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)
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
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
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).
* 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.
If someone has a more elegant solution, feel free to share it
spin_thread = 0
spin_thread = 1 // the faster but GS thread will never stop, very bad for laptop
It is faster on linux, it requires less code, and it is "portable"
It requires boost (only hpp files) + MSVC 2013 (for atomic) (seem doable by 2012 too)
Actually there are several queues that either use spinlock or full sleep
* Use tooltip for hack
* Update string of previous hack
* Remove unused hack
Note: hack_sprite_check requires 3 states (and potentially others hack too) but
I don't know how to do it. It likely requires a "scale button"
It works as bad as a "clever" implementation.
It seems to be enough for games such as venus/taisho-monoke/FFX
Note: it might creates glitches. Code will never be nice, so it is just
a trade-off
this is actually not a FTW issue but rather a console sources issue.
the console log sources are not c++ classes and therefore don't get initialized
other than when [attempting to] loading them from the ini file (where if the ini
doesn't exist then they get their default values). however, during first time
wizard, when choosing "overwrite", the console sources are saved without ever
getting loaded and so end up without the default values applied (so all sources
as disabled).
this patch makes sure that if we're saving the conlog sources before ever
attempting to load them, they'll get saved with the correct default values.