Commit Graph

1957 Commits

Author SHA1 Message Date
Gregory Hainaut 395e2f31d0 gsdx-ogl: remove dead code (due to legacy removal) 2016-04-10 14:23:58 +02:00
Gregory Hainaut 3f404c8edb gsdx-ogl: update shader pipeline intertace to use vs/gs/ps triplet
Better to have 1 function calls with 3 parameters rather 3 functions call with 1 parameter.
2016-04-10 14:14:30 +02:00
Gregory Hainaut 53690cf9d0 gsdx-ogl: add a new hack to force anisotropic filtering
By default, anisotropic filtering was disabled when textures aren't countinuous.
This hack allows to force it. It can help to reduce aliasing but it would create
unexpected effect on texture boundaries.

Again, someone ought to add the option on Windows too
2016-04-10 13:53:17 +02:00
Gregory Hainaut 9e6cb79f4e gsdx linux: move depth option as a speed hack
Someone ought to add the Windows option too (and DisablePartialInvalidation too)

It might break a couple of games but most of them run better with depth enabled.
2016-04-10 13:22:55 +02:00
Gregory Hainaut 12443da00c GSdx ogl: ouch the typo exp != exp2
Fix some rounding issue on depth effect (shadow in Dot hack games)
2016-04-10 11:31:40 +02:00
Gregory Hainaut 7aaf36d24d gsdx ogl: add function pointer for framebuffer no attachment extension
Could be useful in the future
2016-04-10 11:31:40 +02:00
Gregory Hainaut 7cc13ce99c gsdx-ogl: only bind the FB to the draw FB 2016-04-10 11:31:40 +02:00
Gregory Hainaut d533c393b2 gsdx ogl: rely on DSA API 2016-04-10 11:31:40 +02:00
Jonathan Li fb97de7f79 gsdx:windows: Fix crash on psx side of plugin
I forgot it had a psx emu interface.
2016-04-09 19:56:23 +01:00
Gregory Hainaut b9e8384c11 gsdx-ogl: move the mandatory extension into mandatory section 2016-04-07 22:29:35 +02:00
Gregory Hainaut 121e92a829 gsdx ogl: remove a now useless warning message 2016-04-07 22:28:11 +02:00
Gregory Hainaut 4475c4fe7c gsdx linux: remove the old extension options 2016-04-07 22:27:33 +02:00
Gregory Hainaut cef76de547 gsdx ogl: GL_ARB_direct_state_access is now mandatory 2016-04-07 22:27:28 +02:00
Gregory Hainaut a62019a3fd gsdx-ogl: found_GL_ARB_buffer_storage is now mandatory 2016-04-07 22:17:22 +02:00
Gregory Hainaut 52e3c3516d gsdx-ogl: GL_ARB_separate_shader_objects is now mandatory 2016-04-07 22:11:35 +02:00
Gregory Hainaut f751f70b1e gsdx ogl: GL_ARB_clip_control is now mandatory 2016-04-07 21:57:54 +02:00
Gregory Hainaut dfb4b5a339 gsdx-ogl: GL_ARB_texture_barrier is now mandatory
(GL4.5 extension)
2016-04-07 21:51:37 +02:00
Gregory Hainaut 1208dbe8c7 cmake: add an option to build the new legacy GSdx plugin
+ bump the new one to 1.1.0 (to ease reporting)
2016-04-07 21:46:42 +02:00
Gregory Hainaut 8ccdc05c08 Merge pull request #1217 from PCSX2-Alpha/CRTC_option
GSDX : Add an option for CRTC size and some other video mode stuffs
2016-04-07 21:24:46 +02:00
Gregory Hainaut 17886a9808 gsdx-ogl: allow some accurate date when GL_ARB_shader_image_load_store isn't supported
Close #1282
2016-04-07 19:29:46 +02:00
Jonathan Li 69a84a2782 gsdx:windows: Don't call GSshutdown in GSconfigure
Fixes an issue with the D3D backends crashing if the configure dialog
is accessed and ok is pressed. The D3Dcompiler dll is freed and a null
pointer is dereferenced.

It might break gsdxgui but GSshutdown really should not be called unless
GSdx is shutting down. GSDumpGUI on Windows provides the same (or
better) functionality.
2016-04-07 18:18:36 +01:00
Jonathan Li e16b367e6e windows: Workaround weird LoadLibraryEx failures
For some reason some Windows 7 systems (most are unaffected) cannot cope
with LoadLibraryEx and return error code 87 - "The parameter is
incorrect".

Switch to using LoadLibrary instead for any case where Windows 7 is
expected to successfully load the requested dll. Potentially Windows
Vista is also affected.
2016-04-06 19:52:59 +01:00
Gregory Hainaut da9577076c Merge pull request #1278 from PCSX2/gsdx-EE-read-depth-support
gsdx ogl: allow to read the depth buffer
2016-04-06 12:20:16 +02:00
Gregory Hainaut b8a023d158 gsdx ogl: mark OGL object as final
Give the compiler more devirtualization hint
2016-04-05 00:01:43 +02:00
Gregory Hainaut decac5fd12 gsdx ogl: implement an empty BeginScene
Compile will devirtualize it and then remove it during the inline.
2016-04-04 23:32:11 +02:00
Gregory Hainaut cb279ef321 gsdx ogl: help compiler to devirtualize 2016-04-04 23:12:31 +02:00
Gregory Hainaut e3787b6b3c gsdx-ogl: use final qualifier to help compiler
Improve Devirtualization optimization
2016-04-04 22:52:59 +02:00
Gregory Hainaut 771583c559 gsdx-ogl: help the compiler to propagate stride constant
Optimize various multiplication

Note: potentially we can do it with constexpr but I'm not sure of compiler support
2016-04-04 22:46:31 +02:00
Gregory Hainaut c4ebdd1f37 gsdx ogl: allow to read the depth buffer
Unfortunately can't be tested on gs dump

Ought to impact #1276 (Incognito/Eat Sleep Play's games, Nocturne too)
2016-04-03 12:30:14 +02:00
Gregory Hainaut 00643dbdfb gsdx tc: report unsupported depth read path
Help to debug depth issue  (aka lighting effects pass through wall)
2016-04-03 11:22:11 +02:00
Gregory Hainaut ee08a6fc53 Merge pull request #1270 from PCSX2/monolithic-build
Monolithic build
2016-04-03 11:20:07 +02:00
Gregory Hainaut 5bdadbc089 Merge pull request #1268 from PCSX2/coverity-uninitialized-members
Coverity uninitialized members
2016-04-03 11:19:37 +02:00
Jonathan Li 7736c90457 gsdx:windows: Fix Windows 7 compile
Somehow D3D_COMPILE_STANDARD_FILE_INCLUDE isn't defined, so the correct
headers aren't being used.
2016-04-02 12:17:52 +01:00
Gregory Hainaut cc1756b8e5 gsdx: disable dump in release build 2016-04-02 00:56:41 +02:00
Gregory Hainaut 8dee7daeb9 gsdx-ogl: init textures for all formats
CID 150171
2016-03-30 19:56:19 +02:00
Gregory Hainaut 856a12f94f gsdx-ogl: init Render object
CID 147002
2016-03-30 19:56:19 +02:00
Gregory Hainaut a4d0c23071 gsdx: init GSCapture field
CID 159404
2016-03-30 19:56:19 +02:00
Gregory Hainaut 1bd8113f66 cmake: add various option to disable plugin support 2016-03-30 10:19:54 +02:00
Jonathan Li e347c8b0b1 gsdx:windows: Remove DXSDK references from property sheets
GSdx doesn't use the DirectX SDK anymore.

Also clean up the property sheets while I'm at it.
2016-03-30 00:03:04 +01:00
Jonathan Li b243e2532b gsdx-d3d9: Remove d3dx9 stuff and use d3dcompile
Using D3DX9 requires the end user to install the Direct X redist files.

Switch to using D3DCompile.
2016-03-30 00:03:04 +01:00
Jonathan Li 2ec8d88d80 gsdx-d3d11: Remove d3dx11 stuff and use d3dcompile
Using D3DX11 requires the end user to install the DirectX redist files.

Switch to using D3DCompile, and distribute D3DCompiler_47.dll for
Windows Vista, 7 and 8 users (Windows 8.1 onwards supplies
D3DCompiler_47.dll with the OS).
2016-03-30 00:03:04 +01:00
Jonathan Li 8f4823d604 gsdx-dx: Load D3DCompiler dll at runtime
D3DCompiler_47.dll will be loaded for Windows 8.1 and above (and maybe
Windows 7 devs), D3DCompiler_43.dll will be loaded for Windows 7 and
below.
2016-03-30 00:03:04 +01:00
Jonathan Li 80b6140a3e gsdx:windows: Prefer Windows SDK over old DX SDK
Some files are present in both the Windows SDK and the old DirectX SDK.
Use the newer versions of the files in the Windows SDK where possible.
2016-03-30 00:03:04 +01:00
Gregory Hainaut f6ee94589f gsdx hw: OI_GSMemClear supports various frame formats
Could help #1267
2016-03-28 10:47:42 +02:00
Gregory Hainaut a99750ae87 gsdx hw: only enable OI_GsMemClear when both depth/alpha test are disabled
Fix #1262
2016-03-26 11:28:28 +01:00
Gregory Hainaut 261ef9ab6a gsdx: move some DBZGT hacks to Dx level
Based on this thread:

http://forums.pcsx2.net/Thread-Dragon-Ball-Z-Budokai-Tenkaichi-3-Graphical-Issue-Emulator-does-not-render-outlines
2016-03-25 08:23:50 +01:00
Gregory Hainaut 791a14bec0 gsdx linux: add a gui box to select the png compression level 2016-03-25 08:23:50 +01:00
Gregory Hainaut 205b496d5c gsdx: fix gl recording regression 2016-03-21 18:52:26 +01:00
Gregory Hainaut 8e5e770fd1 gsdx hw: Ensure GS memory is always cleared properly
It will fix some issues on FMV

Previous behavior can be restored with the hack "UserHacks_DisableGsMemClear"

Fix #768
And maybe #855
2016-03-21 18:26:22 +01:00
Gregory Hainaut c43b1ac201 gsdx tc: extend the fast invalidation hack to limit the size of target read
It actually removes the previous hack that read the full target.

Unfortunately snowblind engine game uses big target so the read is very big too (1280x448)
which is killer for the perf. Whereas the game requires only 24x12 texels

Give a 2x speed boost on Champion of Norrath !!!
2016-03-20 18:11:44 +01:00