Commit Graph

2249 Commits

Author SHA1 Message Date
Jonathan Li 7c205d7a1e windows: Don't use __declspec(dllexport) for plugin exports
Using __declspec(dllexport) causes duplicate export warnings to be
generated when compiling 64-bit builds. Name mangling also occurs on
functions that are exported this way, so it doesn't actually work with
the plugin system, which uses unmangled names.

The module definition file exports the functions without name mangling
and is sufficient on its own.
2016-06-05 22:57:42 +01:00
Gregory Hainaut 2b00447a43 glsl: optimize the number of active constant buffer
Increase the performance on the free driver (Nouveau)

Currently the driver validates all UBO when only 1 is updated. It
is clearly a bad idea to put all UBO in a single common headers.
2016-06-05 16:45:11 +02:00
Jonathan Li c7940856ce windows: Remove unneeded library dependencies
Some are unnecessary since they're already taken care of by project
references, while others are duplicates or unused.
2016-06-04 22:55:48 +01:00
Gregory Hainaut 4768f912b8 gsdx linux: add vsync support for free driver 2016-06-04 13:17:59 +02:00
Gregory Hainaut 2b2412ca20 gsdx hw: disable OI_GsMemClear when framebuffer writes are masked. 2016-06-01 22:34:14 +02:00
Gregory Hainaut 7202cac7d0 gsdx ogl: remove the dual source blending workaround 2016-06-01 21:00:29 +02:00
Gregory Hainaut 08a8bfa76c gsdx ogl: plug new program compilation for bad driver 2016-06-01 21:00:29 +02:00
Gregory Hainaut 17988fc7de gsdx ogl: add code to compile a single shader 2016-06-01 21:00:29 +02:00
Gregory Hainaut 405f312fe8 gsdx ogl: format GSShader code
Move the Geometry Shader to the call of the function
2016-06-01 21:00:29 +02:00
Gregory Hainaut 538bb418ce gsdx ogl: revert the removal of single shader compilation function pointer
(It doesn't mean I will drop SSO but that I will do some tests one day)
2016-06-01 09:29:56 +02:00
Gregory Hainaut 5d49a6b685 gsdx ogl: replace 4 VS shader variation by an AND mask
Perf will be roughly the same. However there is a single VS for all
the HW emulation.
2016-06-01 09:29:56 +02:00
Gregory Hainaut 959abe64f8 gsdx ogl: implement wildhack on the CPU
Speed impact is likely small and the plan is only to keep a single Vertex Shader
2016-06-01 09:29:56 +02:00
Gregory Hainaut 3d192b7f8d gsdx ogl: separate channel code into a separate function 2016-06-01 09:29:56 +02:00
Gregory Hainaut 6d2196125d gsdx: fix TVshader case option 2016-05-31 19:35:35 +02:00
Gregory Hainaut 564bf8a089 gsdx ogl: terminator 3 supports sampling from the depth 2016-05-30 19:39:52 +02:00
Gregory Hainaut 43a1c48f75 gsdx option: add missing default and fix case 2016-05-30 18:23:22 +02:00
Gregory Hainaut 9c8b5e37a4 gsdx ogl: blacklist AMD 2015 drivers 2016-05-29 18:21:12 +02:00
Gregory Hainaut 12512f767b gsdx linux gui: disable the hack panel when user hacks are disabled
Move the user hack option to the main panel (Box with a single option doesn't look nice)

Hopefully it will be less confusing for linux users.
2016-05-29 18:09:22 +02:00
Gregory Hainaut 38a511e3e1 gsdx linux: some capture options are cross platform 2016-05-29 17:38:40 +02:00
Jonathan Li 8b74c108a4 Revert "gsdx:windows: Fix Windows 7 compile"
This reverts commit 7736c90457.

It wasn't actually a Windows 7 compile fix, but a bad build environment
workaround.
2016-05-29 14:33:58 +01:00
Jonathan Li b20433c0be windows: Remove user.props references from all projects
find . -name *.vcxproj -exec sed -i -e '/user.props/d' {} \;

Microsoft recommends against using .user files. From
https://msdn.microsoft.com/en-us/library/669zx6zc.aspx :
"The best practice is to delete the reference to them in Property
Manager to ensure that your projects operate independently of any
per-user, per-computer settings. This is important to ensure correct
behaviour in a SCC (source code control) environment."

If you cannot compile SPU2-X after this commit (since that still relies
on the old DirectX SDK), you'll need to fix your build environment.
2016-05-29 12:21:52 +01:00
Gregory Hainaut fb26254fbb gsdx ogl: implement a more generic HLE shader for terminator 3
Hopefully without regression for others games
2016-05-29 10:13:43 +02:00
Gregory Hainaut f7ddd488e1 gsdx ogl: Extend uniform buffer with channel parameter
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 6f19d928f6 gsdx ogl: use the new uniform cache upload method 2016-05-29 10:13:43 +02:00
Gregory Hainaut fa15d7fd26 gsdx ogl: generic code to cache uniform buffer
It will allow to skip a buffer transfer if the new content is the same
2016-05-29 10:13:43 +02:00
Jonathan Li 36cd1ae3cc windows: Remove parameter from prebuild command
It's unused. Also convert to using SolutionDir instead of Svnwhatever.
2016-05-28 23:25:08 +01:00
Gregory Hainaut 58f04975e1 oups fix link 2016-05-28 18:49:49 +02:00
Gregory Hainaut 179681ef18 gsdx ogl: enable AMD driver blending workaround only on latest legacy driver
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)
2016-05-28 18:43:55 +02:00
Gregory Hainaut a648e2db70 gsdx: switch to dx10/11 as default on Windows
1/ Detecting Dx level requires a DX context.
2/ Dx9 GPU market is 1-2% (I'm not even sure they can run latest windows 10)
2016-05-28 10:07:27 +02:00
Gregory Hainaut c61e09e36a fix left over default 2016-05-28 10:07:27 +02:00
Gregory Hainaut 453ac88dce gsdx option: use CaptureWidth/CaptureHeight on linux too 2016-05-28 10:07:27 +02:00
Gregory Hainaut a9c18c57e4 gsdx option: use the new GetConfig* function
v2:
add PSX stuff
ssakash review
2016-05-28 10:07:27 +02:00
Gregory Hainaut 03a6f2093e gsdx option: add multiple GetConfig to avoid overload issue 2016-05-28 10:07:27 +02:00
Gregory Hainaut 05818d70f4 gsdx option: centralize default configuration to a single file
Potential issue
* miss a default value
* Renderer is DX9 again on windows
* Case issue
* Same default for all code paths
* overload of GetConfig

v2: separate specific OS option
2016-05-28 10:07:26 +02:00
Akash 2409817556 GSDX: Move PSX code to an isolated path 2016-05-26 19:04:17 +05:30
Jonathan Li 06dba2d258 Merge pull request #1372 from PCSX2-Alpha/Windows_GUI
GSDX-Windows: Add "Large Framebuffer" option
2016-05-26 08:57:33 +01:00
Akash 9ae6c2673a GSDX-Windows: Add "Large Framebuffer" option 2016-05-26 11:38:24 +05:30
Jonathan Li 352b61c741 gsdx: Allow normal assert to be used 2016-05-26 00:11:52 +01:00
Jonathan Li db81925c4b Merge pull request #1335 from turtleli/freebsd
Support FreeBSD
2016-05-25 18:55:51 +01:00
Gregory Hainaut 60e0f3b9b5 Merge pull request #1234 from PCSX2-Alpha/Time_Crisis
GSDX: Improve CRTC width detection
2016-05-25 17:51:07 +02:00
Gregory Hainaut b6da1bcb15 gsdx linux: add the new option checkbox 2016-05-23 19:38:44 +02:00
Gregory Hainaut 0c3324b6ef gsdx hw: create a large_framebuffer option
Enable it to ensure correct rendering (FMV)
Disable it to reduce GPU/memory requirement

Option will likely be removed when the perf impact will be reduced.
2016-05-23 19:38:44 +02:00
Gregory Hainaut 1f4439a89e gsdx: add some notes of potential optimization 2016-05-23 19:38:44 +02:00
Jonathan Li 571432a7aa gsdx:freebsd: Fix compilation 2016-05-21 13:34:18 +01:00
Jonathan Li 57cdf0bf16 gsdx:linux: Use clock_gettime instead of ftime
ftime is obsolete and not present in recent POSIX specifications.
2016-05-21 13:33:40 +01:00
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 a7ba779ba8 gsdx ogl: another HLE channel effect for terminator 3
Same as before but with a different fbmask value (I don't know why but
I have the feeling that I might need the others value too)
2016-05-20 19:55:39 +02:00
Gregory Hainaut 1c21ea955c gsdx ogl: HLE channel effect for terminator 3
Unfortunately I think the game uses another similar effects
2016-05-20 19:45:20 +02:00
Gregory Hainaut 247d33a627 gsdx ogl: always clear depth buffer in FFX2
It avoid depth issues and I'm sure it won't broke other games this way.

Issue #1340
2016-05-19 17:53:46 +02:00
Akash 2166980f91 GSDX: Calculate dimensions of rectangle after merge
* Properly display rectangle size after passing through merge circuit on
GS Dumps and GS Frame titlebar.
2016-05-19 15:53:49 +05:30
Akash 58b43dbb6c GSDX: Rework video mode detection code
* Use some nice enums instead of macros
* properly detect 720P/1080I separately.
* Some code cleanup, extended variable names and added few comments
2016-05-19 14:02:50 +05:30
Gregory Hainaut e258f3e2fa gsdx ogl: update accurate DATE behavior
* Fast accurate DATE is always enabled, it was faster than standard DATE

* The less fast version is always enabled too. It is likely barely used
  so perf impact will be small on few game that could hit this path.
  Nice rendering has a higher priority

* The "slow" path will depends on the date option.
Note normally it isn't too slow (-10%) if GL_ARB_shader_image_load_store
is supported but AMD crimson is an epic fail.
2016-05-19 10:03:46 +02:00
Jonathan Li 7b27be1306 gsdx: Consider horizontal offsets when merging output
Fixes games like Time Crisis 2/3, which use two half-width display
rectangles placed side by side in split screen mode by using different
DISPLAY.DX values.
2016-05-19 10:06:12 +05:30
Gregory Hainaut 14fa797235 gsdx hw: always uses a big RT on snowblind engine game
Avoid headack to avoid conflict between 1280x1024 and 640x1280 resolution
2016-05-17 20:01:00 +02:00
Gregory Hainaut a4c7541092 gsdx ogl: tentative hack to make FFX go along with depth option
Issue1: Depth buffer is wrongly invalidated only the first page is detected.

Issue2: First page seems to be partially written. Could be a GSdx transfer bug.
Anyway, invalidation only support a page granularity.

So here a quick workaround that will clear depth buffer in case of very small partial write.

Might worth to check regression on nocturne/digital saga
2016-05-17 19:33:12 +02:00
Gregory Hainaut 37c049425d gsdx ogl: gl depth is written by default
Fix bad depth state in dump (yes the bug is 2 years old!)
2016-05-16 20:10:32 +02:00
Gregory Hainaut f5b174f985 gsdx ogl: pitch is always the width of the transfer not the size of the texture 2016-05-16 19:20:01 +02:00
Gregory Hainaut fa921215d9 gsdx ogl: add GL_ARB_get_texture_sub_image extension support
could help to read back a portion of a texture
2016-05-16 18:58:33 +02:00
Gregory Hainaut e02753df46 gsdx ogl: oups, mandatory function pointer was wrongly optional 2016-05-16 18:58:33 +02:00
Gregory Hainaut 37e4d2bd48 gsdx ogl: update old comment 2016-05-16 18:58:33 +02:00
Gregory Hainaut 96b5170d8c Merge pull request #1317 from PCSX2/gsdx-array-coverage
Gsdx array coverage
2016-05-16 18:16:15 +02:00
Gregory Hainaut ed0adf61d3 gsdx ogl: allow to define a debug context in windows.
Be aware: dev build will be slow and quite chatty
2016-05-16 17:08:20 +02:00
Gregory Hainaut 30ce6b0a6a gsdx ogl: check debug function exists
I'm sure they exists in the openGL renderer context but there are
also used in common code. So potentially in DX context.
2016-05-16 16:59:00 +02:00
Gregory Hainaut 99476f4b13 gsdx ogl: explain better previous clear vs framebuffer comment 2016-05-16 16:49:18 +02:00
Gregory Hainaut 08f7bd2dc3 gsdx: add crc hack for Ar tonelico 2
It would requires some texture dynamic width convert shaders.
So as a quick solution, let's add a new CRC hack.

For issue #1362 (granted the CRC is correct)
2016-05-16 10:55:02 +02:00
Gregory Hainaut 1522cba5b0 gsdx ogl: performance note of texture clear vs framebuffer clear
In case of render target. FB clear is better
2016-05-16 10:38:47 +02:00
Gregory Hainaut e776118de9 gsdx-ogl: implement previous DATE optimization in a single shader pass
Faster :) Reduce further the cost of accurate date

The optimization will clear the stencil to 1. So all pixels will have a
single sample that pass both the depth & stencil test. No primitive
overlaps So the destination alpha test can be done directly in the
shader.
2016-05-15 17:44:40 +02:00
Gregory Hainaut 3ab12cef2f gsdx ogl: accelerate special case of accurate date.
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.
2016-05-15 17:22:58 +02:00
Gregory Hainaut 025be70c42 gsdx-ogl: allow to fallback to a slow accurate DATE when GL_ARB_shader_image_load_store isn't supported
The best is still to have a DX11 generation GPU
2016-05-15 16:29:29 +02:00
Gregory Hainaut 5b061e062c gsdx ogl: replace ClearRenderTarget_i by glClearTexSubImage
Avoid state change, avoid potential texture buffer reallocation

Note: require GL_ARB_clear_texture
2016-05-15 15:55:31 +02:00
Gregory Hainaut 82060320ef gsdx ogl: use draw list size for sprite instead of vertex number to select date algo
Latest overlap detection allow to draw multiple sprite instead of 1,
so the limit based on vertex number is too conservative.
2016-05-15 15:00:52 +02:00
Gregory Hainaut c054b097e9 gsdx ogl: fix wrong depth clear
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
2016-05-15 14:57:37 +02:00
Gregory Hainaut caacb1dc9f gsdx-ogl: add texure clear function (GL4.4) 2016-05-15 14:57:11 +02:00
Gregory Hainaut d47d9e5017 gsdx-ogl: fix a minor gcc warning 2016-05-15 13:10:46 +02:00
Gregory Hainaut 913e3d65d2 gsdx ogl: use glViewportIndexedf and glScissorIndexed 2016-05-14 17:18:16 +02:00
Gregory Hainaut cd9ee3c468 gsdx ogl: emulate GL_ARB_draw_buffers_blend and GL_ARB_viewport_array
New functions only set the parameter to a single buffer whereas old function
set all buffers
2016-05-14 17:15:30 +02:00
Gregory Hainaut 4065730e36 gsdx ogl: merge sprite hack take 2
try to detect paving correctly. Avoid to break effect such as Heat effect in Tekken5
2016-05-14 12:24:56 +02:00
Gregory Hainaut 2fc244a3eb gsdx-ogl: inline function only call once 2016-05-14 11:53:02 +02:00
Gregory Hainaut 24a673c482 gsdx ogl: avoid special format on the merge sprite hack 2016-05-13 18:28:21 +02:00
Gregory Hainaut 156b6425d2 gsdx ogl: add UserHacks_merge_pp_sprite option to reduce upscaling glitches
For test purpose, it is higly experimental.

So far it is yield interesting result for tekken5
2016-05-10 08:12:07 +02:00
Gregory Hainaut c019f86529 gsdx ogl: add a performance note for a potential channel optimization 2016-05-10 08:11:28 +02:00
Gregory Hainaut 4effc70792 gsdx hw: Fix regression on align sprite
The hack also updates position of not texture mapped sprite.

Unlike the 2nd hack (round sprite) which can be skipped if TME is disabled
2016-05-09 09:45:34 +02:00
Gregory Hainaut 5b04672ba2 gsdx ogl: separate Tales of Abyss/Urban Chaos effect based on the fbmask
Avoid to rely on CRC
2016-05-08 17:31:13 +02:00
Gregory Hainaut 48d962e15a gsdx log: print detected crc
Helpful to get crc from gs dump
2016-05-08 16:30:50 +02:00
Gregory Hainaut fb6a6f73c4 gsdx: move Tekken5/Tales of Abyss CRC to Dx level 2016-05-07 22:46:42 +02:00
Gregory Hainaut ecbcc566fe gsdx ogl: use GT shader for Tourist Trophy 2016-05-07 22:46:41 +02:00
Gregory Hainaut fc86620327 gsdx ogl: disable channel effect when signature is a bit different
Hack to avoid regression on Blood Will Tell
2016-05-07 22:46:41 +02:00
Gregory Hainaut 30b452543a gsdx ogl: tekken5 uses similar effect as Gran Turismo
So just reuse GT hle shader :) Acid stage is now correct. However it might need
some tuning for others stages.
Still look awful with uspcaled resolution (note internal game framebuffer is around 160x128)
2016-05-07 22:46:41 +02:00
Gregory Hainaut d41613c46a gsdx ogl: add a Tales of Abyss HLE shader
Again fast and efficient but it relies on CRC

v2: forget to update the precompiled shader...
2016-05-07 22:46:41 +02:00
Gregory Hainaut d5681ba01c glsl: fix a bug in urban chaos hle shader
Bug only impact the lsb bits of the depth conversion, so impact is likely small
2016-05-07 22:46:41 +02:00
Gregory Hainaut 70ee8c5bc4 gsdx ogl: add an HLE brightness/contrast shader for GT series.
It works and it is very fast. But it relies on CRC

Others effect need to be tested as well
2016-05-07 22:46:41 +02:00
Gregory Hainaut 91c164ecca gsdx tc: avoid potential division by 0 2016-05-07 18:36:28 +02:00
Gregory Hainaut 265ea82780 gsdx tc: avoid to load data outside of the GS memory
Avoid crash in Kungfu panda
2016-05-06 21:46:29 +02:00
Gregory Hainaut f34e77f08c gsdx: fix regression on 24 bit format (gust game)
bpp is the size of the container format but not the size of the format itself.
For PSM24, bpp is 32, trbpp is 24
2016-05-06 13:49:24 +02:00
Gregory Hainaut e890ce989c gsdx: throw oom exception + error
Texture can't be NULL anymore, so we can remove a couples of check
2016-05-05 18:53:51 +02:00
Gregory Hainaut d58b71688b gsdx debug: auto GL_POP
Nicer and exception safe

V2: miss definition of vs/ps
2016-05-05 18:53:32 +02:00
Gregory Hainaut 37c7fa7663 gsdx: add draw exception (OOM and Recoverable)
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
Gregory Hainaut c8dddfed06 gsdx hack: move m_skip and m_userhacks_skipdraw to GSState level
Avoid to push argument to call IsBadFrame
2016-05-05 16:22:14 +02:00
Gregory Hainaut 21d1bd48ec gsdx hack: move the CRC setup into a separate function
In order to reduce a bit the overhead of IsBadFrame called each draw calls
2016-05-05 16:03:48 +02:00
Gregory Hainaut 7b0427e86e gsdx hack: use psm lookup + remove now useless log 2016-05-05 15:46:54 +02:00
Gregory Hainaut 8424eeb4ee gsdx tc: small hint for the compiler 2016-05-05 15:32:21 +02:00
Gregory Hainaut 055b9c57e7 gsdx tc: use unscaled size as clamping in Target::Update
Might avoid/reduce crash like #1340
2016-05-05 12:59:49 +02:00
Gregory Hainaut 5948c2d8cd gsdx AMD: broken for broken
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.
2016-05-05 12:24:55 +02:00
Gregory Hainaut f712c5c6d0 gsdx tc: use GSLocalMemory::m_psm instead of hardcoded value 2016-05-05 12:19:25 +02:00
Gregory Hainaut 642cc50ac4 gsdx hw: reduce verbosity of channel skip log 2016-05-05 12:19:19 +02:00
Gregory Hainaut 7c430c9d3c glsl: fix coordinate in channel depth effect
UV can't be used directly in channel effect

Properly fix Urban Chaos smoke
2016-05-04 18:08:40 +02:00
Gregory Hainaut b8b0a0d662 gsdx hw: remove dead code 2016-05-04 18:08:34 +02:00
Gregory Hainaut 90af611fdb gsdx ogl: Fix channel effect interaction with accurate blending
* Vertex info must be updated before PrimitiveOverlap
* Fix the vertex number (2 not 4)
* add an uint16 cast to shut up Visual Studio
2016-05-02 19:48:11 +02:00
Gregory Hainaut e190841d67 gsdx ogl: improve blending logging 2016-05-02 18:14:02 +02:00
Gregory Hainaut 3077cc82cc gsdx hack: Ghost in the Shell still broken in openGL 2016-05-02 18:14:02 +02:00
Jonathan Li 6430e41fb5 gsdx:windows: Update GUI to reflect recent changes
"Enable Hardware Depth" removed from main dialog.
"Disable Depth Emulation" and "Fast Texture Invalidation" added to Hacks
dialog.

And fix lots of whitespace issues.
2016-05-02 00:28:10 +01:00
Akash 21e6a344a2 GSDX: Improvements to the GSDX dialog (#1284)
GSDX: Improvements to the config interface.

- GSDX: Add new logos to dialog
- GSDX: Remove all the extra null renderers
- GSDX: Changes to renderer combobox
- Sort all the renderers in ascending order. (the fact that D3D11 was
above D3D9 really annoyed me >_<)
- Properly display usage of D3D10/D3D11 on the combobox.
- Use highest available version of DX by default.
- GSDX: gray out upscaling hacks at native resolution
- GSDX-PSX: Modifications to the dialog
- Add new logos
- Remove SDL renderer from combobox since it was removed long ago.
2016-05-01 17:33:53 +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 7add3d1018 gsdx hack: add a lengthy comment to explain man hunt2 hack
An HLE shader replacement could be done for this game but it is
low priority
2016-05-01 13:37:54 +02:00
Gregory Hainaut 4bf484c881 gsdx: move various games crc to dx level
* GT3
* GT4
* GTConcept
* JamesBondEverythingOrNothing
* SkyGunner
* StarWarsBattlefront2
* StarWarsBattlefront
* TouristTrophy
* ICO
* DeathByDegreesTekkenNinaWilliams
2016-05-01 13:22:12 +02:00
Gregory Hainaut 5676acaef9 glsl: support channel effect on depth texture too 2016-04-30 16:07:45 +02:00
Gregory Hainaut e0581ee771 gsdx ogl: Finalize the urban chaos workaround
Rendering must be nice now
2016-04-30 14:52:53 +02:00
Gregory Hainaut 14e1ed06df glsl: add an HLE shader for Urban Chaos
Pro:
* Replace 140 draw calls into a single one
* No complex texture conversion/lookup
* smaller solution than a generic solution
2016-04-30 14:52:53 +02:00
Gregory Hainaut 7d191ebf8e gsdx tc: load palette for pseudo 8 bits depth
Rendering is still broken but I'm afraid it will need a dedicated shader
2016-04-30 14:52:43 +02:00
Gregory Hainaut 12b8704502 gsdx dx: disable channel shuffle 2016-04-30 14:52:43 +02:00
Gregory Hainaut b4c7d32741 gsdx ogl: avoid to wrongly detect a channel shuffle 2016-04-30 14:52:43 +02:00
Gregory Hainaut 1011a757a8 gsdx hw: factorize redundant code 2016-04-30 14:52:43 +02:00
Gregory Hainaut b78c772a14 gsdx: improve detection of channel shuffle
Improve rendering on Prince Of Persia (requires preload data hack)

Worth to re-test: MTGS2/3

Urban Chaos is a bit better but there still a bad overlay
2016-04-30 14:52:43 +02:00
Gregory Hainaut 02dff2653a gsdx hack: sort the file
* separate Dx only/aggresive hack
* add GSC_CrashNburn and GSC_BullyCC to Dx only section
2016-04-30 12:45:06 +02:00
Gregory Hainaut 60267790a1 gsdx: move (most) of the hw hack into a separate file
GSState.cpp was really too big
2016-04-30 12:24:08 +02:00
Gregory Hainaut 7a5e1d4154 gsdx ogl: allow to use a separate texture for the channel effect 2016-04-29 17:34:17 +02:00
Gregory Hainaut a9d25efcde gsdx ogl: extend state to support up to 8 textures 2016-04-29 17:34:17 +02:00
Gregory Hainaut e45f90fac3 gsdx: fix a gcc warning 2016-04-29 17:34:17 +02:00
Gregory Hainaut e195e67a48 gsdx: move Metal Gear Solid CRC to DX level
OpenGL is near perfect :)
2016-04-29 17:34:17 +02:00
Gregory Hainaut 5e5069423b Merge pull request #1321 from PCSX2/gsdx-preloadcrash
GSDX: Avoid crash when TBW == 0 - Preload data frame
2016-04-28 23:06:29 +02:00
Gregory Hainaut cb19451418 gsdx ogl: implement RT channel fetch
Fix blending of Metal Gear Solid/KillZone (and potentially other games)

Potentially impact issue #905, #594, #914, #896
2016-04-28 22:56:38 +02:00
Gregory Hainaut c445a14c46 gsdx ogl: extend shader to lookup a single channel 2016-04-28 22:56:38 +02:00
Gregory Hainaut eaa4fd41e2 gsdx ogl: improve logging of special effect 2016-04-28 22:56:38 +02:00
refractionpcsx2 0aa8fe0f20 GSDX: Avoid crash when TBW == 0 2016-04-28 21:36:21 +01:00
Gregory Hainaut f946f38f26 gsdx hw: keep the debug counter in sync
Otherwise I'm screwed :p
2016-04-28 20:03:53 +02:00
Gregory Hainaut 04a578495f gsdx hw: disable channel shuffle effect
Greatly reduce memory requirement for target
MGS3 at 4x: from 2680MB to 160MB

Remove a couple of (slow) draw calls
2016-04-28 19:46:26 +02:00
Gregory Hainaut f63e38a59e gsdx ogl: as always some games do bad stuff
Let's keep a comment for the moment. I don't know if we need to fix it, neither how.
2016-04-28 19:42:00 +02:00
Gregory Hainaut 45bfe2ad58 gsdx hw: trace some special post processing effect
* Double downscale is done in GTA
* Channel Shuffle is the top-left corner issue

So far nothing is emulated
2016-04-28 19:39:57 +02:00
Gregory Hainaut 5b04f4dab9 gsdx: add optimization note for the future 2016-04-28 18:01:21 +02:00
Gregory Hainaut 4808d89449 gsdx ogl: use enum pretty name 2016-04-28 18:01:20 +02:00
Gregory Hainaut ab31915ce9 gsdx: glsl: fix silly typo
And regression on various games
2016-04-27 09:52:35 +02:00
Gregory Hainaut aeb92592e7 gsdx ogl: use GSUtil::GetClassVertexCount 2016-04-26 19:29:04 +02:00
Gregory Hainaut df70b8bb0e gsdx: fix Q NaN value
Avoid potential undefined results
2016-04-26 19:09:32 +02:00
Gregory Hainaut 726b901dc5 Merge pull request #1304 from PCSX2/gsdx-faster-texture-cache
gsdx tc: reduce texture cache overhead
2016-04-26 16:46:44 +02:00
Gregory Hainaut 49d175b677 gsdx tc: allow to create a dummy Source without tons of memory allocation
It makes shared texture virtually free from the CPU PoV.
2016-04-24 22:30:56 +02:00
Gregory Hainaut ad08701cb1 gsdx tc: trick the texture cache to use a depth format for depth texture
This way we avoid the rescaling of the depth buffer and texture allocation.
2016-04-24 22:18:26 +02:00
Gregory Hainaut 1960d51e60 gsdx tc: properly support 16 bits depth conversion 2016-04-24 22:18:26 +02:00
Gregory Hainaut de38963904 gsdx ogl: plug the new depth sampling in the renderer
Note:
When source format is depth, integral texture coordinate must be used => depth_fmt 1/2/3
2016-04-24 22:18:26 +02:00
Gregory Hainaut fda511a949 gsdx glsl: extend hw shader to sample depth texture
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.
2016-04-24 22:18:26 +02:00
Gregory Hainaut 583de1bf0b gsdx tc: add a dedicated function to lookup a depth source
The hypothesis is that game will use a depth (aka Z32/Z24/Z16/Z16S)
format when sampling depth texture as color.  Technically one could use
a standard color format but block/pixel order won't be the same.
(otherwise I'm screwed)

=> Hypothesis invalid on GoW. They just do a scrambled rendering...

Lookup info:
* The first searched list is the depth pool as we search a depth
  texture.
* 2nd one is the render target pool (if a depth was converted to a
  render target already)

To avoid any CPU overhead, the source will be a pointer to the real texture
* Conversion (if float texture) will be done on the fly by the shader (GPU).
* Relative rescaling won't be supported. Texture must be fetched with
  integral coordinate
2016-04-24 22:18:26 +02:00