Some values were incorrect, now I'm no expert but looking at the code
and behavior seemed a bit wrong compared to gl.
Improves d3d rendering on Sonic Unleashed, the purple screen is gone
matching it with gl visuals.
Commit:
d29e375f72
Only native res is supported currently, but it's still great progress.
Someone needs to port the ScalingFactor to D3D from commit:
6121677aa1
Credits to KrossX for porting the shader.
Re add point sampler to OpenGL. Fixes graphical issues when
Allow 8-bit textures is enabled on AMD gpus.
Issue: https://forums.pcsx2.net/Thread-GSDX-Hardware-mode-Bug-Report-Allow-8-bit-Texture
Adjust the code to be easier to read, and execute the gl code only on amd - suggested by Gregory.
Remove useless ATI_SUCKS define in tfx shader.It wasn't used anywhere outside of the shader.
Port from commit b0af54d3
Fixes shadows in Star Ocean 3.
Note: It works properly on native res only just like on GL.
Upscaling will cause some issues.
Only Direct3D10/11 supports it, D3D9 doesn't support integer operations
so we can't reuse the code.
output 1 strip of 2 triangles instead of 2 strips of 1 triangle.
Potentially it would reduce the geometry shader overhead. And it
might avoid a middle line in sprite in some AMD GPU/driver/OS
bad combination
* Windows behavior must be checked
* remove glsl_source.h
v2: fix missing include
Big thanks to Turtleli
v3:
fix indentation in gsdx-res.xml
add dependency in cmake
remove old res/glsl/fxaa.fx symlink
add tfx.cl for OpenCL support on Linux
v4, v5
fix cmake indentation
Ports the "Unscale Point and Line" hack to the Direct3D11 Hardware renderer.
And enables the "Unscale Point and Line" hack for Custom Resolutions with Direct3D11 and OpenGL.
The pixdata format loader has been removed from recent versions of
gdk2-pixbuf, so the logo doesn't load. Avoid preprocessing the data and
leave the logo as an embedded bitmap file.
The previous implementation of HPO adds an offset on vertex position. It
doesn't always work beside it moves the rendering window.
The new implementation will add a texture offset so that instead to sample
the middle of the GS texel, we will sample the middle of the real texture texel.
It must be manually enabled with
* UserHacks_HalfPixelOffset_New = 1 (keep a small offset as intended by GS effect)
* UserHacks_HalfPixelOffset_New = 2 (no offset)
v2: always apply a 0.5 offset in case of float coordinates (Tales of Abyss)
Might break other games but few of them uses float coordinates to read
back the target
Hardcode location of interface to the location 0. If I understand the
spec correctly (unlikely), variable in interface will get successive
location.
Goal is to reduce driver work. Instead to compute some location based on
name matching approach (and silly validation), the driver can now use
static allocation.
Tests on future Mesa 13 are welcome
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 :)
Increase the performance on the free driver (Nouveau)
Currently the driver validates all UBO when only 1 is updated. It
is clearly a bad idea to put all UBO in a single common headers.