Am 16.12.2015 um 00:05 schrieb Miklós Máté: > Hi, > > This series aims to improve the looks of Star Wars: Knights of the > Old Republic (via Wine), but features some additional cleanup as > well. The main component of the series is the implementation of > GL_ATI_fragment_shader for all Gallium drivers (though I could only > test it with radeonsi, llvmpipe, and softpipe). If this extension is > available, the game uses it quite extensively: perhaps the most > notable effect is the animated water ripples, but it also fixes the > grass, improves the specular on wet characters (e.g. the Selkath) and > it is used for regular texturing almost everywhere. The game has two > optional post-process effects that also depend on this extension: > framebuffer effects (light bloom, distortion), and soft shadows. > Patches 5&6 are needed to fix crashing with post-processing. With > current fglrx the grass is wrong, and post-process crashes, but my > previous Radeon cards ran this game perfectly on Windows. > > One other game that can use GL_ATI_fragment_shader is Doom 3, if > r_renderer="r200" instead of "best" (which means "arb2", if > GL_ARB_fragment_program is available). By default > image_useNormalCompression=0, which results in wrong lighting and > makes the specular overbright with r200. Setting it to 1 fixes r200, > but messes up arb2, setting it to 2 fixes both. The light interaction > is the same in r200 and arb2, but r200 doesn't have the heathaze > shader. Later idTech4 games don't support r200 anymore: in Quake 4 > everything is green, in Prey the organic walls are black, and ETQW > has a completely revised renderer. I verified these with fglrx.
I think the reason why noone was interested in making ATI_fs supported so far on anything other than r200 was that there just wasn't really anything depending on it. As doom3 could use arb_fs just fine... But I guess if wine can use it there's some more apps probably... FWIW I think quake4 should work fine. Back when I implemented this for r200, it was indeed broken and I traced that back to something broken in the main shader (can't remember what, something trivial like wrong tex unit used in an instruction). I reported that and got told it was already fixed in the game - however there was never a new demo released thus if you just have the demo it's still broken. Roland _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev