Gregory Hainaut
f7ddd488e1
gsdx ogl: Extend uniform buffer with channel parameter
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Instead to use the standard ps ubo which is used every draw call.
I reused a barely used buffer to reduce the extra cost of the upload
2016-05-29 10:13:43 +02:00
Gregory Hainaut
37c7fa7663
gsdx: add draw exception (OOM and Recoverable)
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The exception will free the unused (but allocated) texture aka the emergency break ;)
Recoverable could be useful for unsupported draw call
2016-05-05 17:47:32 +02:00
Jonathan Li
0f11838d93
gsdx: s/_WINDOWS/_WIN32/
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It's the proper Windows preprocessor macro.
2016-01-27 22:41:45 +00:00
Gregory Hainaut
ddc03cbccf
gsdx: add a nice enum to replace the hardcoded convert shader
2015-09-08 16:51:24 +02:00
Gregory Hainaut
6f9a89dcf2
gsdx-debug: print memory usage of all textures pools
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It is a bit crude but it allow to see the impact of code and options.
2015-07-10 22:35:26 +02:00
Gregory Hainaut
6121677aa1
gsdx-tc: use a single shader pass to convert texture in 8 bits format
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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
1837001e75
gsdx: extend CopyOffscreen with a new shader parameter
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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
62e0e6a067
gsdx: remove deprecated code
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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
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
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
4773bcf0ea
cmake: s/_LINUX/__linux__/
2014-12-20 10:54:24 +01:00
Asmodean
937e475169
[Post-Processing] Update GSdx FX effect suite to latest version.
2014-11-03 07:15:34 +00:00
ramapcsx2.code
f8264bce2c
GSdx:
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Last patch regarding FXAA and external shader loading, I hope :)
Changes are here: http://forums.pcsx2.net/Thread-Custom-Shaders-for-GSdx?pid=343285#pid343285
I've included bin\shader.fx and the settings file bin\GSdx_FX_Settings.ini.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5817 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-01-17 10:17:24 +00:00
gregory.hainaut
e80b002929
gsdx ogl: Flush various pending work
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* 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
e06484adb8
gsdx: update the copyrigh address thank to sed
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git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5412 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-09-09 18:16:11 +00:00
sudonim1@gmail.com
469beeac14
GSDX: Adapter selection in the configuration dialog. Effective on D3D10/11 and probably on D3D9. D3D9 will not enumerate adapters with no connected outputs and I haven't actually tried connecting my integrated GPU to a display, but D3D11 doesn't care.
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Probably only of interest to testers (and me). Absolutely do NOT select the reference device even out of extreme morbid curiosity. It's not even very good at being a reference despite being slower than you can probably believe.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5358 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-08-06 05:26:44 +00:00
ramapcsx2
954e7906ed
GSdx: Added the color control functionality known as "ShadeBoost". Thanks to KrossX for initial converting / GUI work and Pseudonym for normalizing / fixing the maths.
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Note: Not sure if it should be shader #7 or smth else :p
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5110 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-02-29 00:29:29 +00:00
gabest11
915a57d9f3
GSdx: more fun with shaders but nothing works yet.
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git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5083 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-01-27 11:56:49 +00:00
gabest11
f68f007f00
GSdx: the promised index buffer update, needed a lot of changes, expect bugs in the next dozen revisions.
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git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5045 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-01-05 02:40:24 +00:00
gabest11
bfbf403bf4
GSdx: FXAA 3.10, page up key activates it
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git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4828 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-07-25 11:16:01 +00:00
gabest11
879aad9fd5
GSdx: working on linux port again, almost ready to run.
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git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4344 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-02-22 23:39:02 +00:00
gabest11
3de18d0526
Undoing last commit, it was a mistake, linux tools are not easy to use.
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git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4342 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-02-22 21:12:04 +00:00
gabest11
23a6b85852
GSdx: more alignment fixes for gcc.
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git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4341 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-02-22 20:58:21 +00:00
gabest11
57cb0afa2a
GSdx: SW+SDL output, commented out until it can be compiled on every system
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git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4336 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-02-22 09:43:59 +00:00
gabest11
9b658615f5
GSdx: The revision makes every super robot taisen game look perfect! Just joking :P But I tested OG and Alpha 3, and didn't notice anything terribly bad till the beginning of the first battle stage.
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git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4335 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-02-21 23:25:25 +00:00
gabest11
3030166596
The core of GSdx is now compatible with intel's compiler on linux.
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- 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
d23d7e2617
Just moving code around.
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git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4312 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-02-18 03:50:12 +00:00
gabest11
d44def8c0b
Fixed many gcc errors, there are still plenty. Intel's compiler might be a better alternative.
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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.
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git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4287 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-02-07 01:59:05 +00:00
sudonim1
ab77eb4646
GSDx: Free textures that have been in the unused texture pool for a few frames.
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GSDx: Reset device on save state load.
GSDx: Made GSRenderer::ResetDevice() actually do the main function in its name and implemented InvalidateTextureCache(). If anything breaks, it's because of this change.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@3067 96395faa-99c1-11dd-bbfe-3dabce05a288
2010-05-23 15:33:50 +00:00
sudonim1
c7aa146489
I hate D3D.
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32-bit depth buffers for D3D9 users if available. Lots of code shuffling for reasons I don't even remember. Stuff. Pretty much just the 32-bit depth buffers. That's good though, you don't have to envy D3D10 users half as much now.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@3002 96395faa-99c1-11dd-bbfe-3dabce05a288
2010-05-14 14:05:39 +00:00
sudonim1
4457fe40fc
Removed all trailing whitespace in *.c *.cpp *.h because it irritates me.
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git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2897 96395faa-99c1-11dd-bbfe-3dabce05a288
2010-04-25 00:31:27 +00:00
Jake.Stine
c274d4e43c
GSdx: Cleanups to the vsync framelimiter linkage. Ensures that the vsync settings are preserved across plugin shutdown/init, and removes a lot of function parameter mess trying to pass a single parameter across some 6-8 classes and 4 nested function calls.
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git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2099 96395faa-99c1-11dd-bbfe-3dabce05a288
2009-10-31 01:06:23 +00:00
Jake.Stine
73a39b012c
GSopen2: Fixed a bug in gsdx where it didn't properly handle changes to the GS base register memory pointer.
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git-svn-id: http://pcsx2.googlecode.com/svn/branches/GSopen2@1858 96395faa-99c1-11dd-bbfe-3dabce05a288
2009-09-18 18:45:37 +00:00
gabest11
cea0f395aa
GSdx: experimenting with msaa, add msaa=N to gsdx.ini to activate it (N=2,4,8)
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git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1597 96395faa-99c1-11dd-bbfe-3dabce05a288
2009-08-02 23:07:30 +00:00
gabest11
3f4f3db3e6
GSdx: little code cleanup
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git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1591 96395faa-99c1-11dd-bbfe-3dabce05a288
2009-07-31 23:59:06 +00:00
gabest11
83b15dbac0
GSdx:
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- 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.
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git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1534 96395faa-99c1-11dd-bbfe-3dabce05a288
2009-07-16 21:36:07 +00:00
ramapcsx2
258dc05529
Plugin interface / GSdx changes that binds the GSdx vsync option to the pcsx2 framelimiter.
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This patch by matsuri makes playing with vsync a lot nicer, so thanks for that one ;)
Note: For now its directx 10 only, due to dx9 needing a swapchain reset..
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1526 96395faa-99c1-11dd-bbfe-3dabce05a288
2009-07-15 19:44:06 +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.
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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
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git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1463 96395faa-99c1-11dd-bbfe-3dabce05a288
2009-07-04 15:14:04 +00:00
gabest11
b284fae2d5
GSdx: moved around some code and optimized texture caching a bit, there may be a slight speed-up in hw mode for those games that use many textures.
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git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1425 96395faa-99c1-11dd-bbfe-3dabce05a288
2009-06-23 04:12:32 +00:00
gabest11
6ef94cc707
GSdx: ignore this...
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git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1404 96395faa-99c1-11dd-bbfe-3dabce05a288
2009-06-19 20:24:18 +00:00
gabest11
5736bbd449
GSdx: looking for an opengl guru...
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git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1360 96395faa-99c1-11dd-bbfe-3dabce05a288
2009-06-12 19:09:17 +00:00
gabest11
db8feac8c3
GSdx: the BeginScene/EndScene optimization for dx9 (Issue 256)
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git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1312 96395faa-99c1-11dd-bbfe-3dabce05a288
2009-06-03 22:45:28 +00:00
gabest11
ffda8ead30
GSdx: mfc-free
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git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1310 96395faa-99c1-11dd-bbfe-3dabce05a288
2009-06-03 12:09:04 +00:00