Commit Graph

79 Commits

Author SHA1 Message Date
Gregory Hainaut 7a5e1d4154 gsdx ogl: allow to use a separate texture for the channel effect 2016-04-29 17:34:17 +02:00
Gregory Hainaut 726b901dc5 Merge pull request #1304 from PCSX2/gsdx-faster-texture-cache
gsdx tc: reduce texture cache overhead
2016-04-26 16:46:44 +02:00
Gregory Hainaut 49d175b677 gsdx tc: allow to create a dummy Source without tons of memory allocation
It makes shared texture virtually free from the CPU PoV.
2016-04-24 22:30:56 +02:00
Gregory Hainaut 583de1bf0b gsdx tc: add a dedicated function to lookup a depth source
The hypothesis is that game will use a depth (aka Z32/Z24/Z16/Z16S)
format when sampling depth texture as color.  Technically one could use
a standard color format but block/pixel order won't be the same.
(otherwise I'm screwed)

=> Hypothesis invalid on GoW. They just do a scrambled rendering...

Lookup info:
* The first searched list is the depth pool as we search a depth
  texture.
* 2nd one is the render target pool (if a depth was converted to a
  render target already)

To avoid any CPU overhead, the source will be a pointer to the real texture
* Conversion (if float texture) will be done on the fly by the shader (GPU).
* Relative rescaling won't be supported. Texture must be fetched with
  integral coordinate
2016-04-24 22:18:26 +02:00
Gregory Hainaut 9ee090a36e gsdx tc: add a shareable texture flag
Plan is to bypass shader conversion/rescaling/copy for depth texture
2016-04-24 22:18:26 +02:00
Gregory Hainaut fa1377a8ee gsdx tc: reduce texture cache overhead
Cache page coverage of texture into a hash map

Test done on Champion of Norrath (paltex + DisablePartialInvalidation)

Profiler:
Self of GSTextureCache::SourceMap::Add 5.39% => 0.23%
Self of GSTextureCache::LookupSource 15.27% => 10.82%

Hard to measure on CoN as it depends on memory transfer. Seem to be 5-10 fps faster.
2016-04-23 19:22:58 +02:00
Gregory Hainaut 72d43b2e56 gsdx tc: add an invalidation procedure to drop sub rt
It will be used in next commit. However, it might not be the best solution
2016-04-04 21:29:32 +02:00
Gregory Hainaut 2ca624c8c6 gsdx tc: implement a read function of Source texture
It will be used in the following commit
2016-04-04 21:29:31 +02:00
Gregory Hainaut d922225e69 gsdx tc:invalidate RT when a texture is written inside it
It often happens the game try to upload the FMV directly which typically
gave a black screen.

Commit fix rules of roses and I hope various black screen FMV

Performance impact must be tested, and I'm afraid of strange texture cache behavior.

V2: check the size of the transfer too
V3: add support of 16 bits format
V4: avoid division by 0
2016-04-04 21:29:31 +02:00
Gregory Hainaut 9aea76b0e8 gsdx tc: store a hint on the target size
The hint is based on the rendering
2016-04-04 21:29:31 +02:00
Gregory Hainaut c43b1ac201 gsdx tc: extend the fast invalidation hack to limit the size of target read
It actually removes the previous hack that read the full target.

Unfortunately snowblind engine game uses big target so the read is very big too (1280x448)
which is killer for the perf. Whereas the game requires only 24x12 texels

Give a 2x speed boost on Champion of Norrath !!!
2016-03-20 18:11:44 +01:00
Gregory Hainaut 46a4d2dc47 gsdx-tc: add UserHacks_DisablePartialInvalidation for snowblind engine game
Games uses very special texture with a lots of repeating.

It is much faster to send the full texture rather than trying to partially invalidate it.

On my gs dump:
FPS: 29 => 68 !
2016-03-19 00:25:58 +01:00
Gregory Hainaut cee0fde940 gsdx-tc: improve support of TEXA register
* Greatly reduce the number of clut read (factor 10x)
* Avoid to get wrong TEXA texture in the cache.
* Fix "jump depends on uninitialized variable" Valgrind warning.

Fix #748

I try my best to avoid any breakage of DX but please test it too.
2015-09-11 14:16:11 +02:00
Gregory Hainaut 6f9a89dcf2 gsdx-debug: print memory usage of all textures pools
It is a bit crude but it allow to see the impact of code and options.
2015-07-10 22:35:26 +02:00
Gregory Hainaut 831c24de51 gsdx-dx: only enable new code when CRC is below FULL level
Code is not ready. It allow to test the new code without a massive
regression
2015-07-01 09:36:54 +02:00
Gregory Hainaut a8bcc760b4 gsdx-tc: only clean RT in openGL
It is a debug feature for myself
2015-07-01 09:36:54 +02:00
Gregory Hainaut e66aac8ab7 gsdx-hw: add an hidden option to preload the final frame with GS mem data
Game can directly uploads a background or the full image in
"CTRC" buffer. Previous code was a full black screen.

It will also avoid various black screen issue in gs dump.

hidden option: preload_frame_with_gs_data

Note: impact on upscaling was not tested and it's likely broken
2015-07-01 09:36:53 +02:00
Gregory Hainaut 85543db094 gsdx-tc: trace the alpha channel update in TC
Improve the rendering in MGS3 (even if the game is still broken
due to others TC issues)

// Typical bug (MGS3 blue cloud):
// 1/ RT used as 32 bits => alpha channel written
// 2/ RT used as 24 bits => no update of alpha channel
// 3/ Lookup of texture that used alpha channel as index, HasSharedBits will return false
//    because of the previous draw call format
//
// Solution: consider the RT as 32 bits if the alpha was used in the past
2015-07-01 09:36:53 +02:00
Gregory Hainaut 3b127f663b gsdx-tc: trace the texture format to detect texture shuffling
It fixes games that uses 16 bits RT (like snow engine games)
2015-07-01 09:36:53 +02:00
Gregory Hainaut 6b5a3dedd9 gsdx-debug: add the format in texture cache logging 2015-07-01 09:30:20 +02:00
Gregory Hainaut c925b1d135 gsdx-tc: support GS mem to depth buffer transfer
Please test SMT games

(issue #572)
2015-07-01 09:30:20 +02:00
Gregory Hainaut 76160505f7 gsdx-tc: add an option to avoid blow up dx :p
texture_cache_depth = 1 (default for openGL)
2015-07-01 09:30:20 +02:00
Gregory Hainaut 49516cbbca gsdx-tc: allow to invalidate the depth/target if it is used as target/depth
It is requires when game will uses sometimes an address as a RT sometimes as a depth
2015-07-01 09:30:20 +02:00
Gregory Hainaut 8393ba56d6 gsdx-ogl: rework palette texture handling
Redirect the red channel to alpha channel for 8 bits texture.

It avoid special management in the shader
2015-06-24 19:50:09 +02:00
Gregory Hainaut f81cf360bc Merge pull request #545 from PCSX2/gsdx-half-screen-snow-engine
Gsdx half screen (most of) snow engine games
2015-06-01 11:47:40 +02:00
Gregory Hainaut d301848848 gsdx-ogl: fix paltex on opengl
RT uses as palette must use the alpha channel

Palette texture uses the red channel
2015-05-30 19:01:09 +02:00
refraction 97b237712c gsdx: detect RT size based on fb size and gs output configuration
* It is required for snowbling games
* Targets of Texture cache are dropped.
2015-05-29 12:26:44 +02:00
Gregory Hainaut e5326d1bd2 gsdx-tc: allow to reuse the right part of large RT as source 2015-05-29 12:18:54 +02:00
refraction 8f54da5fd3 GSDX: Removal of Nvidia hack.
- Hack no longer required as an option as a safe and simple workaround has been discovered which seems to work without modifying any vertices.
2015-05-28 21:41:02 +01:00
Gregory Hainaut 580d177951 gsdx: improve commit 11708486d8
This time linear filtering is disabled only for the bad draw call
(RT used as a palette texture).
2015-05-25 09:46:51 +02:00
Gregory Hainaut 11708486d8 gsdx: allow to control the filtering of texture cache
When the RT is used as an input texture, we need to rescale it.

Previous behavior was to always uses a linear filtering (more smooth).
Unfortunately it broke some games that expected an exact value like Star Ocean 3

This commit will disable the linear filtering in normal filtering mode (filter = 0
or filter = 2)

This way, shadow of Star Ocean 3 will appear correctly in upscaling (not
100% perfect but can't do better)

Note: SO3 only requires a nearest sampling of the alpha channel but
I don't know the behavior for others games.
2015-05-24 18:59:27 +02:00
Gregory Hainaut d870188d21 gsdx: sed/o/off/ 2015-05-15 20:40:09 +02:00
Gregory Hainaut bd9df9a6ec gsdx: Add some comment on GSTextureCache + schematics
Note: docs/TextureCache.odg was created with libreoffice. Not perfect but give a nice overview
2014-11-08 21:30:14 +01:00
refraction 76583f5fe5 GSDX: Fix/Hack for NVIDIA stretch issue on drivers > 320.18 with DirectX 11 when using a custom resolution. You can enable it in the HW Hacks section, let me know if there is a game it doesn't fix.
Slight adjustments to positions in the GUI also (OCD'd the spacing a little :P)

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5796 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-01-05 23:31:26 +00:00
gregory.hainaut e06484adb8 gsdx: update the copyrigh address thank to sed
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5412 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-09-09 18:16:11 +00:00
sudonim1@gmail.com f5f5074172 GSDX: Put the sprite hack back in because apparently it wasn't fixed.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5312 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-06-19 01:12:01 +00:00
sudonim1@gmail.com 0d9eca8668 88GSDX: Removed the "sprite hack" as it should be obsolete, fixed the vertex shader selector key function (the pixel shader was broken in the same way but with the "sprite hack" removed it doesn't matter now).
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5310 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-06-19 00:35:42 +00:00
sudonim1@gmail.com e8257df98d GSDX: made the paletted texture handling in the cache a bit more sensible to my eyes and implemented interpolation of palette entries for pixels in paletted textures when using the 8 bit textures option. Regressions in some games I think, such as Virtual On (which is very broken anyway), need to investigate what made them work (to some degree) before. Seems to change some performance characteristics favourably to my surprise, but I might just be bad at remembering framerates.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5287 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-06-11 03:27:16 +00:00
sudonim1@gmail.com 17f28b24b3 GSDX: Prodded some offensive code, this isn't meant to affect emulation of any games and it probably won't.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5283 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-06-11 00:00:18 +00:00
ramapcsx2 1595136a9d GSdx:
Another refinement to the Wild Arms hack by KrossX.
The hack now only applies to one kind of geometry (sent using  the unpacked UV handler).
This works nicer in Wild Arms as it fixes "jumpy" characters.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5124 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-03-08 17:18:22 +00:00
ramapcsx2 b25aec19c1 GSdx:
Adding KrossX's Wild Arms text alignment hack to the new dialog box. This hack is actually very interesting for a number of games. It should work well in cases where game designers adjusted everything pixel perfect for the GS, that usually breaks with upscaling. 
It should be generalized and renamed later.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5120 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-03-06 21:36:59 +00:00
ramapcsx2 538bc76686 GSdx: KrossX updated the sprite hack to also work on other games with a similar problem. It works with a 3 state checkbox now. Try to use full when half checked doesn't fix your game.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5104 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-02-25 20:06:39 +00:00
ramapcsx2 7e435329ca GSdx:
Committing a hack KrossX prepared (thanks) ;)
It can be used to fix bad character sprites in Gust games.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5101 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-02-22 19:53:59 +00:00
gabest11 5325f9b490 GSdx: Small optimizations here and there, just saving changes before trying to add an index buffer, that might help reducing load on the main gs thread a bit. That's where I think the bottleneck currently is in games with high polygon count.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5036 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-12-31 15:41:07 +00:00
gabest11 963a6a653a GSdx: changes of r5007 did not help as much as I thought, disabled it for the time being, plus other minor optimizations
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5010 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-12-23 15:53:53 +00:00
gabest11 4b77052d21 GSdx: just saving minor changes.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4991 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-12-16 19:13:58 +00:00
ramapcsx2 5785ba7914 GSdx:
- Allow filtering setting for native resolution hardware rendering, as it's not tied to the resolution.
- Add ST / UV coordinate tweaking defines to more easily debug small rendering glitches.
- Add a define to bypass the hardware renderer texture cache. With this enabled, speed drops to slower than software rendering.
It fixes nearly all hardware rendering issues though and can be used to see how games *would* look if we had a new cache ;)

Thanks for the help, sudonim :)

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4635 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-05-09 01:36:57 +00:00
gabest11 fd0245d365 GSdx: implemented the caching of the new page/tile map, dq8 should be fast again
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4597 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-04-26 00:56:54 +00:00
gabest11 e59670ff97 GSdx: trying another approach for r4589
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4596 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-04-25 18:18:21 +00:00
gabest11 cc8d14511b GSdx: the texture cache fix discussed under r4589.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4592 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-04-25 01:44:00 +00:00