mirror of https://github.com/PCSX2/pcsx2.git
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 :)
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@ -515,6 +515,7 @@ CRC::Game CRC::m_games[] =
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{0XE1BF5DCA, SuperManReturns, US, 0},
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{0XE1BF5DCA, SuperManReturns, US, 0},
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{0x06A7506A, SacredBlaze, JP, 0},
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{0x06A7506A, SacredBlaze, JP, 0},
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{0x4CE7FB04, ItadakiStreet, JP, 0},
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{0x4CE7FB04, ItadakiStreet, JP, 0},
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{0x12804727, Jak3, PAL, 0},
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};
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};
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map<uint32, CRC::Game*> CRC::m_map;
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map<uint32, CRC::Game*> CRC::m_map;
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@ -175,6 +175,7 @@ public:
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SacredBlaze,
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SacredBlaze,
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SuperManReturns,
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SuperManReturns,
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ItadakiStreet,
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ItadakiStreet,
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Jak3,
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TitleCount,
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TitleCount,
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};
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};
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@ -943,6 +943,7 @@ GLuint GSDeviceOGL::CompilePS(PSSelector sel)
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+ format("#define PS_CHANNEL_FETCH %d\n", sel.channel)
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+ format("#define PS_CHANNEL_FETCH %d\n", sel.channel)
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+ format("#define PS_URBAN_CHAOS_HLE %d\n", sel.urban_chaos_hle)
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+ format("#define PS_URBAN_CHAOS_HLE %d\n", sel.urban_chaos_hle)
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+ format("#define PS_TALES_OF_ABYSS_HLE %d\n", sel.tales_of_abyss_hle)
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+ format("#define PS_TALES_OF_ABYSS_HLE %d\n", sel.tales_of_abyss_hle)
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+ format("#define PS_TEX_IS_FB %d\n", sel.tex_is_fb)
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+ format("#define PS_AEM %d\n", sel.aem)
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+ format("#define PS_AEM %d\n", sel.aem)
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+ format("#define PS_TFX %d\n", sel.tfx)
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+ format("#define PS_TFX %d\n", sel.tfx)
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+ format("#define PS_TCC %d\n", sel.tcc)
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+ format("#define PS_TCC %d\n", sel.tcc)
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@ -292,8 +292,9 @@ public:
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uint32 tcoffsethack:1;
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uint32 tcoffsethack:1;
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uint32 urban_chaos_hle:1;
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uint32 urban_chaos_hle:1;
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uint32 tales_of_abyss_hle:1;
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uint32 tales_of_abyss_hle:1;
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uint32 tex_is_fb:1; // Jak Shadows
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uint32 _free2:14;
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uint32 _free2:13;
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};
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};
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uint64 key;
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uint64 key;
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@ -1142,11 +1142,15 @@ void GSRendererOGL::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sour
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// Always check if primitive overlap. The function will return PRIM_OVERLAP_UNKNOW for non sprite primitive
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// Always check if primitive overlap. The function will return PRIM_OVERLAP_UNKNOW for non sprite primitive
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m_prim_overlap = PrimitiveOverlap();
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m_prim_overlap = PrimitiveOverlap();
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#ifdef ENABLE_OGL_DEBUG
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if ((m_context->FRAME.Block() == m_context->TEX0.TBP0) && PRIM->TME && m_sw_blending && (m_prim_overlap != PRIM_OVERLAP_NO) && (m_vertex.next > 2)) {
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if (PRIM->TME && m_sw_blending && (m_prim_overlap != PRIM_OVERLAP_NO) && (m_context->FRAME.Block() == m_context->TEX0.TBP0) && (m_vertex.next > 2)) {
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if (m_game.title == CRC::Jak3) {
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GL_INS("ERROR: Source and Target are the same! Let's sample the framebuffer");
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m_ps_sel.tex_is_fb = 1;
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m_require_full_barrier = true;
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} else {
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GL_INS("ERROR: Source and Target are the same!");
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GL_INS("ERROR: Source and Target are the same!");
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}
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}
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#endif
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}
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EmulateTextureShuffleAndFbmask();
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EmulateTextureShuffleAndFbmask();
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@ -75,7 +75,11 @@ layout(early_fragment_tests) in;
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vec4 sample_c(vec2 uv)
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vec4 sample_c(vec2 uv)
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{
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{
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#if PS_TEX_IS_FB == 1
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return texelFetch(RtSampler, ivec2(gl_FragCoord.xy), 0);
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#else
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return texture(TextureSampler, uv);
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return texture(TextureSampler, uv);
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#endif
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}
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}
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vec4 sample_p(float idx)
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vec4 sample_p(float idx)
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@ -995,7 +995,11 @@ static const char* const tfx_fs_all_glsl =
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"\n"
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"\n"
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"vec4 sample_c(vec2 uv)\n"
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"vec4 sample_c(vec2 uv)\n"
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"{\n"
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"{\n"
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"#if PS_TEX_IS_FB == 1\n"
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" return texelFetch(RtSampler, ivec2(gl_FragCoord.xy), 0);\n"
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"#else\n"
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" return texture(TextureSampler, uv);\n"
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" return texture(TextureSampler, uv);\n"
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"#endif\n"
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"}\n"
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"}\n"
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"\n"
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"\n"
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"vec4 sample_p(float idx)\n"
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"vec4 sample_p(float idx)\n"
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