Commit Graph

2967 Commits

Author SHA1 Message Date
Gregory Hainaut b7e16b5989 gsdx-ogl: clean the blending management
Intially GSBlendStateOGL was an alias of the m_blendMapD3D9 array

The object was replaced by an index in the array. Save 2k of memory duplication.
And too much useless code.

v2: push/pop blending state in DATE stuff
v3: remove m_state which is useless now
2015-08-05 22:55:12 +02:00
Gregory Hainaut 717f0fcb4d gsdx-ogl: optimize fbmask setup 2015-08-05 22:55:12 +02:00
gabest11 49b3acea72 gsdx: texture size reduction in sw mode, fixes Stolen, less memory usage in general. 2015-08-05 19:11:41 +02:00
Gregory Hainaut 73e2ff6ff6 gsdx-ogl: change PrimitiveOverlap algo from O(n^2) to O(n)
+ only enable this optimization when it is useful (date or sw blending)

Less impact on the perf even for big vertex array
2015-08-05 17:59:55 +02:00
Miguel A. Colón Vélez 6462393aaf Introduce end-of-line normalization
Signed-off-by: Gregory Hainaut <gregory.hainaut@gmail.com>
2015-08-04 23:52:48 +02:00
Miguel A. Colón Vélez a42a236961 Gsdx: Move the stdext namespace declaration.
This will eventually lead to
error C2871: 'stdext' : a namespace with this name does not exist.
might as well fix it now.
2015-08-04 22:16:15 +02:00
Miguel A. Colón Vélez 30c6389ed9 VS2015: Fix compilation
Error   C2338   The C++ Standard forbids containers of const elements
because allocator<const T> is ill-formed. (compiling source file GS.cpp)
2015-08-04 22:16:04 +02:00
Miguel A. Colón Vélez d45676b478 Merge local changes to xbyak 4.84 2015-08-04 22:15:52 +02:00
Miguel A. Colón Vélez 41094ac22e Update from xbyak 4.00 to 4.84. 2015-08-04 22:15:46 +02:00
Miguel A. Colón Vélez e20768d257 VS2015: Fix w32pthreads and xpad 2015-08-04 22:15:36 +02:00
Gregory Hainaut 9d1674db99 gsdx-gui: remove useless linux ifdef 2015-08-04 22:08:55 +02:00
Gregory Hainaut 36554c3375 Merge branch 'hdr-colclip-32bits' 2015-08-04 21:55:40 +02:00
Gregory Hainaut 45bb27d6db gsdx-ogl: extend HDR colclip to 32 bits texture
Unfortunately 16 bits wasn't enough for Castlevania.
2015-08-04 21:54:27 +02:00
Gregory Hainaut c6ff7531fb gsdx-ogl: performance boost on virtuafighter 2015-08-04 21:26:03 +02:00
Gregory Hainaut d80aa0b0bd gsdx-ogl: remove 2 printfs
GL_INS is a better tracing solution
2015-08-04 20:47:02 +02:00
Gregory Hainaut 744f9ebc09 gsdx-ogl: rare corner case when both texture shuffle and date are enabled
In texture shuffle mode the texture data is either RG or BA. It means
that DATE must either checks MSB of G or A.

Close #693
2015-08-04 20:10:44 +02:00
Gregory Hainaut 6cb0443227 gsdx: disable depth rendering if rt == depth
I used to disable the RT but it doesn't work well with 50cents. It seems
texture writes weren't propagated correctly to the depth buffer. Besides
the game write an alpha value whereas depth is 24 bits only...
2015-08-04 19:39:29 +02:00
Gregory Hainaut 3784ea768f gsdx: check null pointer when doing a texture clear 2015-08-04 19:26:17 +02:00
gabest11 42f51591df gsdx: lupin 3 fix, texture addressing outside the limits, only for sw and opencl yet 2015-08-04 13:27:08 +02:00
gabest11 d631030608 gsdx: fixed some of the renames where it made no sense, also added a commend about lupin 3rd. 2015-08-04 03:36:42 +02:00
Maxxus c0f85de17f onepad: Minimum code needed to get Dualshock 3 working on recent linux and evdev releases.
Commit message edited by Gregory.
Comment below from Jonathan Li

On my system, /dev/input/event13 (evdev interface) and /dev/input/js0 (joystick interface) correspond to the DS3 on my system. User/group ownership are both root.

With /dev/input/event13 at 0640 and /dev/input/js0 at 0644 - SDL2 detects no pad, SDL1 detects a 19 button, 27 axis pad

With /dev/input/event13 at 0666 and /dev/input/js0 at 0644 - Both SDL1 and SDL2 report a 19 button, 4 axis pad.

SDL2 only uses the evdev interface, SDL1 uses the evdev interface but if that fails, it uses the joystick interface.
2015-08-03 19:34:08 +02:00
gabest11 e010004f1f gsdx: _isnan was not reliable, rewrote it as GSVector4::replace_nan, it uses cmpps and the result as the mask to blend the original value and FLT_MAX. No jumps or function calls. 2015-08-03 14:35:47 +02:00
gabest11 85117ecbdd gsdx: simplified isnan test, it compiles to an inline sse instruction and a flag test, silent hill dump still looks fine. 2015-08-03 11:27:14 +02:00
Gregory Hainaut 6e1cd077a9 gsdx-debug: push ubo in a group 2015-08-03 08:46:25 +02:00
Gregory Hainaut e972f4f4dd gsdx-ogl: extend device to support an offset for normal draw 2015-08-02 21:30:19 +02:00
Gregory Hainaut cabd7409e5 gsdx-ogl: don't validate the pipeline
Too noisy in debugger trace. Never catch any errors anyway.
2015-08-02 21:30:19 +02:00
Gregory Hainaut 59cdf77784 gsdx-ogl: create a new function to set the blending state 2015-08-02 21:30:19 +02:00
Gregory Hainaut 1da611fb75 gsdx-ogl: clean PS selector 2015-08-02 21:30:19 +02:00
gabest11 542dd33169 Merge branch 'master' of https://github.com/pcsx2/pcsx2 2015-08-02 20:27:33 +02:00
gabest11 a1a842b07f gsdx: date/datm fix for 16-bit frame buffer in sw rendering mode 2015-08-02 20:21:49 +02:00
Gregory Hainaut 8424c18e9f Merge pull request #688 from PCSX2/hdr-colclip
Hdr colclip
2015-08-02 18:13:28 +02:00
Gregory Hainaut 1f402b1b56 gsdx-ogl: fix bad detection of overlapping
avoid rendering corruption with SW blending
2015-08-01 13:29:25 +02:00
Gregory Hainaut ec007ac8d0 gsdx-ogl: support accurate blending without geometry shader
For the Mesa driver
2015-08-01 13:26:15 +02:00
Gregory Hainaut 4a3c145c72 gsdx-ogl: depth support: better support of 16 bits z buffer
Fix issue in socom2
2015-08-01 01:28:41 +02:00
Gregory Hainaut eb0fa8c7dc gsdx-ogl: fix bad detection of overlapping
avoid rendering corruption with SW blending
2015-08-01 01:27:22 +02:00
Gregory Hainaut 8452d2ccfe gsdx-ogl: fbmask regression! don't use bit operation with integer 2015-07-31 21:10:58 +02:00
Gregory Hainaut fff59f547d gsdx-ogl: fbmask regression! don't use bit operation with integer 2015-07-31 19:43:06 +02:00
Gregory Hainaut a0edcb58af gsdx-ogl: extend cclip blending level with destination alpha blending
The purpose is to emulate correctly destination alpha factor

An alpha channel of 128 is 1.0 in the GS but only ~0.5 in the GPU

I think few draw call use destination alpha so impact on perf must remains small.
2015-07-31 09:45:28 +02:00
Gregory Hainaut 97b38d9e1b gsdx-ogl: directly set impossible mode in the blending table
Avoid to hack it in the creation

Allow in the future to reuse the table directly instead of converting
in a blend object
2015-07-31 09:45:28 +02:00
Gregory Hainaut 8554f32086 gsdx-ogl: clean the blend table
Remove old shader define
Prefix macro with BLEND_
Add some notes to explain the special symbol
2015-07-31 09:45:28 +02:00
Gregory Hainaut cfd0fd6cc8 gsdx-ogl: remove old colclip algo 2015-07-31 09:45:28 +02:00
Gregory Hainaut 93c47feb7c gsdx-ogl: replace old colclip algo with the HDR algo
Similar speed but more accurate

Allow to clean the code
2015-07-31 09:45:28 +02:00
Gregory Hainaut 83f874db93 gsdx-ogl: remove bsel.ps
Just clear bsel.abe to disable blending
2015-07-31 09:45:28 +02:00
Gregory Hainaut 25298c70f7 gsdx-ogl: move blending management into a separate function 2015-07-31 09:45:28 +02:00
Gregory Hainaut 25bd5f5e85 gsdx-ogl: request texture barrier to emulate accurate date
Actually it can partially be done with GL_ARB_shader_image_load_store
extension. However all drivers that support shader_image have
texture barrier too.
2015-07-31 09:45:28 +02:00
Gregory Hainaut 2901e94ebc gsdx-ogl: always bind the RT as input texture
To avoid code duplication
2015-07-31 09:45:28 +02:00
Gregory Hainaut 1fe3e04ce3 gsdx-ogl: don't alias m_env/m_context variable
It is cumbersome to move code
2015-07-31 09:45:28 +02:00
Gregory Hainaut 8f27a5a92b gsdx-ogl: only enable fast accurate colclip in level3
Until we drop the old method
2015-07-31 09:45:05 +02:00
Gregory Hainaut 83dfc6b633 gsdx-ogl: clean a bit selector code
Use countof macro (avoid to duplicate the size)
Fix the size of array
Remove useless alpha_stencil case
2015-07-30 18:36:05 +02:00
Gregory Hainaut e026f1bac6 gsdx-ogl: implement a fast accurate colclip algo
The idea is to use a floating texture to accumulate the data and
then do a final postprocessing pass to apply the modulo

v2:
* use bounding box to
* fix vertex corruption issue
* use negative number in shader which allow to use half float (+12
  fps@4x)
2015-07-30 18:34:52 +02:00
Gregory Hainaut aa8f5848d1 gsdx-ogl: always issue a barrier when requested
Safer this way
2015-07-30 18:24:36 +02:00
refractionpcsx2 28fbae4791 gsdx-gui: Tidy up GUI options 2015-07-30 18:24:32 +02:00
Gregory Hainaut 88bd0996f5 gsdx-ogl: only print same tex/rt message when prims overlaps
Avoid most of the false positive
2015-07-30 18:24:32 +02:00
Akash 350e373e3f gsdx-gui: Remove Aggressive CRC hack.
The option is pretty much useless, CRC hack level controls the usage of hacks already.
2015-07-30 18:24:28 +02:00
Akash 68833e10d1 gsdx-gui: Accurate blending unit for Windows.
The following patch merges all the Accurate options related to the blending unit into a single one.
2015-07-30 18:24:19 +02:00
Gregory Hainaut d191ae4aba glsl: use rounding in convert 4 shader
It will avoid texture rouding error with negative number
2015-07-30 18:22:59 +02:00
Gregory Hainaut 7b9fa8fbe5 gsdx-ogl: add an assertion that will save me 2015-07-30 18:22:59 +02:00
Gregory Hainaut 46a1525668 gsdx-ogl: support various texture format creation
Such as GL_RGBA32F/GL_RGBA16F/GL_RGBA16UI/GL_RGBA16I/GL_RGBA16

Not yet used
2015-07-30 18:22:59 +02:00
Gregory Hainaut ee9edb0b19 gsdx-ogl: create a copy rect with conversion function
Previous CopyRect function does a memcopy without conversion.

This function will allow to use different format for input/output. Just a
possibility for the future
2015-07-30 18:22:59 +02:00
Gregory Hainaut ae8df002af gsdx-ogl: optimize Cs * As + Cd and Cs * Af + Cd blending
Basically the code does the alpha multiplication in the shader therefore
the blend unit only does a pure addition. This way the multiplication is
accurate and accurate_blending doesn't requires a costly barrier.

This code also avoid variable duplication to make the code more separated.
Hopefully blending can be done in a separated function

It is preliminary work to support fast color clipping with HDR

v2: fix assertion compilation failure

v3: fix regression in not accurate mode

v3: Cs * As/Af is not an accumulation

Those cases don't need the Cd addition and were already optimized anyway

Fix a regression on GoW2
2015-07-30 18:22:59 +02:00
Gregory Hainaut 12fdc37599 gsdx-ogl: reorganize blending in the renderer
Do DATE algo selection before blending. This way we can detect bad
interaction.

Regroup all blending/colclip in a single block.  Avoid to check abe &&
rt multiple times.

v2: only enable sw blending when abe is true
2015-07-30 18:21:01 +02:00
Gregory Hainaut caadc73e1b gsdx-ogl: add a new level for accurate blending
The updated medium level will run for all sprites. It helps sotc blooming effect and it remains
fast enough to be enabled by default (at least on 3D games)
The new high level will run for all sprites + color clipping
2015-07-30 18:21:01 +02:00
Gregory Hainaut 95c374bbcc glsl: Round 0.95+ to 1 for texel colors
It improves SotC blooming. Suikoden seems to be fine too.
2015-07-30 18:21:01 +02:00
Gregory Hainaut 01a1b1a5e6 gsdx-ogl: add the code to handle point and line in SW blending 2015-07-30 18:21:01 +02:00
Gregory Hainaut a85894e159 gsdx-ogl: move texture shuffle and fbmask into a dedicated function
DrawPrims is really too big now
2015-07-30 18:21:01 +02:00
Gregory Hainaut b632b2a478 gsdx-linux: add a new combo box to select the blend accuracy level 2015-07-30 18:21:00 +02:00
Gregory Hainaut 5c1b8986c6 gsdx-ogl: use SW blending when no barrier is required
Speed penality is small (only GPU) but it is more accurate
2015-07-30 18:21:00 +02:00
Gregory Hainaut 8c8fe633a5 gsdx-ogl: merge 3 accurate* option into a nice combobox
It is much easier to configure this way
2015-07-30 18:21:00 +02:00
Gregory Hainaut 8da63cf95a gsdx-ogl: try to enable sw blending for sprite rendering
The idea is that sprites are often use for post-processing effect (ofc except 2D games)

Most of the time post-processing supports SW blending with a small speed penality. SW
blending is more accurate so it is better to use it.
2015-07-30 18:21:00 +02:00
Gregory Hainaut f4e881ad30 gsdx: always set texture shuffle flag
Avoid bad effects in 16 bits RT games
2015-07-30 09:15:04 +02:00
Gregory Hainaut 7aa36133de Merge pull request #657 from turtleli/wxwidgets3_switch
Windows: switch to wxWidgets 3.0
2015-07-29 14:16:02 +02:00
Gregory Hainaut 5c58bd2092 Merge pull request #682 from micove/Add_disable-build-date
Linux: Add DISABLE_BUILD_DATE and misc fixes
2015-07-29 11:45:32 +02:00
Pistachioman c6c7d99fd2 Add default extension to lilypad's save/load config dialog 2015-07-27 20:30:50 +02:00
Miguel A. Colón Vélez e4ab71abf3 Add authors comment that suggest public-domain license.
Sourceforge was dead for more than a week therefore add the license
information. I could not find the original TGM source (dead link) so I'm not
even sure if this still applies or if the glsl was totally rewritten. None
of the glsl files have a copyright header so it's hard to tell.
2015-07-27 14:21:29 -04:00
Gregory Hainaut f2c77ffa08 gsdx:tc: detect texture shuffle in previous frame
GoW2 uses the effect at the start of a new frame and therefore need the
state of the previous frame. (Note 1 issue remains)

Ricky need to be tested.
2015-07-26 10:14:07 +02:00
Jonathan Li 25b9b24f77 spu2-x: windows: Fix incorrect use of scanf
Half width specifiers were not used, so scanf was writing ints into
bytes.

Note: Visual Studio 2013 doesn't support the hh format specifier.
2015-07-23 19:01:15 +01:00
Jonathan Li 150c53af0f spu2-x: windows: Remove Unicode to Ascii conversion
Use swscanf instead of sscanf to read wide characters directly
2015-07-23 18:58:24 +01:00
Gregory Hainaut cb4af8fe83 gsdx-ogl: small optimization for the GPU
Gain: 1% at 4x on SotC (it partially compensates recent additions)

When the color is constant and equal to 128, the MODULATE mode is
equivalent to the DECAL mode. It saves 5 instructions on the FS.
2015-07-21 08:19:36 +02:00
Gregory Hainaut 7ca463bf75 gsdx: NaN is likely not well supported for S & T
Add also a comment to explain the NaN issue on Q
2015-07-21 08:19:36 +02:00
Gregory Hainaut 223b7daa1d gsdx-ogl: fix fbmask regression
I forget to remove an useless 255.0f factor
2015-07-19 23:55:27 +02:00
Gregory Hainaut a54e636364 gsdx-linux: add a tooltip for the filtering option 2015-07-19 23:27:45 +02:00
Gregory Hainaut 5c740ff41e gsdx-ogl: wipeout AlphaStencil & Alpha hack
Accurate options do a better jobs. Technically it can still
be useful for old gpu/driver that doesn't support the GL4.5 extension.

On Windows, you can still rely on Dx

On linux, free driver support it (except Intel)
2015-07-19 22:43:48 +02:00
Gregory Hainaut 759e75091a gsdx-gui: yes openGL support correctly 8 bits texture 2015-07-19 17:29:25 +02:00
Gregory Hainaut 6719fc89a6 gsdx-sw: Nan is not well supported in Vertex
It fixes the bad light on Silent Hill with the SW renderer.

Full story
if Q is NaN, m_vt.m_eq.q becomes wrongly true
/Q will wrongly be optimized in the "Vertex Shader" of the SW

Note: Add an assert for the STQ handler

Code path is quite hot so no need to add extra check for nothing
2015-07-19 16:41:05 +02:00
Gregory Hainaut 7f76883b98 Merge pull request #658 from ssakash/patch-34
Add Accurate Frame Buffer mask for Windows [GUI] and remove some old options.
2015-07-19 09:07:13 +02:00
Gregory Hainaut 38c086008d glsl: round blending as SW renderer
Better tone on God of War with ultra accurate mode
2015-07-18 17:16:46 +02:00
Gregory Hainaut 88cd333839 gsdx-ogl: don't enable both HW&SW blending 2015-07-18 16:15:52 +02:00
Gregory Hainaut c4e165067d glsl: use signed integer when working with substraction...
It mostly fixes rendering of GoW with ultra blending

Color is still a bit wrong but rounding is likely incorrect
2015-07-18 14:41:03 +02:00
Gregory Hainaut c701ab4368 glsl: don't use normalized value for color range
Globally shader uses less intruction (except blending part)

It would also allow to improve the rounding of color
2015-07-18 14:41:03 +02:00
Gregory Hainaut 57394a03e0 partially revert: glsl: disable computing of extra alpha coeff in SW blending
It generates undefined data in screen. Maybe blending isn't switch off properly.
I need to investigate it.
2015-07-18 14:41:03 +02:00
Gregory Hainaut 5f5266ba45 gsdx-ogl-debug: don't optimize alpha channel in dump
Allow to dump AEM part of the shader
2015-07-18 14:40:57 +02:00
Gregory Hainaut 036cb229a3 glsl: add various comment for future idea
For example GL4 GPU supports special bit operation
2015-07-18 14:40:57 +02:00
Gregory Hainaut 6c1c857024 gsdx-ogl-debug: properly detect start of instruction in dump 2015-07-18 14:40:46 +02:00
Akash 37897eb922 add accurate framebuffer mask for windows. 2015-07-18 11:24:00 +05:30
Akash 7c4f3d28ce remove is_gsopen stuffs since old GUI is deprecated. 2015-07-18 10:50:34 +05:30
Gregory Hainaut 698dda2310 gsdx-ogl: remove subroutine from the gui too 2015-07-17 22:28:59 +02:00
Gregory Hainaut 36e83b42ce glsl: round texture and fragment color as the SW renderer
GS uses integer value and does integer operation too.

This commit trunc the sampled texture, the interpoled fragment color
and the product of the 2.

It impacts negatively the perf of about 3/4% (GPU) but it fixes rendering on
suikoden and potentially some others games too.
2015-07-17 21:08:49 +02:00
Gregory Hainaut 5f247a6e16 glsl: rewrite tfx function to ease future update
No need to put lots of ifdef, compiler will optimize everything
It increases a bit the readability
2015-07-17 21:08:49 +02:00
Gregory Hainaut ea9e608288 gsdx-ogl: fix texture palette mask 2015-07-17 21:08:49 +02:00
Gregory Hainaut b4c04ed00a gsdx-ogl: wipeout subroutine code
Code was completey bitrotten
Code was a partial test (and yet 500 lines already)
Shader is more and more complex and multithreading support greatly
reduce the cost of shader switch
2015-07-17 21:08:49 +02:00