Commit Graph

107 Commits

Author SHA1 Message Date
KrossX b5625ad8b0 gsdx-hw: Add zclamping to ps/fs.
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.
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.
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.
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.
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.
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.
- 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."
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.
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.
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.
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)
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.
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.
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 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 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
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 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.
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 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 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 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
Kojin 2d46bc661d gsdx-d3d11: ensure texture size of at least 1x1 2019-05-11 22:23:12 +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 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
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 9c222f8efe gsdx-hw: Some minor comment and code adjustments. 2019-04-04 02:13:57 +02:00
lightningterror e36976bf86 gsdx-d3d11: Minor adjustments to DATE code.
Run fast accurate date instead of alpha stencil when accurate date is
enabled on supported calls, also update some logs and comments.
2019-03-04 20:35:09 +01:00