Typical shuffle case is 1/2 height so other half is undesired
In dbz we split the depth buffer.
- Sample first half, write to `0x0`.
- Sample second half, write to `0x800`
- Finally, sample `0x0` though `0xffc`
Crash Twinsanity is a similar case.
A short summary how d3d option behaves compared to gl.
None d3d-> behaves the same
Basic d3d-> even less than 1/3 of Basic opengl.
Medium d3d -> less than 1/3 of Basic opengl.
High d3d -> 1/3 of Basic opengl.
Note: Medium and High options are mostly intended for debug use.
Add the remaining code and separate it in levels because dx sux.
Basic blending mode -> doesn't enable fbmask on texture shuffle and
triangle primitives.
Medium -> doesn't enable fbmask on triangle primitives.
High mode- > fully enables fbmask, note it's still not on par with
opengl because we miss sw blending for some games.
Also keep in mind that High Blending option on d3d11 is like 1/3 of
Basic Blending option on GL.
It works on games such as Fifa Street 1 and 2 (character and stage
rendering), mission impossible operation surma (shadow rendering).
It needs at least Basic level of blending enabled on d3d11.
Follow up from the previous commit which is bypassing the texture cache
when the frame buffer is sampled.
Crc hacks are no longer needed on opengl.
Note: it requires at least Basic blending support.
Proof of concept. It should provide a huge speedup when accurate
blending is enabled for tri-ace / Jak / R&C (shadow rendering).
See #2894
Need PR#2892
v2: Add const + comment to explain that code isn't ideal.
Single triangle draw can now hit the tex_is_fb path.
Primitive Overlap will return no overlap for single primitive (triangle).
Ratchet and Clank, Jak, tri-Ace games.
It should improve shadow rendering.
Idea by Gregory.
Depth and channel shuffle rendered correctly on all renderers.
Also add some missing crc ids for Tales of Abyss.
PS: I'm ninjaing 3000 builds on the buildbot 😄
Don't set DATE true when Accurate Date is off, DATE is true anyway so
no need to set it again.
Don't call full barrier for DATE 45 at the date selection, do it
at the shader call check. It's the same, plus we avoid extra checks.
This will allow to save hotkey option toggling to the ini which
should fix gui updating with hotkey toggles.
Note: Render hw/sw switch doesn't work.
Also update some options that didn't have hotkey nametag.
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
* Use GLExtension::Has in cold path
* Throw error at first error
* Remove aniso check, all hardware support it. Bonus add GL4.6 extension support
* Remove viewport array check. We replace the function pointer anyway
Allow to compile on distribution that still ship an older file
The file is only a patchup of the missing 4.3/4.4/4.5/4.6 define
v2: rename the file and add khronos copyright
There are 2 extensions GL_ARB_debug_output (promoted from amd extension)
and GL_KHR_debug (the core extension, promoted from GL_ARB_debug_output)
As we use the callback we could drop the manual query of errors.
And save us the load of the GL_ARB_debug_output extension function pointer.
I used glcorearb.h as input file
Code is limited to core gl + KHR/ARB extension
GL1.X must be handled manually (need only 3 functions)
I think the solution would be to migrate gl.h/glext.h to the
single glcorearb.h. However we might need to update the code to fetch
pointer accordingly
Note: we don't check the null ptr anymore on GSwnd. It isn't important
as we check the extension.
v2: update copyright
v3: update copyright space
v4: update copyright of script
fix copyright
Upscaling issue with texture shuffle on dx and gl. Also removes shadows
on gl.
Bbox issue on dx.
Dumps from Sly 2 and 3 look fine after the merge.
Also add a crc id BF1739E2 for a prototype Sly2. I don't remember who
game me the dump or if it's official.
Improved handling of frame buffer copy by accounting for fb read on all slots.
- implement before/after draw functions
- defer setting of resources on the api to just before the draw
- use a bitfield to keep track of set/copied resources
- recycle copies after draw
Fixes: RE4 and Tales of Abyss
Assume that driver support is good when GL_ARB_texture_barrier and
GL_ARB_direct_state_access are both supported, disable the log in that
case.
Kaby Lake and above already support the required extensions (windows) so
the log is useless. It should be the same case for Skylake. Mesa driver
should already be good.
Note: SSO is still broken even on latest igpu.
Use a function to check UserHacks for all variables in GSState.cpp
instead of checking each variable individually.
Get rid of UserHacks_HPO local variables in GSRendererOGL/DX and use the
member variable m_userHacks_HPO instead, we don't need duplicates that
do the same thing.
Add ResetStates call at the beginning of GSRendererDX to match gl
behavior.
Use value of 1 when upscale multiplier is 0 for ScalingFactor, this is
to avoid doing math with 0 in shader.
It helps custom res be less broken. Still not recommended to use custom
res ofc.
Game reads framebuffer depth as alpha of texture.
However, this is a problem for d3d11 as a shader read on the fb is not allowed.
So let's handle it in a similar fasion to channel shuffle:
- Set depth to slot 4
- Detect when slot 4 matches depth rt
- Copy and send the copy to the shader
Don't enable hack on native res if crc(ntsc only) is below aggressive.
Note for future so I don't forget: This hack can be disabled if depth
hack is also disabled.
GSC_GodOfWar moved to aggressive state.
GSC_GodOfWar2 some value swere corrected (should fix some regressions)
and hack was moved to partial state because we have an upscaling hack.