Gauvain 'GovanifY' Roussel-Tarbouriech
d8f65dc427
GS: switch debug output to the ASCII variant by default
2021-02-27 20:43:40 +00:00
Gauvain 'GovanifY' Roussel-Tarbouriech
5917029788
GS: initial switch to unicode
2021-02-27 20:43:40 +00:00
lightningterror
7c072094ae
gsdx-hw: Always enable blending if env pabe is 1.
2021-02-06 15:41:10 +01:00
lightningterror
37089065ba
gsdx-hw: Implement per pixel alpha blending (PABE).
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Fixes Strawberry Shortcake character lighting/face shadow.
Fixes Cartoon Network Racing shadows.
Credits to Kojin.
2021-02-06 15:41:10 +01:00
lightningterror
dabfff8b35
gsdx-hw: Get rid of some extra branches/conditions in DATE selection.
2021-01-25 23:17:42 +01:00
lightningterror
67a7c326fc
gsdx-hw: Merge Basic and Full DATE code.
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gl: Do Full date accuracy when option enabled.
d3d11: Do Basic date accuracy when option is enabled, no support for
full.
2020-11-08 13:01:24 +01:00
lightningterror
5a8c75e4a8
gsdx-hw: Don't always set MaxDepth on ps/fs.
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Value will be read only when zclamp is enabled. It will avoid an extra
upload to buffer maybe.
2020-11-08 05:56:09 +01:00
lightningterror
a15d3d5811
gsdx-hw: EmulateAtst -> Remove unused tex parameter
2020-11-04 07:48:58 +01:00
lightningterror
246dab3375
gsdx-hw: Move EmulateAtst in common hw renderer code.
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v1 Code is identical so no need to have separate functions for gl and
d3d11.
v2 Change pass integer parameter with bool that checks for pass 2.
2020-11-04 07:48:58 +01:00
lightningterror
5dc7ef9ed1
gsdx-hw: EmulateBlending -> add [[fallthrough]] attribute to switch cases.
2020-11-01 23:21:38 +01:00
lightningterror
8831ed80df
gsdx-d3d11: Clean up blending code a bit.
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Directly calculate blend index in rendererdx11, and send the value to
SetupOM. Get rid of duplicate calculation and abcd variables.
Code is cleaner this way.
2020-11-01 23:21:38 +01:00
lightningterror
edc701d3fc
gsdx-d3d11: Remove old nvidia hack reference.
2020-08-11 00:50:56 +02:00
Kojin
e0037ff709
gsdx-d3d11: remove legacy d3dcompiler code
2020-07-10 17:04:33 -04:00
Kojin
210336d8c1
gsdx-d3d11: Modernize swapchain and device creation
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Updates the d3d device and swapchain creation to more modern methods.
- Use CreateDXGIFactory2 to create the factory and store in member
- Use CreateSwapChainForHwnd
- Add messages for failures to the console
- Some general formatting improvements
2020-07-07 15:59:44 -04:00
lightningterror
b45e524b2c
gsdx-d3d11: SetupIA, allow sprite conversion to be done on the cpu on d3d hw renderer when applicable.
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Convert sprites on the cpu instead of the gpu when applicable. Port from
Opengl.
Lines: GPU conversion.
Triangles: CPU conversion.
Disable Geometry shader when conversion is done on the cpu.
2020-07-03 13:00:49 +02:00
lightningterror
19e872453d
gsdx-d3d11: Remove Alpha Stencil hack.
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Hack is obsolete/replaced with accurate date/date_one option/code.
There's pretty much no usecase for it remaining other than using it as
an alternative to skipdraw which removes/breaks transparency effects.
2020-06-23 21:39:39 +02:00
KrossX
b5625ad8b0
gsdx-hw: Add zclamping to ps/fs.
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Add zclamping to ps/fs, enable vs, ps/fs clamp when needed with a macro.
2020-06-06 23:56:41 +02:00
lightningterror
5d0eefeebd
gsdx-hw: Cleanup a bit EmulateZbuffer.
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Update the comment to reflect recent changes,
Rename DepthMask to MaxDepth,
use a mask shift to get z format,
Do vs cb padding on d3d11.
2020-06-06 23:56:41 +02:00
lightningterror
845a3d0ab8
gsdx-hw: Remove the code block for the bad Z sise check in EmulateZbuffer.
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Also fixes Itadaki Street text and F1 2004 starting lights
2020-06-06 23:56:41 +02:00
lightningterror
33678441dc
gsdx-hw: Clamp zbuffer to depthmask instead of wrapping.
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The behavior was verified on Dobie to be correct.
The code needs to be ported to SW renderer too to
improve rendering on SW side.
Current PR will fix plenty of games on HW renderer
that had/have zbuffer issues before.
v2. Set DepthMask to the maximum the current depth format allows.
Will properly clamp for 16bit and 24bit formats.
v3. gl: Fix uniform buffer upload/cache for VSConstantBuffer.
2020-06-06 23:56:41 +02:00
lightningterror
24f06187df
gsdx-d3d11: Port/add depth mask support to EmulateZbuffer.
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Add support for depthmasking to EmulateZbuffer, previous old code had
support but wasn't ported properly with the new code a few years back.
VS Constant buffer is now properly setup.
2020-06-06 23:56:41 +02:00
KrossX
8b1eb3b456
GSdx: Dithering on Hardware
2020-05-16 21:53:17 +02:00
lightningterror
297459c9f6
gsdx-d3d11: Remove exclusive fullscreen code used in legacy gsopen.
2020-05-16 08:43:25 +02:00
lightningterror
37c0067caf
gsdx-d3d11: Remove Dispatch function, was never used.
2020-05-16 08:43:25 +02:00
lightningterror
333cd61c17
gsdx: Rename BLEND_NO_BAR to BLEND_NO_REC.
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Since we use it on d3d too it will better fit the naming.
2020-05-13 05:38:25 +02:00
lightningterror
593d948615
gsdx-hw: Adjust PABE logs and expand the mentioned games list for it.
2020-05-12 00:11:11 +02:00
lightningterror
3f467cae67
gsdx-d3d11: Always enable sw colclip for BLEND_NO_BAR.
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- Free blending and it's faster than standard hdr algo when Blending
Accuracy is disabled.
- Add assert when disabling hw blending, hw blending should only be disabled
on free/no barrier blending. D3D11 lacks other types of blending.
- Use const to get rid of some warnings.
2020-05-12 00:11:11 +02:00
lightningterror
ba449a524a
Revert "gsdx-ogl/d3d11: Add a assert when texture is too small or too big."
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This reverts commit 99f814d376
.
The assert gets triggered on Linux and so debug build can't be used properly.
Would be nice to investigate why in the first place but until then revert the
entire commit. We have checks for texture limits anyway so it shouldn't be an issue.
2020-04-29 19:33:38 +02:00
lightningterror
6bcd118b62
gsdx-d3d11: Adjust anisotropic filtering handle.
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Previous behaviour:
Anisotropic filtering was continuing to run even with Nearest filtering.
On opengl it doesn't run on nearest filtering. The gui for both
renderers also greys out aniso when nearest is selected.
Anisotropic filtering being able to run on palette texture. This caused
to break the rendering on palette textures for games that use it.
PR behavior:
The PR corrects both of these behaviors, Aniso won't run on palette
textures as well as nearest filtering.
Test cases for observing the issues were used: Star Ocean 3, Fifa
Street.
2020-01-26 22:02:19 +01:00
lightningterror
e43ba53ea9
gsdx-d3d11: Remove unused m_rt_ss sampler.
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It was removed with old rtCopy DATE code.
2020-01-18 18:06:46 +01:00
lightningterror
b34338a500
gsdx-d3d11: Fetch the texture PSM format rather than the context format in texture sampler.
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Match opengl behavior.
2019-10-21 23:23:22 +02:00
lightningterror
f2a9b59aae
gsdx-ogl: Hit unsafe instead of safe path for sw fbmask when there is no alpha blending. ( #3100 )
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So far notable performance improvement show Spiderman 3 and Scarface of 1-2 fps when using basic blending. Full list of known affected games at #3100
2019-10-03 15:50:19 +02:00
KrossX
4db6b287cd
GSdx-d3d11: Make TFX shader more similar to OGL's.
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Denormalize FOG and COLOR to match as well.
2019-09-15 19:02:36 +02:00
lightningterror
99f814d376
gsdx-ogl/d3d11: Add a assert when texture is too small or too big.
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Add an assert for when texture is below 1 on direct3d/ogl.
Add an assert for when texture is above direct3d limit.
2019-08-26 15:55:43 +02:00
lightningterror
de7a3b70c9
gsdx-d3d11: Adjust maximum texture size limit based on available feature level.
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d3d10 = 8192
d3d11 = 16384
Seems it is easier to hit the limit. Champions of Norrath with 8x
upscale for example.
2019-08-26 15:55:43 +02:00
lightningterror
91570a9e0f
gsdx-ogl/d3d11: Also ensure that we set proper ini values for Shade Boost sliders.
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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
56b8612502
gsdx-d3d11: Set maximum allowed texture size to d3d10 limits which is 8192.
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Should prevent any issues if we ever go over the limit.
2019-07-15 22:32:45 +02:00
lightningterror
d0cb0f59d9
gsdx-d3d11: Extend BLEND_NO_BAR to also hit on clamp 0, it's faster than standard HDR algo.
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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.
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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
lightningterror
40929a4728
gsdx-d3d11: Add rgba channel selection/support to StretchRect.
2019-06-23 23:34:25 +02:00
lightningterror
300f16df61
Gamedb/gsdx-hw: Add gamefix patch and crc id for Harry Potter and the Prisoner of Azkaban EU.
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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.
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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
a936cd9eb1
gsdx-d3d11: Remove remaining uav (UnorderedAccessView) code, it wasn't used
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. 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.
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Don't query the api for the adapter description twice.
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.
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Bonus, remove unused options variable
D3D11_FEATURE_DATA_D3D10_X_HARDWARE_OPTIONS.
2019-06-16 20:42:28 +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.
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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