Reformatted fx files that were causing issues on certain text editors. They should now display correctly in those editors.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5897 96395faa-99c1-11dd-bbfe-3dabce05a288
Also removed the fallback recovery ps, and replaced the compile fail catch to a simple console print. Which I think is safer, and faster.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5894 96395faa-99c1-11dd-bbfe-3dabce05a288
* properly detect gl nv depth extension
* Always show the hack on the gui. Add a new hack option for DATE (gl4.2) only
* Save the scan mode on linux too (f7)
* hopefully fix some crash on some drivers... (ensure aligment 256 bits alignment, and if not use std memcpy)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5888 96395faa-99c1-11dd-bbfe-3dabce05a288
Best setting if you driver support GL_NV_depth_buffer_float => GL_NV_Depth = 1 & logz = 0
Otherwise => GL_NV_Depth = 0 & logz = 1
Explanation of the bug:
Dx z position ranges from 0.0f to 1.0f (FS ranges 0.0f to 1.0f)
GL z Position ranges from -1.0f to 1.0f (FS ranges 0.0f to 1.0f)
Why it sucks:
GS small depth value will be "mapped" to -1.0f. In others all small values will be 1.0f! Terrible lost
of accuraccy.
The GL_NV_depth_buffer_float extension allow to set the near plane as -1.0f.
So
"GL z Position ranges from -1.0f to 1.0f (FS ranges 0.0f to 1.0f)"
will become
"GL z Position ranges from -1.0f to 1.0f (FS ranges -1.0f to 1.0f)"
and therefore
"z posision [0.0f;1.0f] will map to FS [0.0f;1.0f]" as DX
Yes we just get back all precision lost previously :)
However you need hardware (intel?) and driver support (free driver?/gles?) :(
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5860 96395faa-99c1-11dd-bbfe-3dabce05a288
* restore the old fxaa (Asmodeam will be integrated when I got time)
* port the recently added new scanline algo
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5818 96395faa-99c1-11dd-bbfe-3dabce05a288
Add another scanline algorithm, made by pseudonym. This one is pretty fancy, using a cosinus function for generating the dark lines.
It only works on unscaled output, so use software rendering or native resolution for hardware.
It's an effect that works best on 240p converted games (like the SNES titles in Mega Man Collection).
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5812 96395faa-99c1-11dd-bbfe-3dabce05a288
Finish up my scanlines attempt. Now the 2 old shaders are back in and all 3 cycle on F7.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5809 96395faa-99c1-11dd-bbfe-3dabce05a288
- FXAA shader replaced by Asmodeans shader suite 'PCSX2 Fx 2.00 Revised'.
This is an entire enhancement suite with many configurable options like FXAA, texture sharpening
or lighting tweaks. Some of the effects are pretty advanced so kudos to him allowing it to be integrated with GSdx! :)
Note that there's no interface for the tweaks yet. Until those are done, the defaults will be used.
Release thread here: http://forums.pcsx2.net/Thread-Custom-Shaders-for-GSdx?pid=334766#pid334766
- Disabled an option from the widescreen patches for SH:Shattered Memories.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5793 96395faa-99c1-11dd-bbfe-3dabce05a288
Added a simple scanlines filter (2nd one activated by F7). No tweaking done yet.
It shows how to get scanlines that aren't affected by input resolution or scaling.
A good next step would be determining the exact number of dark lines to show :)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5770 96395faa-99c1-11dd-bbfe-3dabce05a288
* 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
* GL_ARB_shader_subroutine for perf
fix for nvidia => add missing shader declaration. Nvidia got +4fps on colin3 :)
For the moment only 2 PS parameters are supported. Code need to be extended to support others games that often
switch shader program (like xenosaga).
require GL4 class hardware and the option override_GL_ARB_shader_subroutine = 1
Note: strangely on AMD linux it is slower!
* GL_ARB_shader_image_load_store for accuraccy (Date)
Use a signed integer texture and reenable color buffer writing
Current status: Amagami_transparency.gs & P3_battle_shadows.gs are now working on Nvidia with a small perf impact.
Current implementation detail:
1/ setup the standard stencil as before
2/ on remaining pixel, draw once to compute first primitive that will write a fail alpha value.
3/ final draw based on primitive id of step 2
Note: I think we would get a bad behavior if depth test&mask are enabled on step 2/3
Note2: on my limited testcase the perf impact was on CPU. It would be possible to merge step1&2 to nullifying it (could
even be faster actually), however it would require more GPU power.
Again require GL4 class hardware. And the option UserHacks_DateGL4 = 1
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5725 96395faa-99c1-11dd-bbfe-3dabce05a288
* 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
Card that support gs:
remain only a gs to generate sprite from a line. Even dummy gs are costly for the GPU.
Card that don't support gs:
remove useless copy of color for line and triangle primitives
Note for dx: opengl 3.2 (maybe not gles) supports both flat interpolation
convention (GL_FIRST_VERTEX_CONVENTION or GL_LAST_VERTEX_CONVENTION). It might
be possible to shuffle vertex index to put the last vertex in first position.
- buff[0] = head + 0;
- buff[1] = head + 1;
- buff[2] = head + 2;
+ buff[0] = head + 2;
+ buff[1] = head + 1;
+ buff[2] = head + 0;
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5718 96395faa-99c1-11dd-bbfe-3dabce05a288
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
* preliminary work for GL4.4 extensions (ARB_clear_texture & ARB_multi_bind). Disabled until I got a 4.4 driver
Note: I plan also to use ARB_buffer_storage
* compute texture gl option in the constructor (avoid a couple of swith case)
* redo texture unit management. Unit 0-2 for shaders, Unit 3 for texture operations. MultiBind will allow to bind
shader input without disturbing texture binding points.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5711 96395faa-99c1-11dd-bbfe-3dabce05a288
* add a non-working hack: UserHacks_DateGL4, goal was to replace UserHacks_AlphaStencil
+ Detection of good/bad samples is based on primitive ID variable. However I'm not sure
the behavior is always the same between draw call...Anyway let's keep a copy of the current
work
* Dump integer texture into text csv
* add gl4.2 ARB_shader_image_load_store extension (needed by UserHacks_DateGL4)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5707 96395faa-99c1-11dd-bbfe-3dabce05a288
* use gles header file, disable opengl code (mainly GLX, ARB_sso, geometry shader)
* Define properly the function pointer, GLES use basic linking whereas GL must get the symbol dynamically
* cmake: properly search and set libglesv2.so
* don't use dual source blending => HW renderer work (only miss unimportant FBA)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5701 96395faa-99c1-11dd-bbfe-3dabce05a288
* uniform was wrongly set before the activation of the program (free driver only)
* Always use only 1 drawbuffer. Easier besides previous setup was wrong for convert:ps_main1
GLES trial (v3):
* add the cmake option GLES_API. Note library (libgles) are hardcoded for the moment
* Disable opengl check
* Disable gl_GetDebugMessageLogARB not supported!
* Emulate gl_DrawElementsBaseVertex, add manually the index offset (surely slow but work)
* Fix hundred of shader error (no implicit cast of integer to float...)
Unfortunately GLES doesn't support dual blending so no blend in hardware renderer. Otherwise it is fine
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5700 96395faa-99c1-11dd-bbfe-3dabce05a288
* replace vertex interface with block interface. It avoid to depends on the ARB_sso extension.
* disable geometry shader on Nvidia & Linux. Slower but better than a black screen !
* default logz to 1, avoid some glitches.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5699 96395faa-99c1-11dd-bbfe-3dabce05a288
* redo glsl2h.pl script to generate only one big glsl headers.
* fix gcc warning in GSVector.h
* fix memory leak of GSDeviceOGL.m_shader
* clean shader compilation function => split generation header & drop malloc stuff
cmake:
* only rebuild shader when asked by the use. Avoid perl dependency to build pcsx2
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5698 96395faa-99c1-11dd-bbfe-3dabce05a288
* try to setup advance gl context attribute. If driver doesn't support it fallback to the default.
zzogl:
* use glsl2h to generate an header shader as GSdx. Much easier to install
* Get GSUniformBufferOGL & GSVertexArrayOGL speed improvement from GSdx
cmake:
* detect current gcc version. Yield a warning if < 4.7 or an error if < 4.5
glsl2h:
* support zzogl too
* compute md5sum to avoid useless relink
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5696 96395faa-99c1-11dd-bbfe-3dabce05a288
* fix shader compilation on Nvidia (broken on r5682)
* fix various memory leak thanks to Valgrind
Cmake: fix a minor typo
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5688 96395faa-99c1-11dd-bbfe-3dabce05a288
* Separate state and shader compilation into separate function
* replace various hash_map by basic array
* Compact VertexScale and offset into a single vec4
* add the new option "ogl_vertex_subdata": subdata is faster on FGLRX, test are welcome on Nvidia drivers
0 => use map/unmap
1 => use subdata
replay: add "linux_replay" option and compute some nice stat (mean, standard deviation)
cmake: recreate shader header at build time
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5682 96395faa-99c1-11dd-bbfe-3dabce05a288
* Don't write color during stencil. Keep the old method to ease debug
* Realign date shader on DX
* keep stencil ref to 1. Reduce stencil management burder
* Fix texture pitch (was in pixels but need bytes). Fix Bleach Blade Battlers 2. Thanks Miseru for your trace
Remember note:
fxaa -> not yet implemented
msaa -> not implemented (I might drop it actually)
8 bit texture -> not yet implemented
git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl-wnd@5657 96395faa-99c1-11dd-bbfe-3dabce05a288
* Fix shader alpha issue. Hoppefully fix lots of glitches.
* Use glBufferSubData to upload data into the constant buffer instead of map/unmap. More fps :)
* Fix wrong api setup on EGL
* Be more portable on glsl2h
git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl-wnd@5650 96395faa-99c1-11dd-bbfe-3dabce05a288
* clean texture management & use different texture unit for various texture operation
* separate sampler and texture setup
* Always disable GL_SCISSOR_TEST before any cleaning to be sure the all pixels are reset
* properly set upscale_multiplier in the linux gui (was mixed with msaa). Unfortunately it is still broken...
* Fix EGL with GSopen1
* Use stdcall for function definition in the replay (avoid segmentation fault)
* Directly use gl_Position in shader instead of an extra user defined variable
git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl-wnd@5648 96395faa-99c1-11dd-bbfe-3dabce05a288
* Emulate Geometry Shader from the CPU.
* add some option to override opengl extension detection
* redo shader interface (again) to compile on the free driver
SW renderer is now working on the free driver.
To test it on your linux box use this cmake option -DEGL_API=TRUE
Note: (need opengl 3.0) I test mesa 9.2 git
git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl-wnd@5646 96395faa-99c1-11dd-bbfe-3dabce05a288
* fix a bad interaction when GL_ARB_SSO is supported without GL_ARB_shading_language_420pack
* try to replace struct with flat parameter in glsl interface
=> with some hacks of the free driver, I was able to compile SW renderer shader. Unfortunately
the rendering is broken. Maybe my hack :p
* remove EGL context check (wasn't working as expected)
git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl-wnd@5644 96395faa-99c1-11dd-bbfe-3dabce05a288
* fix wrong interaction when both GL41 or GL42 aren't supported
* Add a new define to downgrade opengl requirement to test the free driver and EGL
=> As far as I can tell, they only miss geometry shader& GLSL150 (got GLSL140)
* Found a way to avoid crash in AMD driver. Skip the upload of small texture but rendering is wrong now...
git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl-wnd@5643 96395faa-99c1-11dd-bbfe-3dabce05a288