Commit Graph

205 Commits

Author SHA1 Message Date
Gregory Hainaut 5c740ff41e gsdx-ogl: wipeout AlphaStencil & Alpha hack
Accurate options do a better jobs. Technically it can still
be useful for old gpu/driver that doesn't support the GL4.5 extension.

On Windows, you can still rely on Dx

On linux, free driver support it (except Intel)
2015-07-19 22:43:48 +02:00
Gregory Hainaut b4c04ed00a gsdx-ogl: wipeout subroutine code
Code was completey bitrotten
Code was a partial test (and yet 500 lines already)
Shader is more and more complex and multithreading support greatly
reduce the cost of shader switch
2015-07-17 21:08:49 +02:00
Gregory Hainaut 784822a5c2 glsl: redo blending management to use A/B/C/D directly
1/ Code is much more readable
2/ It will allow to round differently the operation in the future
2015-07-17 21:08:49 +02:00
Gregory Hainaut e245b27c97 gsdx-ogl-debug: allow to dump various ps shader
Nvidia allows to get the ASM of the shader of the compiled shader. It is useful
to check the performance.

It also allow me to compile most of shader code path for QA

Dump is enabled in linux replayer + debug_glsl_shader = 2
2015-07-17 21:08:48 +02:00
Gregory Hainaut 2ccf108534 gsdx-ogl: add back a selector for the Geometry Shader 2015-07-11 14:35:34 +02:00
Gregory Hainaut 6121677aa1 gsdx-tc: use a single shader pass to convert texture in 8 bits format
It might save a couple of fps

Add a define to test the perf if we keep only the blue channel. It brokes
the code in Prince Of Persia that use the Red/Green channel... Maybe the
speed hack :( Or find a way to replace all if with a lookup table

Note: it is only supported on OpenGL currently
2015-07-01 09:36:54 +02:00
Gregory Hainaut d29e375f72 gsdx-tc: GPU accelerate 8 bits texture conversion
Only native is supported currently
2015-07-01 09:36:54 +02:00
Gregory Hainaut 839003467e gsdx-ogl: add support of partial frame buffer masking
It might help to fix a bit the color on a couple of games

accurate_fbmask = 1

Code uses GL4.5 extensions. So far it seems the effect is ony used a couple
of time and often in non-overlapping primitive. Speed impact will likely remain small
2015-07-01 09:36:53 +02:00
Gregory Hainaut 42e911c78f gsdx-ogl: mask alpha channel in depth conversion
Might not work if depth is recasted as a rt (we lost the alpha channel)
2015-07-01 09:30:20 +02:00
Gregory Hainaut 58ce7d4bb8 gsdx-ogl: emulate texture shuffle
GS doesn't supports texture shuffle/swizzle so it is emulated in a
complex way.

The idea is to read/write the 32 bits color format as a 16 bit format.
This way, RG (16 lsb bits) or BA (16 msb bits) can be read or written with
square texture that targets pixels 1-8 or pixels 8-16.
However shuffle is limited. For example you can copy the green channel
to either the alpha channel or another green channel.

Note: Partial masking of channel is not yet implemented

V2: improve logging
V3: better support of green channel in shader
V4: improve detection of destination (issue due to rounding)
2015-07-01 09:30:20 +02:00
Gregory Hainaut 237ffcf796 gsdx-ogl: Make GL_ARB_draw_buffers_blend optinal for limited DX10 drivers 2015-06-10 22:55:27 +02:00
Gregory Hainaut 5bf5b5bca4 gsdx-ogl: extend StretchRect to write in depth texture
It will allow to convert color texture to depth texture
2015-06-07 12:39:23 +02:00
Gregory Hainaut 23f8203a22 gsdx-ogl: add some shaders to convert depth <-> color
I'm afraid of rounding error
2015-06-07 12:39:00 +02:00
Gregory Hainaut 9ee3a173d0 gsdx-ogl: use a local ALPHA register
It would allow to easy tune the parameter to support 24 bits format
2015-05-26 15:36:48 +02:00
Gregory Hainaut d31bd97d59 gsdx-ogl: add a variable to select FB output
Either 32bits/24bits/16bits
2015-05-26 14:59:07 +02:00
Gregory Hainaut b0af54d33e gsdx-ogl: better support of palette
The purpose of the code is to support alpha channel
of RT uses as an index for a palette texure.

I'm afraid that code will likely break pure palette texture. Only used
if paltex is enabled

It fixes missing shadow in Star Ocean 3 (issue #374) in Native resolution
with filter = 0  (no filtering) or = 2 (normal fitering)

Rendering explanation:
The game emulates a stencil buffer with the alpha channel

The alpha channel of the RT can contains a palette texture index (format 4HH)
The idea is to have a gradient of value in the palette (16/32/48/...).
This way you can implement a +16/-16 and even wrap the alpha value every time
you hit the pixel.

Bilinear filtering breaks the rendering because it interpolates between counts
so you doesn't have the exact count

Upscaling breaks the rendering because the RT is reused as an input texture. It means
that we need to scale it down which again create some interpolations.
2015-05-24 18:07:16 +02:00
Gregory Hainaut 7609fdc576 gsdx: rename too much sr to sRect 2015-05-21 09:48:15 +02:00
Gregory Hainaut d3d5a436ea gsdx-ogl: add code to read back depth texture 2015-05-20 08:07:40 +02:00
Gregory Hainaut 8d3e3e6c5b gsdx-ogl: more blend rework to support accurate_colclip
So far few blending equations are implemented in PS. It is only
for test the behavior on GoW
2015-05-20 08:00:40 +02:00
Gregory Hainaut c5341a2711 gsdx-ogl: update blending management
This way it will allow to implement all blendings operartion in FS.

Of course it will be slow, but it would be nice for debug and quickly check
game error rendering.
2015-05-20 00:12:52 +02:00
Gregory Hainaut 358e0d445b gsdx-ogl: add a shader to convert depth texture into uint 2015-05-19 18:56:32 +02:00
Gregory Hainaut 1837001e75 gsdx: extend CopyOffscreen with a new shader parameter
Currently we're trying to infer the conversion shader based on the output format

It only works if the input data is RGBA8. It might not be true in the future
2015-05-19 13:14:18 +02:00
Gregory Hainaut 5cfb496700 gsdx-ogl: only open debug file once 2015-05-17 14:43:56 +02:00
Gregory Hainaut b1ea081fc3 gsdx-debug: improve tracing interface
Basically move the format and c_str() in the macro
2015-05-17 13:05:08 +02:00
Gregory Hainaut c567198967 gsdx-ogl: replaced draw_count by s_n
This way error message is aligned with everything else :)

It is not perfect (normally it must be done in start of main draw)
2015-05-16 13:59:13 +02:00
Gregory Hainaut 62e0e6a067 gsdx: remove deprecated code
Core was fixed to call GSFifo in the good thread
2015-05-16 13:52:16 +02:00
Gregory Hainaut 28bb64aae8 gsdx: sed/dr/dRect/ 2015-05-15 20:49:32 +02:00
Gregory Hainaut 445c28fe97 gsdx: sed/sr/sRect/ 2015-05-15 20:47:14 +02:00
Gregory Hainaut d566bb2a23 gsdx: sed /st/sTex/ 2015-05-15 20:45:31 +02:00
Gregory Hainaut 6a9e425308 gsdx: sed /dt/dTex/ 2015-05-15 20:44:15 +02:00
Gregory Hainaut 08291aed0c gsdx-ogl: color state impact the clean command 2015-05-15 15:25:45 +02:00
Gregory Hainaut b7a9465963 gsdx-ogl: update the device to use the new texture flags
Hopefully it will increase a bit the speed
2015-05-12 18:18:20 +02:00
Gregory Hainaut f37f3cb3cf gsdx-ogl: improve texture uploading
Initially we copy pitch by line in the PBO and tell the dma to only
use the first valid byte.

Now, we only copy useful data to the PBO. It reduce the copy and PBO memory requirement.

It seems a bit faster on native resolution
2015-05-11 16:32:13 +02:00
Gregory Hainaut 921fa3bab8 gsdx-ogl/linux: drop fba option
It is useless as DX11
2015-05-11 13:57:26 +02:00
Gregory Hainaut 30e3956ea7 gsdx-ogl: avoid issue with apitrace
The tool doesn't support NaN value so be sure the buffer is correctly initialized
2015-05-11 11:19:18 +02:00
Gregory Hainaut 1523b9534f gsdx-debug: compact the code 2015-05-11 11:19:00 +02:00
Gregory Hainaut f029e4763f gsdx-ogl: add the alpha value in a constant buffer 2015-05-09 15:02:34 +02:00
Gregory Hainaut 625d65d4b4 gsdx-ogl: encode the bogus id as shader parameter 2015-05-09 14:55:44 +02:00
Gregory Hainaut 380e420cdd gsdx-ogl: add a blend parameter to shader 2015-05-08 20:28:50 +02:00
Gregory Hainaut 8e1db43431 gsdx-debug: debug stuff 2015-05-08 19:28:17 +02:00
Gregory Hainaut 1addae1993 gsdx-ogl: don't use extra shader for sprite hack
Atst == 2 && sprite_hack is equivalent to Atst == 1

It frees a bit in the shader selector, and reduces shader combinations.
2015-05-08 19:28:16 +02:00
Gregory Hainaut d6448183d7 gsdx-ogl-debug: insert error message in GL stream
This way, you can see your message in the GL debugger
2015-05-08 00:16:31 +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 6095f40baf gsdx-ogl: add the number of free bit in selector structs 2015-05-07 18:41:10 +02:00
Gregory Hainaut 530e4ce776 gsdx-ogl: drop hack that rescale primitive (to avoid upscale glitch)
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
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 5f5b901bca gsdx-ogl: alpha bending equation/function are constant
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
Unlike DX they're uncorrelated.
2015-05-05 10:26:01 +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 335695bd0e purge GLES from GSdx !
mobile will use vulkan (or any new API) anyway
2015-05-01 20:02:17 +02:00
Gregory Hainaut 71c26a829e gsdx-ogl: forget to remove this useless call
It is done once in Device Creation instead of per stencil object
2015-05-01 12:10:03 +02:00
Gregory Hainaut ee19a2789c gsdx: move invalidation from GSDevice to GSTexture
Much cleaner this way
2015-04-30 19:55:57 +02:00
Gregory Hainaut 2bd9043657 gsdx-ogl: improve debug of stencil
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 ee244071fa gsdx-ogl: use 64 bits counter + fix division factor
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 757726bb91 gsdx-ogl: allow to invalidate the texture
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 c207632e49 gsdx-ogl: improve date performance for GL45
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
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
Yeah code is much nicer :)
2015-04-24 19:34:17 +02:00
Gregory Hainaut 31f8c065db gsdx-ogl: implement a new hack UserHacks_UnscaleSprite for opengl
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
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 418f2e69a8 gsdx-ogl: implement the wildhack on the GPU
Likely much faster for opengl and much easier to implement

Note: hopefully UserHacks_round_sprite_offset will replace it
2015-04-13 22:14:36 +02:00
Gregory Hainaut 920ac6695f gsdx-ogl: add preliminary support of external shader fx 2014-11-10 10:37:58 +01:00
Gregory Hainaut 84f844767c gsdx-ogl: micro optimize PSConstantBuffer cache
Might help to save a cache line on the CPU :)
2014-11-08 21:39:17 +01:00
Gregory Hainaut 6fe9ee387d gsdx-ogl: optimize the PS cb cache
* Don't use the stack
* Don't compare MinMax parameter (depends of others)
* Don't store not-compared parameter in the cache (HalfTexel/MinMax)

+0.3fps/46fps (well better than nothing)
2014-10-02 20:44:22 +02:00
Gregory Hainaut ccc1137e12 gsdx-ogl: merge the two vertex buffer format
* Only a single VAO
    => Format is set once
    => Only a single bind at startup
    => GSVertexBufferStateOGL is nearly useless
    => barely faster but better than nothing :)
2014-10-02 20:44:22 +02:00
Gregory Hainaut 10c7be8c50 gsdx-ogl: Use 32B strides for all VBO 2014-10-02 20:44:22 +02:00
Gregory Hainaut 1e86e3cb08 gsdx-ogl: rework callback debug
* use DebugOutputToFile as a callback of gl error. Add a breakpoint to
  find the culprit GL call
* use string instead of char[n]

Note: CheckDebugLog is potentially useless now
2014-09-28 12:00:34 +02:00
Gregory Hainaut 0d45e6d70e gsdx-ogl: avoid to send constant to the GPU
It was a waste of bandwith
2014-04-06 10:44:40 +02:00
Gregory Hainaut b020bd76c6 gsdx-ogl: restore gles build
Add the --gles build option to the linux main script
Ifdef all gl code not supported on gles3 (note some will be reenabled for gles3.1)

Note: it probably doesn't run anymore. My Nvidia driver doesn't support
yet egl/gles so I can't test it. Feel free to contribute.
2014-03-29 11:55:02 +01:00
Gregory Hainaut 8b78551b92 gsdx-ogl: improve debugging capabilities
allow to print memory transfer usage
Check gl call in dev build
2014-03-25 16:36:29 +01:00
refraction 5b14ca0fb9 GSDX: Clear up all compiler warnings. No changes to emulation.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5840 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-01-26 00:58:21 +00:00
gregory.hainaut c2aa4ff3fd gsdx ogl:
* restore the old fxaa (Asmodeam will be integrated when I got time)
* port the recently added new scanline algo


git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5818 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-01-18 14:46:13 +00:00
gregory.hainaut 2238095a82 gsdx ogl: do the same as previous commit but for ogl ;)
* fix the missing auto interlace opt when cycling with hotkey on linux


git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5810 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-01-12 11:38:50 +00:00
gregory.hainaut e80b002929 gsdx ogl: Flush various pending work
* try to use more subroutine on VS&PS, unfortunately hit a driver crash!
* Call Attach/DetachContext through GSDevice so I can unmap currently mapped buffer
* Implement glsl part of GL_ARB_bindless texture, again hit another driver crash!
* various fix of GL_ARB_buffer_storage. Basic benchmark show only improvement on 'cold' case, I guess it will improve smoothness
* try to fix GL_clear_texture, no success so far. It seem the extension is limited to basic texture (aka no depth/stencil)



git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5752 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-10-24 20:54:27 +00:00
gregory.hainaut e01c6cd9ce gsdx ogl: the proof of concept commit
* GL_ARB_shader_subroutine for perf
fix for nvidia => add missing shader declaration. Nvidia got +4fps on colin3 :) 

For the moment only 2 PS parameters are supported. Code need to be extended to support others games that often
switch shader program (like xenosaga).
require GL4 class hardware and the option override_GL_ARB_shader_subroutine = 1
Note: strangely on AMD linux it is slower!

* GL_ARB_shader_image_load_store for accuraccy (Date)
Use a signed integer texture and reenable color buffer writing

Current status: Amagami_transparency.gs & P3_battle_shadows.gs are now working on Nvidia with a small perf impact.
Current implementation detail:
1/ setup the standard stencil as before
2/ on remaining pixel, draw once to compute first primitive that will write a fail alpha value.
3/ final draw based on primitive id of step 2

Note: I think we would get a bad behavior if depth test&mask are enabled on step 2/3
Note2: on my limited testcase the perf impact was on CPU. It would be possible to merge step1&2 to nullifying it (could 
even be faster actually), however it would require more GPU power.

Again require GL4 class hardware. And the option UserHacks_DateGL4 = 1



git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5725 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-08-28 08:44:16 +00:00
gregory.hainaut 07605941ef gsdx ogl:
* some preliminary work to test/benchmark bindless texture in the future (glsl was not yet updated)
Bindless texture allow to get a GPU texture pointer and then set it directly
to the shader as a basic uniform.
=> no more texture unit selection/validation
=> no more texture validation neither texture hash lookup

3rdparty: update gl header to the latest gl4.4


git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5720 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-08-17 08:57:52 +00:00
gregory.hainaut b4084047be gsdx ogl: Used a basic flat interpolation for color interpolation (line & tri primitives)
Card that support gs:
remain only a gs to generate sprite from a line. Even dummy gs are costly for the GPU.

Card that don't support gs:
remove useless copy of color for line and triangle primitives

Note for dx: opengl 3.2 (maybe not gles) supports both flat interpolation
convention (GL_FIRST_VERTEX_CONVENTION or GL_LAST_VERTEX_CONVENTION).  It might
be possible to shuffle vertex index to put the last vertex in first position.

- buff[0] = head + 0;
- buff[1] = head + 1;
- buff[2] = head + 2;
+ buff[0] = head + 2;
+ buff[1] = head + 1;
+ buff[2] = head + 0;



git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5718 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-08-14 10:18:38 +00:00
gregory.hainaut 0f603a98d5 gsdx ogl: Test the ARB_shader_subroutine GL4.0 extension
The idea was to replace shader program swith by pointer function calls inside
shaders.  At least parameters that are often changed between draw call. So far
I only ported atst and colclip. Unfortunately code is "slower" (on GSdx standalone).
For the moment keep the code but disabled.

If I understand well the validation of program is done in the "driver thread"
but the additional call are done in the overloaded MTGS thread. Apitrace
profiling shows faster GPU draw calls. Another possibility is that the driver still
need to validate the draw call because of others state change.

Here some stats on colin3 (90 frames):
without subroutine: UseProgram 125246
with subroutine: UseProgram 2906, subroutine 125945 => 3605 extra calls overhead (not
all parameters are ported to subroutine)



git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5715 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-08-10 19:43:59 +00:00
gregory.hainaut c9755361ec gsdx ogl: remove useless ps.rt
Note: I think we can do the same on DX11

Perf wise: on colin mcrae 3 it reduces shader prog setup from 3005 to 2086 each frames. It saves 2 ms of CPU processing (27->29fps)



git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5714 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-08-06 06:48:44 +00:00
gregory.hainaut a46b489a24 gsdx ogl: various minor optimization.
* move most of gl states into a separate namespace. Extend it to depth/stencil/blend micro state
=> save 10,000 opengl call by frame for colin mcrae 3
* Only setup blend state of first drawbuffer
* Don't request anymore a debug context on dev/release build



git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5713 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-08-05 20:25:25 +00:00
gregory.hainaut 64f783410e gsdx ogl:
* preliminary work for GL4.4 extensions (ARB_clear_texture & ARB_multi_bind). Disabled until I got a 4.4 driver
Note: I plan also to use ARB_buffer_storage
* compute texture gl option in the constructor (avoid a couple of swith case)
* redo texture unit management. Unit 0-2 for shaders, Unit 3 for texture operations. MultiBind will allow to bind 
shader input without disturbing texture binding points.


git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5711 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-08-02 16:38:12 +00:00
gregory.hainaut e394de86dc gsdx ogl:
* add a non-working hack: UserHacks_DateGL4, goal was to replace UserHacks_AlphaStencil
 + Detection of good/bad samples is based on primitive ID variable. However I'm not sure
 the behavior is always the same between draw call...Anyway let's keep a copy of the current
 work
* Dump integer texture into text csv
* add gl4.2 ARB_shader_image_load_store extension (needed by UserHacks_DateGL4)


git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5707 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-07-28 14:40:43 +00:00
gregory.hainaut d3e1e4da0d gsdx ogl:
* allow to switch renderer with F9
* skip first frame in stat of the replayer
* drop msaa. Fxaa and internal resolution will do the job
* move texture attachment from texture object into device object (allow to keep sanely the state)
* split the write buffer and attachment setup
* completely split sampler and texture input setup
* redo GSDeviceOGL::CopyOffscreen to avoid an extra copy.



git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5704 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-07-19 19:25:50 +00:00
gregory.hainaut 916a091f8a gsdx ogl: GLes
* use gles header file, disable opengl code (mainly GLX, ARB_sso, geometry shader)
* Define properly the function pointer, GLES use basic linking whereas GL must get the symbol dynamically
* cmake: properly search and set libglesv2.so
* don't use dual source blending => HW renderer work (only miss unimportant FBA)



git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5701 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-07-13 11:39:45 +00:00
gregory.hainaut dc036ff59d gsdx: split shader/program/pipeline object management into a separate class
* remove the possibility to compile shader from file. Some people loads older shaders...
  The feature might be readded later


git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5697 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-07-06 10:08:52 +00:00
gregory.hainaut ca1edbf2cb gsdx ogl:
* Separate state and shader compilation into separate function
* replace various hash_map by basic array
* Compact VertexScale and offset into a single vec4
* add the new option "ogl_vertex_subdata": subdata is faster on FGLRX, test are welcome on Nvidia drivers
    0 => use map/unmap
    1 => use subdata

replay: add "linux_replay" option and compute some nice stat (mean, standard deviation)

cmake: recreate shader header at build time


git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5682 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-06-26 20:09:07 +00:00
gabest11@gmail.com 1da166a1af GSdx: minor fixes to previous commit, rundll32 window not showing and a compiler warning
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5668 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-06-16 02:48:16 +00:00
gregory.hainaut 59501227b3 gsdx-ogl-wnd: implement fxaa. I directly reuse the .fx file with minor update
git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl-wnd@5659 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-06-14 21:22:44 +00:00
gregory.hainaut e021630bb9 gsdx-ogl-wnd:
* Don't write color during stencil. Keep the old method to ease debug
* Realign date shader on DX
* keep stencil ref to 1. Reduce stencil management burder
* Fix texture pitch (was in pixels but need bytes). Fix Bleach Blade Battlers 2. Thanks Miseru for your trace

Remember note:
fxaa -> not yet implemented
msaa -> not implemented (I might drop it actually)
8 bit texture -> not yet implemented



git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl-wnd@5657 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-06-14 11:34:44 +00:00
gregory.hainaut 382258ec03 gsdx-ogl-wnd:
* properly set the stencil write mask
* Multiply Y coodinates by -1. Let's hope it fixes shadows gliches.


git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl-wnd@5656 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-06-12 20:57:16 +00:00
gregory.hainaut 58699923e0 gsdx-ogl-wnd:
* factorize sample object creation
* remember frame buffer attachment state
* Use a basic context on EGL. Allow to use Mesa 9.1 on AMD GPU.
* precompile vertex and geometry shader to avoid benchmark polution on replay
* Try harder to detect FGLRX driver on window
* various clean

Remain to fix the coordinate system for upscaling



git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl-wnd@5651 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-06-09 16:41:58 +00:00
gregory.hainaut efcb015361 gsdx-ogl-wnd:
* clean texture management & use different texture unit for various texture operation
* separate sampler and texture setup
* Always disable GL_SCISSOR_TEST before any cleaning to be sure the all pixels are reset
* properly set upscale_multiplier in the linux gui (was mixed with msaa). Unfortunately it is still broken...
* Fix EGL with GSopen1
* Use stdcall for function definition in the replay (avoid segmentation fault)
* Directly use gl_Position in shader instead of an extra user defined variable


git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl-wnd@5648 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-06-01 09:29:57 +00:00
gregory.hainaut 49cd9fd97d gsdx-ogl-wnd:
* remove an old&useles dummy geometry shader (was used to workaround amd bug)
* use a basic X11 window for GSopen1
* redo the replayer: it is now based on dlopen rather than standard static/dynamic library. AMD driver doesn't play nicely with the later...


git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl-wnd@5639 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-05-23 17:03:18 +00:00
gregory.hainaut 6779edfe28 gsdx-ogl-wnd:
* replace both DISABLE_GL41_SSO and DISABLE_GL42 macro with a dynamic check based on the extension support
* glsl2h: use static instead of extern


git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl-wnd@5636 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-05-19 12:42:55 +00:00
gregory.hainaut 9376b26537 gsdx-ogl-wnd:
* load extension as gl_Function instead of glFunction


git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl-wnd@5635 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-05-19 09:19:20 +00:00
gregory.hainaut b8e36b44af gsdx-ogl-wnd: sync from trunk (r5550 to r5632)
Note: Code need to be fixed with latest GSdx ogl additions


git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl-wnd@5633 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-05-18 16:09:09 +00:00
gregory.hainaut e3d658b501 gsdx ogl: load shader from C code instead of an external file
* add a perl script to convert shader to char*
* By default use *.glsl file (handy to do some trials). 

Only drawback, glsl2h need to be manually called at the moment



git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5632 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-05-18 09:17:30 +00:00
gregory.hainaut 6760ed552b gsdx ogl: fix previous commit
* clean shader properly
* use a 64 bits map to contain shader pointer


git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5631 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-05-17 20:14:10 +00:00
gregory.hainaut a163677cec gsdx ogl: New config option to disable separate shader program. Not enabled by default
* workaround AMD driver bleding issue (got at least a nice rendering in GoW)
* would run on the opensource driver when they support geometry shader

Stil got some crash on the driver. Arg!!!
FGLRX user if you want to do some trials 
uncomment #define DISABLE_GL41_SSO in GSdx/config.h



git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5630 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-05-17 18:28:51 +00:00