Gregory Hainaut
e87d129b09
gsdx-ogl: more verbose debug
2015-05-08 01:01:01 +02:00
Gregory Hainaut
d6448183d7
gsdx-ogl-debug: insert error message in GL stream
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This way, you can see your message in the GL debugger
2015-05-08 00:16:31 +02:00
Gregory Hainaut
544a923e32
gsdx: Add an option to control auto skip of depth texture
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Default is 1 if the user enable hack.
It fixes GTA sun effect and likely others bugs.
Please someone add a windows GUI option.
2015-05-07 23:54:22 +02:00
Gregory Hainaut
51a67029cf
gsdx-ogl: add an option to print gl error messages
2015-05-07 23:54:22 +02:00
Gregory Hainaut
7518b2ef21
gsdx-gui-linux: add debug option in the gui
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* Only for debug/dev build
* look awful (expand/fill) but otherwise it is nice for the debug ;)
2015-05-07 23:54:22 +02:00
Gregory Hainaut
d20501739f
Merge pull request #528 from ssakash/patch-1
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sync with GSdx.ini variable.(fix earlier typo)
2015-05-07 22:15:41 +02:00
Gregory Hainaut
fda746ff93
gsdx-gui-linux: support 3 states hack options
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Based on a Combo Box on linux. As good as 3 states check buttons
2015-05-07 22:13:49 +02:00
Gregory Hainaut
d69ffa9b8b
gsdx-gui-linux: move remaining table filling into small functions
2015-05-07 22:13:49 +02:00
Gregory Hainaut
b39b9c9f55
gsdx-gui-linux: use callback everywhere
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Note: texture offset doesn't work nicely (you need to press enter
to validate the change)
2015-05-07 22:13:49 +02:00
Gregory Hainaut
d428e0d19d
gsdx-gui-linux: move table filling into separate function
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It is much easier to read this way. I need to use callback for the remaining
object before I can move everything out of main function.
2015-05-07 22:13:49 +02:00
Gregory Hainaut
917a6c28e5
gsdx-gui-linux: factorize code
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* Use wrapper and callback for Check Button/Spin Button/Combo Box
* Use TheApp.m_gs vector to create combo box
Remove nearly 100 lines of code ^^
2015-05-07 22:13:49 +02:00
Gregory Hainaut
ba21879059
gsdx-ogl: 1x aniso <=> off
2015-05-07 22:13:49 +02:00
Gregory Hainaut
e6560f348e
gsdx: add vector option for linux & openGL
2015-05-07 22:13:49 +02:00
Gregory Hainaut
8f1d00292b
gsdx-ogl: allow to control vsync on Windows
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Issue #529
Completely untested
2015-05-07 18:41:10 +02:00
Gregory Hainaut
6095f40baf
gsdx-ogl: add the number of free bit in selector structs
2015-05-07 18:41:10 +02:00
pgert
9a083d5506
gsdx: crc hacks: few new crcs, few crcs region changes
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Signed-off-by: Avi Halachmi (:avih) <avihpit@yahoo.com>
2015-05-07 15:57:50 +03:00
Gregory Hainaut
97fad356b8
gsdx-ogl: fix debug build for AMD/Intel HW
2015-05-06 19:09:13 +02:00
Gregory Hainaut
cc4713d379
gsdx-debug: extend ogl debug capabilities
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Group opengl calls into a nice name.
Apitrace shows them in a tree format that support folding. Previously it
was a long flat list (10K-40K of lines by frame)
I align the call number with the internal s_n variable. This way it is
easy to map GSdx dump output with the GL debugger :)
2015-05-06 19:09:13 +02:00
Gregory Hainaut
530e4ce776
gsdx-ogl: drop hack that rescale primitive (to avoid upscale glitch)
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Rendering is bad. It renders sprites at native resolution.
2015-05-06 19:09:13 +02:00
Gregory Hainaut
6d65867b26
gsdx-ogl: comment point_sampler
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It is not enabled on the shader so I will reuse the bit
2015-05-06 19:09:12 +02:00
Gregory Hainaut
3fcac07120
gsdx-ogl: print some message when blending is not properly supported
2015-05-06 19:09:12 +02:00
Gregory Hainaut
6fca3b421d
gsdx-debug: dump register context in a .txt file
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+ Realign s_n number if frame is skipped
This way it is easier to understand current draw. It also eases
comparaison between SW/HW.
2015-05-06 19:09:12 +02:00
Akash
24e37d2dea
sync with GSdx.ini variable.(fix earlier typo)
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fixed the description for round offset hack.
fixed the new description for round offset hack.
2015-05-05 23:01:46 +05:30
Gregory Hainaut
5d4bc5c8fe
Merge pull request #516 from PCSX2-underground/master
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round offset UI initialization
2015-05-05 17:48:53 +02:00
Gregory Hainaut
5f5b901bca
gsdx-ogl: alpha bending equation/function are constant
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Drop useless variables/state checking
2015-05-05 11:20:25 +02:00
Gregory Hainaut
8032e2c369
gsdx-ogl: separate color mask state from the blending state
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Unlike DX they're uncorrelated.
2015-05-05 10:26:01 +02:00
Akash
302ce51efe
round offset UI explanation
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initialization of IDC_ROUND_SPRITE
set&get config for round offset.
three state checkbox for the hack.
define IDC for round offset.
Linux (GUI) refresh.
typo
2015-05-05 00:29:00 +05:30
Gregory Hainaut
7bfee7e377
gsdx-debug: stop the dump after a limited number of draw call
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Otherwise it fills your disk in a short time with useless data.
2015-05-03 16:46:48 +02:00
Gregory Hainaut
c1ddad2d25
gsdx-linux: Refresh the GUI
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* Use table everywhere (better alignment)
* Factorize Box/Frame creation
* Factorize table insertion
* Add Anisotropic Filtering support
2015-05-03 16:36:48 +02:00
Gregory Hainaut
ae70344fbc
gsdx-ogl: fix 2 passes DATE with GL42 (override_GL_ARB_shader_image_load_store = 1)
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It fixes shadows issue with Persona 3
2015-05-02 16:56:18 +02:00
Gregory Hainaut
14a1925de0
gsdx ogl: date texture is signed to use i variant
2015-05-02 16:53:34 +02:00
Gregory Hainaut
f37ef105c5
gsdx-ogl: add support for anisotropy
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Close feature request #447
2015-05-02 10:54:58 +02:00
Gregory Hainaut
b1ec8a5a42
gsdx-ogl: detect support of GL_EXT_texture_filter_anisotropic
2015-05-02 10:53:19 +02:00
Gregory Hainaut
73d04e33e9
gsdx ogl: clean various comment and old code
2015-05-01 20:04:23 +02:00
Gregory Hainaut
335695bd0e
purge GLES from GSdx !
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mobile will use vulkan (or any new API) anyway
2015-05-01 20:02:17 +02:00
Gregory Hainaut
e17ba1c143
gsdx ogl: disable logz when ARB_clip_control is supported
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Basically any recent drivers but Catalyst...
2015-05-01 15:01:08 +02:00
Gregory Hainaut
2ff3d17f67
gsdx-ogl: don't create override option for mandatory extension
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Ini is alredy big enough
2015-05-01 14:18:05 +02:00
Gregory Hainaut
a0c17ae0a4
gsdx: use vertex storage by default
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It is faster on games that draw lots of primitives and in low upscaling.
2015-05-01 14:05:45 +02:00
Gregory Hainaut
004fa7aea4
gsdx debug: allow to dump alpha channel as a gray texture
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I would love to find an image viewer that allow to mask channel of the image
2015-05-01 13:38:58 +02:00
Gregory Hainaut
c8a3db114c
gsdx debug: create savet option
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0: don't dump input texture
1: dump input texture
Now, you can do a first pass with only RT. When you find the wrong call, you can redump the input texture of the bad draw.
2015-05-01 13:35:21 +02:00
Gregory Hainaut
f96a653d05
gsdx-ogl: GSVertexArrayOGL uses ASSERT with condition
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Remove useless indentation too
2015-05-01 12:16:26 +02:00
Gregory Hainaut
71c26a829e
gsdx-ogl: forget to remove this useless call
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It is done once in Device Creation instead of per stencil object
2015-05-01 12:10:03 +02:00
Gregory Hainaut
c76e66f8d2
gsdx-ogl: fix read back of render target
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Initial code use a PBO to do asynchronous transfer. It is silly because
GSdx doesn't use this free time. So let's use a sync read. Same speed but
no PBO to manage.
2015-05-01 01:26:44 +02:00
Gregory Hainaut
de52ce956a
gsdx linux: update gui
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Clear texture was dropped but texture_barrier was added
2015-05-01 01:00:11 +02:00
Gregory Hainaut
7367b22e03
gsdx-ogl: reduce toggling of scissor state for DATE
2015-05-01 00:59:49 +02:00
Gregory Hainaut
71e517108d
gsdx-ogl: fix colclip
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Sotc shadow and likely various games :)
Thanks to pseudo
2015-04-30 23:08:05 +02:00
Gregory Hainaut
25997647f2
gsdx-ogl: add ENABLE_OGL_PNG_OPAQUE to dump texture without alpha
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Alpha is nice but fully transparent texture suck
The best will be an image viewer that can toggle the alpha channel
2015-04-30 23:06:54 +02:00
Gregory Hainaut
39a5d4c839
gsdx: add PNG support for SW renderer
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Easier to compare
2015-04-30 20:13:24 +02:00
Gregory Hainaut
b65a62096f
gsdx-ogl: drop support of ENABLE_OGL_DEBUG
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Stencil can be read by GL debugger due to correct mask configuration
2015-04-30 20:02:51 +02:00
Gregory Hainaut
8a52fdab57
gsdx-ogl: allow to dump texture as png file
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-- slower (but that a debug feature)
++ smaller (40x-50x)
++ native support of alpha
Require libpng++ and the define ENABLE_OGL_PNG
Note: depth is not supported yet.
2015-04-30 20:02:50 +02:00
Gregory Hainaut
ee19a2789c
gsdx: move invalidation from GSDevice to GSTexture
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Much cleaner this way
2015-04-30 19:55:57 +02:00
Gregory Hainaut
2bd9043657
gsdx-ogl: improve debug of stencil
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Note: ENABLE_OGL_STENCIL_DEBUG could be dropped now that I can read the stencil properly
2015-04-30 19:55:57 +02:00
Gregory Hainaut
7887d7b5a5
gsdx-ogl: use less verbose code
2015-04-30 19:55:41 +02:00
Gregory Hainaut
f0181d98fd
gsdx-ogl: save the texture state
2015-04-30 09:57:30 +02:00
Gregory Hainaut
0ab0c6cfba
gsdx: verbose debug option
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Print opengl error message on stderr
Rename Debug.txt into GSdx_opengl_debug.txt
2015-04-27 19:30:03 +02:00
Gregory Hainaut
eaa0dae305
glsl: drop invariant qualifier
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Fix issue #510 and potentially it allows the compiler to better optimize the code
2015-04-27 18:52:55 +02:00
Gregory Hainaut
46ff4dc3d3
gsdx-ogl: hardware unit only support normalization of 4 bytes...
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(At least on recent AMD GPU)
2015-04-27 18:51:59 +02:00
Gregory Hainaut
301fe869c7
glsl: improve the logz handling
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This way only 0 and 1 will conflict
2015-04-26 17:51:33 +02:00
Gregory Hainaut
768ae342c3
gsdx: move buffer check after allocation
2015-04-26 17:51:06 +02:00
Gregory Hainaut
346ef1eec2
gsdx-ogl: ouch! Properly check the creation of vertex buffers
2015-04-26 11:01:55 +02:00
Gregory Hainaut
6a3250cad2
gsdx-ogl: fix logz management (FFXII)
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The issue is that z+1 overflow if z is UINT max
log2(z) overflow if z is 0
So let's use an or 1 to avoid both overflow
2015-04-25 20:23:26 +02:00
Gregory Hainaut
ee244071fa
gsdx-ogl: use 64 bits counter + fix division factor
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I also added a counter of the real size of the texture.
I have a bad overhead for pbo transfer
2015-04-25 14:18:21 +02:00
Gregory Hainaut
00e62919c5
gsdx-ogl: use countof macro instead to hardcode the size
2015-04-25 13:06:02 +02:00
Gregory Hainaut
47a0026b60
gsdx-ogl: print the bandwidth of uniform
2015-04-25 13:00:03 +02:00
Gregory Hainaut
f2f59544d2
gsdx-ogl: early bind vertex array object
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Creation of buffer will generate a bind in BufferStorage mode. It is just to be safe.
2015-04-25 12:50:12 +02:00
Gregory Hainaut
15ae9996bb
glsl: format white space + comment
2015-04-25 12:50:12 +02:00
Gregory Hainaut
757726bb91
gsdx-ogl: allow to invalidate the texture
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It just a hint to the driver to avoid any useless transfer
I don't expect any change but it is free so why not ;)
2015-04-25 12:50:12 +02:00
Gregory Hainaut
75817bb27b
gsdx-ogl: add a quick and dirty DSA layer emulation
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The global idea is to use
1/ bind in tight loop
2/ DSA otherwise (to avoid any binding in tight loop)
2015-04-25 12:50:11 +02:00
Gregory Hainaut
eb257d9295
gsdx-ogl: add dsa function place holder
2015-04-25 12:50:11 +02:00
Gregory Hainaut
baf84b98c4
gsdx-ogl: add override_GL_ARB_texture_barrier option
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To ease regression test.
2015-04-25 09:59:25 +02:00
Gregory Hainaut
b12eb45bb7
gsdx-ogl: try to avoid crash on fglrx windows
2015-04-25 09:50:19 +02:00
Gregory Hainaut
f0182f9a66
windows requires APIENTRY (=> stdcall)
2015-04-25 01:32:09 +02:00
Gregory Hainaut
7b0775d887
gsdx-ogl: add some fences to protect the upload of vbo buffer
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This way ogl_vertex_storage must be safer to activate
And it brings a nice performance boost (game with lots of primitives and
reasonable upscaling)
SotC testcase 4x: 61fps => 78fps
2015-04-24 23:15:19 +02:00
Gregory Hainaut
36514bd95f
glsl: fog is a single byte
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Give a chance to the driver to optimize if possible
2015-04-24 21:37:37 +02:00
Gregory Hainaut
c207632e49
gsdx-ogl: improve date performance for GL45
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If there is no overlap, it is allowed to directly read from the render target.
On SotC testcase with 6x scaling: 30fps -> 40fps
Note: it requires GL_ARB_texture_barrier extension so be sure to have a recent driver
Note2: it requires a lots of testing too
Open question: in case of complex date (written alpha)
Will it be faster to split the draw call into multiple call with no
primitive overlap
2015-04-24 21:12:33 +02:00
Gregory Hainaut
795ae50ecd
gsdx-ogl: fix the recently broken advance date feature
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Now it is really working with a 2 stages shaders but it is still slow.
2015-04-24 20:13:38 +02:00
Gregory Hainaut
672e3f9533
gsdx-ogl: use DSA for texture management
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Yeah code is much nicer :)
2015-04-24 19:34:17 +02:00
Gregory Hainaut
6d31d1e0d0
gsdx-ogl: add a layer to emulate DSA for texture
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Framebuffer function will be nice too
2015-04-24 19:32:00 +02:00
Gregory Hainaut
f71eb171cf
gsdx-ogl: add glTextureBarrier function pointer
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Could be useful
2015-04-24 18:35:01 +02:00
Gregory Hainaut
6e386df535
gsdx-ogl: avoid to clean fully texture in DATE
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Is is useless and it has a small impact on performance for big upscale
2015-04-24 18:32:08 +02:00
Gregory Hainaut
03e72781aa
gsdx-ogl: drop support of GL_ARB_clear_texture extension
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Extension is a bit slower.
We use it to clear the RT but we generally use it right away so
we don't avoid the FB attachment.
2015-04-24 18:15:58 +02:00
Gregory Hainaut
89d5e5637c
glsl: use an explicit cast insead of notEqual function
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If the compiler didn't optimize the code, it will be a bit faster
2015-04-24 18:01:25 +02:00
Gregory Hainaut
56836561f4
glsl: replace runtime condition by preprocessor condition
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It might be an easier work for the compiler
I didn't replace all occurences to keep readability
2015-04-24 17:51:29 +02:00
Gregory Hainaut
4bb8d15228
gsdx: be more verbose on title and bandwidth debug
2015-04-24 17:13:56 +02:00
Gregory Hainaut
258b73409c
gsdx-ogl: update flags for buffer storage
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Fix issue with Mesa driver
2015-04-23 21:10:43 +02:00
Gregory Hainaut
f6652e9a50
gsdx-ogl: disable slow and buggy code until I found a better solution
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ogl_texture_storage 1 creates texture corruption.
Advance date is too slow, code need to be updated (properly) to uses 2 passes only not 3
Maybe one could be enough (sometimes)
2015-04-22 09:33:41 +02:00
Gregory Hainaut
b32f808fd4
gsdx-ogl: increase the number of pbo
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It would cost 16MB of extra storage on the GPU but it might
reduce conflict of texture upload.
2015-04-22 00:40:38 +02:00
Gregory Hainaut
bd6ea17bdc
gsdx-ogl: speed improvement for DATE
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DATE is implemented in 2 ways.
1/ with stencil
2/ purely in FS (sw)
I kept method 1 to reduce the work on method 2. It sucks for performance.
So it would be either 1 or 2.
Note: DATE has a big impact on higher upscaling
Note2: you can disable the 2nd method with this configuration parameter
override_GL_ARB_shader_image_load_store = 0
2015-04-22 00:36:34 +02:00
Gregory Hainaut
15dcf07b3b
revert previous commit
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Not better, worst slower.
I'm afraid I will need proper fencing
2015-04-22 00:32:46 +02:00
Gregory Hainaut
8386b427ea
gsdx ogl: restore GL_MAP_COHERENT_BIT for texture upload
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I hope to fix the texture upload corruption
I hope that impact on perf will remain small
2015-04-21 23:34:26 +02:00
Gregory Hainaut
19eb1f00d1
gsdx ogl: flush vbo range instead of barrier
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For testing purpose. I don't know which one is better.
It seems flushing have less fps fluctuation than barrier.
2015-04-21 21:44:50 +02:00
Gregory Hainaut
ce98276322
gsdx-ogl: improve speed of vertex streaming
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Note yet enabled because I'm afraid of data corruption but feel free to test it
The option:
ogl_vertex_storage = 1
Performance note (warm cache+gs replay on colin3)
60 fps -> 76 fps
2015-04-20 09:38:03 +02:00
Gregory Hainaut
62489f42f1
gsdx-ogl: add an optimization note for later
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Only 1 byte of fog is useful
2015-04-20 07:18:09 +02:00
Gregory Hainaut
6d253c0b8f
glsl: fix debugging of tex coordinate in apitrace
2015-04-20 07:18:08 +02:00
Gregory Hainaut
31f8c065db
gsdx-ogl: implement a new hack UserHacks_UnscaleSprite for opengl
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UserHacks_UnscaleSprite = 1 will unscale flat sprites
UserHacks_UnscaleSprite = 2 will unscale all sprites (don't work well so far)
The idea of the hack is to redo the interpolation of texture coordinate
based on the non-upscaled pixel position.
It avoids various glitches but sprites aren't upscaled anymore (so no
more anti-aliasing, potentially a coefficient can be added).
2015-04-20 07:18:08 +02:00
Gregory Hainaut
6124eb844e
gsdx-ogl: only compile useful VS
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logz is a constant
wildhack is only compatbile with TME/FST
Compilation goes down from 64 to 20 vertex shaders.
2015-04-20 07:17:58 +02:00
Gregory Hainaut
16e6d0d305
glsl: move shader into a separate directory
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Only keep glsl_source.h for clarity
2015-04-19 18:49:02 +02:00
Gregory Hainaut
55fdf26898
glsl: remove the older file tfx.glsl
2015-04-19 18:49:02 +02:00
Gregory Hainaut
15264c6c63
glsl: split the main shader
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* separate VS/GS and FS
* separate subroutine part of the FS
It already complex enough without subroutine stuff. Besides I'm not sure
we will keep subroutine on the future.
2015-04-19 18:49:02 +02:00
Gregory Hainaut
6fc9afb175
Merge pull request #507 from PCSX2/stdcall-for-plugin
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Stdcall for plugin
2015-04-19 18:48:32 +02:00