Commit Graph

2520 Commits

Author SHA1 Message Date
Gregory Hainaut 765b68458a gsdx: improve logging
Don't enable UpdateValidity print by default (+20~25% on log size)
Only useful in rare cases
2016-08-17 21:23:06 +02:00
Gregory Hainaut 19ceea4f1e Merge branch 'strict-aliasing' 2016-08-17 18:53:08 +02:00
Jonathan Li d36002a02a gsdx:cmake: Use PNG_LIBRARIES instead of PNG_LIBRARY
PNG_LIBRARIES adds both libpng and zlib to the command line.
PNG_LIBRARY only adds libpng to the linker command line, and the cmake
documentation also suggests not to use it.
2016-08-16 20:35:21 +01:00
Gregory Hainaut fa249a3f78 gsdx ogl: don't rely on the Z value in m_vt
Value seems wrongly rounded and you can't distinguish 0xFFFF from 0xFFFE

Instead check that depth is constant for the draw call and the value from the vertex buffer

Fix recent regression on GTA (and likely various games)
2016-08-16 07:30:52 +02:00
Gregory Hainaut 5c7e2432bd gsdx-ogl: improve alpha test for GTA vice city (letters)
I don't understand why but it seems depth is rounded down even in 16 bits.
So uses 0xFFFE to enable ate_all_color_then_depth in 16 bits format too :)
2016-08-15 11:38:07 +02:00
Gregory Hainaut 5fbf702500 gsdx ogl: new optimization to bypass the alpha test
In FB_ONLY mode the alpha test impacts (discard) only the depth value.
If there is no depth buffer, we don't care about depth write. So alpha
test is useless and we can do the draw with a single draw call and no program
switch
2016-08-15 11:35:24 +02:00
Gregory Hainaut b62859ffa2 gsdx ogl: only enable the alternate alpha test in FB_ONLY
RGB_ONLY requires to handle the alpha channel in the alpha test
2016-08-15 11:25:19 +02:00
Gregory Hainaut 0417a10483 gsdx: allow strict aliasing optimization 2016-08-14 21:01:40 +02:00
Gregory Hainaut 2e7fab7813 gsdx sw: avoid aliasing issue, clear function was wrong anyway
Value must be un-normalized. Function is only used with 0.0 so
API was updated to only use the 0 case.
2016-08-14 21:01:09 +02:00
Gregory Hainaut 90707f8d4e gsdx: avoid aliasing issue
Extend GSVector to support float move

Initial code likely used integer move for performance reason. However due to
the nan correction, register is now in float domain.
2016-08-14 20:48:34 +02:00
Gregory Hainaut 447e0d0336 Merge pull request #1514 from PCSX2/gsdx-nouveau-driver
Gsdx alpha test improvement
2016-08-14 20:29:09 +02:00
Gregory Hainaut 15db7eeb81 gsdx: use correct format in printf
u => unsigned
d => signed

zu => size_t
2016-08-13 12:48:35 +02:00
Gregory Hainaut 0a1454ff6c gsdx: use prefix increment operator for non-primitive type
I think compiler is clever enough to optimize the code but it won't hurt
and it reduces the number of cpp check warning.
2016-08-12 23:11:26 +02:00
Gregory Hainaut dc2864ad7a gsdx hw: avoid a null deferenced false-positive in coverity
It is a false positive because it supposes that PRIM->TME is both true and false.

It is the first Schrodinger's variable ;)
2016-08-12 23:02:06 +02:00
Gregory Hainaut 1a09712f89 gsdx: init m_custom_width/height to a default value
Avoid useless warning on coverity
2016-08-12 22:48:20 +02:00
Gregory Hainaut c41cf6c444 gsdx: init variable in constructor
CID 168626 (#1 of 1): Uninitialized scalar field
uninit_member: Non-static class member m_end_block is not initialized in this constructor nor in any functions that it calls.
2016-08-12 22:45:17 +02:00
Gregory Hainaut 41afd85a5d gsdx sw: fix GCC warning enumeral and non-enumeral type in conditional expression 2016-08-12 19:30:14 +02:00
Gregory Hainaut 88b7470c07 gsdx: use const qualifier to avoid gcc (false positive) warning
variable  might be clobbered by ‘longjmp’ or ‘vfork’

Only remains warning for 2 variables: success & image
2016-08-12 19:30:14 +02:00
Gregory Hainaut 19e992869a Merge pull request #1512 from PCSX2/gsdx-dynamic-thread-height
gsdx sw: add extrathreads_height to control the quantity of pixels pr…
2016-08-12 15:52:13 +02:00
Gregory Hainaut 332ef5892b gsdx: replace hardcoded constant with nice enum 2016-08-11 22:30:34 +02:00
Gregory Hainaut 8b94320524 gsdx ogl: implement another algo to handle alpha test
Fix rendering issue on letters on Kengo/burnout 3/...

Default algo will execute the alpha test in 2 passes. However due to blending
you can't handle accurately the color.

Fortunately for us, the rendering uses an always pass depth test so you
can execute first all the color rendering (which doesn't depends on the alpha test)
And then the depth part which depends on the alpha test.
2016-08-11 21:15:17 +02:00
Gregory Hainaut 866173a481 gsdx ogl: move zbuffer emulation code into a dedicated function
* Code was factorized a bit with the help of max_z
* Add an extra optimization if test is ZTST_GEQUAL and min z value is
the biggest value. Z test will always be pass.
Note: due to float rounding (23 bits mantissa vs 24 bits depth) the test
is done against 0xFF_FFFE and not 0xFF_FFFF. It is wrong but GPU will
also use float so impact will be null.
2016-08-11 21:14:58 +02:00
Gregory Hainaut 1fa9e3fc93 gsdx ogl: align shader self test to atst previous change 2016-08-10 11:30:13 +02:00
Gregory Hainaut 74822d6ba3 gsdx ogl: rework atst handling
* Move the rounding operation in the constant buffer
* Merge less with less equal. And merge greater with greater equal

Need test
2016-08-10 11:30:11 +02:00
Gregory Hainaut 9a188a87c2 gsdx ogl: move ATST emulation in a dedicated function
Future commit will try to reduce the number of Alpha Test possibilities
2016-08-09 20:53:44 +02:00
Gregory Hainaut fb2182dd9b gsdx small nitpick 2016-08-09 15:15:30 +02:00
Gregory Hainaut 0dcce91a6e Merge pull request #1504 from ssakash/RemoveFunction
GSDX: Remove GetDeviceSize()
2016-08-08 16:15:07 +02:00
Akash bc24e90070 GSDX: Remove GetDeviceSize()
It's not used anywhere and it doesn't seem needed.
2016-08-07 12:43:03 +05:30
Jonathan Li af60501fb6 windows: Remove unused solution files and property sheets
The solution files are unused and for ancient Visual Studio versions -
GSDumpGUI has its own solution file, and bin2cpp is included in the main
solution file.

The property sheets have either fallen out of use or were never used in
the first place.
2016-08-04 23:09:08 +01:00
Jonathan Li 869f4d1898 gsdx: Only set ini path in GSdxApp::Init() if it's empty
Fixes a regression introduced by 46ba9aa117,
where the Linux GS replayer would always use the options in inis/GSdx.ini
(or use the default options if that doesn't exist) to replay the dump,
instead of using the GSdx.ini from the specified ini folder.
2016-08-04 00:53:50 +01:00
Gregory Hainaut e9e1b33884 gsdx: log a nice string instead of the hex format of PSM 2016-08-03 18:07:54 +02:00
Gregory Hainaut 41bede60eb gsdx replayer: fix broken init in replayer
"regression" from previous defered init
2016-08-03 11:57:56 +02:00
Gregory Hainaut 27f313ee16 gsdx hw: limit OI_GsMemClear to large clear
Help to reduce the speed impact
2016-08-03 11:23:23 +02:00
Jonathan Li f978f9a07d Merge pull request #1477 from turtleli/gsdx-defer-init
gsdx: Avoid illegal instruction crash on older CPUs
2016-08-02 23:00:19 +01:00
Gregory Hainaut 16affc9ef4 gsdx tc: potentially fix a regression
Update done on f712c5c6d0

Previous code use the size of the draw to compute latest block. I
don't know why I use .x/.y which are the origin offset so the start of the block.
2016-08-02 15:35:28 +02:00
Jonathan Li 44f90efb93 gsdx:psx: Fix illegal instruction crash on old CPUs
Check the instruction set first in GPUinit, GPUconfigure and GPUtext
to prevent unsupported vector instructions from being executed.

Move the vector initialisation in GPUinit to a separate function - it
avoids a vzeroupper instruction.
2016-08-01 19:38:23 +01:00
Gregory Hainaut 92ae8a5be7 gsdx sw: print current draw call of GetSizeFixedTEX0
To easily detect compare with hardware renderer
2016-07-31 13:19:38 +02:00
Gregory Hainaut 1ea83ba3a7 gsdx debug: log current area of the draw
This way it is easier to see which part of the texture is read, and which part
of the framebuffer is updated
2016-07-31 13:19:38 +02:00
Adam Diffin 6376e8d6e7 Just a simple grammar fix. (#1489) 2016-07-31 01:23:35 +01:00
Gregory Hainaut 140fe74ca2 gsdx ogl: fix bad blending regression
(when accurate blending is disabled)

Regression was introduced in 29c97a9bf2 (11th June)
2016-07-30 09:59:53 +02:00
Gregory Hainaut 242ac26299 Merge pull request #1485 from ssakash/HPO_Custom
GSDX-TextureCache: Port Half pixel offset hack for custom resolutions
2016-07-29 15:07:02 +02:00
FlatOutPS2 02b0451d3c GSdx: Star Ocean 3 depth issue fix
Fixes issue #1475
2016-07-29 12:13:26 +02:00
FlatOutPS2 91e07727e3 GSdx Add missing CRC hacks 2016-07-29 12:12:52 +02:00
Akash dbad57b8e8 GSDX: Silence an implicit conversion warning
OMSetBlendState() doesn't accept passing a float value as it's argument
(AKA actual parameter).
2016-07-28 18:58:06 +05:30
Akash 47f69f694a GSDX-TextureCache: Port Half pixel offset hack for custom resolutions 2016-07-28 18:45:23 +05:30
Gregory Hainaut 620876e0e7 gsdx: fix compilation error with ICC
just require the -restrict compilation flag
2016-07-28 11:01:28 +02:00
Jonathan Li a9f9c1406c Merge pull request #1474 from turtleli/windows-64-bit-fixes
Windows 64-bit compile fixes
2016-07-28 00:19:04 +01:00
Jonathan Li 7e30d16797 gsdx: Use char array instead of string for name
"static string str;" causes a SIGILL signal on a "Nehalem" (SSE4.2)
QEMU VM when compiled with GCC 6.1.1.
2016-07-27 23:34:16 +01:00
Jonathan Li 46ba9aa117 gsdx: Defer GSdxApp initialisation on Linux only
vector push_back causes a SIGILL signal on a Nehalem (SSE4.2) QEMU VM
when compiled with GCC 6.1.1.

However, an empty constructor causes illegal instruction exceptions to be
generated on a Windows VM.

So here's an inbetween that looks stupid but works on what I've tested.
2016-07-27 23:34:15 +01:00
Jonathan Li 9f53987e3b gsdx: Use map for GSCRC::m_map
Visual Studio 2015 initialises unordered_map using vector instructions,
which can cause PCSX2 to crash if the instructions aren't supported.
2016-07-27 23:34:14 +01:00
Jonathan Li e5ea4cc5d4 gsdx: Defer vector initialisation to GS/GPUinit
It can cause PCSX2 to crash if the instructions aren't supported.
2016-07-27 23:34:14 +01:00
Jonathan Li d726d4d4aa gsdx: Add AVX2 to instruction set test
Also add a newline to the error message and report AVX/AVX2 instead of
SSE5.00 and SSE5.01.
2016-07-27 23:34:12 +01:00
Gregory Hainaut 7fa55c39f1 Merge pull request #1479 from ssakash/custom_fixes
GSDX-TextureCache: Add proper rounding when unscaling texture size
2016-07-27 22:31:21 +02:00
Gregory Hainaut d6383e6c21 Merge pull request #1472 from PCSX2/gsdx-gta-depth-issue-1457
Gsdx gta depth issue 1457
2016-07-26 18:40:53 +02:00
Akash d3ebd4b318 GSDX-TextureCache: Add proper rounding when unscaling texture size
Fixes flickering issues on Dragon Ball Z Budokai Tenkaichi FMV's on custom resolution, might also help prevent some crashes on custom resolution.
2016-07-26 18:28:07 +05:30
ramapcsx2 c592ccb3e5 Merge pull request #1435 from ssakash/Custom_TextureCache
GSDX: Improve scaling of custom resolution
2016-07-26 14:07:19 +02:00
Jonathan Li 5719bddbb5 gsdx:windows: Change m_colorspace to INT_PTR
Fixes a 64-bit compile error.
2016-07-23 02:19:28 +01:00
Gregory Hainaut aea75f51bd gsdx tc: partial support of pseudo depth for Dx
Fix #1457 (GTA)

The game uses a depth format for a pure color buffer (cokes do ravage
in gaming industry)

However I'm really afraid that it migth break another effect in other games.
2016-07-22 20:38:46 +02:00
Gregory Hainaut 7d35e15fea Merge pull request #1444 from PCSX2/atomic-relax
Atomic relax
2016-07-22 18:36:02 +02:00
Gregory Hainaut 9182a287e2 Merge pull request #1469 from PCSX2/valgrind-memleak
Valgrind memleak
2016-07-22 18:17:37 +02:00
Gregory Hainaut 1e3c46a6bb gsdx ogl: purge debug message in destructor
Allow to see latest error and avoid noise in Valgrind log
2016-07-21 09:51:16 +02:00
Gregory Hainaut b6a55f50ab gsdx ogl: fully initialise PSConstantBuffer structure 2016-07-21 09:51:16 +02:00
Jonathan Li e25e8bc580 plugins: Tidy/standardise VS projects
Combine all the different configurations together so the project files
are more generic and maintainable.

Also standardise the layout so all the project files will be similar and
all have the same standard elements (even if empty).

Add 64-bit configurations.

Additional specifics:
spu2-x: FLOAT_SAMPLES preprocessor definition removed since it's unused.
2016-07-19 23:25:12 +01:00
Gregory Hainaut 25bc2dff07 gsdx: dump and log EE texture read
It gives a visual opportunity to detect a bad read of the texture cache
2016-07-14 19:45:06 +02:00
Gregory Hainaut f76bf9dddc gsdx: dump and log EE texture read
It gives a visual opportunity to detect a bad read of the texture cache
2016-07-14 19:41:21 +02:00
Gregory Hainaut 086dfc8a14 gsdx sw: use acquire/release semantics for atomic operation
* Avoid the generation of memory barrier (mfence)
2016-07-14 18:29:41 +02:00
Gregory Hainaut d855bc5ca8 gsdx sw: improve exit condition of SW extra thread
Use a relaxed atomic to read the exit variable in the hot path

Wait that exit is deasserted in the destructor, so we are sure the
thread will "soon" return
2016-07-14 18:29:22 +02:00
Gregory Hainaut abc9f7d096 gsdx tc: log unsupported LookupDepthSource 2016-07-14 18:29:22 +02:00
Gregory Hainaut e642bbc426 gsdx sw: add extrathreads_height to control the quantity of pixels processed by a thread
Value could range from 1 to 9. Default is 4 and it is potentially the
best option.  Feel free to test some values on your system, behavior
might depends on the core number and thread number

Value is exponential so 4 is 2 times more pixels than 3.

Small value increased thread overhead, big value increase wait/sync latency
2016-07-10 17:48:10 +02:00
Gregory Hainaut 91eccb7bab gsdx sw: increase the size of the ring buffer 256 => 65536
memory overhead by thead is only 256KB

However it will reduce the probability to block the push thread to nearly 0

I tested a couple of dumps and only manage 4000 element with 1 extrathread.
2016-07-10 10:49:06 +02:00
Gregory Hainaut 85fb55a0e1 gsdx ogl: memory management take 3
Add a factor 2 on the VRAM to get the quantity of available memory for the textures.
The driver is allowed to put some textures in RAM. Of course it is bad for performance
but it won't crash.

Due to the 4GB by process limit, I keep a (reasonable) maximum of 3.8GB.

In order to avoid a crash when memory is too low an exception will be risen
with no guarantee on rendering and big performance impact. In this situation
you ought to reduce upscaling/disable large framebuffer.
2016-07-10 10:23:23 +02:00
Gregory Hainaut a37cd40ce3 gsdx ogl: only print an error when VRAM is low
Until a better solution is found or people buy better GPU :)
2016-07-09 11:43:28 +02:00
Gregory Hainaut a2086ed458 gsdx profiler: drop latest frame time
Value is out of the chart. I'm not even sure it is a real frame so let's just remove it.
2016-07-09 10:03:21 +02:00
Gregory Hainaut 82d83ca579 gsdx: dull driver
Hopefully futur low-end GPU will get 4GB of VRAM
2016-07-08 21:53:42 +02:00
Gregory Hainaut 3f03f7333c gsdx: improve builtin profiler
* Does the first vsync (start counter) after the sleep
* Dump data after the rendering, avoid to count extra destructor,sleep time
* Dump data into a basic csv file (if people want nice graph)
2016-07-08 21:47:53 +02:00
Gregory Hainaut eefe3e8d4f gsdx ogl: reserve 200MB of the VRAM for various gl buffers (IBO/VBO/PBO/UBO) 2016-07-08 09:43:47 +02:00
Gregory Hainaut df4645a84a gsdx ogl: Don't use NV extension on AMD
potentially the NV extension is wrongly used but can't test it with the free driver
2016-07-07 23:48:56 +02:00
Gregory Hainaut d6e447a89c gsdx: fix for old gl header release (build bot) 2016-07-07 22:23:20 +02:00
Gregory Hainaut d8050634f6 gsdx ogl: plug GL_NVX_gpu_memory_info and GL_ATI_meminfo
to query available memory on the GPU

Requirement
* dedicated GPU (ofc!)
* proprietary driver. Free driver supports r600, radeonsi
2016-07-07 22:05:15 +02:00
Gregory Hainaut 7e2b3da928 gsdx ogl: monitor global GPU memory texture usage
So far there is a hardcoded limit at ~3.7GB

In the future, the limit will be reduced for low-end GPU.
2016-07-07 22:05:15 +02:00
Gregory Hainaut f450056626 gsdx: fix initialization list order
In file included from GSRenderer.cpp:23:0:
GSRenderer.h: In constructor ‘GSRenderer::GSRenderer()’:
GSRenderer.h:58:12: warning: ‘GSRenderer::m_dev’ will be initialized after [-Wreorder]
  GSDevice* m_dev;
            ^
GSRenderer.h:52:13: warning:   ‘GSVector2i GSRenderer::m_real_size’ [-Wreorder]
  GSVector2i m_real_size;
             ^
GSRenderer.cpp:32:1: warning:   when initialized here [-Wreorder]
2016-07-07 22:05:15 +02:00
Gregory Hainaut 29c97a9bf2 gsdx ogl: only enable accumulation hack in HDR algo
Goal is to reduce shader permutations and improve perf when sw blending is disabled
2016-07-07 19:56:23 +02:00
Gregory Hainaut 16c2baa0df gsdx-ogl: don't hardcode the accumulation blend trick
Perf impact is bigger than expected
2016-07-07 19:56:23 +02:00
ramapcsx2 6b6821d0c6 Merge pull request #1433 from FlatOutPS2/master
Merge Circuit: Enhance offset detection of output circuit
2016-07-06 12:15:08 +02:00
Akash 309a8283b2 GSDX-TextureCache: Don't allow RT size below default value
Fixes upscaling issues on Burnout dominator where setting custom resolution of 640x448 looks way worse than the native resolution.
2016-07-05 19:15:23 +05:30
Akash 6085da91e2 GSDX-Dialog: Clamp custom res and sw threads values to input range (#1443)
Fixes crash on custom resolution when users select a value below 256 or above 8192
2016-07-03 22:04:16 +01:00
Gregory Hainaut a1a5f470f7 gsdx-ogl: fix builtin profiler frame counting 2016-07-03 15:54:58 +02:00
Gregory Hainaut cc62e8c785 Merge pull request #1439 from ssakash/Cleanup_Warnings
PCSX2: Clean up warnings on MSVC
2016-07-03 15:45:39 +02:00
Gregory Hainaut 11eeeb6ab1 gsdx ogl: be sure sw blending is enabled in sw colclip
Hit the assertion on superman
2016-07-02 17:19:41 +02:00
Akash 4cfb2b248e GSDX: Clean up warnings on MSVC
GLLoader: cast passed parameters to required type.
GSDeviceOGL: cast variables to required type and silence warnings.
GSRendererOGL: cast variables to required type and silence warnings.
2016-06-30 16:50:10 +05:30
Gregory Hainaut a065a1d918 gsdx ogl: don't use GL_ARB_clear_texture for the depth buffer
It creates some slowdowns for unknown reason. My best hypothesis is
that stencil will be cleared too which is slow.

Let's keep the code for the future when stencil will be dropped.

Fix #1420
2016-06-30 09:40:07 +02:00
FlatOutPS2 1e3e343e43 Merge Circuit: Enhance offset detection of output circuit
If baseline and display rectangle offsets differ by small values then consider the status of frame memory offsets, prevents blurring on Tenchu: Fatal Shadows, Worms 3D, ProStroke Golf, Vexx
2016-06-29 22:35:53 +02:00
Akash a5671f016a GSDX-TextureCache: Add proper scaling for custom resolution
* Improve frame buffer height management on custom resolution. Width seems to be fine with the same size as scaled image output.
* Prevent offset issues on Persona 3 based on the data from merge circuit.

Note: Fixes custom resolution upscaling on ICO 50Hz/60Hz mode when large frame buffer is enabled. previously 60Hz mode only displayed half of the screen and 50Hz mode only worked due to the scissor hack.
2016-06-30 00:35:10 +05:30
Gregory Hainaut 1f4f55bcc9 gsdx: tentative fix for 64 bits buildl 2016-06-26 18:27:50 +02:00
Gregory Hainaut 4ec941440d gsdx replay: use the new profiler data 2016-06-26 17:53:22 +02:00
Gregory Hainaut d7c1faf563 gsdx ogl: add GPU timers to measure time between 2 vsync
So far only basic stuff (min/mean/max frame rendering time)
2016-06-26 15:34:36 +02:00
Akash ce20544a4f GSDX-TextureCache: Remove hacks which caused scaling issues
* Ignore Frame memory offsets for calculating dimensions value of display rectangle.
* Remove hack which limited scaling size based on the scissor value.

Note: With the following commit, SilentHill 2 now properly outputs the desired resolution by the users on custom resolution. Previously if we set 1024 x 1024 , it'll output a lower height value which was caused by the hack removed on this commit.
2016-06-26 12:14:38 +05:30
Gregory Hainaut 79587215bb gsdx ogl: add the option force_texture_clear for test purpose
Might be completely useless.

1 => always clear framebuffers and textures to black (aka 0)
2 => always clear framebuffers and textures to red
2016-06-24 18:41:55 +02:00
ramapcsx2 dce67351f9 Merge pull request #1416 from ssakash/Real_IR
GSDX: Add proper detection of internal resolution
2016-06-21 18:05:46 +02:00
Gregory Hainaut 36e82abd12 Merge pull request #1411 from ssakash/PCRTC
Merge Circuit: Improve offset detection of output circuit
2016-06-19 13:45:51 +02:00
Gregory Hainaut 41c522104e Merge pull request #1414 from PCSX2/gsdx-single-pbo
gsdx ogl: replace eight 8MB PBO with a single fat 64MB PBO
2016-06-19 13:40:38 +02:00
Akash e05e7bee82 GSDX: Add proper detection of internal resolution 2016-06-19 17:10:03 +05:30
Gregory Hainaut 113c78b67e gsdx ogl: replace eight 8MB PBO with a single fat 64MB PBO
It ought to be the same in performance but code will be easier this way

v2: print the sync status
v3: use a performance print so it doesn't spam the console
2016-06-18 14:59:19 +02:00
Akash ab1ab7b6f1 GSDX: Remove redundant "Null" string from GS Frame title bar (#1409)
* GSDX: Remove redundant "Null" string

* GSDX: Convert "GetConfigI" into "GetConfigB"
2016-06-17 14:25:09 +01:00
Akash 4a0656e903 Merge Circuit: Improve offset detection of output circuit
* Fixes blurring / wrong resolution output on FFXII
2016-06-16 13:22:53 +05:30
Jonathan Li 52a88a7bdf Merge pull request #1384 from ssakash/gsdx-default-renderer
gsdx:windows: Automatically determine best renderer
gsdx:windows: Only enable "Disable Depth Emulation" checkbox on OpenGL
2016-06-13 22:04:46 +01:00
Gregory Hainaut 08579021c5 gsdx ogl: 1 isn't used for WMT/WMS in shader
Stick it to 0 to avoid useless shader toggling
2016-06-11 13:35:32 +02:00
Gregory Hainaut 3234c8241b gsdx ogl: massively extend glsl self test
* Support Mesa Nouveau IR (free driver for Nvidia's GPU)
  => Print intermediate representation + final shader
  => Dump GPR usage
* Move dumped shader in /tmp/GSdx_Shader/<sub_dir>
  =>  Avoid the landing of 3 thousands of files in $PWD ^^
* Use function instead of macro
2016-06-11 13:34:37 +02:00
Gregory Hainaut 1c8de02c8d gsdx ogl: trace shader permutation
Too much permutation is bad for driver performances
2016-06-11 13:34:23 +02:00
Gregory Hainaut 5ffc911a69 gsdx: avoid crash in DX debug build 2016-06-11 01:13:20 +02:00
Gregory Hainaut 8c4d8cfdca glsl: avoid an unset warning 2016-06-09 18:27:58 +02:00
Gregory Hainaut df45c99f96 gsdx ogl: prefix member in GSUniform object with m_ 2016-06-09 18:27:58 +02:00
Gregory Hainaut fca2661e05 gsdx ogl: add a pretty name to various opengl opengl 2016-06-09 18:27:58 +02:00
Gregory Hainaut ff3d9bd373 gsdx ogl: add function pointer to name object
It could be nice to ease debug
2016-06-09 18:27:58 +02:00
Gregory Hainaut 415ce93425 gsdx ogl: rename the confusing function EmulateGS to Lines2Sprites 2016-06-09 18:27:58 +02:00
Gregory Hainaut 61075febae gsdx ogl: move selector as state variables
Will be easier to move code around if required in the future
2016-06-09 18:27:58 +02:00
Gregory Hainaut 1132230674 gsdx ogl: create m_require_one_barrier/m_require_full_barrier state variable
hopefully code will be more readable
2016-06-09 18:27:58 +02:00
Gregory Hainaut 7ece9b823d gsdx ogl: move texture management into a separate function 2016-06-09 18:27:57 +02:00
Akash 399ad3f450 GSDX: Gray out "Disable Depth Emulation" for renderers other than OpenGL 2016-06-09 15:27:18 +05:30
Akash fdc10e13ec GSDX: Better detection of default renderer
* Better detection of default renderer based on the vendor ID ( Nvidia, AMD , Intel)
* GSUtil: Add a dedicated function for identifying best renderer
2016-06-09 15:27:11 +05:30
refractionpcsx2 c530858df3 GSdx: Move "isNative" check to DX11 context creation. Resolves speed regression in games that constantly change the viewport size. 2016-06-06 20:45:30 +01:00
Jonathan Li 7c205d7a1e windows: Don't use __declspec(dllexport) for plugin exports
Using __declspec(dllexport) causes duplicate export warnings to be
generated when compiling 64-bit builds. Name mangling also occurs on
functions that are exported this way, so it doesn't actually work with
the plugin system, which uses unmangled names.

The module definition file exports the functions without name mangling
and is sufficient on its own.
2016-06-05 22:57:42 +01:00
Gregory Hainaut 2b00447a43 glsl: optimize the number of active constant buffer
Increase the performance on the free driver (Nouveau)

Currently the driver validates all UBO when only 1 is updated. It
is clearly a bad idea to put all UBO in a single common headers.
2016-06-05 16:45:11 +02:00
Jonathan Li c7940856ce windows: Remove unneeded library dependencies
Some are unnecessary since they're already taken care of by project
references, while others are duplicates or unused.
2016-06-04 22:55:48 +01:00
Gregory Hainaut 4768f912b8 gsdx linux: add vsync support for free driver 2016-06-04 13:17:59 +02:00
Gregory Hainaut 2b2412ca20 gsdx hw: disable OI_GsMemClear when framebuffer writes are masked. 2016-06-01 22:34:14 +02:00
Gregory Hainaut 7202cac7d0 gsdx ogl: remove the dual source blending workaround 2016-06-01 21:00:29 +02:00
Gregory Hainaut 08a8bfa76c gsdx ogl: plug new program compilation for bad driver 2016-06-01 21:00:29 +02:00
Gregory Hainaut 17988fc7de gsdx ogl: add code to compile a single shader 2016-06-01 21:00:29 +02:00
Gregory Hainaut 405f312fe8 gsdx ogl: format GSShader code
Move the Geometry Shader to the call of the function
2016-06-01 21:00:29 +02:00
Gregory Hainaut 538bb418ce gsdx ogl: revert the removal of single shader compilation function pointer
(It doesn't mean I will drop SSO but that I will do some tests one day)
2016-06-01 09:29:56 +02:00
Gregory Hainaut 5d49a6b685 gsdx ogl: replace 4 VS shader variation by an AND mask
Perf will be roughly the same. However there is a single VS for all
the HW emulation.
2016-06-01 09:29:56 +02:00
Gregory Hainaut 959abe64f8 gsdx ogl: implement wildhack on the CPU
Speed impact is likely small and the plan is only to keep a single Vertex Shader
2016-06-01 09:29:56 +02:00
Gregory Hainaut 3d192b7f8d gsdx ogl: separate channel code into a separate function 2016-06-01 09:29:56 +02:00
Gregory Hainaut 6d2196125d gsdx: fix TVshader case option 2016-05-31 19:35:35 +02:00
Gregory Hainaut 564bf8a089 gsdx ogl: terminator 3 supports sampling from the depth 2016-05-30 19:39:52 +02:00
Gregory Hainaut 43a1c48f75 gsdx option: add missing default and fix case 2016-05-30 18:23:22 +02:00
Gregory Hainaut 9c8b5e37a4 gsdx ogl: blacklist AMD 2015 drivers 2016-05-29 18:21:12 +02:00
Gregory Hainaut 12512f767b gsdx linux gui: disable the hack panel when user hacks are disabled
Move the user hack option to the main panel (Box with a single option doesn't look nice)

Hopefully it will be less confusing for linux users.
2016-05-29 18:09:22 +02:00
Gregory Hainaut 38a511e3e1 gsdx linux: some capture options are cross platform 2016-05-29 17:38:40 +02:00
Jonathan Li 8b74c108a4 Revert "gsdx:windows: Fix Windows 7 compile"
This reverts commit 7736c90457.

It wasn't actually a Windows 7 compile fix, but a bad build environment
workaround.
2016-05-29 14:33:58 +01:00
Jonathan Li b20433c0be windows: Remove user.props references from all projects
find . -name *.vcxproj -exec sed -i -e '/user.props/d' {} \;

Microsoft recommends against using .user files. From
https://msdn.microsoft.com/en-us/library/669zx6zc.aspx :
"The best practice is to delete the reference to them in Property
Manager to ensure that your projects operate independently of any
per-user, per-computer settings. This is important to ensure correct
behaviour in a SCC (source code control) environment."

If you cannot compile SPU2-X after this commit (since that still relies
on the old DirectX SDK), you'll need to fix your build environment.
2016-05-29 12:21:52 +01:00
Gregory Hainaut fb26254fbb gsdx ogl: implement a more generic HLE shader for terminator 3
Hopefully without regression for others games
2016-05-29 10:13:43 +02:00
Gregory Hainaut f7ddd488e1 gsdx ogl: Extend uniform buffer with channel parameter
Instead to use the standard ps ubo which is used every draw call.
I reused a barely used buffer to reduce the extra cost of the upload
2016-05-29 10:13:43 +02:00
Gregory Hainaut 6f19d928f6 gsdx ogl: use the new uniform cache upload method 2016-05-29 10:13:43 +02:00
Gregory Hainaut fa15d7fd26 gsdx ogl: generic code to cache uniform buffer
It will allow to skip a buffer transfer if the new content is the same
2016-05-29 10:13:43 +02:00
Jonathan Li 36cd1ae3cc windows: Remove parameter from prebuild command
It's unused. Also convert to using SolutionDir instead of Svnwhatever.
2016-05-28 23:25:08 +01:00
Gregory Hainaut 58f04975e1 oups fix link 2016-05-28 18:49:49 +02:00
Gregory Hainaut 179681ef18 gsdx ogl: enable AMD driver blending workaround only on latest legacy driver
Legacy GPU:
Older driver will be broken.

Still supported GPU:
Please upgrade to the latest AMD driver 16.5.2 or 16.5.3 (and prey that future driver will still work)
2016-05-28 18:43:55 +02:00
Gregory Hainaut a648e2db70 gsdx: switch to dx10/11 as default on Windows
1/ Detecting Dx level requires a DX context.
2/ Dx9 GPU market is 1-2% (I'm not even sure they can run latest windows 10)
2016-05-28 10:07:27 +02:00
Gregory Hainaut c61e09e36a fix left over default 2016-05-28 10:07:27 +02:00
Gregory Hainaut 453ac88dce gsdx option: use CaptureWidth/CaptureHeight on linux too 2016-05-28 10:07:27 +02:00
Gregory Hainaut a9c18c57e4 gsdx option: use the new GetConfig* function
v2:
add PSX stuff
ssakash review
2016-05-28 10:07:27 +02:00
Gregory Hainaut 03a6f2093e gsdx option: add multiple GetConfig to avoid overload issue 2016-05-28 10:07:27 +02:00
Gregory Hainaut 05818d70f4 gsdx option: centralize default configuration to a single file
Potential issue
* miss a default value
* Renderer is DX9 again on windows
* Case issue
* Same default for all code paths
* overload of GetConfig

v2: separate specific OS option
2016-05-28 10:07:26 +02:00
Akash 2409817556 GSDX: Move PSX code to an isolated path 2016-05-26 19:04:17 +05:30
Jonathan Li 06dba2d258 Merge pull request #1372 from PCSX2-Alpha/Windows_GUI
GSDX-Windows: Add "Large Framebuffer" option
2016-05-26 08:57:33 +01:00
Akash 9ae6c2673a GSDX-Windows: Add "Large Framebuffer" option 2016-05-26 11:38:24 +05:30
Jonathan Li 352b61c741 gsdx: Allow normal assert to be used 2016-05-26 00:11:52 +01:00
Jonathan Li db81925c4b Merge pull request #1335 from turtleli/freebsd
Support FreeBSD
2016-05-25 18:55:51 +01:00
Gregory Hainaut 60e0f3b9b5 Merge pull request #1234 from PCSX2-Alpha/Time_Crisis
GSDX: Improve CRTC width detection
2016-05-25 17:51:07 +02:00
Gregory Hainaut b6da1bcb15 gsdx linux: add the new option checkbox 2016-05-23 19:38:44 +02:00
Gregory Hainaut 0c3324b6ef gsdx hw: create a large_framebuffer option
Enable it to ensure correct rendering (FMV)
Disable it to reduce GPU/memory requirement

Option will likely be removed when the perf impact will be reduced.
2016-05-23 19:38:44 +02:00
Gregory Hainaut 1f4439a89e gsdx: add some notes of potential optimization 2016-05-23 19:38:44 +02:00
Jonathan Li 571432a7aa gsdx:freebsd: Fix compilation 2016-05-21 13:34:18 +01:00
Jonathan Li 57cdf0bf16 gsdx:linux: Use clock_gettime instead of ftime
ftime is obsolete and not present in recent POSIX specifications.
2016-05-21 13:33:40 +01:00
Jonathan Li da2046e90e gsdx: Use alignas instead of __aligned
__aligned is defined in FreeBSD headers and will cause compile errors.
2016-05-21 13:23:11 +01:00
Gregory Hainaut a7ba779ba8 gsdx ogl: another HLE channel effect for terminator 3
Same as before but with a different fbmask value (I don't know why but
I have the feeling that I might need the others value too)
2016-05-20 19:55:39 +02:00
Gregory Hainaut 1c21ea955c gsdx ogl: HLE channel effect for terminator 3
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
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
Akash 2166980f91 GSDX: Calculate dimensions of rectangle after merge
* Properly display rectangle size after passing through merge circuit on
GS Dumps and GS Frame titlebar.
2016-05-19 15:53:49 +05:30
Akash 58b43dbb6c GSDX: Rework video mode detection code
* Use some nice enums instead of macros
* properly detect 720P/1080I separately.
* Some code cleanup, extended variable names and added few comments
2016-05-19 14:02:50 +05:30
Gregory Hainaut e258f3e2fa gsdx ogl: update accurate DATE behavior
* 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
Jonathan Li 7b27be1306 gsdx: Consider horizontal offsets when merging output
Fixes games like Time Crisis 2/3, which use two half-width display
rectangles placed side by side in split screen mode by using different
DISPLAY.DX values.
2016-05-19 10:06:12 +05:30
Gregory Hainaut 14fa797235 gsdx hw: always uses a big RT on snowblind engine game
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
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
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
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
Gsdx array coverage
2016-05-16 18:16:15 +02:00
Gregory Hainaut ed0adf61d3 gsdx ogl: allow to define a debug context in windows.
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
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
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
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
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.
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
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
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
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
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
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
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
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
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
Avoid to rely on CRC
2016-05-08 17:31:13 +02:00
Gregory Hainaut 48d962e15a gsdx log: print detected crc
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
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
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
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
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.
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
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)
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
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
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)
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
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
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
Gregory Hainaut 8424eeb4ee gsdx tc: small hint for the compiler 2016-05-05 15:32:21 +02:00
Gregory Hainaut 055b9c57e7 gsdx tc: use unscaled size as clamping in Target::Update
Might avoid/reduce crash like #1340
2016-05-05 12:59:49 +02:00
Gregory Hainaut 5948c2d8cd gsdx AMD: broken for broken
Until AMD release the driver with a fix, I can't use 2nd blending source with SSO.

So let's use the first source. Blending/Alpha will be wrong. But it is likely better
than an uninitialized alpha value.
2016-05-05 12:24:55 +02:00
Gregory Hainaut f712c5c6d0 gsdx tc: use GSLocalMemory::m_psm instead of hardcoded value 2016-05-05 12:19:25 +02:00
Gregory Hainaut 642cc50ac4 gsdx hw: reduce verbosity of channel skip log 2016-05-05 12:19:19 +02:00
Gregory Hainaut 7c430c9d3c glsl: fix coordinate in channel depth effect
UV can't be used directly in channel effect

Properly fix Urban Chaos smoke
2016-05-04 18:08:40 +02:00
Gregory Hainaut b8b0a0d662 gsdx hw: remove dead code 2016-05-04 18:08:34 +02:00
Gregory Hainaut 90af611fdb gsdx ogl: Fix channel effect interaction with accurate blending
* Vertex info must be updated before PrimitiveOverlap
* Fix the vertex number (2 not 4)
* add an uint16 cast to shut up Visual Studio
2016-05-02 19:48:11 +02:00
Gregory Hainaut e190841d67 gsdx ogl: improve blending logging 2016-05-02 18:14:02 +02:00
Gregory Hainaut 3077cc82cc gsdx hack: Ghost in the Shell still broken in openGL 2016-05-02 18:14:02 +02:00
Jonathan Li 6430e41fb5 gsdx:windows: Update GUI to reflect recent changes
"Enable Hardware Depth" removed from main dialog.
"Disable Depth Emulation" and "Fast Texture Invalidation" added to Hacks
dialog.

And fix lots of whitespace issues.
2016-05-02 00:28:10 +01:00
Akash 21e6a344a2 GSDX: Improvements to the GSDX dialog (#1284)
GSDX: Improvements to the config interface.

- GSDX: Add new logos to dialog
- GSDX: Remove all the extra null renderers
- GSDX: Changes to renderer combobox
- Sort all the renderers in ascending order. (the fact that D3D11 was
above D3D9 really annoyed me >_<)
- Properly display usage of D3D10/D3D11 on the combobox.
- Use highest available version of DX by default.
- GSDX: gray out upscaling hacks at native resolution
- GSDX-PSX: Modifications to the dialog
- Add new logos
- Remove SDL renderer from combobox since it was removed long ago.
2016-05-01 17:33:53 +01:00
Gregory Hainaut 826b38c47a gsdx tc: use array in GSOffset to store texture coverage
GSOffset is already based on a lookup of PSM/BP/BW. Coverage only adds
the size parameters (so only 256 possibilities)

It replaces the hash lookup with a free array access.
2016-05-01 15:02:36 +02:00
Gregory Hainaut 7add3d1018 gsdx hack: add a lengthy comment to explain man hunt2 hack
An HLE shader replacement could be done for this game but it is
low priority
2016-05-01 13:37:54 +02:00
Gregory Hainaut 4bf484c881 gsdx: move various games crc to dx level
* GT3
* GT4
* GTConcept
* JamesBondEverythingOrNothing
* SkyGunner
* StarWarsBattlefront2
* StarWarsBattlefront
* TouristTrophy
* ICO
* DeathByDegreesTekkenNinaWilliams
2016-05-01 13:22:12 +02:00
Gregory Hainaut 5676acaef9 glsl: support channel effect on depth texture too 2016-04-30 16:07:45 +02:00
Gregory Hainaut e0581ee771 gsdx ogl: Finalize the urban chaos workaround
Rendering must be nice now
2016-04-30 14:52:53 +02:00
Gregory Hainaut 14e1ed06df glsl: add an HLE shader for Urban Chaos
Pro:
* Replace 140 draw calls into a single one
* No complex texture conversion/lookup
* smaller solution than a generic solution
2016-04-30 14:52:53 +02:00
Gregory Hainaut 7d191ebf8e gsdx tc: load palette for pseudo 8 bits depth
Rendering is still broken but I'm afraid it will need a dedicated shader
2016-04-30 14:52:43 +02:00
Gregory Hainaut 12b8704502 gsdx dx: disable channel shuffle 2016-04-30 14:52:43 +02:00
Gregory Hainaut b4c7d32741 gsdx ogl: avoid to wrongly detect a channel shuffle 2016-04-30 14:52:43 +02:00
Gregory Hainaut 1011a757a8 gsdx hw: factorize redundant code 2016-04-30 14:52:43 +02:00
Gregory Hainaut b78c772a14 gsdx: improve detection of channel shuffle
Improve rendering on Prince Of Persia (requires preload data hack)

Worth to re-test: MTGS2/3

Urban Chaos is a bit better but there still a bad overlay
2016-04-30 14:52:43 +02:00
Gregory Hainaut 02dff2653a gsdx hack: sort the file
* separate Dx only/aggresive hack
* add GSC_CrashNburn and GSC_BullyCC to Dx only section
2016-04-30 12:45:06 +02:00
Gregory Hainaut 60267790a1 gsdx: move (most) of the hw hack into a separate file
GSState.cpp was really too big
2016-04-30 12:24:08 +02:00
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 a9d25efcde gsdx ogl: extend state to support up to 8 textures 2016-04-29 17:34:17 +02:00
Gregory Hainaut e45f90fac3 gsdx: fix a gcc warning 2016-04-29 17:34:17 +02:00
Gregory Hainaut e195e67a48 gsdx: move Metal Gear Solid CRC to DX level
OpenGL is near perfect :)
2016-04-29 17:34:17 +02:00
Gregory Hainaut 5e5069423b Merge pull request #1321 from PCSX2/gsdx-preloadcrash
GSDX: Avoid crash when TBW == 0 - Preload data frame
2016-04-28 23:06:29 +02:00
Gregory Hainaut cb19451418 gsdx ogl: implement RT channel fetch
Fix blending of Metal Gear Solid/KillZone (and potentially other games)

Potentially impact issue #905, #594, #914, #896
2016-04-28 22:56:38 +02:00
Gregory Hainaut c445a14c46 gsdx ogl: extend shader to lookup a single channel 2016-04-28 22:56:38 +02:00
Gregory Hainaut eaa4fd41e2 gsdx ogl: improve logging of special effect 2016-04-28 22:56:38 +02:00
refractionpcsx2 0aa8fe0f20 GSDX: Avoid crash when TBW == 0 2016-04-28 21:36:21 +01:00
Gregory Hainaut f946f38f26 gsdx hw: keep the debug counter in sync
Otherwise I'm screwed :p
2016-04-28 20:03:53 +02:00
Gregory Hainaut 04a578495f gsdx hw: disable channel shuffle effect
Greatly reduce memory requirement for target
MGS3 at 4x: from 2680MB to 160MB

Remove a couple of (slow) draw calls
2016-04-28 19:46:26 +02:00
Gregory Hainaut f63e38a59e gsdx ogl: as always some games do bad stuff
Let's keep a comment for the moment. I don't know if we need to fix it, neither how.
2016-04-28 19:42:00 +02:00
Gregory Hainaut 45bfe2ad58 gsdx hw: trace some special post processing effect
* Double downscale is done in GTA
* Channel Shuffle is the top-left corner issue

So far nothing is emulated
2016-04-28 19:39:57 +02:00
Gregory Hainaut 5b04f4dab9 gsdx: add optimization note for the future 2016-04-28 18:01:21 +02:00
Gregory Hainaut 4808d89449 gsdx ogl: use enum pretty name 2016-04-28 18:01:20 +02:00
Gregory Hainaut ab31915ce9 gsdx: glsl: fix silly typo
And regression on various games
2016-04-27 09:52:35 +02:00
Gregory Hainaut aeb92592e7 gsdx ogl: use GSUtil::GetClassVertexCount 2016-04-26 19:29:04 +02:00
Gregory Hainaut df70b8bb0e gsdx: fix Q NaN value
Avoid potential undefined results
2016-04-26 19:09:32 +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 ad08701cb1 gsdx tc: trick the texture cache to use a depth format for depth texture
This way we avoid the rescaling of the depth buffer and texture allocation.
2016-04-24 22:18:26 +02:00
Gregory Hainaut 1960d51e60 gsdx tc: properly support 16 bits depth conversion 2016-04-24 22:18:26 +02:00
Gregory Hainaut de38963904 gsdx ogl: plug the new depth sampling in the renderer
Note:
When source format is depth, integral texture coordinate must be used => depth_fmt 1/2/3
2016-04-24 22:18:26 +02:00
Gregory Hainaut fda511a949 gsdx glsl: extend hw shader to sample depth texture
Will use integral coordinate to avoid any rescaling.

Bilinear interpolation isn't supported. I don't think it is allowed to
filter a depth texture anyway.
2016-04-24 22:18:26 +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 8ec1461842 gsdx: increase the number of texture in the pool
It could slightly increase the VRAM requirement but it will reduce texture
allocation/unallocation at start/end of frame.
2016-04-24 22:14:51 +02:00
Gregory Hainaut b4b878ac24 gsdx-ogl: add a note for a future small optimization 2016-04-24 22:14:51 +02:00
Gregory Hainaut 4281b8630b gsdx ogl: remove the useless shadeboost Constant Buffer 2016-04-24 11:08:14 +02:00
Gregory Hainaut d610a6aac4 gsdx glsl: ofc forget to do the shader in bin 2016-04-24 11:07:46 +02:00
Gregory Hainaut d027ed2092 gsdx ogl: merge GSTextureFXOGL to GSDeviceOGL
First file is rather small in openGL. And it is linked to the latter.
2016-04-24 10:55:22 +02:00
Gregory Hainaut 1558220f74 gsdx glsl: create a common header definition
* avoid duplication between all the files for UBO
* remove various interface define
2016-04-24 10:54:39 +02:00
Gregory Hainaut 8ee0783bd3 GSdx: remove useless variable 2016-04-24 10:42:03 +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 67e955919f gsdx: keep dump code enabled in dev release too 2016-04-23 18:29:56 +02:00
Gregory Hainaut a149d6b26f gsdx: use psm.bpp flag to improve code reading 2016-04-23 18:29:39 +02:00
Gregory Hainaut dd98a0b913 gsdx: add a depth format flag 2016-04-23 18:28:50 +02:00
Gregory Hainaut 87867beb0e gsdx-ogl: remove the invalidation of texture
It doesn't help the perf and only create overhead (test done on snow engine game)
2016-04-21 21:07:17 +02:00
Gregory Hainaut 3709b5aecc gsdx: add a small comment to ease code reading 2016-04-21 09:28:44 +02:00
Gregory Hainaut b5ec683318 gsdx-linux: remove custom resolution from the GUI
It would be replaced by a float resolution factor
2016-04-21 09:28:44 +02:00
Gregory Hainaut 821e3ff294 gsdx-ogl: reduce length of debug message 2016-04-21 09:28:44 +02:00
Gregory Hainaut 8217c717f6 gsdx-ogl: require GL_KHR_debug
Will reduce the slowdown on debug build
2016-04-21 09:28:44 +02:00
Gregory Hainaut 9598417f42 gsdx-ogl: GL_ARB_copy_image is now mandatory 2016-04-21 09:28:44 +02:00
Gregory Hainaut 99bccc6dff gsdx-ogl: remove the geometry shader blacklist for Gallium Mesa drivers 2016-04-21 09:28:44 +02:00
Gregory Hainaut cb8088216b Merge pull request #1281 from PCSX2-Alpha/NTSC_saturation
GSDX: Remove some unnecessary/dubious hacks
2016-04-21 09:28:30 +02:00
Gregory Hainaut 59ef668fd2 Merge pull request #1222 from PCSX2/gsdx-black-fmv
Gsdx black fmv
2016-04-21 09:25:36 +02:00
Lauri Kasanen 994c9147f5 textureSW: fix Map with offset 2016-04-19 21:22:53 +03:00
refractionpcsx2 dcb676765e GSdx: Clean up some warning under windows (#1289) 2016-04-14 11:00:58 +01:00
Gregory Hainaut 2e567d6d55 gsdx ogl: update comment
something to test in the future
2016-04-14 10:19:18 +02:00
Gregory Hainaut d129aedfe8 GSdx:vector: add sllv32 and srlv32 for 128 bits op
(variable shift)
2016-04-14 10:18:43 +02:00
Gregory Hainaut 8a7184be3f gsdx: fix hack logic 2016-04-12 11:36:24 +02:00
Gregory Hainaut 6a09fa56fb gsdx: disable nocturne CRC hack
Yeah one less !
2016-04-11 22:41:19 +02:00
Gregory Hainaut 4611264ce3 gsdx: add CRC hack for Nocturne PAL
Reduce depth transfer to the real size of the game. Otherwise
we need to handle a mix of color/depth transfer.
2016-04-11 16:04:04 +02:00
Gregory Hainaut 22a40b65ae gsdx-ogl: always use 1 for GL_UNPACK_ALIGNMENT
Avoid a gl function call for each texture uploads
2016-04-11 12:45:11 +02:00