Gregory Hainaut
c567198967
gsdx-ogl: replaced draw_count by s_n
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This way error message is aligned with everything else :)
It is not perfect (normally it must be done in start of main draw)
2015-05-16 13:59:13 +02:00
Gregory Hainaut
62e0e6a067
gsdx: remove deprecated code
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Core was fixed to call GSFifo in the good thread
2015-05-16 13:52:16 +02:00
Gregory Hainaut
3f278382a1
gsdx-debug: dump all drawing register
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Thanks PERL
2015-05-16 11:16:33 +02:00
Gregory Hainaut
28bb64aae8
gsdx: sed/dr/dRect/
2015-05-15 20:49:32 +02:00
Gregory Hainaut
445c28fe97
gsdx: sed/sr/sRect/
2015-05-15 20:47:14 +02:00
Gregory Hainaut
d566bb2a23
gsdx: sed /st/sTex/
2015-05-15 20:45:31 +02:00
Gregory Hainaut
6a9e425308
gsdx: sed /dt/dTex/
2015-05-15 20:44:15 +02:00
Gregory Hainaut
a5e424512c
gsdx-ogl: really avoid consecutive clean
2015-05-15 16:00:46 +02:00
Gregory Hainaut
84c3592fbe
gsdx-debug: more debug message/group
2015-05-15 16:00:45 +02:00
Gregory Hainaut
08291aed0c
gsdx-ogl: color state impact the clean command
2015-05-15 15:25:45 +02:00
Gregory Hainaut
b7a9465963
gsdx-ogl: update the device to use the new texture flags
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Hopefully it will increase a bit the speed
2015-05-12 18:18:20 +02:00
Gregory Hainaut
2e34d48e97
gsdx-ogl: add a virtual GetID method for texture
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Much more readable
2015-05-12 17:41:41 +02:00
Gregory Hainaut
e0012811ae
gsdx-debug: more debug info in gl trace
2015-05-12 12:36:34 +02:00
Gregory Hainaut
4e222f18cd
gsdx-ogl: it was a bad idea to use DSA on fb
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Actually I'm not sure we can mix both dsa/standard approach
2015-05-11 18:04:16 +02:00
Gregory Hainaut
f37f3cb3cf
gsdx-ogl: improve texture uploading
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Initially we copy pitch by line in the PBO and tell the dma to only
use the first valid byte.
Now, we only copy useful data to the PBO. It reduce the copy and PBO memory requirement.
It seems a bit faster on native resolution
2015-05-11 16:32:13 +02:00
Gregory Hainaut
4e2e9aa56c
gsdx-ogl: always read the first attachment of the fbo
2015-05-11 16:28:34 +02:00
Gregory Hainaut
1523b9534f
gsdx-debug: compact the code
2015-05-11 11:19:00 +02:00
Gregory Hainaut
625d65d4b4
gsdx-ogl: encode the bogus id as shader parameter
2015-05-09 14:55:44 +02:00
Gregory Hainaut
380e420cdd
gsdx-ogl: add a blend parameter to shader
2015-05-08 20:28:50 +02:00
Gregory Hainaut
8e1db43431
gsdx-debug: debug stuff
2015-05-08 19:28:17 +02:00
Gregory Hainaut
1addae1993
gsdx-ogl: don't use extra shader for sprite hack
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Atst == 2 && sprite_hack is equivalent to Atst == 1
It frees a bit in the shader selector, and reduces shader combinations.
2015-05-08 19:28:16 +02:00
Gregory Hainaut
e87d129b09
gsdx-ogl: more verbose debug
2015-05-08 01:01:01 +02:00
Gregory Hainaut
d6448183d7
gsdx-ogl-debug: insert error message in GL stream
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This way, you can see your message in the GL debugger
2015-05-08 00:16:31 +02:00
Gregory Hainaut
51a67029cf
gsdx-ogl: add an option to print gl error messages
2015-05-07 23:54:22 +02:00
Gregory Hainaut
7518b2ef21
gsdx-gui-linux: add debug option in the gui
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* Only for debug/dev build
* look awful (expand/fill) but otherwise it is nice for the debug ;)
2015-05-07 23:54:22 +02:00
Gregory Hainaut
ba21879059
gsdx-ogl: 1x aniso <=> off
2015-05-07 22:13:49 +02:00
Gregory Hainaut
6095f40baf
gsdx-ogl: add the number of free bit in selector structs
2015-05-07 18:41:10 +02:00
Gregory Hainaut
cc4713d379
gsdx-debug: extend ogl debug capabilities
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Group opengl calls into a nice name.
Apitrace shows them in a tree format that support folding. Previously it
was a long flat list (10K-40K of lines by frame)
I align the call number with the internal s_n variable. This way it is
easy to map GSdx dump output with the GL debugger :)
2015-05-06 19:09:13 +02:00
Gregory Hainaut
530e4ce776
gsdx-ogl: drop hack that rescale primitive (to avoid upscale glitch)
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Rendering is bad. It renders sprites at native resolution.
2015-05-06 19:09:13 +02:00
Gregory Hainaut
6d65867b26
gsdx-ogl: comment point_sampler
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It is not enabled on the shader so I will reuse the bit
2015-05-06 19:09:12 +02:00
Gregory Hainaut
5f5b901bca
gsdx-ogl: alpha bending equation/function are constant
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Drop useless variables/state checking
2015-05-05 11:20:25 +02:00
Gregory Hainaut
8032e2c369
gsdx-ogl: separate color mask state from the blending state
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Unlike DX they're uncorrelated.
2015-05-05 10:26:01 +02:00
Gregory Hainaut
14a1925de0
gsdx ogl: date texture is signed to use i variant
2015-05-02 16:53:34 +02:00
Gregory Hainaut
f37ef105c5
gsdx-ogl: add support for anisotropy
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Close feature request #447
2015-05-02 10:54:58 +02:00
Gregory Hainaut
73d04e33e9
gsdx ogl: clean various comment and old code
2015-05-01 20:04:23 +02:00
Gregory Hainaut
335695bd0e
purge GLES from GSdx !
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mobile will use vulkan (or any new API) anyway
2015-05-01 20:02:17 +02:00
Gregory Hainaut
7367b22e03
gsdx-ogl: reduce toggling of scissor state for DATE
2015-05-01 00:59:49 +02:00
Gregory Hainaut
b65a62096f
gsdx-ogl: drop support of ENABLE_OGL_DEBUG
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Stencil can be read by GL debugger due to correct mask configuration
2015-04-30 20:02:51 +02:00
Gregory Hainaut
ee19a2789c
gsdx: move invalidation from GSDevice to GSTexture
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Much cleaner this way
2015-04-30 19:55:57 +02:00
Gregory Hainaut
2bd9043657
gsdx-ogl: improve debug of stencil
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Note: ENABLE_OGL_STENCIL_DEBUG could be dropped now that I can read the stencil properly
2015-04-30 19:55:57 +02:00
Gregory Hainaut
f0181d98fd
gsdx-ogl: save the texture state
2015-04-30 09:57:30 +02:00
Gregory Hainaut
0ab0c6cfba
gsdx: verbose debug option
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Print opengl error message on stderr
Rename Debug.txt into GSdx_opengl_debug.txt
2015-04-27 19:30:03 +02:00
Gregory Hainaut
46ff4dc3d3
gsdx-ogl: hardware unit only support normalization of 4 bytes...
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(At least on recent AMD GPU)
2015-04-27 18:51:59 +02:00
Gregory Hainaut
ee244071fa
gsdx-ogl: use 64 bits counter + fix division factor
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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
47a0026b60
gsdx-ogl: print the bandwidth of uniform
2015-04-25 13:00:03 +02:00
Gregory Hainaut
757726bb91
gsdx-ogl: allow to invalidate the texture
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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
36514bd95f
glsl: fog is a single byte
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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
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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
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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
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Yeah code is much nicer :)
2015-04-24 19:34:17 +02:00