* Don't try to allocate a "null" array when shader log is empty
* glsl: hopefully implicit cast error on Nvidia driver
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5542 96395faa-99c1-11dd-bbfe-3dabce05a288
* add some dummy shader. Can be modify inside the debugger apitrace
* glclear* commands` seem to depend on scissor test and depth mask. Allow full write for the depth buffer
* texture debug, try to output some nice colors for the depth buffers
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5365 96395faa-99c1-11dd-bbfe-3dabce05a288
This may make gsdx slightly slower for everyone (I don't know an easy way to restrict this to affected systems), especially if using 8-bit textures.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5341 96395faa-99c1-11dd-bbfe-3dabce05a288
So, in the end I only properly understood the old code after finding all the problems with my version. I'm not sure whether any changes I've made are improvements any more, I'll need to review it with what I've learned in mind. This effort might've been a big waste of time.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5329 96395faa-99c1-11dd-bbfe-3dabce05a288
gsdx:
* add some parenthesis to shup up very verbose gcc warning
* adapt ogl to latest sudonim change
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5290 96395faa-99c1-11dd-bbfe-3dabce05a288
* properly delete program and vertex array. Avoid a crash on plugin reload
* reset shader state. Avoid to reuse invalid data on plugin reload
gsdx:
* add an hack to unattach/attach the gl context from different thread. Help to solve some crashes. The best will be to move gpu operation out of gsreadfifo but it would need more works
* implement logz for test purpose (don't seem to help)
gsdx replay:
* use default xdg location
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5289 96395faa-99c1-11dd-bbfe-3dabce05a288
Explanation, because this gives me a headache and this might save someone else one (or I might be wrong and they might see why): in D3D10, 0.0 points to the centre of the leftmost texel and 1.0 points one texel to the right of the rightmost texel, so to map a UNORM uniformly across a texel we need to multiply the input by (w-1)/w. In D3D9 0.0 points to the left edge of the leftmost texel and 1.0 to the right edge of the rightmost texel so after the multiplication we add 1/2w.
Actual texture sampling is probably not right for at least one of D3D9 and D3D10, but this headache is killing me.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5279 96395faa-99c1-11dd-bbfe-3dabce05a288
Another refinement to the Wild Arms hack by KrossX.
The hack now only applies to one kind of geometry (sent using the unpacked UV handler).
This works nicer in Wild Arms as it fixes "jumpy" characters.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5124 96395faa-99c1-11dd-bbfe-3dabce05a288
Adding KrossX's Wild Arms text alignment hack to the new dialog box. This hack is actually very interesting for a number of games. It should work well in cases where game designers adjusted everything pixel perfect for the GS, that usually breaks with upscaling.
It should be generalized and renamed later.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5120 96395faa-99c1-11dd-bbfe-3dabce05a288
Committing a hack KrossX prepared (thanks) ;)
It can be used to fix bad character sprites in Gust games.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5101 96395faa-99c1-11dd-bbfe-3dabce05a288
* Use the new map interface/separate texture coordinate inside shader
* support new format on texture
Note: it is quite instable with various crashes and GL error but at least it compiles now :p
git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl@5094 96395faa-99c1-11dd-bbfe-3dabce05a288
* implement some missing shader for DATE, invert coordinate like strech rectangle
* Use glCopyImageSubDataNV nvidia extension to copy image (you need latest AMD drivers)
git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl@5086 96395faa-99c1-11dd-bbfe-3dabce05a288
* Fix some issue on wnd management, mix between sdl/ogl render
* create new gsdx option for ogl debug
+ debug_ogl_dump: start frame to dump when not 0
+ debug_ogl_dump_length: length of the dump
+ debug_ogl_shader: print shader debug
Note current dump option must be fixed to use linux path.
git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl@5067 96395faa-99c1-11dd-bbfe-3dabce05a288
* invert the index of fragment output. Seem to work better on Nvidia (strangely no impact for AMD)
* opengl support pitch too, so remove useless copy to an fbo
git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl@5034 96395faa-99c1-11dd-bbfe-3dabce05a288
* Fix the Geomtry shader to output 2 triangles for quad primitive (ie 2R rendering)
- There is an AMD driver bug on geomtry shader input interface (well could be the spec too). Tell me if it still working on nvidia
* Add a workaroung to a previous AMD bug. It is impossible to unattach a shader so destroy the full shader pipeline...
* Be more strict on FBO management. Would optimize it later
* use a texture insted of a render buffer for depth-stencil management.
* add more dumping capabilities (in particular depth buffer)
git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl@5033 96395faa-99c1-11dd-bbfe-3dabce05a288
* It works with the HW renderer !!!
* Not sure this fix will work with dual blending but we will see later
* screen is vertically flipped again...
git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl@5031 96395faa-99c1-11dd-bbfe-3dabce05a288
* fix vertex shader for HW renderer :) Remains the fragment part...
* add some dumping infrastucture (DUMP_START and DUMP_LENGTH)
git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl@5030 96395faa-99c1-11dd-bbfe-3dabce05a288
* go back to opengl 4.1 (nvidia driver is buggy with 4.1).
* fix the backbuffer allocation. bad order of parameter
* fix remaining glsl error
git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl@5006 96395faa-99c1-11dd-bbfe-3dabce05a288
* rework a little the shader to be hopefully compatible with nvidia
* request a pure 4.2 context (all gpu 4.1 capable support 4.2 anyway)
git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl@5003 96395faa-99c1-11dd-bbfe-3dabce05a288
* Enable interlace feature. (note I'm well aware that interlace crashes with SDL)
* remove useless callback debug function
* handle the y axis differently. Move vertex to follow right-hand system (render everything in reverse) then flip the y-axis for the screen rendering
git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl@4987 96395faa-99c1-11dd-bbfe-3dabce05a288
* add a callback for GLERROR. Allow to breakpoint on GSDeviceOGL::DebugCallback (gdb is completely lost on amd driver, hope it is better on nvidia)
* Add some empty glsl convert to shutup some useless debugging error
* request an advance opengl context without pre 3.0 feature.
git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl@4983 96395faa-99c1-11dd-bbfe-3dabce05a288
* flip y-axis in merge stage
* default to xlib window managment (the dynamic switch between sdl and xlib crashi but SDL will probably dropped later)
* improve management of FBO, draw buffer
* try to fix some issue with glClearBuffer but spec is not clear.
git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl@4982 96395faa-99c1-11dd-bbfe-3dabce05a288
* implement the saving of texture (take bmp SW code)
* fix the missing "enable attribute code" and the typo in glsl. It works now !!!
* rework a little texture to pack texture into a temporay buffer when src pitch != dst pitch
* try to replace sdl with pure xlib (not yet enabled by default but it seems to work)
Note there still a minor issue, coordinate are different between DX and OGL (upper-left vs lower-left) so the image is inversed.
git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl@4981 96395faa-99c1-11dd-bbfe-3dabce05a288
* implement shader code (subset that seem to be used in SW mode)
* some hack to fix some alignment issue with GSVertexPT1 structure
* Lots of various opengl fixes. Remaining unsupported GL feature are inside SDL.
git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl@4974 96395faa-99c1-11dd-bbfe-3dabce05a288
* make a rough implementation of most of the opengl device interface. Only a savestate nothing to expect yet.
* depend of libglew 1.6 (normally 1.7 but I manually defined the only missing function)
git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl@4971 96395faa-99c1-11dd-bbfe-3dabce05a288
Skygunner crashing on boot.
James Bond 007: Everything or Nothing doing a huge Vram usage when opening the weapons screen and making the system crawl at it. Couldn't test much with this one and only added the US version for now.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4921 96395faa-99c1-11dd-bbfe-3dabce05a288
32-bit depth buffers for D3D9 users if available. Lots of code shuffling for reasons I don't even remember. Stuff. Pretty much just the 32-bit depth buffers. That's good though, you don't have to envy D3D10 users half as much now.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@3002 96395faa-99c1-11dd-bbfe-3dabce05a288
GSDx: Removed discards from partial colclamp support as it wasn't doing much good and definitely won't be necessary with the next stage of support. No significant functional change probably.
As before, please do a full rebuild of gsdx. I hate it as much as you but don't know how to make VS smarter about this.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2712 96395faa-99c1-11dd-bbfe-3dabce05a288
Fixes shadows in Ico and Shadow of the Colossus and hopefully fixes more effects in other games.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2702 96395faa-99c1-11dd-bbfe-3dabce05a288
- Automatic texture filtering should be ok now, occasionally point filtering was used. Tested it on the ps2 and figured with no mip levels LoD and minification settings are just ignored altogether.
- Also run a few tests on the gather instruction with the reference rasterizer and found a fatal flaw with it. It returns the four samples for bilinear sampling (in a funny order, which isn't documented of course, x = bl, y = br, z = tr, w = tl), but there is no way to guess which four were selected exactly. Due to some hidden rounding error it might grab different texels than I would when calculating the position of the upper-left texel, of which the fractional part is be used for the interpolation. When the texel positions do not match it leaves annoying discontinuity errors. Oh well...
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1571 96395faa-99c1-11dd-bbfe-3dabce05a288
- trying the dx10.1-only "gather" shader instruction for palletized lookups ("8-bit texture" mode), saves 4 instructions which isn't much but still... (not tested, don't have ati)
- may fix the intel gma "no output" bug (don't have gma either :P)
- and the usual small code optimizations
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1549 96395faa-99c1-11dd-bbfe-3dabce05a288
And there is even an explanation.
The tfx functions calculate At * Af >> 7, which means modulating by 0x80 should return At as the result.
With the evil floating point pixel shader however 0x80 translates to 128/255 (0.502), not exactly 0.5, modulation as At' * Af' * 2 (' means 0 - 1.0 range) is not the same as with integers.
At' = Af' = 0.502
At' * Af' * 2 = 0.504
If the alpha test happens to be "not equal to 0x80", then abs(0.504 - 128/255) < 0.5/255 will just miss.
Solution is to re-scale those values to the integer range, do the calculations, and then back to float again, but in the end it just simplifies down to At' * Af' * 255/128, doh...
At * Af >> 7 => ((At' * 255) * (Af' * 255) / 128) / 255 => At' * Af' * 255/128
At' = Af' = 0.502
0.502 * 0.502 * 255/128 = 0.502 (w00t!)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1272 96395faa-99c1-11dd-bbfe-3dabce05a288