GSdx
(01-21-2015, 07:11 PM)mirh Wrote: If you had checked his github, you would have seen he has just only introduced an OpenCL renderer..

Anyway.. nobody that can know what's the problem in #4693 ?

Problem? Where is that listed? And my video card only has OpenCL 1.1. so yeah, no chance in hell I can use the 2.0 version. It has CUDA 3.0 but who knows how long it'll be.
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(01-21-2015, 04:45 PM)ssakash Wrote: did gabest reply ?

Not yet.
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(01-21-2015, 07:15 PM)nintendo85 Wrote: Problem? Where is that listed? And my video card only has OpenCL 1.1. so yeah, no chance in hell I can use the 2.0 version. It has CUDA 3.0 but who knows how long it'll be.


This problem
(01-20-2015, 07:25 PM)mirh Wrote: So I have been trying for the last hour to get the new Racer_S's fix to work.
But I really can't.

Code:
    uint32 FBP = m_context->FRAME.Block();
    uint32 ZBP = m_context->ZBUF.Block();
    uint32 FPSM = m_context->FRAME.PSM;
    uint32 TBP = m_context->TEX0.TBP0;

    if(FRAME.FBP == 0){
        //GSTexture * temp = m_dev->CreateTexture(rt->m_texture->GetSize().x,rt->m_texture->GetSize().y);
        //m_dev->CopyRect(temp,tex->m_texture, GSVector4i(0,0,5040,1050));
        //tex->m_texture = temp;
        //DrawPrims(rt->m_texture, ds->m_texture, tex);
        float xcalc = (float)(1024.0f*rt->m_texture->GetScale().x);
        float ycalc = (float)(256.0f*rt->m_texture->GetScale().y);
        m_dev->StretchRect(tex->m_texture,rt->m_texture, GSVector4(0.0f, 0.0f, xcalc, ycalc));
        //m_dev->ClearDepth(ds->m_texture,0);
    }
    else
    {
            DrawPrims(rt->m_texture, ds->m_texture, tex);
    }

With this pcsx2 just crashes whenever I try to boot.

Code:
    uint32 FBP = m_context->FRAME.Block();
    uint32 ZBP = m_context->ZBUF.Block();
    uint32 FPSM = m_context->FRAME.PSM;
    uint32 TBP = m_context->TEX0.TBP0;

    if (FBP == 8960){
        //GSTexture * temp = m_dev->CreateTexture(rt->m_texture->GetSize().x,rt->m_texture->GetSize().y);
        //m_dev->CopyRect(temp,tex->m_texture, GSVector4i(0,0,5040,1050));
        //tex->m_texture = temp;
        //DrawPrims(rt->m_texture, ds->m_texture, tex);
        float xcalc = (float)(1024.0f*rt->m_texture->GetScale().x);
        float ycalc = (float)(256.0f*rt->m_texture->GetScale().y);
        m_dev->StretchRect(tex->m_texture, rt->m_texture, GSVector4(0.0f, 0.0f, xcalc, ycalc));
        //m_dev->ClearDepth(ds->m_texture,0);
    }
    else
    {
        DrawPrims(rt->m_texture, ds->m_texture, tex);
    }

With this nothing changes.. including odd vertical lines in ace combat which still remains
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really. those who have nvidia coding knowledge might code it. can't blame gabest for having an amd card. maybe we collect a lil money and buy gabest a nvidia card to develop a cuda backend? lol. not a good idea. rather the obvious is to force nvidia to implement the open standard openCL. they are the big mofos to blame that don't do it for whatever kind of sh*t of reason. their stuck a*s doesn't help open standards.
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(01-25-2015, 11:35 PM)dabore Wrote: maybe we collect a lil money and buy gabest a nvidia card to develop a cuda backend?

I'm willing to put up some money for this. Seriously, I really want to see what an opencl/cuda plugin can do.
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so here is a bug http://forums.pcsx2.net/Thread-Bug-Repor...SLUS-20978
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Intel® HD Graphics 4600
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Title: Raw Danger (Type-A Demo) (Zettai Zetsumei Toshi 2 (Type-A Demo))
CRC: D2EABC27
Serial: SLPM-60254
GSDX version used: GSdx 20140205041549 (MSVC 18.00, AVX) 0.1.16 [GSdx32-AVX]
Problem: Incorrect software rendering.

Description: The game renders incorrectly in software rendering, causing slowdown and leaving a broken effect on the screen. I have attached a screenshot and gs dump. The game also suffers from similar problems in hardware rendering, although this is probably similar to the problem GSdx suffers in the final game.


Attached Files
.7z   zzt2triala.7z (Size: 1,61 MB / Downloads: 177)
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Did you try with both DX9 and DX11 video backends ?
We're supposed to be working as a team, if we aren't helping and suggesting things to each other, we aren't working as a team.
- Refraction
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(02-08-2015, 07:19 PM)ssakash Wrote: Did you try with both DX9 and DX11 video backends ?

This appears to happen with both the DX9 and DX11 software renderers, yes.
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Okay, it's valid Wink
We're supposed to be working as a team, if we aren't helping and suggesting things to each other, we aren't working as a team.
- Refraction
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