df1e643b gsdx-hw: Adjust/cleanup hw hacks variable calls.
Use a function to check UserHacks for all variables in GSState.cpp
instead of checking each variable individually.

Get rid of UserHacks_HPO local variables in GSRendererOGL/DX and use the
member variable m_userHacks_HPO instead, we don't need duplicates that
do the same thing.

Add ResetStates call at the beginning of GSRendererDX to match gl
behavior.
2019-01-23 12:24:12 +01:00
lightningterror 2aadf0be89 GSdx: Adjust Scaling Factor.
Use value of 1 when upscale multiplier is 0 for ScalingFactor, this is
to avoid doing math with 0 in shader.

It helps custom res be less broken. Still not recommended to use custom
res ofc.
2019-01-22 23:25:01 +01:00
lightningterror 55bc8e13fc gsdx-gui: Update Accurate date tooltip. 2019-01-22 22:14:28 +01:00
Kojin 8c8b1f497c gsdx-d3d11: ICO depth HLE
Game reads framebuffer depth as alpha of texture.
However, this is a problem for d3d11 as a shader read on the fb is not allowed.

So let's handle it in a similar fasion to channel shuffle:
- Set depth to slot 4
- Detect when slot 4 matches depth rt
- Copy and send the copy to the shader
2019-01-22 06:52:24 +01:00
Kojin 468b9ded46 gsdx-d3d11: Update texture copy method to handle depth
- Rename CopyRenderTarget to CloneTexture
- Allow copy of depth target

Also fix a small oversight from the removal of MSAA.
2019-01-22 06:52:24 +01:00
Kojin 57824261c6 gsdx-d3d11: Cache rt depth stencil on m_state
Cache the depth stencil in addition to color rt.
This will allow us to check for depth stencil equality on slot 4.
2019-01-22 06:52:24 +01:00
lightningterror 946e6046b3 gsdx: Adjust some crc hack comments for some games.
Maybe in the future I'll add github issue links to corresponding crc
hacks.
2019-01-21 19:38:20 +01:00
lightningterror 548d6b31bf Gsdx: Purge GSC_RedDeadRevolver crc hacks.
Blurring with a bit of ghosting is intended and it looks like that on
the console as well.

Depth properly emulated.

D3D11 misses blending.
2019-01-20 19:49:36 +01:00
lightningterror 4ecbb750a8 GSdx: Purge GSC_BlackHawkDown crc hacks.
Channel and texture shuffle emulated correctly.
2019-01-20 00:05:18 +01:00
lightningterror 7247ee1ad0 GSdx: Add glsl shaders to VS solution.
It should make searching/navigating a bit easier now.
2019-01-18 15:56:54 +01:00
lightningterror b4cb805a91 gsdx-tc: Remove CanConvertDepth virtual bool and use m_can_convert_depth for depth toggling. 2019-01-18 14:53:06 +01:00
lightningterror bbd8cbbcf4 GSdx: Move GSC_DeathByDegreesTekkenNinaWilliams to partial crc level.
Upscaling issues + unsupported texture shuffle.
Hacks might need to be updated.
2019-01-18 13:17:28 +01:00