I thought it was only a console forum until Dave said it in the Feedback forum.
Anyway, I will start with something that has been bothering me about Pete's [EPXSE] OpenGL 2.0 plugin and the use of shaders.
GL2.0 plugin is currently based on GL 1.4 with IHV extensions because GL2.0 isn't out yet.
Before Pete released the GL2.0 plugin he had the original plugin based on GL 1.xx with no IHV specific extensions unless a specific fix was required.
Before GL 2.0 plugin was released Pete complained about Ati's framebuffer access speed. It was originally slower than the NV25's, because of that it had caused problems such as very slow framebuffer effects. Framebuffer textures worked perfect though.
Anyhow I had asked Pete in the past if he could use shaders to speed up the framebuffer access in some way but his response at the time was one that I didn't like. He said in general that it couldn't be done.
Well now something has been done as I get no speed issues with framebuffer access. Guess how he managed to do it?
Using shaders.
Does anyone here know enough to make a comment on how he managed to do it?
Did he trick the emulator into thinking the VRAM is the system memory and that's where everything got stored?
I'm quite amazed that Pete managed to pull something off that he thought was impossible.
Guess my original thoughts were right? I always thought shaders could do it but I never knew how.
Anyway, I will start with something that has been bothering me about Pete's [EPXSE] OpenGL 2.0 plugin and the use of shaders.
GL2.0 plugin is currently based on GL 1.4 with IHV extensions because GL2.0 isn't out yet.
Before Pete released the GL2.0 plugin he had the original plugin based on GL 1.xx with no IHV specific extensions unless a specific fix was required.
Before GL 2.0 plugin was released Pete complained about Ati's framebuffer access speed. It was originally slower than the NV25's, because of that it had caused problems such as very slow framebuffer effects. Framebuffer textures worked perfect though.
Anyhow I had asked Pete in the past if he could use shaders to speed up the framebuffer access in some way but his response at the time was one that I didn't like. He said in general that it couldn't be done.
Well now something has been done as I get no speed issues with framebuffer access. Guess how he managed to do it?
Using shaders.
Does anyone here know enough to make a comment on how he managed to do it?
Did he trick the emulator into thinking the VRAM is the system memory and that's where everything got stored?
I'm quite amazed that Pete managed to pull something off that he thought was impossible.
Guess my original thoughts were right? I always thought shaders could do it but I never knew how.