lightningterror
48b8d78139
GSdx-osd: Lower default font size from 28 to 25.
2018-12-22 21:56:35 +01:00
Kojin
a2f3b78bac
gsdx-d3d11: Fix Depth FST
...
Texture scaling for x/y values wasn't being set in all cases.
This ensures that it is to fix a bug in finding nemo (and possibly others).
2018-12-22 15:53:20 +01:00
lightningterror
1957cf13c2
GSdx: Purge GSC_Black crc hacks.
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Effects are rendered correctly with depth and texture shuffle on all
renders.
2018-12-21 07:32:20 +01:00
lightningterror
eb000f0f41
GSdx: Move GSC_GTASanAndreas crc hack to aggressive state.
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Can be used as an upscaling hack, but it removes some nice effect so
Aggressive only.
2018-12-21 05:03:45 +01:00
lightningterror
f41b536682
GSdx: Adjust GSC_DemonStone crc hack.
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Move back to partial level, half screen issue.
2018-12-21 02:28:59 +01:00
lightningterror
11f09d4944
GSdx: Purge GSC_SuikodenTactics crc hacks.
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Depth effects are rendered properly on all renders.
2018-12-21 01:06:47 +01:00
lightningterror
691eae755f
GSdx-gui: Might bea good idea to also change Auto to Automatic for interlacing option to keep it consistent with the other options.
2018-12-21 00:05:05 +01:00
lightningterror
02bde2f386
GSdx-gui: Add Default name tags to default options for Anisotropic Filtering and Interlacing.
2018-12-20 23:49:28 +01:00
lightningterror
c23d256f02
GSdx: Purge GSC_LordOfTheRingsTwoTowers crc hacks.
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Depth effects properly rendered on all renders.
2018-12-20 23:11:42 +01:00
lightningterror
526faf9193
GSdx: Move GSC_MetalGearSolid3 to Aggressive crc state.
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Half screen bottom issue, hack needs to be updated to skip less effects.
2018-12-20 22:13:39 +01:00
lightningterror
606944a127
GSdx-gui: Update MSAA tooltip.
2018-12-20 22:05:50 +01:00
lightningterror
4a0697fda2
tfx.fx: Remove commented out code in clamp_wrap_uv function.
2018-12-20 18:41:30 +01:00
lightningterror
0901f0a848
GSdx: Remove some crc hacks for GSC_IkkiTousen.
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Remove depth hacks that skipped shadow rendering, shadows work properly
on all renders.
Upscaling hack needs to be further tested.
2018-12-20 18:31:53 +01:00
Kojin
e51eadaf16
gsdx-osd: Update m_font to use unique_ptr
2018-12-20 15:32:04 +01:00
Shanoah Alkire
a4f794f3a6
GSdx: Add color to OSD, move it to its own tab, and change the widget defaults on the dialog box.
2018-12-20 15:32:04 +01:00
lightningterror
58be50d978
gsdx-osd: Update Linux dialog
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Update linux dialog to match Windows.
Only color is missing.
2018-12-20 15:32:04 +01:00
Kojin
f8ae0f7e19
gsdx-osd: Update osd gui
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Add support for color picker, remove font selector, enable the menu for dx11 and some other tweaks.
2018-12-20 15:32:04 +01:00
Kojin
3819e22432
gsdx-osd: Add support for custom colors
2018-12-20 15:32:04 +01:00
Kojin
1b0112de22
gsdx-osd: Rename log speed to log timeout
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Linux/Windows GUI to be updated in later commits.
2018-12-20 15:32:04 +01:00
Kojin
038ae8c7fc
gsdx-osd: Switch to opacity
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Switch to using opacity since this is how most software works.
Transparency is simply confusing to the average user.
Linux/Windows GUI to be updated in later commits.
2018-12-20 15:32:04 +01:00
Kojin
d624927022
gsdx-osd: Scale based on window size
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Switch to scaling on the window size instead of a hardcoded monitor res
2018-12-20 15:32:04 +01:00
Kojin
5e75a66f82
gsdx-d3d11: Port RenderOsd function from opengl to support osd on d3d11
2018-12-20 15:32:04 +01:00
KrossX
83d293d41c
gsdx-d3d11: Port OSD shader from OGL
2018-12-20 15:32:04 +01:00
Kojin
5713993777
convert.fx: Add color support to IA
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Support color input in vs and ps.
Skipping dx9.
2018-12-20 15:32:04 +01:00
Kojin
e683ce2994
gsdx-osd: Update manager to support DX11
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Fix an issue with w coordinate values being 0 which caused issues on DX11.
2018-12-20 15:32:04 +01:00
lightningterror
63bbf52219
GSdx-d3d11: Adjust DATE code, and remove rtCopy.
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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
2018-12-20 14:42:56 +01:00
lightningterror
cdeacafd27
tfx.fx: Remove datst (DATE), and RTCopy.
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Code was never hit on D3D11. D3D11 uses stencil operations.
Also Remove VS_RTCOPY which was used only by d3d9.
Remove RTCopy Sampler from the shader.
tfx rtcopy
2018-12-20 14:42:56 +01:00
lightningterror
8ec184d265
GSdx: Set some enum values correctly.
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Previous commit broke the values with the removal on the d3d9 code.
2018-12-20 14:16:47 +01:00
lightningterror
824473a34b
GSdx-gui: Remove some leftover D3D9 code in the gui.
2018-12-20 14:00:03 +01:00
lightningterror
d4d95e2f10
GSdx: Adjust some of the crc hacks comments and what category they fall under.
2018-12-20 13:55:26 +01:00
lightningterror
697aa5e4b7
GSdx: Purge GSC_SpyroNewBeginning, GSC_SpyroEternalNight crc hacks.
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Effect correctly emulated with texture shuffle on all renders.
2018-12-20 13:22:12 +01:00
lightningterror
f0fec02eec
GSdx: Purge GSC_StarWarsBattlefront and GSC_StarWarsBattlefront2 crc hacks.
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Channel shuffle emulates the effects correctly on all renders.
2018-12-20 12:34:09 +01:00
lightningterror
6f6e5eb325
GSdx: Purge GSC_SoulCaliburGames crc hacks.
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Depth emulation renders the background properly and the stage is no
longer dark.
Shadows are still missing on D3D11, colclip emulation perhaps.
2018-12-20 12:09:57 +01:00
lightningterror
6899fc74f9
GSdx: Purge GSC_HeavyMetalThunder crc hacks.
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Depth renders effects properly on all renders.
2018-12-20 03:05:05 +01:00
lightningterror
415e27136e
GSdx: Adjust/remove crc hacks GSC_FrontMission5, GSC_HauntingGround.
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Remove one crc hack for GSC_HauntingGround. It skipped some depth
effects. Correctly rendered now
Remove all crc hacks for GSC_FrontMission5.
Texture shuffle, depth emulation and enabling Preload Frame Data
emulates the effects correctly.
Add a note for GSC_Tenchu for future testing.
2018-12-20 02:13:11 +01:00
lightningterror
d9da9f4bc2
GSdx: Purge GSC_FinalFightStreetwise crc hacks.
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Depth is emulated correctly on all renders.
Blending issues remains.
2018-12-20 02:01:57 +01:00
lightningterror
fce3918562
GSdx: Purge Direct3D9 Render entirely. ( #2762 )
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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.
2018-12-20 00:54:51 +01:00
lightningterror
e091f4233a
GSdx-d3d11: Remove commented out code for int_fst.
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VS FST is already enabled, values are inverted on D3D11.
2018-12-19 19:59:23 +01:00
Kojin
0353273733
tfx.fx: Update Vertex and Geometry shaders to support the new
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depth sample state.
Note this breaks D3D9 but we will be purging it shortly after
so there's nothing to worry about.
2018-12-19 19:59:23 +01:00
KrossX
3b11164637
tfx.fx: Add tfx shaders to support depth sampling.
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Add clamp wrap uv depth,
Add sample depth.
Sample shaders depth fmt 1 and 2 are based on convert shaders.
2018-12-19 19:59:23 +01:00
lightningterror
1ad71a9b85
GSdx-gui: Remove Direct3D9 option from the gui.
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D3D9 will be broken once #2756 is merged so let's disable it to avoid
any potential crashing if the render is selected.
Complete D3D9 purge will shortly follow afterwards.
2018-12-19 17:17:39 +01:00
lightningterror
1a61148b00
GSdx-d3d11: Redo destination format and alpha output.
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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.
2018-12-18 12:55:23 +01:00
lightningterror
0c0e0e9266
GSdx-d3d11: Add support for dfmt shader macro.
2018-12-18 12:55:23 +01:00
lightningterror
59752120d6
tfx.fx: Add support for dfmt to pick the shader for 16bit alpha output.
2018-12-18 12:55:23 +01:00
Kojin
5527bcb13e
GSdx-debug: Do some casts and fix warnings.
2018-12-17 15:52:27 +01:00
lightningterror
bf0106d2bc
GSdx-d3d: Add remaining code for RGB channel.
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Enable channel shuffle on GT3, GT4, Tourist Trophy and Tekken5.
And with that we reach OpenGL accuracy on this specific feature.
2018-12-17 11:50:16 +01:00
Kojin
ef0ebd6517
gsdx-d3d11: Copy render target when it matches texture in slot 4
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Needed for channel shuffle, this copies the render target when it's
the same as the resource texture bound on slot 4.
2018-12-17 11:43:15 +01:00
Kojin
554b797b92
gsdx-d3d11: Move shader/sample state set to it's own function
2018-12-17 11:43:15 +01:00
Kojin
84dbdd6b18
gsdx-d3d11: Add CopyRenderTarget function
2018-12-17 11:43:15 +01:00
Kojin
1427d55b08
gsdx-d3d11: Store shader resource textures on GSDevice11
2018-12-17 11:43:15 +01:00
Kojin
a743707728
gsdx-d3d11: Store render target texture in GSDevice11
2018-12-17 11:43:15 +01:00
Kojin
07989a0a17
gsdx-d3d11: Add equality check for GSTexture11
2018-12-17 11:43:15 +01:00
lightningterror
c2fd67b1cb
GSdx-d3d11: Add remaining psm.depth code.
...
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.
2018-12-17 07:17:17 +01:00
lightningterror
93f1dc2804
GSdx-d3d: Remove psm.depth skip on d3d.
...
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.
2018-12-16 20:32:05 +01:00
lightningterror
7d938834d2
GSdx: Add crc id for ZettaiZetsumeiToshi2 EU.
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SLES-54587 Raw Danger!
2018-12-16 16:02:50 +01:00
lightningterror
bb0f08b2c1
GSdx-d3d: Simplify aout for reading.
2018-12-15 05:46:15 +01:00
lightningterror
a8c2076d04
GSdx: Adjust God of War 1 and 2 crc hacks.
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Move texture shuffle (shadows) hack to aggressive state.
Adjust water/hell effect crc hack - don't enable hack on native res if
crc is below aggressive, enable if resolution is higher on dx and gl
state.
2018-12-14 15:16:26 +01:00
lightningterror
e87a6b9ccd
GSdx-d3d11: Plug the TOA and Urban Chaos code in to channel shuffle.
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On Tales of Abyss it fixes blur,
On Urban Chaos it fixes fog/transparent layer.
Note: Depth needs to be enabled on d3d11.
No support for d3d9 ofc.
2018-12-13 22:14:49 +01:00
lightningterror
a1f4d2ca3f
GSdx-d3d11: Add support for Tales of Abyss and Urban Chaos shader bit and shader macro.
2018-12-13 22:14:49 +01:00
KrossX
013c47950d
tfx.tx: Add support for Tales of Abyss and Urban Chaos HLE shader.
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Add sample_depth function, note only Tales of Abyss and Urban Chaos
depth sampling is supported, full depth fmt will need to wait a little
longer.
2018-12-13 22:14:49 +01:00
lightningterror
50b71f69da
GSdx-d3d: Add fixme note fo rPSSetShaderResource slot 4 channel shuffle.
2018-12-13 01:47:10 +01:00
lightningterror
7215618621
GSdx-d3d11: Add support for depth convert format in texture sampler.
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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.
2018-12-13 01:47:10 +01:00
lightningterror
3a9ff840cf
GSdx-d3d11: Add support for depth_fmt bit as well as macro for shader.
2018-12-13 01:47:10 +01:00
lightningterror
abb1cc5fe7
tfx.fx: Add shaders support for PS_DEPTH_FMT on channel shuffle.
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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.
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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
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
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.
...
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
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
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
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
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
e4e93bd7f5
GSdx: Remove bloom crc hack for Haunting Ground.
...
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.
...
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.
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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.
...
Jak 2 not included. See #2712
Close #2712
2018-12-01 12:53:04 +01:00