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.
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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.
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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
11cd6b56cd
gsdx-hw: Purge useless d3d11 only hacl for DMC3.
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Texture shuffle emulated correctly.
2019-06-18 20:21:03 +02:00
Akash
4195b77fa3
GSdx-dialog: Unused parameter on hacks dialog constructor
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Apparently someone was careless enough to forget removing the parameter on the constructor which passes the adapter ID >_<
2019-06-17 13:01:16 +05:30
Akash
9acb871c7b
GSdx-Dialog: Remove useless member variable
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The adapter ID was needed to be passed before for a legacy DX9 hack which is no longer present, I figured it could cause a potential conflict when the adapter value stored at INI is outdated. (which is now a possibility after
lightning removed reference device)
The other alternative would be to just force set the INI value on dialog initialization to avoid unavailable values in the INI file, but that would be a rough for a person transitioning from debug build to release build using the reference device
option, so just removing this outdated variable for now, I rather doubt we'd be needing it in the future, in case we need adapter passing to subdialogs, the former suggestion needs to be implemented. Not implementing it right now since there's no need for it.
2019-06-17 12:47:03 +05:30
lightningterror
e6d42338ad
gsdx-hw: Fix incorrect variable name when tc is disabled.
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Allows to compile gsdx with tc disabled properly again.
2019-06-17 00:11:47 +02:00
lightningterror
e89f46139b
gsdx-d3d11/gui: Don't display Reference Device in available Adapters in release builds. Display it only on debug builds.
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It is used for debugging only.
2019-06-16 21:25:25 +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
55f4dea468
gsdx-gui: Purge Sprite hack from the gui.
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Collaborator: lightningterror
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
cec185fd66
gsdx-hw: Add Jak2 demo crc id, US version.
2019-06-15 22:35:17 +02:00
lightningterror
0781cb65bf
gsdx-hw purge HauntingGround crc hacks.
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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.
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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
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,
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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
8ff74fc6c2
gsdx-hw: Fix border issue on ComputeFixedTEX0.
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It is quite complex to handle rescaling on ComputeFixedTEX0
so this function is less stricter than GetSizeFixedTEX0,
therefore we remove the reduce optimization,
and we don't handle bilinear filtering which might create wrong interpolation at the border.
Fixes FFX upscaling issues on Bilinear filter during cutscenes.
comment
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.
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Previous commit for reference:
548d6b31bf
2019-05-25 17:19:17 +02:00
lightningterror
482f1e953a
gamedb/gsdx: Harry Potter Chamber of secrets db and crc update.
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Remove some crc lookups for gamefix patches that share the same serial
and patch codes. It will allow game versions with different crc ids to
use the patches. Close #2654
Add JP version to automatic mipmapping.
2019-05-24 07:41:50 +02:00
lightningterror
ed8592b30b
gsdx-d3d11: Don't run Alpha Stencil on DATE with texture shuffle.
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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.
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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
5d4ae31ba1
Add a few default functions in explicitly. (-Wdeprecated-copy)
2019-05-11 19:18:18 -07:00
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.
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Upscaling issue can be resolved with Half Pixel Offset Normal.
2019-05-05 23:37:18 +02:00
lightningterror
be46832c7b
gsdx-hw/gamedb: Add Star Wars - The Force Unleashed to gamedb and crc list.
2019-05-03 00:47:45 +02:00
lightningterror
637f777ea9
gsdx-hw: Update OI_StarWarsForceUnleashed hack.
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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.
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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 )
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Issue ##2943
2019-05-02 19:57:00 +02:00
lightningterror
5a69a2f689
gsdx-sw: Add an option to toggle auto flush on sw renderer.
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Windows + Linux.
2019-05-02 15:35:55 +02:00
Gregory Hainaut
ead3d21bdb
gsdx ogl: commit texture in copy function
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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
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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
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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.
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Fixes warning.
2019-04-26 12:40:04 +02:00
Gregory Hainaut
bdcf83ca45
gsdx ogl: sparse texture : only commit new area
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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
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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