Gregory Hainaut
aeb92592e7
gsdx ogl: use GSUtil::GetClassVertexCount
2016-04-26 19:29:04 +02:00
Gregory Hainaut
df70b8bb0e
gsdx: fix Q NaN value
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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
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gsdx tc: reduce texture cache overhead
2016-04-26 16:46:44 +02:00
Gregory Hainaut
c7f0a85d41
Merge pull request #1306 from PCSX2/gsdx-direct-depth-sample
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Gsdx direct depth sample
2016-04-26 16:46:22 +02:00
Gregory Hainaut
49d175b677
gsdx tc: allow to create a dummy Source without tons of memory allocation
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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
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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
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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
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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
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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
Gregory Hainaut
9ee090a36e
gsdx tc: add a shareable texture flag
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Plan is to bypass shader conversion/rescaling/copy for depth texture
2016-04-24 22:18:26 +02:00
Gregory Hainaut
8ec1461842
gsdx: increase the number of texture in the pool
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It could slightly increase the VRAM requirement but it will reduce texture
allocation/unallocation at start/end of frame.
2016-04-24 22:14:51 +02:00
Gregory Hainaut
b4b878ac24
gsdx-ogl: add a note for a future small optimization
2016-04-24 22:14:51 +02:00
Jonathan Li
9d2cd8490c
Merge pull request #1305 from adamantike/trivial-wxfont-fix
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Trivial fix on wxFont style/weight usage
2016-04-24 18:43:21 +01:00
adamantike
a0eca54f96
Trivial fix on wxFont style/weight usage
2016-04-24 13:25:56 -03:00
Gregory Hainaut
da1b032793
spu2x-linux: update GUI to support a 15 ms latency
2016-04-24 11:13:28 +02:00
Gregory Hainaut
4281b8630b
gsdx ogl: remove the useless shadeboost Constant Buffer
2016-04-24 11:08:14 +02:00
Gregory Hainaut
d610a6aac4
gsdx glsl: ofc forget to do the shader in bin
2016-04-24 11:07:46 +02:00
Gregory Hainaut
d027ed2092
gsdx ogl: merge GSTextureFXOGL to GSDeviceOGL
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First file is rather small in openGL. And it is linked to the latter.
2016-04-24 10:55:22 +02:00
Gregory Hainaut
1558220f74
gsdx glsl: create a common header definition
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* avoid duplication between all the files for UBO
* remove various interface define
2016-04-24 10:54:39 +02:00
Gregory Hainaut
8ee0783bd3
GSdx: remove useless variable
2016-04-24 10:42:03 +02:00
Gregory Hainaut
fa1377a8ee
gsdx tc: reduce texture cache overhead
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Cache page coverage of texture into a hash map
Test done on Champion of Norrath (paltex + DisablePartialInvalidation)
Profiler:
Self of GSTextureCache::SourceMap::Add 5.39% => 0.23%
Self of GSTextureCache::LookupSource 15.27% => 10.82%
Hard to measure on CoN as it depends on memory transfer. Seem to be 5-10 fps faster.
2016-04-23 19:22:58 +02:00
Gregory Hainaut
67e955919f
gsdx: keep dump code enabled in dev release too
2016-04-23 18:29:56 +02:00
Gregory Hainaut
a149d6b26f
gsdx: use psm.bpp flag to improve code reading
2016-04-23 18:29:39 +02:00
Gregory Hainaut
dd98a0b913
gsdx: add a depth format flag
2016-04-23 18:28:50 +02:00
Jonathan Li
5035c8bd48
utilities: always include wx/crt.h on Linux
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The header is necessary if the wx3.0 package isn't compiled with
wx2.8 backwards compatibility.
2016-04-23 13:57:47 +01:00
Jonathan Li
dda44519c1
pcsx2|utilities: Use non-deprecated wxFont stuff
2016-04-23 13:57:42 +01:00
Gregory Hainaut
87867beb0e
gsdx-ogl: remove the invalidation of texture
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It doesn't help the perf and only create overhead (test done on snow engine game)
2016-04-21 21:07:17 +02:00
Gregory Hainaut
3709b5aecc
gsdx: add a small comment to ease code reading
2016-04-21 09:28:44 +02:00
Gregory Hainaut
b5ec683318
gsdx-linux: remove custom resolution from the GUI
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It would be replaced by a float resolution factor
2016-04-21 09:28:44 +02:00
Gregory Hainaut
821e3ff294
gsdx-ogl: reduce length of debug message
2016-04-21 09:28:44 +02:00
Gregory Hainaut
8217c717f6
gsdx-ogl: require GL_KHR_debug
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Will reduce the slowdown on debug build
2016-04-21 09:28:44 +02:00
Gregory Hainaut
9598417f42
gsdx-ogl: GL_ARB_copy_image is now mandatory
2016-04-21 09:28:44 +02:00
Gregory Hainaut
99bccc6dff
gsdx-ogl: remove the geometry shader blacklist for Gallium Mesa drivers
2016-04-21 09:28:44 +02:00
Gregory Hainaut
cb8088216b
Merge pull request #1281 from PCSX2-Alpha/NTSC_saturation
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GSDX: Remove some unnecessary/dubious hacks
2016-04-21 09:28:30 +02:00
Gregory Hainaut
59ef668fd2
Merge pull request #1222 from PCSX2/gsdx-black-fmv
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Gsdx black fmv
2016-04-21 09:25:36 +02:00
Gregory Hainaut
8b247bde35
Merge pull request #1301 from clbr/master
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textureSW: fix Map with offset
2016-04-20 10:05:32 +02:00
Lauri Kasanen
994c9147f5
textureSW: fix Map with offset
2016-04-19 21:22:53 +03:00
Gregory Hainaut
943e000c41
Merge pull request #1299 from PCSX2/gcc-6
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x86emitter: gcc 6 compilation fix
2016-04-18 20:54:25 +02:00
Gregory Hainaut
c44f605b5e
x86emitter: gcc 6 compilation fix
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Fix #1297
2016-04-18 19:27:06 +02:00
Gregory Hainaut
5b68415173
cmake: add an alternate wx-config path for Fedora 24
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Fix #1296
2016-04-17 17:14:51 +02:00
Catarax
0f226939aa
GameDB: Burnout 2 Graphics Fix (Bright Lights in Cars) ( #1293 )
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Remove bright lights in cars for Burnout 2 (Demo/Japanese/Second PAL release)
2016-04-14 16:53:33 +01:00
refractionpcsx2
25fb54e959
GameDB: Automatic VU Rounding to Nearest on "Gun" game. Fixes #43
2016-04-14 15:20:55 +01:00
refractionpcsx2
dcb676765e
GSdx: Clean up some warning under windows ( #1289 )
2016-04-14 11:00:58 +01:00
Gregory Hainaut
2e567d6d55
gsdx ogl: update comment
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something to test in the future
2016-04-14 10:19:18 +02:00
Gregory Hainaut
d129aedfe8
GSdx:vector: add sllv32 and srlv32 for 128 bits op
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(variable shift)
2016-04-14 10:18:43 +02:00
Jonathan Li
5035e7417d
Merge pull request #1239 from FlatOutPS2/master
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Remove cheats file from redundant folder
2016-04-13 23:21:56 +01:00
Jonathan Li
2c02094281
Merge pull request #1290 from turtleli/remove-nulls
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windows: Remove GSNull, PADNull, and CDVDNull from VS solution
2016-04-12 23:42:27 +01:00
Gregory Hainaut
8a7184be3f
gsdx: fix hack logic
2016-04-12 11:36:24 +02:00
Jonathan Li
04a72381e6
windows: Remove GSNull, PADNull, and CDVDNull from VS solution
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They're not really needed, and some of the exported functions don't
actually match what PCSX2 currently expects (i.e. PADgsDriverInfo,
GSgetDriverInfo).
Although it can be fixed up, it's simpler to just remove them.
2016-04-12 00:23:56 +01:00