It ensures the code cases are hit properly for all DATE selection cases.
Texture shuffle case with Slow DATE is not yet supported so keep using
the old DATE method.
Remove DATE shader macro and bit.
Remove useless HasStencil case. If DATE is enabled stencil is also
enabled, this check is useless.
Remove leftover rt and rtCopy code case from d3d9.
Remove traces of rtCopy and sampler in slot 2.
rtcopy
And the time has come to say good bye (good riddance?), this build removes Direct3D9 entirely from GSdx. D3D9 is/was holding us back in some D3D11 fixes that we want to further implement.
The last build that supports D3D9 is v1.5.0-dev-2779-g1a61148b0 for anyone still interested.
"Press F to pay respect.
Dfmt in texture shuffle function already picks the 16 format on slot 2
so it's better to let it call the shader instead of aout.
We can keep old aout code until FbMask emulation is added on d3d11. We
can purge aout along with alpha hack then.
Added fixme note.
Fixes recent regression on Soul Calibur.
It helps isolate psm.depth when it should and shouldn't run even if
sampling isn't supported yet.
Finding Nemo depth issue remains.
People can use the option to disable depth for now on that game.
I'm seeing better results with this skip not included.
So far DBZBT, God of War, Haunting Ground seem better.
Depth sampling is still not yet added.
Also fixes a regression in GT4 when depth was enabled because the skip
function was misplaced. Other games might've been affected as well.
Idea is to allot partial support of depth fmt on the new depth convert
format, this way we can utilize channel shuffle on Red, Blue or gXbY
channels with depth shader conversion.
Terminator 3 hits this code path and seems to fix a transparent wall.
Other games will probably benefit from this as well.
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.
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.
It fixes a bunch of shadow/transparency issues.
Fast DATE doesn't rely on the gui option and is always on.
Confirmed fixed issues: Persona 3 shadows on d3d11,
Digital Devil Saga Transparency d3d9/11.
Fast accurate date works the same/similar to OpenGL.
Confirmed fixed issues: DBZ BT3 ground shadows, Fifa Street 1 shadows
on all d3d renders as well.
Also this option doesn't cause other transparency issues like the
Alpha Stencil hack.
Note: If Alpha Stencil is enabled Fast Date and Fast Accurate Date will
be disabled.
Note2: Full Accurate Date is not implemented so the code fallbacks to
Fast mode instead.
Commits:
3ab12cef2f584397a3fd
This will probably be the last feature d3d9 gets before getting purged.
This pull request is for the pending reorganization of the folder structure on GSdx,
making it better organized and easier to work with.
Also remove unused GSTextureFX.cpp file.