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Thanks to glennrics for noticing.
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This reverts commit 08e06b22937fa79db165e5a31dfd4ccf67ef57db.
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Reason:
- It's wrong, zcomploc can't be emulated perfectly in HW backends without severely impacting performance.
- It provides virtually no advantages over the previous hack while introducing lots of code.
- There is a better alternative: If people insist on having some sort of valid zcomploc emulation, I suggest rendering each primitive separately while using a _clean_ dual-pass approach to emulate zcomploc.
This reverts commit 0efd4e5c29766ba5f5d22204339637ade9ccec83.
This reverts commit b4ec836aca4392a86b864dc58b1030ca616fe0d5.
This reverts commit bb4c9e2205d4117f48fd4ca50774ee56c28c92e4.
This reverts commit 146b02615c07dd52dddaa18b7e23d09bc23b549e.
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Brings back the speed lost by r146b02615c07.
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the invisible player in THPS3.
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enabled. Thanks to slmpika for the fix.
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fails :)( i really forgot that).
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PixelShaderGen.cpp. i disable fastzcomlock for the moment to avoid confusions.
please test for regressions
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This reverts commit 402006a83a89bc0f790934096e915f0e8c23f808.
This reverts commit 48d8d71391fc2cc40d85732680eb6421164bf87c.
This reverts commit 450dcc9d2cd874f6ab40d4a339afc29f55751319.
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algorithm. My apologize to the others devs for committing in the main branch but is the only way to get this tested as soon as possible.
please test for regressions, speed and for other issues fixed, as a example, the black color in water splash in super mario galaxy are fixed with this rev.
please as soon as yo find a bug let me know.
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a little code cleaning to avoid duplicated execution of AlphaPreTest and a little correction to some comments from the previous commits.
this change must behave exactly like last revision, if something is broken please let me know
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them are wrong).
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we are seeing in games.
Fixes issue 5305.
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Conflicts:
Source/Core/VideoCommon/Src/PixelShaderGen.cpp
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in F-Zero GX.
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D3D11: Fix shader constant mapping.
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to pixel mapping when sampling textures
(D3D9 only)
This is basically the same as revision e58692653afd, just for scaled textures and with a LOT more work...
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(D3D9 only)
Fixes issue 2068.
Fixes issue 5158.
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This reverts commit 9dad9ebe899b4f2c36923c9721a09ff45b4e573c, reversing
changes made to e76bc71efe8c3c724e14a2f741fe4f34669d1bea.
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zcomploc is a feature of the BP which switch depth test from before the alpha
test to after the alpha test. This way, transparent fragments are written to
the depth buffer too.
The current implementation is quite hacky and does not cover all cases but is
enough to fix problems in a lot of game. A complete implementation would
require a multipass rendering method and is attempted in the
zcomploc-experimental branch.
According to testers feedback, fixes bugs in the following games:
- Baten Kaitos
- Baten Kaitos Origins
- 007: Everything or Nothing
- Ty the Tasmanian Tiger
- Tony Hawk's Pro Skater 3
And probably other games too.
Conflicts (because of new-shadercache-uids):
Source/Core/VideoCommon/Src/PixelShaderGen.cpp
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- don't load shader cache from disk in d3d9/11 if shader debugging is enabled (we won't have any info about the source shader code otherwise, etc)
- dump shader source codes on safe UIDs mismatch
Thanks to LordMark and [SS] for reporting those to me ;)
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effectively enabling it in D3D9 and D3D11 as well.
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compiler going nuts due to uninitialized (and unused) shader variables.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7693 8ced0084-cf51-0410-be5f-012b33b47a6e
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Fixes issues with switching zcomploc on/off during execution.
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Fixes a few depth related graphics bugs. Example in Baten Kaitos (GKBEAF):
Before: http://i.imgur.com/EDdVA.png
After: http://i.imgur.com/h6GuY.png
Still a few bugs in this implementation: zcomploc switching is not yet
implemented, and the color is wrong with this test: http://codepad.org/7GpxklOi
(red on Dolphin, gray on Wii).
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disabling per-pixel depth.
As a nice side effect, the number of redundant shader compilations is now next to zero ;)
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reduces the number of redundant shader compilations by around 30% (can be optimized even further though).
This should help some games which suffer from heavy stuttering like e.g. F-Zero GX or Red Steel 2.
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Slightly slows down emulation, but deobfuscates the pixel shader gen greatly...
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7591 8ced0084-cf51-0410-be5f-012b33b47a6e
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is recommended. Fixes issue 4546.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7585 8ced0084-cf51-0410-be5f-012b33b47a6e
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