ICO uses a depth of field effect for the fog. Depth is extracted
into the alpha channel of a texture. And then used as blending factor.
You need a 1:1 texture/pixel mapping otherwise you will line at boundaries.
In order to extract the DoF, ICO moves the depth buffer around the GS
memory. Memory moves are implemented in the not-scaled world. It means
that we can't have the above 1:1 ratio. And we don't know anymore that
data are coming from the current depth buffer.
The solution: I reused an HLE channel shader to read the depth buffer directly.
This way I have the guarantee that pixel/depth are aligned.
Close#1816
Otherwise you have a write before read typical race condition. It works
most of the time because textures are stored in temporary buffers (aka
texture cache). So the race condition requires texture invalidation in the mix.
I hope the perf impact will be small enough.
Fix#1691
Blood Will Tell: gray scale effect description
Frame is renderer in 0x700
Sync 0x700 (RT will be used as input)
Foreach page of frame
// The missing Sync was this one. You can't copy new data to 0x2800
// until you finish the rendering that use 0x2800 as input texture
// (AKA end of this foreach loop)
Sync 0x2800 (not the first iteration, texture will be used as a RT)
Copy page from 0x700+offset to 0x2800
Sync 0x2800 (RT will be used as input)
Render Effect line1 from 0x2800 to 0x700
Alpha test should only be disabled when writes to all of the alpha bits in the Framebuffer are masked. Fixes a regression in Dragon Ball Z: Budokai 3 scouter image rendering.
It allow to do the division before the size multiplication
It avoid a float overflow if T is too big.
Old behavior: (T * size) / Q
New behavior: (T / Q) * size
Performance Note:
* Rcp was replaced by a slow division (more accurate)
* At least we avoid a 2nd loop on the vertex buffer
It helps on Pro Soccer Club and Galerians Ash rendering
Tric Note:
SPRITE must be handled differently because the 'q' of first vertex could
be invalid
Bilinear applies to all renderer
* Common code done in GSVertexTrace
* Extend it with forced but sprite (trade-off between linear/upscale glitches)
* Linux GUI option was moved at the top with the renderer selection
Trilinear is moved to OGL hack
close#1837
Thanks to Flatout for the review and feedback.
It will take care to update the Window GUI :)
Typical bug, missing/wrong texture on the SW renderer but working fine on the HW renderer
Debugged on ATV Quad Power Racing 2 but I suspect couple of game are impacted
Bug description:
GSdx flatten the Q value of sprite. So m_vt.m_eq.q is true when Q(2N+1) are the same.
Q(2N) values could be random. The fix replaces Q0 by Q1 for the uniform Q value.
Previously, the NTSC saturation was also applied for double scan mode (Interlaced and Frame) where the developers send double the height to the DISP registers, saturation shouldn't be performed at such cases as the developers could send a value of 780 while the real size of the output would be 390 due to double scan mode. Doing the saturation later after identifying the real size also seems a bit counter-intuitive as we haven't discovered any cases where double scan games require the NTSC saturation hack. So let's just apply the saturation only for Interlaced (Field) Mode and omit the saturation step for other modes.
Isolate all the hacks into a separate subroutine and properly document about them, should make it easier for people to understand the display rectangle setup code, the hacks were totally messing up the readability of the function earlier.
The buffer contains extra room to avoid a segmentation fault due to an overflow.
Unfortunately the end of the buffer wasn't initialized which can lead to unexpected behavior.
Based on issue #1806 it could impact Guilty Gear X2
Mesa AMD was updated :)
all drivers[1] that support GL_ARB_shader_image_load_store got GL_ARB_clear_texture
[1] Intel driver misses others extensions to run GSdx
Rendering will be corrupted (for advance effects) if the driver doesn't support it.
However it allow to run with Mesa software emulation (or inside a virtual machine)
Note: mesa still requires an override of the buffer storage extension
MESA_EXTENSION_OVERRIDE=GL_ARB_buffer_storage
Previously, the combobox will reach an indeterminate state whenever it's passed with a value out of range via ComboBoxInit(). To avoid such cases, let's initialize the current selection of the combobox with the front element of the settings vector whenever we detect an out of range value which is not declared in the vector.
To reproduce the issue, set "Renderer" to some sort of crazy value like 50 in the GSdx.ini file and it'll mess up the whole GSdx plugin dialog really bad. This patch prevents such undesirable behavior by simply selecting the front element in the vector when we read an unsupported value.
Previously, the auto output circuit selection of the GSdx wasn't good, it simply defaulted to the second output circuit even when the first output circuit is also enabled. The new algorithm for auto selecting returns the merged rectangle dimensions when both of the output circuits are enabled and if the condition for merge is not satisfied then it returns the bigger output circuit.