mirror of https://github.com/PCSX2/pcsx2.git
gsdx-ogl: only enable AMD hack when linking ps2 related shader. Otherwise SV_Target1 in convert is wrongly remapped
zzogl: check harder that the previous primitive exist. git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5232 96395faa-99c1-11dd-bbfe-3dabce05a288
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@ -39,6 +39,7 @@ GSDeviceOGL::GSDeviceOGL()
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, m_pipeline(0)
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, m_fbo(0)
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, m_fbo_read(0)
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, m_enable_shader_AMD_hack(false)
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, m_vb_sr(NULL)
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, m_srv_changed(false)
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, m_ss_changed(false)
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@ -377,6 +378,7 @@ bool GSDeviceOGL::Create(GSWnd* wnd)
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// ****************************************************************
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// HW renderer shader
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// ****************************************************************
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m_enable_shader_AMD_hack = true; // ....
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CreateTextureFX();
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// ****************************************************************
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@ -1252,7 +1254,7 @@ GLuint GSDeviceOGL::glCreateShaderProgramv_AMD_BUG_WORKAROUND(GLenum type, GLs
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if (compiled) {
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glAttachShader(program, shader);
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// HACK TO SET CORRECTLY THE INDEX
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if (type == GL_FRAGMENT_SHADER) {
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if (type == GL_FRAGMENT_SHADER && m_enable_shader_AMD_hack) {
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glBindFragDataLocationIndexed(program, 0, 0, "SV_Target0");
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glBindFragDataLocationIndexed(program, 0, 1, "SV_Target1");
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}
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@ -481,6 +481,8 @@ class GSDeviceOGL : public GSDevice
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GSVertexBufferStateOGL* m_vb; // vb_state for HW renderer
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GSVertexBufferStateOGL* m_vb_sr; // vb_state for StretchRect
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bool m_enable_shader_AMD_hack;
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struct {
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GLuint ps[2]; // program object
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GSUniformBufferOGL* cb; // uniform buffer object
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@ -109,7 +109,7 @@ void ps_main1()
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c.a *= 256.0f / 127.0f; // hm, 0.5 won't give us 1.0 if we just multiply with 2
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highp uvec4 i = uvec4(c * vec4(0x001f, 0x03e0, 0x7c00, 0x8000));
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highp uvec4 i = uvec4(c * vec4(uint(0x001f), uint(0x03e0), uint(0x7c00), uint(0x8000)));
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SV_Target1 = (i.x & uint(0x001f)) | (i.y & uint(0x03e0)) | (i.z & uint(0x7c00)) | (i.w & uint(0x8000));
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}
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@ -86,6 +86,10 @@ void vs_main()
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// example: ceil(afterseveralvertextransformations(y = 133)) => 134 => line 133 stays empty
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// input granularity is 1/16 pixel, anything smaller than that won't step drawing up/left by one pixel
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// example: 133.0625 (133 + 1/16) should start from line 134, ceil(133.0625 - 0.05) still above 133
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// Greg TEST
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//float logz = log2(1+float(z))/32 * 0.999f;
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//vec4 p = vec4(i_p, logz, 0) - vec4(0.05f, 0.05f, 0, 0);
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vec4 p = vec4(i_p, z, 0) - vec4(0.05f, 0.05f, 0, 0);
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vec4 final_p = p * VertexScale - VertexOffset;
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@ -145,7 +145,7 @@ void Kick::DrawPrim(u32 prim_type)
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break;
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case PRIM_LINE_STRIP:
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if (likely(ValidPrevPrim)) {
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if (likely(ValidPrevPrim) && curvb.nCount != 0) {
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assert(curvb.nCount >= 1);
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p[0] = p[-1];
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} else {
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@ -165,7 +165,7 @@ void Kick::DrawPrim(u32 prim_type)
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break;
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case PRIM_TRIANGLE_STRIP:
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if (likely(ValidPrevPrim)) {
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if (likely(ValidPrevPrim) && curvb.nCount != 0) {
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assert(curvb.nCount >= 2);
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p[0] = p[-2];
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p[1] = p[-1];
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@ -180,7 +180,7 @@ void Kick::DrawPrim(u32 prim_type)
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break;
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case PRIM_TRIANGLE_FAN:
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if (likely(ValidPrevPrim)) {
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if (likely(ValidPrevPrim) && curvb.nCount != 0) {
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assert(curvb.nCount >= 2);
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VertexGPU* TriFanVert = curvb.pBufferData + gs.nTriFanVert;
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p[0] = TriFanVert[0];
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@ -51,7 +51,7 @@ class Kick
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void Output_Vertex(VertexGPU vert, u32 id);
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bool ValidPrevPrim;
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public:
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Kick() { }
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Kick() : ValidPrevPrim(false) { }
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~Kick() { }
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void KickVertex(bool adc);
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