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.
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.
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.
Depth and channel shuffle rendered correctly on all renderers.
Also add some missing crc ids for Tales of Abyss.
PS: I'm ninjaing 3000 builds on the buildbot 😄
Upscaling issue with texture shuffle on dx and gl. Also removes shadows
on gl.
Bbox issue on dx.
Dumps from Sly 2 and 3 look fine after the merge.
Also add a crc id BF1739E2 for a prototype Sly2. I don't remember who
game me the dump or if it's official.
Don't enable hack on native res if crc(ntsc only) is below aggressive.
Note for future so I don't forget: This hack can be disabled if depth
hack is also disabled.
GSC_GodOfWar moved to aggressive state.
GSC_GodOfWar2 some value swere corrected (should fix some regressions)
and hack was moved to partial state because we have an upscaling hack.
Idea is to disable multiple features in 1 option to avoid gui clutter.
Unscale Point and Line:
This partially reverts PR #2710 restoring Unscale Point and Line but as a disable option.
It can help Xenosaga games.
GS Memory clearning:
This disables GS memory clearing to be done on the CPU, by default both gpu and cpu do memory clearing
which is more accurate.
It can help Kingdom Hearts games.
Hack removed depth effects which are rendered properly. I wasn't able to
trigger a skip on the other hack draw calls, they need to be
investigated further what they actually did.
Remove GSCrc.h include in GSRendererHW and GSRendererDX11, file is
already included in GSState.h.
Remove GSRenderer.h include from renderers except Null and CL, file already
included in TextureCache hw/sw.
Remove resource.h include from GSRendererDX11, already included in GSDevice11.
Remove GSOsdManager.h from GSDeviceOGL, already included in GSDevice
Game has upscaling issues so let's only add the hack for upscaling,
also merge the two regions together.
Hack will be disabled on native res if crc is below aggressive, upscaled
is set to partial level.
Purge dbz bt3 crc hack that removed outlines, I don't want to mix it
with the depth effect hack that I also moved to aggressive.
Move depth hacks for ntsc region to aggressive state.
The hack was used when depth emulation was not supported or when depth
is disabled.
It causes graphical glitches with the faces when depth is disabled.
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.
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.
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.
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.
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.
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.
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.
It fixes a bunch of shadow/transparency issues.
Fast DATE doesn't rely on the gui option and is always on.
Confirmed fixed issues: Persona 3 shadows on d3d11,
Digital Devil Saga Transparency d3d9/11.
Fast accurate date works the same/similar to OpenGL.
Confirmed fixed issues: DBZ BT3 ground shadows, Fifa Street 1 shadows
on all d3d renders as well.
Also this option doesn't cause other transparency issues like the
Alpha Stencil hack.
Note: If Alpha Stencil is enabled Fast Date and Fast Accurate Date will
be disabled.
Note2: Full Accurate Date is not implemented so the code fallbacks to
Fast mode instead.
Commits:
3ab12cef2f584397a3fd
This will probably be the last feature d3d9 gets before getting purged.
Fixes right half screen issue on TalesOfLegendia. UI elements of the
screen are properly emulated with depth emulation on gl (possibly fixed
by
1cc696ab31).
Shadows will be glitchy if crc hack level is below partial level.
I'm not even sure if the hack is useful at all anymore since it
introduces issues now.
Issue #2692
Cutie Chinese comments, they were removed in commit
21522e71b2
It's better to have google translated comments than nothing, at least we
have something to go on when doing future testing.
Also ghosting and blur crc hacks might need to be updated as they may
not be necessary on native res only.
List: GSC_Tekken5, GSC_TombRaiderUnderWorld, GSC_XE3, GSC_AceCombat4,
GSC_SoTC, GSC_ResidentEvil4.
Note: I left GSC_ValkyrieProfile2 in there because it might need to be
re enabled for dx, someday will look in to it when I'm up for the task.
This pull request is for the pending reorganization of the folder structure on GSdx,
making it better organized and easier to work with.
Also remove unused GSTextureFX.cpp file.