GSdx 1.0
But on his update with the lupin 3 fix, it says the fix is only for SW and OpenCL.
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Which makes clear:
OpenCL =/= SW

Only because there might be a feature doesn't mean that you need to be highly interested in it. If OpenCL would be interesting for you we would've told you.

From comments at git he was a bit annoyed by the git system during the time he implemented opencl. He made some improvements on the codebase which he didn't merge. Since he seems to be interested in opencl I guess he will continue his work after current to-do items.
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He stopped working on it because Nvidia did not support OpenCL 1.2, but now it does. Anyway, both Directx and OpenGL had the compute shader for a while now, which gives similar flexibility to OpenCL, so OpenCL is not as attractive as it was when he started working on it. No idea why he still working on the OpenCL version.
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Is OpenCL just another hardware renderer or but more accurate?
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(08-09-2015, 09:15 AM)K.F Wrote: He stopped working on it because Nvidia did not support OpenCL 1.2, but now it does. Anyway, both Directx and OpenGL had the compute shader for a while now, which gives similar flexibility to OpenCL, so OpenCL is not as attractive as it was when he started working on it. No idea why he still working on the OpenCL version.
You don't program something as big as GSdx just with an extension of openGL... Also, you need CPU

http://stackoverflow.com/questions/15868...ute-shader
https://anteru.net/2013/12/05/2215/
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(08-09-2015, 12:59 PM)mirh Wrote: You don't program something as big as GSdx just with an extension of openGL... Also, you need CPU

http://stackoverflow.com/questions/15868...ute-shader
https://anteru.net/2013/12/05/2215/

So?
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(08-08-2015, 07:52 PM)24h Wrote: Recent build was Soulcalibur 2 & 3 missing character shadows fixed in Software Mode.
Huge surprise Smile 
OMG, waiting this for a long time. D3D software also got shadows. Wish HW mode will fix this soon.
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Opencl was an experiment, the larrabee rasterizer looked interesting idea, tried to implement that with a few changes. It turned out to be a perfectly valid replacement of the software rasterizer, it has all the features needed for correct emulation, but there were two problems, or rather three.

1. My newly bought 270X did not support opencl 2.0 as I first thought.
2. Still not as fast as the heavily optimized software rasterizer.
3. Nvidia.

The speed directly scales with the number of compute units on the card, future video cards will add more and more, while Intel seems to be stuck at 4 cpu cores and only spends silicon on its office-level gpu, which isn't helping this case. (broadwell has a 128MB L4, I'd like to see some benchmarks there!)

Someone mentioned direct compute. It looks similar to opencl in many aspects, it might be possible to just port the renderer for wider compatibility, but it does not seem to have the new features of opencl 2.0 I was looking for.
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Urban Chaos Riot Response (NTSC). Best mode - [no CRC + skipdraw1].
Issue - both modes (OGL and Dx) have trouble with pink textures
[Image: 5326D25A-6D29-1FA2-CD61-5854CE0D5077.jpg][Image: D6556CDD-9081-C2F7-131D-3B57D68F577B.jpg][Image: 40A6888E-5978-7D42-3187-979E439015C1.jpg]
[System]
Intel i3-3240 + 8Gb RAM + GTX 750ti + Win7 64bit
graphics driver 353.38
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(08-10-2015, 11:54 AM)AlexVS Wrote: Urban Chaos Riot Response (NTSC). Best mode - [no CRC + skipdraw1].
Issue - both mode (OGL and Dx) have trouble with pink textures
[Image: 5326D25A-6D29-1FA2-CD61-5854CE0D5077.jpg][Image: D6556CDD-9081-C2F7-131D-3B57D68F577B.jpg][Image: 40A6888E-5978-7D42-3187-979E439015C1.jpg]
[System]
Intel i3-3240 + 8Gb RAM + GTX 750ti + Win7 64bit
graphics driver 353.38

Yeah that's massively, better than it used to be, i suspect there's some use of Texture Shuffling that we haven't thought about yet that needs sorting to fix this.  Before that was implemented it was just a green/blue screen of horribleness.  But the game also eats memory which doesn't help.
[Image: ref-sig-anim.gif]

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