GSdx
(01-06-2015, 02:48 PM)ssakash Wrote: Iirc this patch only works for avx instruction set.
Precompiled binary only work with avx instructions...

but when it will be merged it will work with everything.. won't it?
Reply

Sponsored links

Yes. The code has nothing to do with specific instruction sets. By the way, I messaged Gabest about this. He might have some suggestions.
Reply
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
Reply
(01-06-2015, 10:18 PM)xemnas99 Wrote: Yes. The code has nothing to do with specific instruction sets. By the way, I messaged Gabest about this. He might have some suggestions.
did gabest reply ?
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
Reply
(01-21-2015, 04:45 PM)ssakash Wrote: did gabest reply ?

But I thought he gave up on working on this project...?
Custom Desktop
CPU: Haswell Core i7 4770 3.40 GHz (3.90 GHz w/ Turbo Boost)
CPU Instructions: MMX, SSE1, SSE2, SSE3, SSSE3, SSE4.1,
SSE4.2, EIST, iAMT2, Trusted Execution Technology (TXT)  
OS: Windows 10 Home Edition 64-bit
RAM: 16 GB DDR3 SDRAM
HDD: 3 x 1 TB Western Digital HDD
Video: eVGA GeForce GTX 970 4 GB GDDR5
Audio: Realtek 5.1 HD Audio
Reply
Who said that when?
[Image: XTe1j6J.png]
Gaming Rig: Intel i7 6700k @ 4.8Ghz | GTX 1070 TI | 32GB RAM | 960GB(480GB+480GB RAID0) SSD | 2x 1TB HDD
Reply
(01-21-2015, 07:03 PM)nintendo85 Wrote: He is? Huh. Well, I hope my video card has decent OpenCL support, will this fix many of the bugs the plague the plugin then? My video card is in the signature, where my specs are, I probably need a better one. It would seem I stupidly miss that, as usual, is there a thread for that? How was I supposed to know that? There are 470 pages in this thread.

It's gonna require opencl 2.0. I think he said a cuda version might be possible at some point.
Reply
It's limited to AMD cards only in this case. Nvidia cards don't have drivers that support OCL 1.2
[Image: gmYzFII.png]
[Image: dvedn3-5.png]
Reply
(01-21-2015, 07:07 PM)dogen Wrote: It's gonna require opencl 2.0. I think he said a cuda version might be possible at some point.

Damn, I don't think my GPU has that, well, that's BS, there's gonna be a lot of people, including me, who're gonna get screwed over until a CUDA version is made, if ever. Glare
Custom Desktop
CPU: Haswell Core i7 4770 3.40 GHz (3.90 GHz w/ Turbo Boost)
CPU Instructions: MMX, SSE1, SSE2, SSE3, SSSE3, SSE4.1,
SSE4.2, EIST, iAMT2, Trusted Execution Technology (TXT)  
OS: Windows 10 Home Edition 64-bit
RAM: 16 GB DDR3 SDRAM
HDD: 3 x 1 TB Western Digital HDD
Video: eVGA GeForce GTX 970 4 GB GDDR5
Audio: Realtek 5.1 HD Audio
Reply
(01-21-2015, 06:56 PM)nintendo85 Wrote: Have you seen Gabest work to improve the plugin code lately? Have you seen him post on this thread lately with any news regarding fixing major bugs that still remain with this plugin? AFAIK, this plugin still has many issues remaining, such as the Grandia 3 battle transition effects, they're not emulated properly. There are still many glitches and effects improperly emulated. Do you have proof that Gabest still has interest in this plugin? I'd have sworn he Gabest stated he no longer has time to work on fixing this plugin up, many games have missing effects and rendering issues given how it's written, am I wrong? So if he has no time to work on it, that equates to him having no interest.
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 ?
Reply




Users browsing this thread: 4 Guest(s)