OGL PCX2 support (depth information)

  • Posts: 4
2 years 1 month ago #1 by Hellbringer616
Hello Reshade team!
First off thank you for this wonderful program, although i am just recently getting into shaders, these things are insanely powerful and i'm excited to dig deeper!

with that said on top the reason i am here;
I am working on creating shader settings; a generic "remaster" shader for PCSX2; likely i will end up having to do per game configs, as every engine is different.
I've run into the issue of PCSX2 not passing depth information along to the shader; however it works in the program 3Dmigoto flawlessly..

I was hoping two things could happen..
1.) the easiest for PCSX2 hardest for you.. Set Reshade up in such a way it works with PCSX2! this if course is the least likely to happen.. :p
2.) Explain how Reshade gets it's depth information so i can explain it to the PCSX2 dev team and hopefully begin using your wonderful shader to it's full potential :)

If you're interested you can find my github post on the subject here: github.com/PCSX2/pcsx2/issues/2311 and iron out the middle man replying (me)

Any and all troubleshooting i am happy to do; the PS2 was my favorite console by far, owning close to 100 games on the console; and i'd love to be able to give them a little tough of love.

P.S: sorry if this is the wrong forum.. :)

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  • Posts: 4
2 years 1 month ago #2 by Hellbringer616
Forgive the double post; But it has been two weeks.

Could someone point me to the documentation? Perhaps i can pour over it and work with the devs of PCSX2 to find where we can expose the needed information.

Thanks

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  • Posts: 3671
2 years 4 weeks ago - 2 years 4 weeks ago #3 by crosire
There is no documentation. But here are the relevant code locations that take care of debug buffer detection:
github.com/crosire/reshade/blob/5b4735f6...gl/stubs_gl.cpp#L857 (hooked OpenGL calls related to FBO setup)
github.com/crosire/reshade/blob/5b4735f6...ngl_runtime.cpp#L528 (capture info about all relevant FBOs the game uses)
github.com/crosire/reshade/blob/5b4735f6...ngl_runtime.cpp#L185 (if no FBO is bound, this entry is used)
github.com/crosire/reshade/blob/5b4735f6...ngl_runtime.cpp#L902 (run heuristic to find best depth buffer in the list of captured FBOs)

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  • Posts: 4
2 years 4 weeks ago #4 by Hellbringer616
Thanks for the information; i forwarded it on to the PCSX2 devs.

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