Commit Graph

9 Commits

Author SHA1 Message Date
Gregory Hainaut 7887d7b5a5 gsdx-ogl: use less verbose code 2015-04-30 19:55:41 +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 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 672e3f9533 gsdx-ogl: use DSA for texture management
Yeah code is much nicer :)
2015-04-24 19:34:17 +02:00
Gregory Hainaut 79e8a912cd gsdx-ogl: keep the draw buffer enabled by default
Note: Only DATE requires to disable the draw buffer
2014-09-30 22:18:20 +02:00
gregory.hainaut e80b002929 gsdx ogl: Flush various pending work
* 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
2013-10-24 20:54:27 +00:00
gregory.hainaut 07605941ef gsdx ogl:
* 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
2013-08-17 08:57:52 +00:00
gregory.hainaut 0f603a98d5 gsdx ogl: Test the ARB_shader_subroutine GL4.0 extension
The idea was to replace shader program swith by pointer function calls inside
shaders.  At least parameters that are often changed between draw call. So far
I only ported atst and colclip. Unfortunately code is "slower" (on GSdx standalone).
For the moment keep the code but disabled.

If I understand well the validation of program is done in the "driver thread"
but the additional call are done in the overloaded MTGS thread. Apitrace
profiling shows faster GPU draw calls. Another possibility is that the driver still
need to validate the draw call because of others state change.

Here some stats on colin3 (90 frames):
without subroutine: UseProgram 125246
with subroutine: UseProgram 2906, subroutine 125945 => 3605 extra calls overhead (not
all parameters are ported to subroutine)



git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5715 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-08-10 19:43:59 +00:00
gregory.hainaut a46b489a24 gsdx ogl: various minor optimization.
* move most of gl states into a separate namespace. Extend it to depth/stencil/blend micro state
=> save 10,000 opengl call by frame for colin mcrae 3
* Only setup blend state of first drawbuffer
* Don't request anymore a debug context on dev/release build



git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5713 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-08-05 20:25:25 +00:00