Connor McLaughlin
0f5b17de0f
GS/DX11: Implement automatic/manual LOD in pixel shader
2022-01-11 12:30:11 +01:00
Connor McLaughlin
68f18245a7
GS/DX11: Implement merge feedback write
2022-01-09 16:35:34 +01:00
Connor McLaughlin
0c36647506
GS: Rewrite presentation interface and OSD
2022-01-02 15:06:39 +00:00
Connor McLaughlin
bce54a64ff
GS: Use flat/nointerpolation for IIP=0 instead of GS
2022-01-02 15:06:39 +00:00
lightningterror
6a431daffc
GS-hw: Extend Blend mix to work when alpha is higher than 1.
...
Clamp the alpha(As/Af) to 1 in the shader, it is already clamped to 1 in hw blend unit.
It should allow to better render the effects, still not fully accurate but it's closer to what we want.
Hopefully it helps D3D11 more.
2021-12-27 20:22:41 +01:00
Sergeanur
21bc56a8ba
GS: Simulate scan mask
2021-12-26 11:51:25 +00:00
Connor McLaughlin
08c00eed1e
GS: Unify constant buffers between renderers
2021-12-22 11:41:57 +01:00
lightningterror
9368e29d62
GS-d3d11:fx: Flip x and y dithering positions.
2021-12-19 22:24:30 +01:00
TellowKrinkle
ae8751e9ca
GS:DX11: Use GSHWDrawConfig selector structs
2021-12-19 22:21:10 +01:00
TellowKrinkle
962db4bfc4
Resources: Move fxaa.fx to out of dx11 directory
...
It was used by both DX and OGL
2021-12-12 06:10:47 -06:00
TellowKrinkle
da651cabe4
Resources: Move shaders to shared shader/ directory
2021-12-12 06:10:47 -06:00