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Old 06-12-11, 05:39 AM   #1
machete143
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Default GLSL extension to support D3D floating point rules?

Hi,
I would like to draw your attention to another StarCraft II issue which breaks ingame shaders: Bug 26967.
Would it be possible to implement the suggestion mentioned there?
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Old 06-12-11, 11:48 PM   #2
mooninite
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Default Re: GLSL extension to support D3D floating point rules?

I used the patch from comment 23 of this bug: http://bugs.winehq.org/show_bug.cgi?id=23906#c23 to fix the water and fog.

The current Wine behavior makes a campaign map in Starcraft 2 completely unplayable, even on Low settings, unless the patch is used.

It would be nice to see a statement from a GPU vendor on this. It may be a D3D bug, but I am not a D3D expert by any means.
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Old 06-13-11, 08:00 AM   #3
machete143
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Default Re: GLSL extension to support D3D floating point rules?

Comment http://bugs.winehq.org/show_bug.cgi?id=23906#c30 is very informative, maybe there will be a ogl extension in the future which will fix a lot of games
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Old 06-13-11, 06:18 PM   #4
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Default Re: GLSL extension to support D3D floating point rules?

Rather than a d3d behavior switch, a OpenGL extension that simply allowed you to define how floating point operations like 0.0 * INF are handled via a pragma would probably be more generic and useful in this case, yeah?
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Old 06-14-11, 09:00 AM   #5
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Default Re: GLSL extension to support D3D floating point rules?

I think they actually fixed it in D3D but there are games which still expect the old behaviour, therefore the games must get fixed. But yes, i think an ogl extension would be enough
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Old 06-15-11, 07:18 AM   #6
machete143
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Default Re: GLSL extension to support D3D floating point rules?

Quote:
Originally Posted by mooninite View Post
I used the patch from comment 23 of this bug: http://bugs.winehq.org/show_bug.cgi?id=23906#c23 to fix the water and fog.
This patch did not fix the water for me. Which wine version did you apply the patch to?
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Old 06-15-11, 09:43 AM   #7
mooninite
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Default Re: GLSL extension to support D3D floating point rules?

Quote:
Originally Posted by machete143 View Post
This patch did not fix the water for me. Which wine version did you apply the patch to?
1.3.21

I have my shaders set to Medium. The water is not black (looks real-ish) and the Haven fog doesn't make the whole screen black. I can see buildings and units.
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Old 06-15-11, 10:18 AM   #8
machete143
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Default Re: GLSL extension to support D3D floating point rules?

Oh I tried it only on high settings with 1.3.22, maybe it has to do something with the shader settings as there were some shaders which didn't work on high in the past

edit://
well I tried it now on medium shaders too, still doesn't work. The save haven mission is unplayable because the whole map is black even on lowest settings! tried it only with 1.3.22 tho

edit2://
but it works fine with 1.3.18 ^^
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Old 06-15-11, 06:46 PM   #9
mooninite
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Default Re: GLSL extension to support D3D floating point rules?

I only have mine set to Medium due to performance. My 9800 GTX+ is maxed out on anything higher, but it displays fine on higher settings.
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Old 06-26-11, 06:19 PM   #10
machete143
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Default Re: GLSL extension to support D3D floating point rules?

a word from the devs?
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Old 06-27-11, 06:02 PM   #11
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Default Re: GLSL extension to support D3D floating point rules?

I just got a GTX570 and it still is too laggy above medium - I'm guessing this is more wine's problem than nvidia though.

It would be nice if nvidia considered a gl extension to modify floating point rules, but until/unless they do, we either have broken SC2 or even slower SC2 if someone writes a patch to add special-case handling to every fp instruction in wine.
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Old 06-28-11, 12:42 PM   #12
machete143
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Default Re: GLSL extension to support D3D floating point rules?

I have a GTX 570 too and I can run everything on "ultra" quite smoothly. The bottleneck in this case is your CPU, not GPU. Try overclocking your CPU if you have a sufficient cooling system.
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