tag:blogger.com,1999:blog-51547260702162623942024-03-18T21:42:47.422-07:00mrhaandi's crypto cornerAnonymoushttp://www.blogger.com/profile/10438827547753466709noreply@blogger.comBlogger3125tag:blogger.com,1999:blog-5154726070216262394.post-44519939259455019312011-12-11T15:20:00.001-08:002011-12-11T15:44:41.332-08:00injectSMAA v1.2Just two words: Paradigm shift. I modularised the C code into C++classes and am fully prepaired for any regressions to fix that you throw at me. It helped to find tiny memory leaks and improve (at least theoretical) compatibility.<br />
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I added some configuration possibilities with an ini file. Now you can map the keycodes freely and change the SMAA preset.<br />
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It is time comment on some feature requests. Jorge and I seriously doubt that the T2x mode will be injectable with the current method. The S2x mode maybe will be possible in the future but not with d3d9.</div>
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Also I seriously doubt that the injector can be compatible with overlays as they really have their own mysterious ways and often use the same injecting methods, which are partially mutually exclusive.</div>
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Nevertheless I looked into the Steam overlay issue with Skyrim (bright picture) and after hours have randomly discovered a possible fix. The good news is - it seems to work on my machine. The bad news is - I have no idea why it works. Just take a look the the hack itself:</div>
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<span style="font-family: 'Courier New', Courier, monospace; font-size: x-small;">//weird steam overlay hack</span><br />
<span style="font-family: 'Courier New', Courier, monospace; font-size: x-small;">DWORD newSrgbWriteEnable=0;</span><br />
<span style="font-family: 'Courier New', Courier, monospace; font-size: x-small;">if (Device->GetRenderState(D3DRS_SRGBWRITEENABLE,&newSrgbWriteEnable) == D3D_OK ) </span><br />
<span style="font-family: 'Courier New', Courier, monospace; font-size: x-small;"> Device->SetRenderState(D3DRS_SRGBWRITEENABLE,newSrgbWriteEnable);</span><br />
<span style="font-family: 'Courier New', Courier, monospace; font-size: x-small;">DWORD newSrgbTextureSamplerState;</span><br />
<span style="font-family: 'Courier New', Courier, monospace; font-size: x-small;">if ( Device->GetSamplerState(0,D3DSAMP_SRGBTEXTURE,&newSrgbTextureSamplerState) == D3D_OK)</span><br />
<span style="font-family: 'Courier New', Courier, monospace; font-size: x-small;"> Device->SetSamplerState(0,D3DSAMP_SRGBTEXTURE,newSrgbTextureSamplerState);</span><br />
Yes, it reads and writes the srgb state without any change. Feel free to tell me why it is helpful to steam.<br />
For more information visit the "injectSMAA" page.<br />
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</div>Anonymoushttp://www.blogger.com/profile/10438827547753466709noreply@blogger.com38tag:blogger.com,1999:blog-5154726070216262394.post-74575960513080231182011-11-30T14:56:00.000-08:002011-11-30T14:56:09.292-08:00injectSMAA v1.1There is still much work ahead. "some dude" already warned me about GTA4's unforgiving rendering pipeline and still I wasn't able to get it right from the start.<br />
injectSMAA v1.1 focuses on d3d9 and especially GTA4. It seems to work on my system (see screenshots).<br />
Some people report problems with Skyrim (the screenshots look like confused RGB<->sRGB). I could not reproduce the bug on my (GeForce GTX 560 Ti) system. Maybe some modifications to SMAA.fx can help those people (like changing "SRGBTexture = true;" <-> "SRGBTexture = false;" or "SRGBWriteEnable = true;" <-> "SRGBWriteEnable = false;") but is not recommended.<br />
For more information visit the "injectSMAA" page.Anonymoushttp://www.blogger.com/profile/10438827547753466709noreply@blogger.com9tag:blogger.com,1999:blog-5154726070216262394.post-50918042194729702272011-11-29T14:00:00.000-08:002011-11-30T14:56:32.866-08:00injectSMAA v1.0You maybe have heard of "some dude" who created "injectFXAA" to inject antialiasing into games.<br />
I was wondering whether it is possible to inject SMAA (subpixel morphological antialiasing) in the same way. Apparently - it is.<br />
To be honest, the hardest part was to find "some dude" and get his source code. Some parts had to be changed and it seems to work quite well with SMAA. I even managed to get rid of <span style="background-color: gainsboro; font-family: verdana, geneva, lucida, 'lucida grande', arial, helvetica, sans-serif; font-size: 11px;">"pDevice->CreateDeferredContext failed"</span> in Unigine Heaven 2.5.<br />
Maybe the changes introduced incompatibilities with "injectFXAA"-compatible games.<br />
Lets see how this little project evolves.<br />
For more information visit the "injectSMAA" page.Anonymoushttp://www.blogger.com/profile/10438827547753466709noreply@blogger.com4