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GSdx: Purge D3D11 Software #3723

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merged 1 commit into from
Sep 22, 2020
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tadanokojin
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1.6.0:
005728

This PR:
005727

1.6.0:
005729

This PR:
005730

F9 has been modified on Windows to have the following functionality:

  • If the renderer in the config is D3D11, switch between D3D11 and SW
  • If the renderer in the config is OGL, switch between OGL and SW
  • If the renderer in the config is SW, switch between SW and the renderer returned by GetBestRenderer()

F9 now has the following functionality on Windows:
- If the renderer in the config is D3D11, switch between D3D11 and SW
- If the renderer in the config is OGL, switch between OGL and SW
- If the renderer in the config is SW, switch between SW and the renderer returned by GetBestRenderer()
@ghost ghost added the GS label Sep 20, 2020
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ghost commented Sep 20, 2020

Small nitpick, I think the "Direct 3D" name should be changed to "DirectX". Also, I am not in favor of the "null" name but that's subjective.

@refractionpcsx2
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Small nitpick, I think the "Direct 3D" name should be changed to "DirectX". Also, I am not in favor of the "null" name but that's subjective.

DirectX is the suite of API tools, Direct3D is the graphics API component

@ghost
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ghost commented Sep 20, 2020

Oh ok, well in that case Direct3D is fine.

@tadanokojin
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I went with Null because it matches the logo which uses the ∅ symbol. It's also referred internally as Null but it doesn't really matter to me, I can change it back to "None" if it bothers anyone.

@RedDevilus
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It matches the plugin names for FW,USB and DEV too. Seems fine to me.

@tadanokojin tadanokojin merged commit 79f2468 into PCSX2:master Sep 22, 2020
@lightningterror lightningterror added this to the Release 1.8 milestone Sep 22, 2020
@beaumanvienna
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@tadanokojin For renderer == "Software", is that not based on any hardware acceleration at all? What's the difference between "OpenGL" and "Software"?

@refractionpcsx2
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refractionpcsx2 commented Nov 24, 2020

Software mode uses an OpenGL interface to display the picture. But it doesn't use any of the hardware renderer code afaik

@tadanokojin
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@beaumanvienna
Software: scene rasterized on the CPU
OpenGL/DX11: scene rasterized on the GPU
both: display merger and post-process (external shader, FXAA, deinterlace) performed on the GPU

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5 participants