Commit Graph

46 Commits

Author SHA1 Message Date
Gregory Hainaut aa4b2d9f3a gsdx sw: wrap GS memory
Cost ought to remain small. Worst case is 2 extra "and" operation by group of pixels in scanline renderer

I think PixelAddressN functions are mostly call in the init.
2016-11-01 13:33:11 +01:00
Gregory Hainaut 1c900e780a gsdx memory: add a PS GPU 24 bits format
Same swizzle as 16 bits. But contains tightly packed RGB pixels.
2016-10-05 21:06:38 +02:00
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 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 dd98a0b913 gsdx: add a depth format flag 2016-04-23 18:28:50 +02:00
gabest11 d826d925db gsdx: eliminated a few bugs in the texture size changer algorithm 2015-08-07 02:08:29 +02:00
Gregory Hainaut d870188d21 gsdx: sed/o/off/ 2015-05-15 20:40:09 +02:00
Gregory Hainaut a75d78bd7e gsdx: use standard lock_guard instead of GSAutoLock 2015-04-17 19:03:21 +02:00
gabest11 ba1e522bbb Less opencl bugs, some games are actually playable now, there are still texture errors. 2014-12-02 00:16:34 +01:00
gabest11 db7c26cde7 - Experimental OpenCL renderer (missing features: point, line, texture cache, mipmap, aa1, device selection). Needs any OpenCL SDK for the common headers and stub lib to compile, tested with AMD and Intel. Too bad it is not part of the Windows SDK yet.
- Renumbered renderer ids, compatible with old numbering, but it does not follow the mod3 logic anymore.
2014-12-02 00:16:33 +01:00
gabest11@gmail.com 8b9f5b5bc2 GSdx: More avx2 code to read/write different block formats, the GSBenchmark function shows nice improvements, but no games run faster. I just upload the changes before messing with the drawing part.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5675 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-06-17 04:11:10 +00:00
sudonim1@gmail.com b1536a755f GSDX: Nothing is fixed, the last two revisions did not happen.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5549 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-02-08 15:36:54 +00:00
sudonim1@gmail.com 23cd8fd641 GSDX: Committing pointless extra work for the record before reverting. Everything is terrible.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5548 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-02-08 15:35:28 +00:00
sudonim1@gmail.com 5988c70822 GSDX: Mask off high bits of calculated GS memory addresses, untested but probably what happens with real hardware. Fixes crash/memory corruption on starting Fatal Fury Battle Archives Volume 2, hopefully some other games too.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5547 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-02-07 17:32:34 +00:00
gregory.hainaut e06484adb8 gsdx: update the copyrigh address thank to sed
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5412 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-09-09 18:16:11 +00:00
gabest11 5d9a5b6ee6 GSdx: there was a float-int conversion overflow in vertex trace, texture coord min/max could have been detected wrong, silent hill origins should look better now.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5097 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-02-14 08:03:27 +00:00
gabest11 19be605150 GSdx: this should fix xp/wine crashing when extrathreads > 0, and added a sprite drawing shortcut, hopefully won't break anything.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5089 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-02-08 16:57:14 +00:00
gabest11 9aabcc1701 GSdx: added a shortcut in GSState::Transfer for the most frequent vertex format I found (helps quite a lot), less thread-syncing for the sw renderer, and the bios boot logo was fixed (just had to clear the memory on reset).
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5072 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-01-18 11:47:31 +00:00
gabest11 da4ea83134 GSdx: nothing really new, just testing the compute shader, if you are an expert take a look and tell me your opinion :P
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5068 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-01-13 18:10:05 +00:00
gabest11 651196f665 GSdx: vtune tells me GSOffset::GetPages is too slow without the cache and its slowest part is new uint32[], lets use pre-allocated buffers then. In d3d9 mode, locking the vertex buffer is the most painful thing, there is a terrible delay until it returns, the same Map call in d3d10/11 does not behave like that.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5049 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-01-06 01:20:01 +00:00
gabest11 f68f007f00 GSdx: the promised index buffer update, needed a lot of changes, expect bugs in the next dozen revisions.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5045 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-01-05 02:40:24 +00:00
gabest11 5325f9b490 GSdx: Small optimizations here and there, just saving changes before trying to add an index buffer, that might help reducing load on the main gs thread a bit. That's where I think the bottleneck currently is in games with high polygon count.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5036 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-12-31 15:41:07 +00:00
gabest11 6f97ca35e2 GSdx: GSOffset::GetPages was caching a ridiculous amount of data, it isn't that much slower without it.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5028 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-12-28 20:21:32 +00:00
gabest11 25072b99c7 GSdx: a few minor changes, please check if I wrapped the new pthread things correctly
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5019 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-12-27 09:15:35 +00:00
gabest11 963a6a653a GSdx: changes of r5007 did not help as much as I thought, disabled it for the time being, plus other minor optimizations
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5010 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-12-23 15:53:53 +00:00
gabest11 fd0245d365 GSdx: implemented the caching of the new page/tile map, dq8 should be fast again
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4597 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-04-26 00:56:54 +00:00
gabest11 e59670ff97 GSdx: trying another approach for r4589
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4596 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-04-25 18:18:21 +00:00
gabest11 b31634df8f GSdx: using mipmap levels (only per batch, no tri-linear) and a couple of small changes, including the stdcall fix for linux.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4419 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-03-12 22:10:58 +00:00
gabest11 34749b1406 GSdx: another example why unions are not portable, this even fails between vc x86 and x64, m_vm8 is placed at offset 0, m_vm16/m_vm32 at offset 8 of the anon union.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4376 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-02-27 09:03:51 +00:00
gabest11 3030166596 The core of GSdx is now compatible with intel's compiler on linux.
- GSWnd is not implemented, no config dialogs either
- no output, just the null device
- threading classes were not tested (my first experience with pthread)

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4315 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-02-19 03:36:30 +00:00
gabest11 d44def8c0b Fixed many gcc errors, there are still plenty. Intel's compiler might be a better alternative.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4311 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-02-18 01:56:05 +00:00
gabest11 ca7abd983a Mostly code cleanups, XBYAK 2.99, VEX conversion for the sw renderer (3-5% faster), GSState::Move fix for dark cloud 2 invention crash.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4287 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-02-07 01:59:05 +00:00
Jake.Stine b6af82efa8 GSdx / zzogl-pg / pcsx2:
* Implemented support for legacy GS plugins (considered anything prior to the Reordering merge).
 * Added a lot of 'const' qualifiers to the GSgifTransfer functions in both GSdx and zzogl.

DevNote: GS plugins shouldn't be modifying the data provided to them from PCSX2 -- zzogl wasn't, GSdx was.  I had to do a little bit of juggling to remove the mem modifications from GSdx's TEX0/TEX2 handlers.  With luck, nothing's broken. ;)

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@3536 96395faa-99c1-11dd-bbfe-3dabce05a288
2010-07-19 15:49:30 +00:00
sudonim1 4457fe40fc Removed all trailing whitespace in *.c *.cpp *.h because it irritates me.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2897 96395faa-99c1-11dd-bbfe-3dabce05a288
2010-04-25 00:31:27 +00:00
gabest11 83b15dbac0 GSdx:
- trying the dx10.1-only "gather" shader instruction for palletized lookups ("8-bit texture" mode), saves 4 instructions which isn't much but still... (not tested, don't have ati)
- may fix the intel gma "no output" bug (don't have gma either :P)
- and the usual small code optimizations


git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1549 96395faa-99c1-11dd-bbfe-3dabce05a288
2009-07-22 03:55:28 +00:00
gabest11 e58776e095 GSdx: just squeezing a few more fps.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1534 96395faa-99c1-11dd-bbfe-3dabce05a288
2009-07-16 21:36:07 +00:00
gabest11 f9f056d581 GSdx: fixing/breaking things again... palletized texture lookup can be done by pixel shader now (selectable, off by default), if you have a fast card it may help with texture heavy games, otherwise it is only going to be slower.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1472 96395faa-99c1-11dd-bbfe-3dabce05a288
2009-07-06 16:35:06 +00:00
gabest11 4c76909afe GSdx: small optimizations and tried to fix that dx9 fullscreen alt+tab crash
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1463 96395faa-99c1-11dd-bbfe-3dabce05a288
2009-07-04 15:14:04 +00:00
gabest11 8e979f1b96 GSdx: moved 16 bit texture processing from gpu to cpu, with the pixel shader it was either incorrectly done or too slow, please check what got slower/faster or broken :P
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1375 96395faa-99c1-11dd-bbfe-3dabce05a288
2009-06-17 11:24:42 +00:00
gabest11 b678bb129c GSdx: texture filtering checkbox fixed, changed texture lookup a bit, removed more unused code
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1351 96395faa-99c1-11dd-bbfe-3dabce05a288
2009-06-09 10:13:28 +00:00
gabest11 01d1573fdc GSdx: cleaned up some obsolete code
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1331 96395faa-99c1-11dd-bbfe-3dabce05a288
2009-06-05 15:15:02 +00:00
gabest11 5648d07b96 GSdx: more refactoring (aka search and replace)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1179 96395faa-99c1-11dd-bbfe-3dabce05a288
2009-05-14 16:41:52 +00:00
gabest11 d3547e0662 GSdx: trying to get rid of windows dependencies, still many classes to replace :P
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1168 96395faa-99c1-11dd-bbfe-3dabce05a288
2009-05-11 08:18:00 +00:00
gabest11 3202a42578 GSdx: Reworked the sw renderer texture cache a bit, at page level its correctness was questionable if the base address was not page aligned, so now keeping track of blocks (32x more), may be slower or faster by a few percent (number of blocks vs. finer resolution).
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1142 96395faa-99c1-11dd-bbfe-3dabce05a288
2009-05-07 06:32:10 +00:00
Jake.Stine 6ebfae8ef1 Re-Added eol-style:native properties to the repository. The settings got lost when we merged from Playground to Official.
Added interface.cpp (plugin/pcsx2 interface) and savestate.cpp to SPU2ghz, to help clean up SPU2.cpp.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@463 96395faa-99c1-11dd-bbfe-3dabce05a288
2009-02-09 21:15:56 +00:00
refraction 93da10abbb git-svn-id: http://pcsx2.googlecode.com/svn/trunk@411 96395faa-99c1-11dd-bbfe-3dabce05a288 2009-02-06 19:15:15 +00:00