Commit graph

145 commits

Author SHA1 Message Date
Gregory Hainaut
29aef04fbf gsdx ogl: re-normalize coordinate when TEX0 is invalid
Fix #258
Fix #695
2019-02-20 13:49:57 +01:00
lightningterror
dabc99f466 gsdx-ogl: Small colclip improvements.
1. Allow hrd colclip to also run on the unsupported
cases which should be pretty rare.

2. Remove colclip from high sw blending.

3. Disable the hdr colclip shader which may not be
actually required to run.

Idea by Gregory
2019-02-08 14:53:15 +01:00
lightningterror
4ab29eb280 gsdx: Remove some useless dx9 comments. 2019-01-26 16:13:07 +01:00
lightningterror
80af99bb44 GSdx-ogl: Switch shader numbers main18 and main19.
Allows us to port feedback write (DoMerge function) to D3D11 without
adding dummy shaders for osd.
2018-12-10 18:31:59 +01:00
lightningterror
c8f52b0ba3 GSdx-ogl: Move rgb channel 7 to empty slot 5. 2018-11-25 04:06:04 +01:00
lightningterror
b360c07253 glsl, fx: Update point sampler comment. 2018-10-09 09:07:45 +02:00
KrossX
5719c6c3c0 glsl: remove signed int cast side (masks and offsets are unsigned to begin with.
Issue #2617
2018-10-04 20:47:03 +02:00
KrossX
9d562a454b GSdx: Limit Wrap negative UV when PS_FST is 0 only. 2018-10-03 15:21:46 +02:00
KrossX
629d2bd425 GSdx: Wrap negative UV on region repeat wrap mode.
Makes UV coord be on the range [0, SIZE) before applying mask and
offset. This fixes Xenosaga's hair for example, which has negative UV
coords.
2018-10-01 22:38:22 +02:00
KrossX
e90c87a8ef GSdx-d3d: Keep fract in [0;1] range port from OpenGL.
Fixes texture flickering in Oni on d3d11.

Commit:
a8968257db
2018-09-28 02:33:58 +02:00
lightningterror
122f730608 glsl: Replace leftover tabs with spaces in shaderboost.
I believe all glsl files are cleaned up now.
2018-08-27 14:01:25 +02:00
lightningterror
1aeec47b30 glsl: Replace leftover tabs with spaces in tfx_fs. 2018-08-22 20:12:53 +02:00
lightningterror
d7cdbf6f27 Gsdx: Point Sampler changes.
Re add point sampler to OpenGL. Fixes graphical issues when
Allow 8-bit textures is enabled on AMD gpus.
Issue: https://forums.pcsx2.net/Thread-GSDX-Hardware-mode-Bug-Report-Allow-8-bit-Texture

Adjust the code to be easier to read, and execute the gl code only on amd - suggested by Gregory.

Remove useless ATI_SUCKS define in tfx shader.It wasn't used anywhere outside of the shader.
2018-08-22 20:12:53 +02:00
Gregory Hainaut
c5d35d434c glsl: reduce geometry shader complexity
output 1 strip of 2 triangles instead of 2 strips of 1 triangle.

Potentially it would reduce the geometry shader overhead. And it
might avoid a middle line in sprite in some AMD GPU/driver/OS
bad combination
2017-07-12 22:04:03 +02:00
Gregory Hainaut
38010432ee gsdx ogl: handle float integral coordinate for depth sampling
Fix depth effect regression on Nemo (issue #1979)
2017-07-12 22:03:47 +02:00
Gregory Hainaut
2d0a61fc8d gsdx ogl: use load resource to load shader
* Windows behavior must be checked
* remove glsl_source.h

v2: fix missing include
Big thanks to Turtleli

v3:
fix indentation in gsdx-res.xml
add dependency in cmake
remove old res/glsl/fxaa.fx symlink
add tfx.cl for OpenCL support on Linux

v4, v5
fix cmake indentation
2017-04-12 18:09:06 +02:00
Gregory Hainaut
61a7c747e1 gsdx-ogl: alternate implementation of half pixel offset
The previous implementation of HPO adds an offset on vertex position. It
doesn't always work beside it moves the rendering window.

The new implementation will add a texture offset so that instead to sample
the middle of the GS texel, we will sample the middle of the real texture texel.

It must be manually enabled with
* UserHacks_HalfPixelOffset_New = 1 (keep a small offset as intended by GS effect)
* UserHacks_HalfPixelOffset_New = 2 (no offset)

v2: always apply a 0.5 offset in case of float coordinates (Tales of Abyss)
Might break other games but few of them uses float coordinates to read
back the target
2016-11-29 17:22:02 +01:00
Gregory Hainaut
c2229e3c0b gsdx-ogl: add a texture offset uniform parameter to vertex shader
It would be used for a new implementation of the half pixel offset hack

Hopefully it doesn't badly impact the perf on low end iGPU
2016-11-29 17:22:02 +01:00
Gregory Hainaut
e80ca0fa92 gsdx ogl: of course some driver don't work with GL_ARB_enhanced_layouts
Windows and (AMD or Intel)
2016-10-23 12:48:23 +02:00
Gregory Hainaut
8fdf973e66 gsdx glsl: add basic support of GL_ARB_enhanced_layouts (GL4.4)
Hardcode location of interface to the location 0. If I understand the
spec correctly (unlikely), variable in interface will get successive
location.

Goal is to reduce driver work. Instead to compute some location based on
name matching approach (and silly validation), the driver can now use
static allocation.

Tests on future Mesa 13 are welcome
2016-10-19 23:03:39 +02:00
Gregory Hainaut
317a464278 gsdx shader: RGB => YUV conversion
Required for write feedback emulation
2016-10-14 18:13:20 +02:00
Jason Brown
6ef5607d99 gsdx shader: add a shader to render text for OSD
Gregory: code extracted from the OSD PR to reduce conflict
2016-10-14 18:13:20 +02:00
Jason Brown
d84d30fe87 gsdx: Add color component to OGL shaders 2016-10-14 18:13:20 +02:00
Gregory Hainaut
7ea0e90678 gsdx mipmap:ogl: extend shader to support trilinear filtering 2016-10-13 20:16:38 +02:00
Gregory Hainaut
c2b67ccb78 gsdx ogl: implement an alternate shader for Jak Shadows
The game sets the framebuffer as an input texture. So I did the same for
openGL. Code is protected with a CRC. It is working because the game want to sample
pixels.

For the record, I tested it GTA too, it doesn't work as expected because
the game will resize the framebuffer to a smaller one. So you don't have
the guarantee that pixel will be read before a data write.

Note: it requires at least accurate blending set on basic

Note: I need CRC of all Jak games that suffers of this issue. Thanks you :)
2016-09-08 23:58:13 +02:00
Gregory Hainaut
1fb2c66a21 gsdx ogl: Unscale line
Line thickness will be increased to N pixels (N is the upscaling factor).

Code will also be enabled by UserHacks_unscale_point_line = 1
2016-08-22 18:18:12 +02:00
Gregory Hainaut
018895067b gsdx ogl: restore code to unscale point
enabled by UserHacks_unscale_point_line = 1

Point will be transformed into a NxN square sprite. (N is the upscaling factor)
2016-08-22 18:18:12 +02:00
Gregory Hainaut
74822d6ba3 gsdx ogl: rework atst handling
* Move the rounding operation in the constant buffer
* Merge less with less equal. And merge greater with greater equal

Need test
2016-08-10 11:30:11 +02:00
Gregory Hainaut
8c4d8cfdca glsl: avoid an unset warning 2016-06-09 18:27:58 +02:00
Gregory Hainaut
2b00447a43 glsl: optimize the number of active constant buffer
Increase the performance on the free driver (Nouveau)

Currently the driver validates all UBO when only 1 is updated. It
is clearly a bad idea to put all UBO in a single common headers.
2016-06-05 16:45:11 +02:00
Gregory Hainaut
5d49a6b685 gsdx ogl: replace 4 VS shader variation by an AND mask
Perf will be roughly the same. However there is a single VS for all
the HW emulation.
2016-06-01 09:29:56 +02:00
Gregory Hainaut
959abe64f8 gsdx ogl: implement wildhack on the CPU
Speed impact is likely small and the plan is only to keep a single Vertex Shader
2016-06-01 09:29:56 +02:00
Gregory Hainaut
564bf8a089 gsdx ogl: terminator 3 supports sampling from the depth 2016-05-30 19:39:52 +02:00
Gregory Hainaut
fb26254fbb gsdx ogl: implement a more generic HLE shader for terminator 3
Hopefully without regression for others games
2016-05-29 10:13:43 +02:00
Gregory Hainaut
f7ddd488e1 gsdx ogl: Extend uniform buffer with channel parameter
Instead to use the standard ps ubo which is used every draw call.
I reused a barely used buffer to reduce the extra cost of the upload
2016-05-29 10:13:43 +02:00
Gregory Hainaut
a7ba779ba8 gsdx ogl: another HLE channel effect for terminator 3
Same as before but with a different fbmask value (I don't know why but
I have the feeling that I might need the others value too)
2016-05-20 19:55:39 +02:00
Gregory Hainaut
1c21ea955c gsdx ogl: HLE channel effect for terminator 3
Unfortunately I think the game uses another similar effects
2016-05-20 19:45:20 +02:00
Gregory Hainaut
d41613c46a gsdx ogl: add a Tales of Abyss HLE shader
Again fast and efficient but it relies on CRC

v2: forget to update the precompiled shader...
2016-05-07 22:46:41 +02:00
Gregory Hainaut
d5681ba01c glsl: fix a bug in urban chaos hle shader
Bug only impact the lsb bits of the depth conversion, so impact is likely small
2016-05-07 22:46:41 +02:00
Gregory Hainaut
70ee8c5bc4 gsdx ogl: add an HLE brightness/contrast shader for GT series.
It works and it is very fast. But it relies on CRC

Others effect need to be tested as well
2016-05-07 22:46:41 +02:00
Gregory Hainaut
7c430c9d3c glsl: fix coordinate in channel depth effect
UV can't be used directly in channel effect

Properly fix Urban Chaos smoke
2016-05-04 18:08:40 +02:00
Gregory Hainaut
5676acaef9 glsl: support channel effect on depth texture too 2016-04-30 16:07:45 +02:00
Gregory Hainaut
14e1ed06df glsl: add an HLE shader for Urban Chaos
Pro:
* Replace 140 draw calls into a single one
* No complex texture conversion/lookup
* smaller solution than a generic solution
2016-04-30 14:52:53 +02:00
Gregory Hainaut
7a5e1d4154 gsdx ogl: allow to use a separate texture for the channel effect 2016-04-29 17:34:17 +02:00
Gregory Hainaut
c445a14c46 gsdx ogl: extend shader to lookup a single channel 2016-04-28 22:56:38 +02:00
Gregory Hainaut
ab31915ce9 gsdx: glsl: fix silly typo
And regression on various games
2016-04-27 09:52:35 +02:00
Gregory Hainaut
fda511a949 gsdx glsl: extend hw shader to sample depth texture
Will use integral coordinate to avoid any rescaling.

Bilinear interpolation isn't supported. I don't think it is allowed to
filter a depth texture anyway.
2016-04-24 22:18:26 +02:00
Gregory Hainaut
d610a6aac4 gsdx glsl: ofc forget to do the shader in bin 2016-04-24 11:07:46 +02:00
Gregory Hainaut
1558220f74 gsdx glsl: create a common header definition
* avoid duplication between all the files for UBO
* remove various interface define
2016-04-24 10:54:39 +02:00
Gregory Hainaut
12443da00c GSdx ogl: ouch the typo exp != exp2
Fix some rounding issue on depth effect (shadow in Dot hack games)
2016-04-10 11:31:40 +02:00