Super Mario Sunshine is using a cool trick: To determine how much goop has been cleaned in ep. 6 of Sirena Beach, it counts the number of pixels that are input to the blending stage. For that it's using the PE performance registers ;)
Fixes issue 1498.
Reason:
- It's wrong, zcomploc can't be emulated perfectly in HW backends without severely impacting performance.
- It provides virtually no advantages over the previous hack while introducing lots of code.
- There is a better alternative: If people insist on having some sort of valid zcomploc emulation, I suggest rendering each primitive separately while using a _clean_ dual-pass approach to emulate zcomploc.
This reverts commit 0efd4e5c29.
This reverts commit b4ec836aca.
This reverts commit bb4c9e2205.
This reverts commit 146b02615c.
The GL EFB cache did not clamp correctly the coordinates when computing
the rectangle it needed to cache, leading to negative values being used
as indexes and often crashes.
Fixes issue 5510.
please test for regressions, speed and for other issues fixed, as a example, the black color in water splash in super mario galaxy are fixed with this rev.
please as soon as yo find a bug let me know.
To enforce SM2.0 compatibility, the OpenGL plugin was made to crash when
compiling a shader which does not fit in the SM2.0a limits. However, on some
combinations of OS/drivers/GPU, our shaders already do not fit in these limits,
causing artificial failures only to try to keep a non existant SM2.0a compat.
Basically, this sucks.
This commit increases the artificial limit to SM3.0. If you're using a GPU
which does not support SM3.0 and Dolphin works properly, this should not cause
any problem at all.
The previous computation was very likely to go out of array bounds,
which could result in crashes on EFB access.
Also, the cache size was rounded down instead of up. This is a problem
since EFB_HEIGHT (528) is not a multiple of EFB_CACHE_RECT_SIZE (64).
Most of the games using EFB peeks are suffering from major performance problems
when these peeks are not disabled in the graphics settings. This is an attempt
to fix this in the GL renderer by doing the glReadPixels in bulk: instead of
doing a lot of 1x1 pixel reads, read for 64x64 pixels at once and keep that in
a cache.
Deck menu in Baten Kaitos: 3FPS -> 54FPS
Character creation in Monster Hunter Tri: 7FPS -> 60FPS