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Emulator Issues #685

closed

Multisampling in OpenGL plugin

Added by hrydgard over 15 years ago.

Status:
Fixed
Priority:
High
Assignee:
Category:
GFX
% Done:

0%

Operating system:
N/A
Issue type:
Feature request
Milestone:
Regression:
No
Relates to usability:
No
Relates to performance:
No
Easy:
No
Relates to maintainability:
No
Regression start:
Fixed in:

Description

Currently, the OpenGL plugin does not support multisampling. It should.

The approach will be to enable multisampling on the current main render
buffer, and create an additional render buffer as resolve target.

We'll change the Renderer::GetRenderTarget to
Renderer::ResolveAndGetRenderTarget(TRectangle &rect) which, if multisample
is enabled, will use glBlitFramebufferEXT() to resolve that rectangle to
the resolve target and return the identifier of the resolve target. In case
of multisampling disabled, it will just return the ordinary render buffer
as usual.

We'll have to do the same for the Z buffer target.

I plan to get this done in the coming week or two - if someone else wants
to do it now, go right ahead but tell me first.


Related issues 3 (0 open3 closed)

Has duplicate Emulator - Emulator Issues #138: Anti-Aliasing For OGL pluginDuplicateSonicadvance1

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Has duplicate Emulator - Emulator Issues #724: AA problemDuplicate

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Has duplicate Emulator - Emulator Issues #786: Zelda TP Wii, i can't use AntiAliasDuplicate

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Actions #1

Updated by hrydgard over 15 years ago

  • Issue type set to Feature request
  • Priority set to High
  • Category set to gfx
Actions #2

Updated by federelli over 15 years ago

issue 138 duplicate? lol!

Actions #3

Updated by hrydgard over 15 years ago

indeed :P

Actions #4

Updated by XTra.KrazzY over 15 years ago

Issue 138 has been merged into this issue.

Actions #5

Updated by hrydgard over 15 years ago

Most of the code is now done but not actually working yet :P hope to get it debugged
and finished soon. After that, on to enabling CSAA for nvidia cards :)

Actions #6

Updated by Anonymous over 15 years ago

Issue 724 has been merged into this issue.

Actions #7

Updated by XTra.KrazzY over 15 years ago

Isn't it done and working aleady?

Actions #8

Updated by hrydgard over 15 years ago

  • Status changed from New to Work started

Changing to started - it still has bugs in some games.

Actions #9

Updated by hansson.oskar83 over 15 years ago

This was working perfect a couple revisions ago, cant remember wich. But in 2630 it
is bad. metroid Prime: Scan Visor is all Black. Star Wars Force Unleashed. Wont
Start, all black but fps counter is running. all you see is the loading logo no more.
Dragon Quest Swords: Black. Havent tested it more just a little bit. might be more.

Actions #10

Updated by Autoran1 over 15 years ago

EFB to RAM upscales incorrectly with AA using even on r2724 with fixed upscaling,
Destanation Alpha doesnt like AA to

Actions #11

Updated by federelli over 15 years ago

Something i noticed about the Metroid Scanner, which might help figuring out the
problem is that, when switching to the scanner with AA enabled, u first get the
correct image, but it seems to zoom infinitely thus resulting in a "HOM" effect being
seen instead.

Actions #12

Updated by federelli over 15 years ago

What i mean is that maybe the previous conditions should be met for it to pop-up,
aka, the game being about to hang due to <1 fps.

Actions #13

Updated by sl1nk3.s over 15 years ago

Issue 786 has been merged into this issue.

Actions #14

Updated by Autoran1 over 15 years ago

I noticed that AA working with Metroid Scanner and with Zelda and with other
problematic games but only with EFB Disable, it seems AA doesn't works completely
with EFB

Actions #15

Updated by omegadox over 15 years ago

AAing the EFB is tricky and ector still can't figure out why is doesn't like it.

Actions #16

Updated by Autoran1 over 15 years ago

AA now works with EFB to GL now games like Zelda can be AAed, it works with EFB to
Ram to tried on scanner in MP2 no longer hangs but, AA doesnt work for EFB to Ram
upsaled

Actions #17

Updated by Autoran1 over 15 years ago

AA now works with EFB to RAM upscaled, but several littleproblems still remaim, it
looks like this:
http://img99.imageshack.us/img99/8637/g2me011.jpg
http://img141.imageshack.us/img141/575/gmse011.jpg

Actions #18

Updated by Autoran1 over 15 years ago

SMS now works with AA, the problem on screen 2 caused by calling WireFrame while
gaming

Actions #19

Updated by ChaosCode over 15 years ago

Isn't this finished? donno, I know its added.

Actions #20

Updated by XTra.KrazzY over 15 years ago

  • Status changed from Work started to Fixed

of course!

Actions #21

Updated by Autoran1 over 15 years ago

Really fixed now, confirmed

Actions #23

Updated by Anonymous over 13 years ago

  • Status changed from Fixed to Fixed

Ignore this...Status:Verified was removed, changing to Fixed

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