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
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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
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Hdr colclip
2015-08-02 18:13:28 +02:00
Gregory Hainaut
1f402b1b56
gsdx-ogl: fix bad detection of overlapping
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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
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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
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Fix issue in socom2
2015-08-01 01:28:41 +02:00
Gregory Hainaut
eb0fa8c7dc
gsdx-ogl: fix bad detection of overlapping
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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
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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
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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
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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
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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
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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
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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
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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
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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
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Until we drop the old method
2015-07-31 09:45:05 +02:00
Gregory Hainaut
83dfc6b633
gsdx-ogl: clean a bit selector code
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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
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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
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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
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Avoid most of the false positive
2015-07-30 18:24:32 +02:00
Akash
350e373e3f
gsdx-gui: Remove Aggressive CRC hack.
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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.
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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Windows: switch to wxWidgets 3.0
2015-07-29 14:16:02 +02:00