Function pointer was mangled to avoid any collision. Nowadays all symbols
are hidden so no risk of collision.
Syntax is nicer beside it would allow to put back GLES3.2. I think it
supports most of the used extension.
glActiveTexture & glBlendColor are provided without symbol query.
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
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
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 :)
* 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
Best setting if you driver support GL_NV_depth_buffer_float => GL_NV_Depth = 1 & logz = 0
Otherwise => GL_NV_Depth = 0 & logz = 1
Explanation of the bug:
Dx z position ranges from 0.0f to 1.0f (FS ranges 0.0f to 1.0f)
GL z Position ranges from -1.0f to 1.0f (FS ranges 0.0f to 1.0f)
Why it sucks:
GS small depth value will be "mapped" to -1.0f. In others all small values will be 1.0f! Terrible lost
of accuraccy.
The GL_NV_depth_buffer_float extension allow to set the near plane as -1.0f.
So
"GL z Position ranges from -1.0f to 1.0f (FS ranges 0.0f to 1.0f)"
will become
"GL z Position ranges from -1.0f to 1.0f (FS ranges -1.0f to 1.0f)"
and therefore
"z posision [0.0f;1.0f] will map to FS [0.0f;1.0f]" as DX
Yes we just get back all precision lost previously :)
However you need hardware (intel?) and driver support (free driver?/gles?) :(
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5860 96395faa-99c1-11dd-bbfe-3dabce05a288
* 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
* redo most of the texture upload (PBO): colin3 benchmark: 32 fps now (vs 26 fps 2 weeks ago)
* use the cross vendor vsync extension on linux (previous wasn't supported by nvidia)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5721 96395faa-99c1-11dd-bbfe-3dabce05a288
* 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