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.
* 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)
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.
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
* 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
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)
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.
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
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.
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.