* Don't use the stack
* Don't compare MinMax parameter (depends of others)
* Don't store not-compared parameter in the cache (HalfTexel/MinMax)
+0.3fps/46fps (well better than nothing)
* Only a single VAO
=> Format is set once
=> Only a single bind at startup
=> GSVertexBufferStateOGL is nearly useless
=> barely faster but better than nothing :)
A couple of fallbacks were introduced for the Mesa driver that only support 3.0
DSA will require a recent Mesa which already support GL3.3
Require at least SandyBridge for Intel GPU
* use DebugOutputToFile as a callback of gl error. Add a breakpoint to
find the culprit GL call
* use string instead of char[n]
Note: CheckDebugLog is potentially useless now
* GL_ARB_clip_control: reduce z fighting
* GL_ARB_clear_texture: no real speed gain (but improve code quality)
* GL_ARB_bindless_texture: +1fps (if you're CPU limited)
* require a 3.1 context
* unattach texture of the fbo when they're not used
(avoid to have a texture and depth_stencil with different size)
Note: except minor shader bug it works on Nvidia 340.23.01
This doesn't update the file to the latest version from mingw32 since this is already a custom header stripped from mingw32.
This also fixes the functions for x86_64(verified that it still works for both architectures) and also updates the version inside of GSdx.
Also removes a comment in the GSdx header saying that these functions are broken since they no longer are.
deassert gsopen_done before delete the gs object. Compiler and CPU will
reordonate the store (or not because it is a global variable). Probably not
perfect but better.
Got a crash on GSKeyEvent which I guess wasn't thread safe. So let's ensure
gs is open.
There is no such thing as MGS3 Substance only Subsistence. Substance is MGS2 :P
Also this new CRC is US Disc 2 of Subsistence. The blue stripes should be fixed now I guess.
1/ initReadFifo will be first called on the GS thread
(openGL can only be done on the GS thread)
2/ readFifo will be called on the EE thread. It is not safe too access eeMem from GS
because of memory is virtual
Fix "recent" regression (crash) on Kingdom heart and others game too.
v2: add a len check on GSState::InitReadFIFO