impossible blend => please read this thread
Someone debug GTA with me. He found the root cause of the issue (I don't know why I didn't see it). The issue is quite easy the ps2 uses same buffer as texture and framebuffer. GSdx uses 2 separates buffers. I don't know exactly how to fix it, but I think it is doable. Just need to find a way to separate the draw call.
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I noticed it in SO3 that the entire framebuffer gets treated as a texture. I noticed because with bilinear on the ENTIRE SCENE gets a blur, where with it off it doesn't. You have to kinda see it to know what I mean.
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I wil check it. The issue only appears if you read/write the fb in the same draw call. I don't think it is the case for so3
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It's not super high priority but basically it means you can have an entirely fuzzy image, or a sharp image with nearest scaled textures that look like crap.
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I know that so3 uses the alpha channel of the fb as a stencil buffer (count the number of hit for each pixels). This part is horrible to emulate. Stencil is not compatible with upscaling/filtering etc...
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It needs the Alpha Stencil HW hack for battle shadow to appear right. Without it they look like overlapping polygons. With it they look okay.
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You mean in DX without CRC? Or Dx + CRC + Alpha Stencil Hack. Or openGL?
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It's been a while since I played so I'm not 100% on what I'm saying (lol).

But it was in DX11 hardware, 3x scaling, everything else default. I'll make a test in a bit so I can verify what I'm saying. The last few games I've played needed it, so I wanna make sure I'm not getting confused Tongue2
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Ok. I asked because I implemented a fix for shadows on openGL (~1 month ago). However I'm not sure it is the same shadows.
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Yeah it was about... a little over that that I was playing, and it was definitely in DX. Anyway, I've been up all night and I gotta crash. I will make test when I awake.
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