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.
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.
Will use integral coordinate to avoid any rescaling.
Bilinear interpolation isn't supported. I don't think it is allowed to
filter a depth texture anyway.
Texture coordinate could be dummy/float/int integral/int normalized.
Old behavior:
* VS was in charge to select the texture coordinate
* int integral format wasn't supported
New behavior:
* Always compute all formats
* FS will be in charge to select the good format
Impact:
* VS will be slightly slower but it reduces shaders permutation from
little to 0 (won't be bad for CPU)
* FS speed isn't impacted as 2 separate code paths were already required
to support both format
* Rasterizer will be 33% slower but unlikely to be the limited factor of
the GPU
* In future we could directly use the integral format in the FS.
V2: remove useless PSin_t
In the DATE42 algo, first pass must find the primitive that write the
bad alpha value. If depth test is fail, alpha value won't be written therefore
you mustn't keep the primitive id.
In theory to ensure 100% correctness, depth would need to be fully executed
(currently depth write is disabled). However it requires to copy the depth buffer.
It is likely bad for the perf.
Issue reported on DBZInfWorld
* add lengthly comment to explain the format
* Likely reduce the number of shader permutation
* Avoid slow AEM (on GPU)
Expect regressions because TC needs some fixes
v2: fix palette mode