Gregory Hainaut
a46c11b088
gsdx-ogl: delete various leftovers
2015-08-22 13:33:32 +02:00
Gregory Hainaut
7002ff3ec3
gsdx-ogl: move texture scale from vs_cb to fs_cb
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It avoid useless update of the vs_cb.
2015-08-22 13:33:04 +02:00
Gregory Hainaut
499206f0ea
gsdx-ogl: disable advance rendering when drivers don't support it
2015-08-22 12:22:35 +02:00
Gregory Hainaut
37f9bcf9cb
gsdx-ogl: reduce state change
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* don't dirty aref when a fog color is uploaded
* only set clamp mode in clamp mode (region clamp is handled in shader)
v2: fix SSE2/3 compilation
2015-08-20 23:01:43 +02:00
Gregory Hainaut
c5a786ed2c
gsdx-ogl: remove support WMS/T == 2 in hardware unit
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I think behavior was wrong because only first texel coordinate was clamped.
Beside we can't interpolate if AEM isn't yet applied
2015-08-20 23:01:43 +02:00
Gregory Hainaut
6b84a89b6a
gsdx-ogl: remove old ati hack for point sampler
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Was never used on openGL
In the future absolute coordinate will be use anyway
2015-08-18 19:09:45 +02:00
Gregory Hainaut
37661f3a86
gsdx-ogl: fix blending regression (VP2)
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Negative factor must be disabled in negative accumulation "-Cs*As + Cd"
Shader must output Cs*As and blending unit will do the Cd - C subtraction
2015-08-18 09:14:11 +02:00
Gregory Hainaut
260c12756a
gsdx-ogl: accelerate Cd - Cs * Alpha in sw blending
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It is similar as Cd + Cs * Alpha except the operator
It would help to emulate other color clipping case correctly in basic
mode at full speed
2015-08-16 18:12:34 +02:00
Jonathan Li
6580f4922f
gsdx-ogl: correct fbmask conversion on texture shuffle
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Fbmask is RGBA8 and must be converted to RGB5A1
=> bit 31 must be moved to bit 15
Signed-off-by: Gregory Hainaut <gregory.hainaut@gmail.com>
2015-08-16 14:06:10 +02:00
Gregory Hainaut
c32f1dfc23
gsdx-ogl: fix blend clear regression
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Field selector are very dangerous to use.
Fix #764
2015-08-15 20:06:34 +02:00
Gregory Hainaut
0e3491bd58
gsdx-ogl: always do RW RT check
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Jak uses it with triangle rendering.
2015-08-15 20:06:34 +02:00
Gregory Hainaut
c7b2f9d1d2
gsdx-ogl: setup fbo to always write to first buffer
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GL_NONE was kind of useless because nothing was attached anyway
2015-08-15 20:06:34 +02:00
Gregory Hainaut
87f497af0a
gsdx-ogl: remove an useless variable
2015-08-15 20:06:34 +02:00
Gregory Hainaut
6046d6c417
Merge pull request #749 from PCSX2/gsdx-micro-optimization
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Gsdx micro optimization
2015-08-12 08:54:36 +02:00
Gregory Hainaut
98c74879bf
Merge pull request #718 from PCSX2/depth-color-direct-write
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Depth color direct write
2015-08-10 15:50:48 +02:00
Gregory Hainaut
9f92f63194
gsdx-ogl: Use GetAlphaMinMax to limit the scope of FULL accurate blending
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Provide a massive speed up in this level.
2015-08-09 13:44:31 +02:00
Gregory Hainaut
61694013a5
gsdx-ogl: compact blending parameter structure
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Save 656B of data. It is good for the cache.
2015-08-09 13:44:30 +02:00
Gregory Hainaut
df3ade896b
gsdx-ogl: use integer for blend factor
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Integer argument&comparison might be lighter
V2: Forget to change one OMSetBlendState call
2015-08-09 13:44:05 +02:00
Gregory Hainaut
5b57405517
gsdx-ogl: blend management cleanup
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* reorder the blend function
* remove OM bsel object
* add a bit to support pabe (miss the glsl part)
2015-08-08 09:18:09 +02:00
Gregory Hainaut
4d12410707
gsdx-ogl: latch constant buffer in rendering object
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* Initialization of the object is done once
* Avoid to reupload it when an useless parameter toggle
=> -10% of UBO update
2015-08-08 09:18:09 +02:00
Gregory Hainaut
b17803bb34
gsdx-ogl: wipeout of GL_ARB_bindless_texture
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Code is completely broken. It doesn't help to improve speed.
Remove 200 lines ;)
2015-08-08 09:16:49 +02:00
Gregory Hainaut
b7e16b5989
gsdx-ogl: clean the blending management
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Intially GSBlendStateOGL was an alias of the m_blendMapD3D9 array
The object was replaced by an index in the array. Save 2k of memory duplication.
And too much useless code.
v2: push/pop blending state in DATE stuff
v3: remove m_state which is useless now
2015-08-05 22:55:12 +02:00
Gregory Hainaut
717f0fcb4d
gsdx-ogl: optimize fbmask setup
2015-08-05 22:55:12 +02:00
Gregory Hainaut
73e2ff6ff6
gsdx-ogl: change PrimitiveOverlap algo from O(n^2) to O(n)
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+ only enable this optimization when it is useful (date or sw blending)
Less impact on the perf even for big vertex array
2015-08-05 17:59:55 +02:00
Gregory Hainaut
36554c3375
Merge branch 'hdr-colclip-32bits'
2015-08-04 21:55:40 +02:00
Gregory Hainaut
45bb27d6db
gsdx-ogl: extend HDR colclip to 32 bits texture
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Unfortunately 16 bits wasn't enough for Castlevania.
2015-08-04 21:54:27 +02:00
Gregory Hainaut
c6ff7531fb
gsdx-ogl: performance boost on virtuafighter
2015-08-04 21:26:03 +02:00
Gregory Hainaut
d80aa0b0bd
gsdx-ogl: remove 2 printfs
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GL_INS is a better tracing solution
2015-08-04 20:47:02 +02:00
Gregory Hainaut
744f9ebc09
gsdx-ogl: rare corner case when both texture shuffle and date are enabled
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In texture shuffle mode the texture data is either RG or BA. It means
that DATE must either checks MSB of G or A.
Close #693
2015-08-04 20:10:44 +02:00
Gregory Hainaut
3784ea768f
gsdx: check null pointer when doing a texture clear
2015-08-04 19:26:17 +02:00
Gregory Hainaut
8424c18e9f
Merge pull request #688 from PCSX2/hdr-colclip
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Hdr colclip
2015-08-02 18:13:28 +02:00
Gregory Hainaut
1f402b1b56
gsdx-ogl: fix bad detection of overlapping
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avoid rendering corruption with SW blending
2015-08-01 13:29:25 +02:00
Gregory Hainaut
ec007ac8d0
gsdx-ogl: support accurate blending without geometry shader
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For the Mesa driver
2015-08-01 13:26:15 +02:00
Gregory Hainaut
eb0fa8c7dc
gsdx-ogl: fix bad detection of overlapping
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avoid rendering corruption with SW blending
2015-08-01 01:27:22 +02:00
Gregory Hainaut
8452d2ccfe
gsdx-ogl: fbmask regression! don't use bit operation with integer
2015-07-31 21:10:58 +02:00
Gregory Hainaut
fff59f547d
gsdx-ogl: fbmask regression! don't use bit operation with integer
2015-07-31 19:43:06 +02:00
Gregory Hainaut
a0edcb58af
gsdx-ogl: extend cclip blending level with destination alpha blending
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The purpose is to emulate correctly destination alpha factor
An alpha channel of 128 is 1.0 in the GS but only ~0.5 in the GPU
I think few draw call use destination alpha so impact on perf must remains small.
2015-07-31 09:45:28 +02:00
Gregory Hainaut
8554f32086
gsdx-ogl: clean the blend table
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Remove old shader define
Prefix macro with BLEND_
Add some notes to explain the special symbol
2015-07-31 09:45:28 +02:00
Gregory Hainaut
cfd0fd6cc8
gsdx-ogl: remove old colclip algo
2015-07-31 09:45:28 +02:00
Gregory Hainaut
93c47feb7c
gsdx-ogl: replace old colclip algo with the HDR algo
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Similar speed but more accurate
Allow to clean the code
2015-07-31 09:45:28 +02:00
Gregory Hainaut
83f874db93
gsdx-ogl: remove bsel.ps
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Just clear bsel.abe to disable blending
2015-07-31 09:45:28 +02:00
Gregory Hainaut
25298c70f7
gsdx-ogl: move blending management into a separate function
2015-07-31 09:45:28 +02:00
Gregory Hainaut
25bd5f5e85
gsdx-ogl: request texture barrier to emulate accurate date
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Actually it can partially be done with GL_ARB_shader_image_load_store
extension. However all drivers that support shader_image have
texture barrier too.
2015-07-31 09:45:28 +02:00
Gregory Hainaut
2901e94ebc
gsdx-ogl: always bind the RT as input texture
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To avoid code duplication
2015-07-31 09:45:28 +02:00
Gregory Hainaut
1fe3e04ce3
gsdx-ogl: don't alias m_env/m_context variable
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It is cumbersome to move code
2015-07-31 09:45:28 +02:00
Gregory Hainaut
8f27a5a92b
gsdx-ogl: only enable fast accurate colclip in level3
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Until we drop the old method
2015-07-31 09:45:05 +02:00
Gregory Hainaut
e026f1bac6
gsdx-ogl: implement a fast accurate colclip algo
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The idea is to use a floating texture to accumulate the data and
then do a final postprocessing pass to apply the modulo
v2:
* use bounding box to
* fix vertex corruption issue
* use negative number in shader which allow to use half float (+12
fps@4x)
2015-07-30 18:34:52 +02:00
Gregory Hainaut
aa8f5848d1
gsdx-ogl: always issue a barrier when requested
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Safer this way
2015-07-30 18:24:36 +02:00
Gregory Hainaut
88bd0996f5
gsdx-ogl: only print same tex/rt message when prims overlaps
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Avoid most of the false positive
2015-07-30 18:24:32 +02:00
Gregory Hainaut
ae8df002af
gsdx-ogl: optimize Cs * As + Cd and Cs * Af + Cd blending
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Basically the code does the alpha multiplication in the shader therefore
the blend unit only does a pure addition. This way the multiplication is
accurate and accurate_blending doesn't requires a costly barrier.
This code also avoid variable duplication to make the code more separated.
Hopefully blending can be done in a separated function
It is preliminary work to support fast color clipping with HDR
v2: fix assertion compilation failure
v3: fix regression in not accurate mode
v3: Cs * As/Af is not an accumulation
Those cases don't need the Cd addition and were already optimized anyway
Fix a regression on GoW2
2015-07-30 18:22:59 +02:00