Commit graph

50 commits

Author SHA1 Message Date
lightningterror
0814690534 GSdx: Remove useless logo_ogl.bmp include from VS project files. 2019-07-31 17:36:28 +02:00
lightningterror
119ab90657 gsdx: Reuse same selected renderer image/banner for ps1 emu compatibility as ps2.
There's no need to have duplicate images that basically do the same
thing. Update the gui to reflect latest changes and use the same images
on both. It will reduce plugin size.
Remove old images and update VS project files.
2019-02-13 12:30:00 +01:00
lightningterror
19586fdd7f gsdx: Move GSTexturecache files from Common to HW renderer. 2019-02-11 18:18:02 +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
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
7247ee1ad0 GSdx: Add glsl shaders to VS solution.
It should make searching/navigating a bit easier now.
2019-01-18 15:56:54 +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
arcum42
2e1db411fa GSdx: Folder Reorganization. (#2657)
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.
2018-11-16 19:41:37 +01:00
Jonathan Li
e4dd0069ca gsdx:windows: Don't refer to D3D10
Direct3D11 is used even if the user's GPU only supports Direct3D feature
level 10.0.
2018-08-29 00:48:16 +01:00
Jonathan Li
8f6a3d9fe8 gsdx: remove DirectCompute backend
It hasn't been accessible since OpenCL was added, and it was barely
updated since it was introduced.
2018-05-06 02:01:22 +01:00
Alessandro Vetere
676c7b89c7 GSdx GSFastList: Introducing the custom container template class. 2017-08-30 11:43:18 +02:00
Jonathan Li
11ed4de0aa gsdx: windows: Port xz dump readback
Also modernize and std:: a bit while I'm at it.
2017-06-03 14:52:01 +02:00
Jonathan Li
67d9436f22 gsdx: Remove unused and incomplete GSDeviceSW 2017-03-21 23:21:26 +00:00
Gregory Hainaut
9865270e68 gsdx: split GSVector.h into smaller files 2017-03-19 13:50:13 +01:00
Jason Brown
b8a84d170a Added OSD Manager which depends on FreeType2. Added functions into GSDeviceOGL to render OSD and a point shader. 2017-01-03 10:43:56 +01:00
Jonathan Li
cdeed349e3 gsdx: Replace platform-specific threads with std::thread
GSThread now doesn't seem to have a purpose, so it's been removed.
2016-12-08 00:36:32 +00:00
Gregory Hainaut
608bb5ccb2 gsdx sw x64: add AVX2 implementation for VS
FS was copied from 32 bits (require massive update)
2016-11-24 23:03:25 +01:00
Gregory Hainaut
e674518c4e Update from xbyak 4.84 to 5.11
* bin2hex.h is removed
* vptest/vpblendvb YMM support integrated upsteam
* better support of rip for 64 bits
* AVX512 support (only miss the CPU now)

Local change: add BSD3 clause
2016-11-20 13:21:11 +01:00
Akash
2409817556 GSDX: Move PSX code to an isolated path 2016-05-26 19:04:17 +05:30
Akash
21e6a344a2 GSDX: Improvements to the GSDX dialog (#1284)
GSDX: Improvements to the config interface.

- GSDX: Add new logos to dialog
- GSDX: Remove all the extra null renderers
- GSDX: Changes to renderer combobox
- Sort all the renderers in ascending order. (the fact that D3D11 was
above D3D9 really annoyed me >_<)
- Properly display usage of D3D10/D3D11 on the combobox.
- Use highest available version of DX by default.
- GSDX: gray out upscaling hacks at native resolution
- GSDX-PSX: Modifications to the dialog
- Add new logos
- Remove SDL renderer from combobox since it was removed long ago.
2016-05-01 17:33:53 +01:00
Gregory Hainaut
60267790a1 gsdx: move (most) of the hw hack into a separate file
GSState.cpp was really too big
2016-04-30 12:24:08 +02:00
Gregory Hainaut
d027ed2092 gsdx ogl: merge GSTextureFXOGL to GSDeviceOGL
First file is rather small in openGL. And it is linked to the latter.
2016-04-24 10:55:22 +02:00
Jonathan Li
d158d4de51 windows: Move baseclasses to a separate project
It saves the buildbots from needlessly recompiling the files for each GSdx
configuration.
2016-04-11 00:22:31 +01:00
Jonathan Li
38edd77034 gsdx-ogl:windows: Save screenshots as PNG files
v2: Add zlib directory to property sheet
2016-03-02 22:52:08 +00:00
Miguel A. Colón Vélez
277217353e Rename files. 2015-08-18 00:44:35 -04:00
Gregory Hainaut
ba5b367ae8 drop support of Visual Studio 2010
* Severals PR uses C++11 features
* 2015 will soon be released
* Win 10 will soon be released

Time to upgrade
2015-06-04 08:55:22 +02:00
Akash
bf743fec17 add logo for Opengl renderer. 2015-05-28 01:34:51 +05:30
gregory.hainaut
a46b489a24 gsdx ogl: various minor optimization.
* move most of gl states into a separate namespace. Extend it to depth/stencil/blend micro state
=> save 10,000 opengl call by frame for colin mcrae 3
* Only setup blend state of first drawbuffer
* Don't request anymore a debug context on dev/release build



git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5713 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-08-05 20:25:25 +00:00
gregory.hainaut
dc036ff59d gsdx: split shader/program/pipeline object management into a separate class
* remove the possibility to compile shader from file. Some people loads older shaders...
  The feature might be readded later


git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5697 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-07-06 10:08:52 +00:00
gregory.hainaut
b65ad2c3e5 gsdx-ogl-wnd:
* move GL loading function into its own namespace
* Use manual GL loading on linux too and mostly drop glew dependency. (Not 100% clean we are still depends on some glew define, it will be fixed later)

Note: shaders still need to be copied manually from GSdx/res to bin/plugins


git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl-wnd@5510 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-01-14 09:15:39 +00:00
gregory.hainaut
266af77420 gsdx-ogl-wnd: add GL function loading (done manually). It would be interesting to do the same on linux that would allow to drop glew depency.
git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl-wnd@5506 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-01-10 19:11:03 +00:00
gregory.hainaut
f9ddd639b8 gsdx-ogl-wnd: Try to compile OGL backend on VS
* Update project files
* basic compilation fix: include stdafx, s/uint/uint32/
* add selection of the opengl renderer/device in gsopen

Remain to fix opengl function declaration/initialization


git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl-wnd@5505 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-01-10 13:13:59 +00:00
gregory.hainaut
5e4bae5f5d gsdx-ogl-wnd: * add a preliminary context and wgl management
Note: don't expect to compile/work yet


git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl-wnd@5502 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-01-04 21:33:24 +00:00
gregory.hainaut
4d90ad17a1 gsdx-ogl-wnd: update the MS build system. Not sure I got all verions.
git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl-wnd@5499 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-01-04 11:47:20 +00:00
gregory.hainaut
226b2d63b8 gsdx: remove completely the SDL backend. Let's hope I didn't break too much VS
cmake: take the opportunity to drop the support of 3rdparty compilation. Distributions have got a more recent version of zlib/soundtouch anyway.


git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5376 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-08-15 10:22:19 +00:00
ramapcsx2
954e7906ed GSdx: Added the color control functionality known as "ShadeBoost". Thanks to KrossX for initial converting / GUI work and Pseudonym for normalizing / fixing the maths.
Note: Not sure if it should be shader #7 or smth else :p

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5110 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-02-29 00:29:29 +00:00
gabest11
9ec7f14fa8 GSdx: Simplified vertex formats and the related code, everything works with the basic GSVertex until it gets uploaded to the vertex buffer.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5074 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-01-19 04:53:36 +00:00
gabest11
da4ea83134 GSdx: nothing really new, just testing the compute shader, if you are an expert take a look and tell me your opinion :P
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5068 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-01-13 18:10:05 +00:00
gabest11
4b77052d21 GSdx: just saving minor changes.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4991 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-12-16 19:13:58 +00:00
gabest11
bfbf403bf4 GSdx: FXAA 3.10, page up key activates it
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4828 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-07-25 11:16:01 +00:00
gabest11
a96a345077 GSdx: the x64 ABI on windows is not so nice after all.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4380 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-02-28 11:08:52 +00:00
gabest11
1b909d7a30 GSdx: enabled SDL output under windows, known problems: after shutdown it won't show anything again, deinterlacers aren't done yet.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4339 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-02-22 18:50:51 +00:00
gabest11
dcf81693f6 GSdx: started a hardware independent device, will be useful for GDI/SDL/etc output later.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4328 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-02-20 18:59:02 +00:00
gregory.hainaut@gmail.com
32911cb7c5 gsdx: add svn:eol-style metadata
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4319 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-02-19 10:57:28 +00:00
gabest11
3030166596 The core of GSdx is now compatible with intel's compiler on linux.
- GSWnd is not implemented, no config dialogs either
- no output, just the null device
- threading classes were not tested (my first experience with pthread)

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4315 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-02-19 03:36:30 +00:00
gabest11
d23d7e2617 Just moving code around.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4312 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-02-18 03:50:12 +00:00
gabest11
1e6f280021 - more project cleanups and small code changes, also added the psx emu interface again
- someone should check __xgetbv under linux (avx/fma detection)

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4295 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-02-12 21:45:16 +00:00
gigaherz
954847fca4 Initial work on vs2010 project files for PCSX2 and plugins.
The *null projects don't build, and neither do ZZOgl or ZeroSPU2.
Pcsx2 project has some issues with Resources' custom build steps not being run.
Only Debug target tested.
Needs work before it's usable.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2843 96395faa-99c1-11dd-bbfe-3dabce05a288
2010-04-14 19:44:04 +00:00
Jake.Stine
0f259e62d5 Implemented keyboard accelerator tables and a hashed global command table (should be ideal for eventual GUI extensions via plugin, and toolbars and other fanciness). Removed Pause menu and replaced it with a Suspend/Resume menu. Closing GS window behaves more nicely.
Projects: Removed FrameworkVersion descriptor, don't think it matters for C++ code.  Removed all translation files, since they're grossly out-dated and need to be remade anyway.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1894 96395faa-99c1-11dd-bbfe-3dabce05a288
2009-09-20 20:54:45 +00:00
gabest11
0d40e9963e vs2010 project files for pcsx2 (plugins later)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1617 96395faa-99c1-11dd-bbfe-3dabce05a288
2009-08-12 22:11:06 +00:00
Renamed from plugins/GSdx/GSdx_vs2010.vcxproj.filters (Browse further)