Avoid a crash on Onimusha3 (PAL 60HZ)
In theory it will be better to find the root cause of overflow. I.e. somewhere in this
code below. Dirty rectangle is too big.
***********************************************************************
if(rowsize > 0 && offset % rowsize == 0)
{
int y = GSLocalMemory::m_psm[psm].pgs.y * offset / rowsize;
if(r.bottom > y)
{
GL_CACHE("TC: Dirty After Target(%s) %d (0x%x)", to_string(type),
t->m_texture ? t->m_texture->GetID() : 0,
t->m_TEX0.TBP0);
// TODO: do not add this rect above too
t->m_dirty.push_back(GSDirtyRect(GSVector4i(r.left, r.top - y, r.right, r.bottom - y), psm));
t->m_TEX0.TBW = bw;
continue;
}
}
***********************************************************************
So as a temporary solution (that will likely stay for a couple of
years), buffers were increased.
Function pointer was mangled to avoid any collision. Nowadays all symbols
are hidden so no risk of collision.
Syntax is nicer beside it would allow to put back GLES3.2. I think it
supports most of the used extension.
glActiveTexture & glBlendColor are provided without symbol query.
Persistent is slower (at least on my gs dump) because data is put
in host instead of the video memory
I don't understand why upload the data directly to the video memory
is faster
Initially we copy pitch by line in the PBO and tell the dma to only
use the first valid byte.
Now, we only copy useful data to the PBO. It reduce the copy and PBO memory requirement.
It seems a bit faster on native resolution
Group opengl calls into a nice name.
Apitrace shows them in a tree format that support folding. Previously it
was a long flat list (10K-40K of lines by frame)
I align the call number with the internal s_n variable. This way it is
easy to map GSdx dump output with the GL debugger :)
Initial code use a PBO to do asynchronous transfer. It is silly because
GSdx doesn't use this free time. So let's use a sync read. Same speed but
no PBO to manage.
-- slower (but that a debug feature)
++ smaller (40x-50x)
++ native support of alpha
Require libpng++ and the define ENABLE_OGL_PNG
Note: depth is not supported yet.
ogl_texture_storage 1 creates texture corruption.
Advance date is too slow, code need to be updated (properly) to uses 2 passes only not 3
Maybe one could be enough (sometimes)
Copy the full line into the pbo. Dma will only take GL_UNPACK_ROW_LENGTH
- increase memcpy size by 2 in the pbo
+ single memcpy will be faster and can use sse
Enable buffer_storage extension:
* GL_CLIENT_STORAGE_BIT was required (it is the duty of TexSubImage to copy data into the GPU mem)
* Enable the extension by default
Null is equivalent to a clear to 0.
Note: Code is not yet used because both stencil and depth are cleared.
Future note: stencil can potentially be replaced by load_store_image
Add the --gles build option to the linux main script
Ifdef all gl code not supported on gles3 (note some will be reenabled for gles3.1)
Note: it probably doesn't run anymore. My Nvidia driver doesn't support
yet egl/gles so I can't test it. Feel free to contribute.
Improve arb_buffer_storage implementation
Try harder to align the texture buffer
Strangely arb_buffer_storage is 3 times slower on my PC (nvidia)
Tester are welcome! Open the ini file
"ogl_texture_storage = 1" <= enable the extension
"ogl_texture_storage = 0" <= disable the extension
Note: you need an opengl 4.4 driver or one that support arb_buffer_storage (i.e. not catalyst)
* properly detect gl nv depth extension
* Always show the hack on the gui. Add a new hack option for DATE (gl4.2) only
* Save the scan mode on linux too (f7)
* hopefully fix some crash on some drivers... (ensure aligment 256 bits alignment, and if not use std memcpy)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5888 96395faa-99c1-11dd-bbfe-3dabce05a288