Gregory Hainaut
1c21ea955c
gsdx ogl: HLE channel effect for terminator 3
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Unfortunately I think the game uses another similar effects
2016-05-20 19:45:20 +02:00
Gregory Hainaut
247d33a627
gsdx ogl: always clear depth buffer in FFX2
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It avoid depth issues and I'm sure it won't broke other games this way.
Issue #1340
2016-05-19 17:53:46 +02:00
Gregory Hainaut
e258f3e2fa
gsdx ogl: update accurate DATE behavior
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* Fast accurate DATE is always enabled, it was faster than standard DATE
* The less fast version is always enabled too. It is likely barely used
so perf impact will be small on few game that could hit this path.
Nice rendering has a higher priority
* The "slow" path will depends on the date option.
Note normally it isn't too slow (-10%) if GL_ARB_shader_image_load_store
is supported but AMD crimson is an epic fail.
2016-05-19 10:03:46 +02:00
Gregory Hainaut
14fa797235
gsdx hw: always uses a big RT on snowblind engine game
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Avoid headack to avoid conflict between 1280x1024 and 640x1280 resolution
2016-05-17 20:01:00 +02:00
Gregory Hainaut
a4c7541092
gsdx ogl: tentative hack to make FFX go along with depth option
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Issue1: Depth buffer is wrongly invalidated only the first page is detected.
Issue2: First page seems to be partially written. Could be a GSdx transfer bug.
Anyway, invalidation only support a page granularity.
So here a quick workaround that will clear depth buffer in case of very small partial write.
Might worth to check regression on nocturne/digital saga
2016-05-17 19:33:12 +02:00
Gregory Hainaut
37c049425d
gsdx ogl: gl depth is written by default
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Fix bad depth state in dump (yes the bug is 2 years old!)
2016-05-16 20:10:32 +02:00
Gregory Hainaut
f5b174f985
gsdx ogl: pitch is always the width of the transfer not the size of the texture
2016-05-16 19:20:01 +02:00
Gregory Hainaut
fa921215d9
gsdx ogl: add GL_ARB_get_texture_sub_image extension support
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could help to read back a portion of a texture
2016-05-16 18:58:33 +02:00
Gregory Hainaut
e02753df46
gsdx ogl: oups, mandatory function pointer was wrongly optional
2016-05-16 18:58:33 +02:00
Gregory Hainaut
37e4d2bd48
gsdx ogl: update old comment
2016-05-16 18:58:33 +02:00
Gregory Hainaut
96b5170d8c
Merge pull request #1317 from PCSX2/gsdx-array-coverage
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Gsdx array coverage
2016-05-16 18:16:15 +02:00
Gregory Hainaut
ed0adf61d3
gsdx ogl: allow to define a debug context in windows.
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Be aware: dev build will be slow and quite chatty
2016-05-16 17:08:20 +02:00
Gregory Hainaut
30ce6b0a6a
gsdx ogl: check debug function exists
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I'm sure they exists in the openGL renderer context but there are
also used in common code. So potentially in DX context.
2016-05-16 16:59:00 +02:00
Gregory Hainaut
99476f4b13
gsdx ogl: explain better previous clear vs framebuffer comment
2016-05-16 16:49:18 +02:00
Gregory Hainaut
08f7bd2dc3
gsdx: add crc hack for Ar tonelico 2
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It would requires some texture dynamic width convert shaders.
So as a quick solution, let's add a new CRC hack.
For issue #1362 (granted the CRC is correct)
2016-05-16 10:55:02 +02:00
Gregory Hainaut
1522cba5b0
gsdx ogl: performance note of texture clear vs framebuffer clear
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In case of render target. FB clear is better
2016-05-16 10:38:47 +02:00
Gregory Hainaut
e776118de9
gsdx-ogl: implement previous DATE optimization in a single shader pass
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Faster :) Reduce further the cost of accurate date
The optimization will clear the stencil to 1. So all pixels will have a
single sample that pass both the depth & stencil test. No primitive
overlaps So the destination alpha test can be done directly in the
shader.
2016-05-15 17:44:40 +02:00
Gregory Hainaut
3ab12cef2f
gsdx ogl: accelerate special case of accurate date.
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Game often uses date to allow a single pixel pass. If this
use case is detected, stencil buffer will be cleared after first pixels
that pass both depth&stencil test.
It seems to reduce the load on the GPU.
Note: with the help of texture barriere, maybe we could implement the algo
with a single pass.
2016-05-15 17:22:58 +02:00
Gregory Hainaut
025be70c42
gsdx-ogl: allow to fallback to a slow accurate DATE when GL_ARB_shader_image_load_store isn't supported
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The best is still to have a DX11 generation GPU
2016-05-15 16:29:29 +02:00
Gregory Hainaut
5b061e062c
gsdx ogl: replace ClearRenderTarget_i by glClearTexSubImage
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Avoid state change, avoid potential texture buffer reallocation
Note: require GL_ARB_clear_texture
2016-05-15 15:55:31 +02:00
Gregory Hainaut
82060320ef
gsdx ogl: use draw list size for sprite instead of vertex number to select date algo
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Latest overlap detection allow to draw multiple sprite instead of 1,
so the limit based on vertex number is too conservative.
2016-05-15 15:00:52 +02:00
Gregory Hainaut
c054b097e9
gsdx ogl: fix wrong depth clear
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If a color buffer is still attached and is smaller than depth buffer,
the latter won't be fully cleared.
As a faster alternative, use GL4.4 clear texture function. Avoid to fiddle with
framebuffer and pixel tests.
Fix #1362x Ar Tolenico 2 map clip
2016-05-15 14:57:37 +02:00
Gregory Hainaut
caacb1dc9f
gsdx-ogl: add texure clear function (GL4.4)
2016-05-15 14:57:11 +02:00
Gregory Hainaut
d47d9e5017
gsdx-ogl: fix a minor gcc warning
2016-05-15 13:10:46 +02:00
Gregory Hainaut
913e3d65d2
gsdx ogl: use glViewportIndexedf and glScissorIndexed
2016-05-14 17:18:16 +02:00
Gregory Hainaut
cd9ee3c468
gsdx ogl: emulate GL_ARB_draw_buffers_blend and GL_ARB_viewport_array
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New functions only set the parameter to a single buffer whereas old function
set all buffers
2016-05-14 17:15:30 +02:00
Gregory Hainaut
4065730e36
gsdx ogl: merge sprite hack take 2
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try to detect paving correctly. Avoid to break effect such as Heat effect in Tekken5
2016-05-14 12:24:56 +02:00
Gregory Hainaut
2fc244a3eb
gsdx-ogl: inline function only call once
2016-05-14 11:53:02 +02:00
Gregory Hainaut
24a673c482
gsdx ogl: avoid special format on the merge sprite hack
2016-05-13 18:28:21 +02:00
Gregory Hainaut
156b6425d2
gsdx ogl: add UserHacks_merge_pp_sprite option to reduce upscaling glitches
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For test purpose, it is higly experimental.
So far it is yield interesting result for tekken5
2016-05-10 08:12:07 +02:00
Gregory Hainaut
c019f86529
gsdx ogl: add a performance note for a potential channel optimization
2016-05-10 08:11:28 +02:00
Gregory Hainaut
4effc70792
gsdx hw: Fix regression on align sprite
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The hack also updates position of not texture mapped sprite.
Unlike the 2nd hack (round sprite) which can be skipped if TME is disabled
2016-05-09 09:45:34 +02:00
Gregory Hainaut
5b04672ba2
gsdx ogl: separate Tales of Abyss/Urban Chaos effect based on the fbmask
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Avoid to rely on CRC
2016-05-08 17:31:13 +02:00
Gregory Hainaut
48d962e15a
gsdx log: print detected crc
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Helpful to get crc from gs dump
2016-05-08 16:30:50 +02:00
Gregory Hainaut
fb6a6f73c4
gsdx: move Tekken5/Tales of Abyss CRC to Dx level
2016-05-07 22:46:42 +02:00
Gregory Hainaut
ecbcc566fe
gsdx ogl: use GT shader for Tourist Trophy
2016-05-07 22:46:41 +02:00
Gregory Hainaut
fc86620327
gsdx ogl: disable channel effect when signature is a bit different
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Hack to avoid regression on Blood Will Tell
2016-05-07 22:46:41 +02:00
Gregory Hainaut
30b452543a
gsdx ogl: tekken5 uses similar effect as Gran Turismo
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So just reuse GT hle shader :) Acid stage is now correct. However it might need
some tuning for others stages.
Still look awful with uspcaled resolution (note internal game framebuffer is around 160x128)
2016-05-07 22:46:41 +02:00
Gregory Hainaut
d41613c46a
gsdx ogl: add a Tales of Abyss HLE shader
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Again fast and efficient but it relies on CRC
v2: forget to update the precompiled shader...
2016-05-07 22:46:41 +02:00
Gregory Hainaut
d5681ba01c
glsl: fix a bug in urban chaos hle shader
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Bug only impact the lsb bits of the depth conversion, so impact is likely small
2016-05-07 22:46:41 +02:00
Gregory Hainaut
70ee8c5bc4
gsdx ogl: add an HLE brightness/contrast shader for GT series.
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It works and it is very fast. But it relies on CRC
Others effect need to be tested as well
2016-05-07 22:46:41 +02:00
Gregory Hainaut
91c164ecca
gsdx tc: avoid potential division by 0
2016-05-07 18:36:28 +02:00
Gregory Hainaut
265ea82780
gsdx tc: avoid to load data outside of the GS memory
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Avoid crash in Kungfu panda
2016-05-06 21:46:29 +02:00
Gregory Hainaut
f34e77f08c
gsdx: fix regression on 24 bit format (gust game)
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bpp is the size of the container format but not the size of the format itself.
For PSM24, bpp is 32, trbpp is 24
2016-05-06 13:49:24 +02:00
Gregory Hainaut
e890ce989c
gsdx: throw oom exception + error
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Texture can't be NULL anymore, so we can remove a couples of check
2016-05-05 18:53:51 +02:00
Gregory Hainaut
d58b71688b
gsdx debug: auto GL_POP
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Nicer and exception safe
V2: miss definition of vs/ps
2016-05-05 18:53:32 +02:00
Gregory Hainaut
37c7fa7663
gsdx: add draw exception (OOM and Recoverable)
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The exception will free the unused (but allocated) texture aka the emergency break ;)
Recoverable could be useful for unsupported draw call
2016-05-05 17:47:32 +02:00
Gregory Hainaut
c8dddfed06
gsdx hack: move m_skip and m_userhacks_skipdraw to GSState level
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Avoid to push argument to call IsBadFrame
2016-05-05 16:22:14 +02:00
Gregory Hainaut
21d1bd48ec
gsdx hack: move the CRC setup into a separate function
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In order to reduce a bit the overhead of IsBadFrame called each draw calls
2016-05-05 16:03:48 +02:00
Gregory Hainaut
7b0427e86e
gsdx hack: use psm lookup + remove now useless log
2016-05-05 15:46:54 +02:00