mirror of https://github.com/PCSX2/pcsx2.git
gsdx: hidden option disable_hw_gl_draw
OMG, Zone of Ender got a speed boost from 11 fps to 45 fps Seriously, the goal is to allow benchmarking GSdx without too much overhead of the main renderer draw call Note: unlike the null renderer, texture/vertex uploading, 2D draw, texture conversions are still done.
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@ -88,6 +88,8 @@ GSDeviceOGL::GSDeviceOGL()
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#endif
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m_debug_gl_call = theApp.GetConfigB("debug_opengl");
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m_disable_hw_gl_draw = theApp.GetConfigB("disable_hw_gl_draw");
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}
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GSDeviceOGL::~GSDeviceOGL()
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@ -653,7 +655,8 @@ void GSDeviceOGL::DrawPrimitive(int offset, int count)
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void GSDeviceOGL::DrawIndexedPrimitive()
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{
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BeforeDraw();
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m_va->DrawIndexedPrimitive();
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if (!m_disable_hw_gl_draw)
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m_va->DrawIndexedPrimitive();
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AfterDraw();
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}
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@ -662,7 +665,8 @@ void GSDeviceOGL::DrawIndexedPrimitive(int offset, int count)
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//ASSERT(offset + count <= (int)m_index.count);
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BeforeDraw();
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m_va->DrawIndexedPrimitive(offset, count);
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if (!m_disable_hw_gl_draw)
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m_va->DrawIndexedPrimitive(offset, count);
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AfterDraw();
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}
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@ -416,6 +416,8 @@ public:
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static bool m_debug_gl_call;
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static FILE* m_debug_gl_file;
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bool m_disable_hw_gl_draw;
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GSWnd* m_window;
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GLuint m_fbo; // frame buffer container
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@ -296,6 +296,7 @@ void GSdxApp::Init()
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m_default_configuration["CrcHacksExclusions"] = "";
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m_default_configuration["debug_glsl_shader"] = "0";
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m_default_configuration["debug_opengl"] = "0";
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m_default_configuration["disable_hw_gl_draw"] = "0";
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m_default_configuration["dump"] = "0";
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m_default_configuration["extrathreads"] = "2";
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m_default_configuration["extrathreads_height"] = "4";
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