Commit Graph

336 Commits

Author SHA1 Message Date
lightningterror 99f814d376 gsdx-ogl/d3d11: Add a assert when texture is too small or too big.
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.
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 d77d440a04 gsdx-hw: Re enable automatic mipmapping for Jak 1 and 3.
Issue #2916 has been resolved in #3076
2019-08-19 23:27:58 +02:00
Alessandro Vetere 6feb59fef5 GSdx-hw OGL: log if tex size gt PBO segment size.
Texture data may be corrupted in this case due to missing
fences synchronization.
2019-08-19 23:13:56 +02:00
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
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 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 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
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 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
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
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 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 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 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 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 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 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 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 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
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
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 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 c8d4d5528e gsdx-ocl: Fix some compile warnings. 2019-03-12 02:36:49 +01:00
lightningterror 7354c1fa0d gsdx-hw: Update a few crc issue categories for several games. 2019-03-08 19:33:28 +01:00