Commit Graph

6362 Commits

Author SHA1 Message Date
Gregory Hainaut f0181d98fd gsdx-ogl: save the texture state 2015-04-30 09:57:30 +02:00
Gregory Hainaut 0ab0c6cfba gsdx: verbose debug option
Print opengl error message on stderr

Rename Debug.txt into GSdx_opengl_debug.txt
2015-04-27 19:30:03 +02:00
Gregory Hainaut eaa0dae305 glsl: drop invariant qualifier
Fix issue #510 and potentially it allows the compiler to  better optimize the code
2015-04-27 18:52:55 +02:00
Gregory Hainaut 46ff4dc3d3 gsdx-ogl: hardware unit only support normalization of 4 bytes...
(At least on recent AMD GPU)
2015-04-27 18:51:59 +02:00
Gregory Hainaut 301fe869c7 glsl: improve the logz handling
This way only 0 and 1 will conflict
2015-04-26 17:51:33 +02:00
Gregory Hainaut 768ae342c3 gsdx: move buffer check after allocation 2015-04-26 17:51:06 +02:00
Gregory Hainaut 346ef1eec2 gsdx-ogl: ouch! Properly check the creation of vertex buffers 2015-04-26 11:01:55 +02:00
Gregory Hainaut 6a3250cad2 gsdx-ogl: fix logz management (FFXII)
The issue is that z+1 overflow if z is UINT max
log2(z) overflow if z is 0

So let's use an or 1 to avoid both overflow
2015-04-25 20:23:26 +02:00
Gregory Hainaut ee244071fa gsdx-ogl: use 64 bits counter + fix division factor
I also added a counter of the real size of the texture.

I have a bad overhead for pbo transfer
2015-04-25 14:18:21 +02:00
Gregory Hainaut 00e62919c5 gsdx-ogl: use countof macro instead to hardcode the size 2015-04-25 13:06:02 +02:00
Gregory Hainaut 47a0026b60 gsdx-ogl: print the bandwidth of uniform 2015-04-25 13:00:03 +02:00
Gregory Hainaut f2f59544d2 gsdx-ogl: early bind vertex array object
Creation of buffer will generate a bind in BufferStorage mode. It is just to be safe.
2015-04-25 12:50:12 +02:00
Gregory Hainaut 15ae9996bb glsl: format white space + comment 2015-04-25 12:50:12 +02:00
Gregory Hainaut 757726bb91 gsdx-ogl: allow to invalidate the texture
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 75817bb27b gsdx-ogl: add a quick and dirty DSA layer emulation
The global idea is to use
1/ bind in tight loop
2/ DSA otherwise (to avoid any binding in tight loop)
2015-04-25 12:50:11 +02:00
Gregory Hainaut eb257d9295 gsdx-ogl: add dsa function place holder 2015-04-25 12:50:11 +02:00
Gregory Hainaut baf84b98c4 gsdx-ogl: add override_GL_ARB_texture_barrier option
To ease regression test.
2015-04-25 09:59:25 +02:00
Gregory Hainaut b12eb45bb7 gsdx-ogl: try to avoid crash on fglrx windows 2015-04-25 09:50:19 +02:00
Gregory Hainaut f0182f9a66 windows requires APIENTRY (=> stdcall) 2015-04-25 01:32:09 +02:00
Gregory Hainaut 7b0775d887 gsdx-ogl: add some fences to protect the upload of vbo buffer
This way ogl_vertex_storage must be safer to activate

And it brings a nice performance boost (game with lots of primitives and
reasonable upscaling)

SotC testcase 4x: 61fps => 78fps
2015-04-24 23:15:19 +02:00
Gregory Hainaut 36514bd95f glsl: fog is a single byte
Give a chance to the driver to optimize if possible
2015-04-24 21:37:37 +02:00
Gregory Hainaut c207632e49 gsdx-ogl: improve date performance for GL45
If there is no overlap, it is allowed to directly read from the render target.

On SotC testcase with 6x scaling: 30fps -> 40fps

Note: it requires GL_ARB_texture_barrier extension so be sure to have a recent driver

Note2: it requires a lots of testing too

Open question: in case of complex date (written alpha)
Will it be faster to split the draw call into multiple call with no
primitive overlap
2015-04-24 21:12:33 +02:00
Gregory Hainaut 795ae50ecd gsdx-ogl: fix the recently broken advance date feature
Now it is really working with a 2 stages shaders but it is still slow.
2015-04-24 20:13:38 +02:00
Gregory Hainaut 672e3f9533 gsdx-ogl: use DSA for texture management
Yeah code is much nicer :)
2015-04-24 19:34:17 +02:00
Gregory Hainaut 6d31d1e0d0 gsdx-ogl: add a layer to emulate DSA for texture
Framebuffer function will be nice too
2015-04-24 19:32:00 +02:00
Gregory Hainaut f71eb171cf gsdx-ogl: add glTextureBarrier function pointer
Could be useful
2015-04-24 18:35:01 +02:00
Gregory Hainaut 6e386df535 gsdx-ogl: avoid to clean fully texture in DATE
Is is useless and it has a small impact on performance for big upscale
2015-04-24 18:32:08 +02:00
Gregory Hainaut 03e72781aa gsdx-ogl: drop support of GL_ARB_clear_texture extension
Extension is a bit slower.

We use it to clear the RT but we generally use it right away so
we don't avoid the FB attachment.
2015-04-24 18:15:58 +02:00
Gregory Hainaut 89d5e5637c glsl: use an explicit cast insead of notEqual function
If the compiler didn't optimize the code, it will be a bit faster
2015-04-24 18:01:25 +02:00
Gregory Hainaut 56836561f4 glsl: replace runtime condition by preprocessor condition
It might be an easier work for the compiler

I didn't replace all occurences to keep readability
2015-04-24 17:51:29 +02:00
Gregory Hainaut 4bb8d15228 gsdx: be more verbose on title and bandwidth debug 2015-04-24 17:13:56 +02:00
Gregory Hainaut 258b73409c gsdx-ogl: update flags for buffer storage
Fix issue with Mesa driver
2015-04-23 21:10:43 +02:00
Gregory Hainaut f6652e9a50 gsdx-ogl: disable slow and buggy code until I found a better solution
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)
2015-04-22 09:33:41 +02:00
Gregory Hainaut b32f808fd4 gsdx-ogl: increase the number of pbo
It would cost 16MB of extra storage on the GPU but it might
reduce conflict of texture upload.
2015-04-22 00:40:38 +02:00
Gregory Hainaut bd6ea17bdc gsdx-ogl: speed improvement for DATE
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
2015-04-22 00:36:34 +02:00
Gregory Hainaut 15dcf07b3b revert previous commit
Not better, worst slower.

I'm afraid I will need proper fencing
2015-04-22 00:32:46 +02:00
Gregory Hainaut 8386b427ea gsdx ogl: restore GL_MAP_COHERENT_BIT for texture upload
I hope to fix the texture upload corruption
I hope that impact on perf will remain small
2015-04-21 23:34:26 +02:00
Gregory Hainaut 19eb1f00d1 gsdx ogl: flush vbo range instead of barrier
For testing purpose. I don't know which one is better.

It seems flushing have less fps fluctuation than barrier.
2015-04-21 21:44:50 +02:00
Gregory Hainaut ce98276322 gsdx-ogl: improve speed of vertex streaming
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
2015-04-20 09:38:03 +02:00
Gregory Hainaut 62489f42f1 gsdx-ogl: add an optimization note for later
Only 1 byte of fog is useful
2015-04-20 07:18:09 +02:00
Gregory Hainaut 6d253c0b8f glsl: fix debugging of tex coordinate in apitrace 2015-04-20 07:18:08 +02:00
Gregory Hainaut 31f8c065db gsdx-ogl: implement a new hack UserHacks_UnscaleSprite for opengl
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).
2015-04-20 07:18:08 +02:00
Gregory Hainaut 6124eb844e gsdx-ogl: only compile useful VS
logz is a constant
wildhack is only compatbile with TME/FST

Compilation goes down from 64 to 20 vertex shaders.
2015-04-20 07:17:58 +02:00
Gregory Hainaut 16e6d0d305 glsl: move shader into a separate directory
Only keep glsl_source.h for clarity
2015-04-19 18:49:02 +02:00
Gregory Hainaut 55fdf26898 glsl: remove the older file tfx.glsl 2015-04-19 18:49:02 +02:00
Gregory Hainaut 15264c6c63 glsl: split the main shader
* 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.
2015-04-19 18:49:02 +02:00
Gregory Hainaut 6fc9afb175 Merge pull request #507 from PCSX2/stdcall-for-plugin
Stdcall for plugin
2015-04-19 18:48:32 +02:00
Gregory Hainaut 1d70865f09 Merge branch 'gsdx-boost-queue' 2015-04-17 19:13:32 +02:00
Gregory Hainaut e605ed1d09 gsdx-queue: add a comment for the future 2015-04-17 19:12:36 +02:00
Gregory Hainaut fa243afbab gsdx SW: enable new queue && C++11 on linux/MSVC 2012+ 2015-04-17 19:12:36 +02:00