Commit Graph

68 Commits

Author SHA1 Message Date
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
Gregory Hainaut e56f75fe9a gsdx hw:move vertices fixup for texture shuffle in RendererHw
Bonus: fix m_vt value
2019-02-22 16:57:59 +01:00
lightningterror e55fcae981 gsdx d3d11: re-normalize coordinate when TEX0 is invalid. 2019-02-20 13:49:57 +01:00
lightningterror 12b622c9c1 gsdx: Cleanup/update Wild Arms offset hack.
Don't use integer for the variable, option has only on and off states.
Use member variable names and adjust some checks.
2019-02-13 10:28:07 +01:00
lightningterror 19586fdd7f gsdx: Move GSTexturecache files from Common to HW renderer. 2019-02-11 18:18:02 +01:00
Gregory Hainaut dbffad2aef gsdx hw: use non virtual Create Texture function.
Just do the format check in FetchSurface. It removes a level of virtual function
and avoid useless code duplication.
2019-02-02 22:54:30 +01:00
lightningterror ee7749452d gsdx-d3d11: Remove unused function OMSetRenderTargets with UnorderedAccessView.
Note ID3D11UnorderedAccessView parameters are also unused but could be
useful for future DATE ports.
2019-01-28 21:01:22 +01:00
lightningterror 4c477d3cd6 gsdx-debug: Disable Alpha Test debug logs on d3d11.
Unfortunately they do more harm than help, slowing things quite a lot
because of the endless log spam when debugging gs dumps.
2019-01-28 20:38:11 +01:00
Kojin af64865c5d gsdx-d3d11: Framebuffer copy improvements
Improved handling of frame buffer copy by accounting for fb read on all slots.

- implement before/after draw functions
- defer setting of resources on the api to just before the draw
- use a bitfield to keep track of set/copied resources
- recycle copies after draw

Fixes: RE4 and Tales of Abyss
2019-01-27 16:40:39 +01:00
lightningterror d4833a4618 gsdx-d3d11: Add final specifier to some voids. 2019-01-26 16:13:07 +01:00
lightningterror 744fa18d95 gsdx-d3d11: Merge/move GSDeviceDX code to GSDevice11.
Update VS and cmake project files, remove GSDeviceDX files.
2019-01-26 16:13:07 +01:00
lightningterror 7b4133ac08 GSdx-d3d11: Add final to Renderer class and DrawPrims, also change some voids to inline. 2019-01-24 20:30:48 +01:00
lightningterror 78f0b65e19 GSdx-d3d11: Merge GSRendererDX11 and GSRendererDX together.
Update VS and cmake project files to match new changes.
2019-01-24 20:30:48 +01:00
lightningterror 2aadf0be89 GSdx: Adjust Scaling Factor.
Use value of 1 when upscale multiplier is 0 for ScalingFactor, this is
to avoid doing math with 0 in shader.

It helps custom res be less broken. Still not recommended to use custom
res ofc.
2019-01-22 23:25:01 +01:00
Kojin 468b9ded46 gsdx-d3d11: Update texture copy method to handle depth
- Rename CopyRenderTarget to CloneTexture
- Allow copy of depth target

Also fix a small oversight from the removal of MSAA.
2019-01-22 06:52:24 +01:00
Kojin 57824261c6 gsdx-d3d11: Cache rt depth stencil on m_state
Cache the depth stencil in addition to color rt.
This will allow us to check for depth stencil equality on slot 4.
2019-01-22 06:52:24 +01:00
lightningterror b4cb805a91 gsdx-tc: Remove CanConvertDepth virtual bool and use m_can_convert_depth for depth toggling. 2019-01-18 14:53:06 +01:00
Kojin e429677a07 gsdx-hw: Completely remove MSAA from renderer code. 2019-01-15 19:13:14 +01:00
lightningterror e05b5d2420 GSdx-d3d: Move channel and texture shuffle in GSRendererDX.
Preparations for file merge.
2019-01-14 02:30:25 +01:00
lightningterror 8a57d7f470 GSdx-d3d11: Remove colclip and negative blend algo.
Code was old and inefficient. HDR colclip will do a better job.
2019-01-12 09:53:51 +01:00
lightningterror f2f66c02d3 GSdx: Add option to Disable Safe Features.
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.
2019-01-09 15:44:41 +01:00
lightningterror 54f8aca7d5 GSdx-d3d11: Re enable shader code logging.
Log was disabled in #2760
2019-01-04 01:00:10 +01:00
Kojin eddaf71d47 gsdx: remove dds parameter from texture save method 2018-12-30 20:13:59 +01:00
Kojin e847d94062 gsdx-d3d11: enable splitting of alpha in dumps 2018-12-30 20:13:59 +01:00
lightningterror a020c98421 GSdx: Cleanup file includes.
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
2018-12-25 20:12:29 +01:00
Kojin a5564896ea gsdx-d3d11: remove useless gs creation method 2018-12-25 13:38:19 +01:00
Kojin e0c598f38e gsdx-d3d11: Enable HLSL debugging on development builds
Enable HLSL compile flags that allow devs to use tools such as NSight or VS Graphics debugging for HLSL.
2018-12-25 13:38:19 +01:00
Kojin dc2eed6ca1 gsdx-d3d11: Fix CopyOffscreen bug
Update CopyOffscreen to accept the ps_shader value when doing StretchRect.
This fixes an issue where it was selecting the wrong PS for depth cache read.

Should (hopefully) fix SMT.
2018-12-23 15:20:04 +01:00
lightningterror 1ae4b5d0ba GSdx-d3d: update blend table to use src1 blending and remove the nasty hack which we couldn't before because of d3d9. 2018-12-22 22:53:09 +01:00
Kojin 5e9ffc4a94 GSdx-d3d: Adjust D3D11Blend, get rid of some casts. 2018-12-22 22:53:09 +01:00
lightningterror 7e8360efbc GSdx-d3d: Rename d3d9 blendtable and variables to d3d11. 2018-12-22 22:53:09 +01:00
Kojin e51eadaf16 gsdx-osd: Update m_font to use unique_ptr 2018-12-20 15:32:04 +01:00
Kojin 5e75a66f82 gsdx-d3d11: Port RenderOsd function from opengl to support osd on d3d11 2018-12-20 15:32:04 +01:00
Kojin 5713993777 convert.fx: Add color support to IA
Support color input in vs and ps.
Skipping dx9.
2018-12-20 15:32:04 +01:00
lightningterror 63bbf52219 GSdx-d3d11: Adjust DATE code, and remove rtCopy.
Remove DATE shader macro and bit.
Remove useless HasStencil case. If DATE is enabled stencil is also
enabled, this check is useless.
Remove leftover rt and rtCopy code case from d3d9.

Remove traces of rtCopy and sampler in slot 2.

rtcopy
2018-12-20 14:42:56 +01:00
lightningterror fce3918562
GSdx: Purge Direct3D9 Render entirely. (#2762)
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.
2018-12-20 00:54:51 +01:00
lightningterror 0c0e0e9266 GSdx-d3d11: Add support for dfmt shader macro. 2018-12-18 12:55:23 +01:00
Kojin 5527bcb13e GSdx-debug: Do some casts and fix warnings. 2018-12-17 15:52:27 +01:00
lightningterror bf0106d2bc GSdx-d3d: Add remaining code for RGB channel.
Enable channel shuffle on GT3, GT4, Tourist Trophy and Tekken5.
And with that we reach OpenGL accuracy on this specific feature.
2018-12-17 11:50:16 +01:00
Kojin ef0ebd6517 gsdx-d3d11: Copy render target when it matches texture in slot 4
Needed for channel shuffle, this copies the render target when it's
the same as the resource texture bound on slot 4.
2018-12-17 11:43:15 +01:00