So... I just didn't want to leave the issue as it is, since Git and open source makes it possible, that even a person like me with (int previouscplusplusexperience = 0) can try to fix things. The issue might get fixed with new Intel HD drivers, but the updates take waaay too long and it might never get fixed. So I made a repository of my own, it is found at CHANGED, SEE EDIT BELOW. I sort of reverted the old TEV lerping in to the new cleaned up code, after figuring out how the code was built. Kind of backwards-learning C++. Fun, but frustrating at times and trial-and-error-based.
The build works now so, that the user _MUST MANUALLY_ write in gameini next lines:
[Video_Hacks]
OldTEVLerpOnD3D = True
The fix is then only used, when D3D is selected (which was only affected). During testing I noticed that the glitches _will prevail_ if ShaderCache isn't deleted after setting the option for the specific game. But it works after that. Below is the latest build with the fix applied. I will keep my local repository up to date, but cannot guarantee that the public repository has all the latest merges included. Unless some dev sees this hack reasonable enough so that I'd make a pull request to master. But I have understood that this kind of hacks are not for master build, that tries looks forward, not backwards (and I understand this, completely). Feel free to copy and refine this! I use gameini's, so a GUI option isn't included (might cause collisions with future GUI merges), but it would be quite easy to implement. For example.
https://dl.dropboxusercontent.com/u/23618751/Dolphin4.0.1288_glitch/x64_old_tev_lerp_4.0-1574.zip
This topic could be marked as solved. Hooray!
EDIT: I got my remote fork and branches on GitHub sorted out, figured that it's not smart to have the master branch edited. Instead I have a dolphin -repository, that has a branch named oldtevlerp , that includes a commented single commit for the hack. So the new address for the repository is https://github.com/TurboK234/dolphin/tree/oldtevlerp . It is updated to today's (May 21st 2014) dolphin-emu/dolphin (master).
The build works now so, that the user _MUST MANUALLY_ write in gameini next lines:
[Video_Hacks]
OldTEVLerpOnD3D = True
The fix is then only used, when D3D is selected (which was only affected). During testing I noticed that the glitches _will prevail_ if ShaderCache isn't deleted after setting the option for the specific game. But it works after that. Below is the latest build with the fix applied. I will keep my local repository up to date, but cannot guarantee that the public repository has all the latest merges included. Unless some dev sees this hack reasonable enough so that I'd make a pull request to master. But I have understood that this kind of hacks are not for master build, that tries looks forward, not backwards (and I understand this, completely). Feel free to copy and refine this! I use gameini's, so a GUI option isn't included (might cause collisions with future GUI merges), but it would be quite easy to implement. For example.
https://dl.dropboxusercontent.com/u/23618751/Dolphin4.0.1288_glitch/x64_old_tev_lerp_4.0-1574.zip
This topic could be marked as solved. Hooray!
EDIT: I got my remote fork and branches on GitHub sorted out, figured that it's not smart to have the master branch edited. Instead I have a dolphin -repository, that has a branch named oldtevlerp , that includes a commented single commit for the hack. So the new address for the repository is https://github.com/TurboK234/dolphin/tree/oldtevlerp . It is updated to today's (May 21st 2014) dolphin-emu/dolphin (master).
