lightningterror
abb1cc5fe7
tfx.fx: Add shaders support for PS_DEPTH_FMT on channel shuffle.
...
Red, blue and gXbY channels support it.
2018-12-13 01:47:10 +01:00
lightningterror
c511ce80d2
GSdx-d3d: Add support for channel shuffle in GSRendererDX.
...
Split the code from GSRendererDX to GSRendererDX9 and GSRendererDX11. We
ensure d3d9 doesn't blow up with regressions, add required code to
GSRendererDX11 to properly support channel shuffle.
Note the feature is still not yet complete, copy function needs to be
implemented (suggested by Gregory) but it can be done at a later date,
this still fixes a bunch of issues on various games.
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
lightningterror
c8f53f32fc
GSdx-d3d11: Add the shader fetch in GSTextureFX11.
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Allows us to fetch the channel from the tfx shader.
2018-12-13 01:47:10 +01:00
lightningterror
cd5132d201
GSdx-d3d: Add the channel bit to support channel shuffle.
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
Chromaryu
4669e1423d
Localization: Update ja_JP localization
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Got reported that VSync translation is missing.
2018-12-12 19:17:51 +01:00
Shanoah Alkire
0e43803562
SaveSlots: Initialise the crc to 0, as well as serialName being an empty string.
2018-12-11 23:34:24 -08:00
Shanoah Alkire
73209c520c
Some annoying logs about COP0 are now COP0 Logs.
2018-12-11 21:22:41 -08:00
lightningterror
46989a0c6c
GSdx: Forgot to remove OI_TalesOfLegendia from header file.
2018-12-11 23:19:02 +01:00
orbea
aa5c0ebb95
GSdx: Remove OI_TalesOfLegendia HW hack. ( #2747 )
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The hack caused glitches to appear on the right side of the screen, the hack was used as a workaround to properly display game ui elements however it is no longer needed on opengl and d3d11. The ui elements are rendered properly with Depth Conversion.
Shadow issues are solved with at least partial level crc hacks.
See https://github.com/PCSX2/pcsx2/issues/2692 for more detailed information.
2018-12-11 19:36:15 +01:00
Kojin
b2155f82f4
pcsx2-git: Update ignored files
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Ignore all .vs directories and not just the top-level one
Ignore OpenGl debug logs
2018-12-11 19:24:21 +01:00
Alessandro Vetere
fe845aee58
GSTextureCache: Initialize palette texture if needed and not done yet.
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Also comment on the reason behind palette texture is always created with size 256x1.
2018-12-11 16:36:14 +01:00
Alessandro Vetere
0a5b1eb75d
GSTextureCache: Attach palette if needed (psm.pal > 0) also when reading part of framebuffer as texture.
2018-12-11 16:36:14 +01:00
Alessandro Vetere
f605012659
GSTextureCache: Refactor and fix palette management (v2).
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1) Refactor palette comparison fast path mechanism to avoid using mutable member of Source,
2) Attach palette to texture as soon as needed,
3) Bugfix attach CLUT copy only when pal > 0.
2018-12-11 16:36:14 +01:00
Alessandro Vetere
c183368d72
GSTextureCache: Refactor code to avoid using local shared pointer.
2018-12-11 16:36:14 +01:00
Alessandro Vetere
894ce5b7d6
GSTextureCache: Centralize CLUT comparison logic in PaletteKey equality operator.
2018-12-11 16:36:14 +01:00
Alessandro Vetere
c368afd6d2
GSTextureCache: Reformat code and adjust comments.
2018-12-11 16:36:14 +01:00
Alessandro Vetere
e1dff69a43
GSTextureCache: Compare also pal value in PaletteKey eq operator.
2018-12-11 16:36:14 +01:00
Alessandro Vetere
774373cc65
GSTextureCache: Add ASSERTs on pal value to ease debugging.
2018-12-11 16:36:14 +01:00
Alessandro Vetere
acbe6c24a0
GSRendererOGL/GSTextureCache: Improve ICO hack by using palette cache for depth sampling, removing only point of creation of palette textures outside TC.
2018-12-11 16:36:14 +01:00
lightningterror
202945aa49
GSdx: Add proper Jak1 game to Automatic mipmapping.
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I added Jak X: Combat Racing by mistake thinking it's Jak1.
Don't include Jak X, we don't know the status yet.
2018-12-11 13:44:54 +01:00
lightningterror
bc524d5e56
Gsdx: Adjust Burnout crc hacks to work on progressive mode.
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NTSC only.
I don't know what the "impact screen" crc hack did since the dump didn't
show any difference so that may need to be updated as well.
Note: I only tested the JP version.
2018-12-11 12:59:18 +01:00
Shanoah Alkire
bea4e56d5d
Saveslots: Initialize serialName to a blank string.
2018-12-10 19:55:54 -08:00
lightningterror
80af99bb44
GSdx-ogl: Switch shader numbers main18 and main19.
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Allows us to port feedback write (DoMerge function) to D3D11 without
adding dummy shaders for osd.
2018-12-10 18:31:59 +01:00
lightningterror
0704b73c2f
GSdx-TCOGL: Adjust depth format cases in Texture Cache GL.
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Get rid of duplicate code in switch cases.
2018-12-10 03:11:34 +01:00
arcum42
d05163a26f
Remove gigaherz old wip 'new' iopdma code. ( #2703 )
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* Remove gigaherz old wip new iopdma code.
* Second pass removing dma code I missed last time.
2018-12-09 18:00:04 -08:00
lightningterror
ecbd8d9f2f
GSdx-gui: Enable "Disable Depth Emulation" option for Direct3D11.
2018-12-10 00:17:04 +01:00
Kojin
ade00f8a70
GSdx-d3d: Support depth as texture.
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- Create depth as typeless format and bind shader resource flag.
- Create depth and shader resource view using proper typed formats.
2018-12-10 00:17:04 +01:00
lightningterror
eb3a423f80
GSdx: Enable Texture Cache and RendererHW to support depth on Direct3D11.
2018-12-10 00:17:04 +01:00
lightningterror
4328d099c4
GSdx-d3d: Add support to write in depth buffer.
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Add support for dss_write.
Enable writing in depth buffer for dss_write,
when depth conversion is active data will be writen in the depth buffer,
if not then use the old method (don't write).
2018-12-10 00:17:04 +01:00
lightningterror
9a5bf12c0b
Gsdx-d3d: Allow Direct3D11 to skip psm.depth on texture sampler.
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depth fmt is not yet supported. This ensures there are no regressions,
and we are skipping the draw calls for depth fmt not yet supported.
2018-12-10 00:17:04 +01:00
lightningterror
7928cff354
GSdx-TC11: Add support for depth formats in Direct3D11 Texture Cache.
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Add depth formats for Direct3D11 to properly support depth.
2018-12-10 00:17:04 +01:00
KrossX
c3a1cc3801
convert.fx port main10-16 shaders from Opengl to Direct3d11.
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Adds support to do depth conversion through the shaders.
2018-12-10 00:17:04 +01:00
arcum42
af742a753e
spu2-x: Fix warnings regarding initializing with memset/memzero/etc... ( #2682 )
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* spu2-x: Fix warnings regarding initializing with memset/memzero/etc...
* Use fill_n instead, per turtleli's suggestion.
* spu2-x: Comment out StereoOut initialization.
* spu2-x: As requested, remove commented out code.
2018-12-09 14:09:22 -08:00
Shanoah Alkire
3a094604f6
onepad: Add support for the Nintendo Switch Horipad controller.
2018-12-09 13:20:33 -08:00
lightningterror
71ac570f32
GSdx-gui: Correct Large Framebuffer tooltip.
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Wording/typos.
2018-12-09 17:04:29 +01:00
lightningterror
b6d06f53d6
GSdx-gui: Update Large Framebuffer tooltip.
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Include games that don't play well with the option (cause ram/vram
spikes).
2018-12-08 14:48:55 +01:00
lightningterror
4da3f567f4
GSdx: Reduce some code checks for dbz bt hacks.
2018-12-08 13:49:06 +01:00
arcum42
959d652dbb
Switch to using the current cmake policies, not deprecated ones. ( #2642 )
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* Switch to using the current cmake policies, not depreciated ones.
* Bring the cmake version up to 3.0.2, and get rid of the depreciated policies.
2018-12-07 22:18:12 -08:00
Shanoah Alkire
38da174670
zzogl-pg: Don't include GLWin32.cpp when compiling for Linux.
2018-12-07 14:28:15 -08:00
lightningterror
1fa68071d8
GSdx: Add Nickelodeon: Barnyard to automatic mipmapping.
2018-12-06 12:35:28 +01:00
lightningterror
f8ec61a3fc
GSdx: Add crc ids for Burnout: Takedown and Revenge.
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Jap discs.
2018-12-06 05:31:19 +01:00
lightningterror
417ba188bd
PCSX2: Change EE Cyclerate, Cycle Skipping speedhacks gui level colors.
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0 - Green - no change
-1/+1 - Orange
-2/+2 - Light Red
-3/+3 - Red - no change.
2018-12-05 21:27:58 +01:00
lightningterror
e4e93bd7f5
GSdx: Remove bloom crc hack for Haunting Ground.
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Effect is already handled better in Texture Cache. No need for a
duplicate function.
D3D9 might look a bit worse but nobody cares about D3D9.
2018-12-05 13:21:54 +01:00
lightningterror
cf97c304ac
GSdx: Revert DBZ BT3 Ghosting/Blur hack.
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The game still has a bunch of depth and other issues even on gl and it
doesn't play nice with the blur effect as well. Perhaps the hacks can be
changed to work better but for now enable it on native as well.
2018-12-02 05:28:34 +01:00
lightningterror
8307cfc54d
GSdx: Ease crc hack for DBZ BT2.
...
Fixes ground corrupt textures caused by the hack on the EU version.
US works fine with skip 5 but not 4. Didn't spot any regressions on both
so far. Might need extra testing by users.
2018-12-01 16:06:36 +01:00
lightningterror
8747781bdc
GSdx: Add JaX and Jak 3 to automatic mipmapping.
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Jak 2 not included. See #2712
Close #2712
2018-12-01 12:53:04 +01:00
lightningterror
9abe96cba4
GSdx-d3d: Update Fast DATE and Alpha Stencil behaviour.
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Idea is to allow Alpha Stencil to work with Fast Date.
Let Fast Date run for the supported calls since it's more accurate, let
Alpha Stencil take care of the rest.
This might fix some issues where Alpha Stencil caused some issues making
it a bit more accurate.
2018-11-30 10:44:25 +01:00
Chromaryu
5035869d96
PCSX2: Apply updated ja_jp translation. ( #2724 )
2018-11-30 08:21:05 +01:00