The behavior was verified on Dobie to be correct.
The code needs to be ported to SW renderer too to
improve rendering on SW side.
Current PR will fix plenty of games on HW renderer
that had/have zbuffer issues before.
v2. Set DepthMask to the maximum the current depth format allows.
Will properly clamp for 16bit and 24bit formats.
v3. gl: Fix uniform buffer upload/cache for VSConstantBuffer.
1. Allow hrd colclip to also run on the unsupported
cases which should be pretty rare.
2. Remove colclip from high sw blending.
3. Disable the hdr colclip shader which may not be
actually required to run.
Idea by Gregory
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.
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
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.