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 :)
This commit is contained in:
Gregory Hainaut 2016-09-08 23:26:38 +02:00
parent c03b388786
commit c2b67ccb78
7 changed files with 21 additions and 5 deletions

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@ -515,6 +515,7 @@ CRC::Game CRC::m_games[] =
{0XE1BF5DCA, SuperManReturns, US, 0}, {0XE1BF5DCA, SuperManReturns, US, 0},
{0x06A7506A, SacredBlaze, JP, 0}, {0x06A7506A, SacredBlaze, JP, 0},
{0x4CE7FB04, ItadakiStreet, JP, 0}, {0x4CE7FB04, ItadakiStreet, JP, 0},
{0x12804727, Jak3, PAL, 0},
}; };
map<uint32, CRC::Game*> CRC::m_map; map<uint32, CRC::Game*> CRC::m_map;

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@ -175,6 +175,7 @@ public:
SacredBlaze, SacredBlaze,
SuperManReturns, SuperManReturns,
ItadakiStreet, ItadakiStreet,
Jak3,
TitleCount, TitleCount,
}; };

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@ -943,6 +943,7 @@ GLuint GSDeviceOGL::CompilePS(PSSelector sel)
+ format("#define PS_CHANNEL_FETCH %d\n", sel.channel) + format("#define PS_CHANNEL_FETCH %d\n", sel.channel)
+ format("#define PS_URBAN_CHAOS_HLE %d\n", sel.urban_chaos_hle) + format("#define PS_URBAN_CHAOS_HLE %d\n", sel.urban_chaos_hle)
+ format("#define PS_TALES_OF_ABYSS_HLE %d\n", sel.tales_of_abyss_hle) + format("#define PS_TALES_OF_ABYSS_HLE %d\n", sel.tales_of_abyss_hle)
+ format("#define PS_TEX_IS_FB %d\n", sel.tex_is_fb)
+ format("#define PS_AEM %d\n", sel.aem) + format("#define PS_AEM %d\n", sel.aem)
+ format("#define PS_TFX %d\n", sel.tfx) + format("#define PS_TFX %d\n", sel.tfx)
+ format("#define PS_TCC %d\n", sel.tcc) + format("#define PS_TCC %d\n", sel.tcc)

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@ -292,8 +292,9 @@ public:
uint32 tcoffsethack:1; uint32 tcoffsethack:1;
uint32 urban_chaos_hle:1; uint32 urban_chaos_hle:1;
uint32 tales_of_abyss_hle:1; uint32 tales_of_abyss_hle:1;
uint32 tex_is_fb:1; // Jak Shadows
uint32 _free2:14; uint32 _free2:13;
}; };
uint64 key; uint64 key;

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@ -1142,11 +1142,15 @@ void GSRendererOGL::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sour
// Always check if primitive overlap. The function will return PRIM_OVERLAP_UNKNOW for non sprite primitive // Always check if primitive overlap. The function will return PRIM_OVERLAP_UNKNOW for non sprite primitive
m_prim_overlap = PrimitiveOverlap(); m_prim_overlap = PrimitiveOverlap();
#ifdef ENABLE_OGL_DEBUG if ((m_context->FRAME.Block() == m_context->TEX0.TBP0) && PRIM->TME && m_sw_blending && (m_prim_overlap != PRIM_OVERLAP_NO) && (m_vertex.next > 2)) {
if (PRIM->TME && m_sw_blending && (m_prim_overlap != PRIM_OVERLAP_NO) && (m_context->FRAME.Block() == m_context->TEX0.TBP0) && (m_vertex.next > 2)) { if (m_game.title == CRC::Jak3) {
GL_INS("ERROR: Source and Target are the same! Let's sample the framebuffer");
m_ps_sel.tex_is_fb = 1;
m_require_full_barrier = true;
} else {
GL_INS("ERROR: Source and Target are the same!"); GL_INS("ERROR: Source and Target are the same!");
} }
#endif }
EmulateTextureShuffleAndFbmask(); EmulateTextureShuffleAndFbmask();

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@ -75,7 +75,11 @@ layout(early_fragment_tests) in;
vec4 sample_c(vec2 uv) vec4 sample_c(vec2 uv)
{ {
#if PS_TEX_IS_FB == 1
return texelFetch(RtSampler, ivec2(gl_FragCoord.xy), 0);
#else
return texture(TextureSampler, uv); return texture(TextureSampler, uv);
#endif
} }
vec4 sample_p(float idx) vec4 sample_p(float idx)

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@ -995,7 +995,11 @@ static const char* const tfx_fs_all_glsl =
"\n" "\n"
"vec4 sample_c(vec2 uv)\n" "vec4 sample_c(vec2 uv)\n"
"{\n" "{\n"
"#if PS_TEX_IS_FB == 1\n"
" return texelFetch(RtSampler, ivec2(gl_FragCoord.xy), 0);\n"
"#else\n"
" return texture(TextureSampler, uv);\n" " return texture(TextureSampler, uv);\n"
"#endif\n"
"}\n" "}\n"
"\n" "\n"
"vec4 sample_p(float idx)\n" "vec4 sample_p(float idx)\n"