PCSX2 SOFTWARE MODE CODE
If you want to code something on GSdx, I could propose you to port the texture shuffling code/depth support / HDR float color clipping.ĭumped some of the corrections I make to TEX0 in this game. For example GS requests a 32x32 texture but we create directly a 128x128 texture. Or the plan is to increase the size of texture. What are the TW/TH value of the texture? The clamping mode? UV or ST coordinate? How do you guarantee that the final lookup remain in the GL texture. Could you show me an example of the bad case? I'm still trying to decipher your explanation. It would avoid bad resizing when reading back the RT as a 1024x1024 textures.
![pcsx2 software mode pcsx2 software mode](https://digistatement.com/wp-content/uploads/2020/05/image_1588860916579.jpg)
I mean using absolute value instead of normalized value. We should push through the pipelene the premultiplied texture coordinates instead of normalized, as the sw renderer, and do texture lookups by integers and loads to be able to apply this workaround.Īctually I was planning something similar.
![pcsx2 software mode pcsx2 software mode](https://1.bp.blogspot.com/-mkDdb6k7o6s/XZtp9OGpCAI/AAAAAAAAAjY/9rr9gQAj4QQCnqfDBqPPk22drP7g_AfMwCLcBGAsYHQ/s1600-rw/first-speed-hacks.png)
![pcsx2 software mode pcsx2 software mode](https://u.cubeupload.com/masterotaku/pcsx2017.jpg)
It does not work for directx, and maybe opengl, because the vertex shader uses the original values. I think the fix will be to detect this problem and increase TW/TH as much as needed.