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
-1 is annoying because minimum value is 0. Instead to add more logic,
let's try to use 0 which seems to be good enough (fix regressions on DQ8/AT)
Unfortunately it causes a mini regression on taisho-mononoke. Rotation of sprite is done with 2 triangles.
Potentially previous value wrongly recover this section.
Tekken is broken with setting UserHacks_round_sprite_offset = 2 use 1 instead.
=> game use upscaling internaly so my rounding of coordinate break everything
Yakuza uses float coordinate but this hack only correct the integer coordinate
=> the solution will be to add a dedicated hack for this game.
Colin3 got a regression but I don't know when...
PS2 uses a -0.5 offset before sampling so texels must be rounded to half-pixel boundary
If fixes glitches on Venus and taisho-mononoke
Note: I didn't fixed yet texture render in reverse because I don't have any test for it.
UserHacks_round_sprite_offset = 1 <= enable correction of flat sprites
UserHacks_round_sprite_offset = 2 <= enable correction of all sprites (better on a couple of dump but not sure of the consequence)
I completely redo the algorithm. This time I do the projection and
interpolation of the 2 extrem vertex. This way I can compute the min/max
valid texture coordinate.
It gives stronger guarantee that texture sampling will be done inside the texture.
However it might have a performance impact, likely reasonable because it
is limited to sprite vertex.
A big thanks you to all people that provide me GS dump and test reports.