Commit Graph

6275 Commits

Author SHA1 Message Date
Gregory Hainaut c8a3db114c gsdx debug: create savet option
0: don't dump input texture
1: dump input texture

Now, you can do a first pass with only RT. When you find the wrong call, you can redump the input texture of the bad draw.
2015-05-01 13:35:21 +02:00
Gregory Hainaut f96a653d05 gsdx-ogl: GSVertexArrayOGL uses ASSERT with condition
Remove useless indentation too
2015-05-01 12:16:26 +02:00
Gregory Hainaut 71c26a829e gsdx-ogl: forget to remove this useless call
It is done once in Device Creation instead of per stencil object
2015-05-01 12:10:03 +02:00
Gregory Hainaut c76e66f8d2 gsdx-ogl: fix read back of render target
Initial code use a PBO to do asynchronous transfer. It is silly because
GSdx doesn't use this free time. So let's use a sync read. Same speed but
no PBO to manage.
2015-05-01 01:26:44 +02:00
Gregory Hainaut de52ce956a gsdx linux: update gui
Clear texture was dropped but texture_barrier was added
2015-05-01 01:00:11 +02:00
Gregory Hainaut 7367b22e03 gsdx-ogl: reduce toggling of scissor state for DATE 2015-05-01 00:59:49 +02:00
Gregory Hainaut 71e517108d gsdx-ogl: fix colclip
Sotc shadow and likely various games :)

Thanks to pseudo
2015-04-30 23:08:05 +02:00
Gregory Hainaut 25997647f2 gsdx-ogl: add ENABLE_OGL_PNG_OPAQUE to dump texture without alpha
Alpha is nice but fully transparent texture suck

The best will be an image viewer that can toggle the alpha channel
2015-04-30 23:06:54 +02:00
Gregory Hainaut 39a5d4c839 gsdx: add PNG support for SW renderer
Easier to compare
2015-04-30 20:13:24 +02:00
Gregory Hainaut b65a62096f gsdx-ogl: drop support of ENABLE_OGL_DEBUG
Stencil can be read by GL debugger due to correct mask configuration
2015-04-30 20:02:51 +02:00
Gregory Hainaut 8a52fdab57 gsdx-ogl: allow to dump texture as png file
-- slower (but that a debug feature)
++ smaller (40x-50x)
++ native support of alpha

Require libpng++ and the define ENABLE_OGL_PNG

Note: depth is not supported yet.
2015-04-30 20:02:50 +02:00
Gregory Hainaut ee19a2789c gsdx: move invalidation from GSDevice to GSTexture
Much cleaner this way
2015-04-30 19:55:57 +02:00
Gregory Hainaut 2bd9043657 gsdx-ogl: improve debug of stencil
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 7887d7b5a5 gsdx-ogl: use less verbose code 2015-04-30 19:55:41 +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
Print opengl error message on stderr

Rename Debug.txt into GSdx_opengl_debug.txt
2015-04-27 19:30:03 +02:00
Gregory Hainaut eaa0dae305 glsl: drop invariant qualifier
Fix issue #510 and potentially it allows the compiler to  better optimize the code
2015-04-27 18:52:55 +02:00
Gregory Hainaut 46ff4dc3d3 gsdx-ogl: hardware unit only support normalization of 4 bytes...
(At least on recent AMD GPU)
2015-04-27 18:51:59 +02:00
Gregory Hainaut 301fe869c7 glsl: improve the logz handling
This way only 0 and 1 will conflict
2015-04-26 17:51:33 +02:00
Gregory Hainaut 768ae342c3 gsdx: move buffer check after allocation 2015-04-26 17:51:06 +02:00
Gregory Hainaut 346ef1eec2 gsdx-ogl: ouch! Properly check the creation of vertex buffers 2015-04-26 11:01:55 +02:00
Gregory Hainaut 6a3250cad2 gsdx-ogl: fix logz management (FFXII)
The issue is that z+1 overflow if z is UINT max
log2(z) overflow if z is 0

So let's use an or 1 to avoid both overflow
2015-04-25 20:23:26 +02:00
Gregory Hainaut ee244071fa gsdx-ogl: use 64 bits counter + fix division factor
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 00e62919c5 gsdx-ogl: use countof macro instead to hardcode the size 2015-04-25 13:06:02 +02:00
Gregory Hainaut 47a0026b60 gsdx-ogl: print the bandwidth of uniform 2015-04-25 13:00:03 +02:00
Gregory Hainaut f2f59544d2 gsdx-ogl: early bind vertex array object
Creation of buffer will generate a bind in BufferStorage mode. It is just to be safe.
2015-04-25 12:50:12 +02:00
Gregory Hainaut 15ae9996bb glsl: format white space + comment 2015-04-25 12:50:12 +02:00
Gregory Hainaut 757726bb91 gsdx-ogl: allow to invalidate the texture
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 75817bb27b gsdx-ogl: add a quick and dirty DSA layer emulation
The global idea is to use
1/ bind in tight loop
2/ DSA otherwise (to avoid any binding in tight loop)
2015-04-25 12:50:11 +02:00
Gregory Hainaut eb257d9295 gsdx-ogl: add dsa function place holder 2015-04-25 12:50:11 +02:00
Gregory Hainaut baf84b98c4 gsdx-ogl: add override_GL_ARB_texture_barrier option
To ease regression test.
2015-04-25 09:59:25 +02:00
Gregory Hainaut b12eb45bb7 gsdx-ogl: try to avoid crash on fglrx windows 2015-04-25 09:50:19 +02:00
Gregory Hainaut f0182f9a66 windows requires APIENTRY (=> stdcall) 2015-04-25 01:32:09 +02:00
Gregory Hainaut 7b0775d887 gsdx-ogl: add some fences to protect the upload of vbo buffer
This way ogl_vertex_storage must be safer to activate

And it brings a nice performance boost (game with lots of primitives and
reasonable upscaling)

SotC testcase 4x: 61fps => 78fps
2015-04-24 23:15:19 +02:00
Gregory Hainaut 36514bd95f glsl: fog is a single byte
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
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
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
Yeah code is much nicer :)
2015-04-24 19:34:17 +02:00
Gregory Hainaut 6d31d1e0d0 gsdx-ogl: add a layer to emulate DSA for texture
Framebuffer function will be nice too
2015-04-24 19:32:00 +02:00
Gregory Hainaut f71eb171cf gsdx-ogl: add glTextureBarrier function pointer
Could be useful
2015-04-24 18:35:01 +02:00
Gregory Hainaut 6e386df535 gsdx-ogl: avoid to clean fully texture in DATE
Is is useless and it has a small impact on performance for big upscale
2015-04-24 18:32:08 +02:00
Gregory Hainaut 03e72781aa gsdx-ogl: drop support of GL_ARB_clear_texture extension
Extension is a bit slower.

We use it to clear the RT but we generally use it right away so
we don't avoid the FB attachment.
2015-04-24 18:15:58 +02:00
Gregory Hainaut 89d5e5637c glsl: use an explicit cast insead of notEqual function
If the compiler didn't optimize the code, it will be a bit faster
2015-04-24 18:01:25 +02:00
Gregory Hainaut 56836561f4 glsl: replace runtime condition by preprocessor condition
It might be an easier work for the compiler

I didn't replace all occurences to keep readability
2015-04-24 17:51:29 +02:00
Gregory Hainaut 4bb8d15228 gsdx: be more verbose on title and bandwidth debug 2015-04-24 17:13:56 +02:00
Gregory Hainaut 258b73409c gsdx-ogl: update flags for buffer storage
Fix issue with Mesa driver
2015-04-23 21:10:43 +02:00
Gregory Hainaut f6652e9a50 gsdx-ogl: disable slow and buggy code until I found a better solution
ogl_texture_storage 1 creates texture corruption.

Advance date is too slow, code need to be updated (properly) to uses 2 passes only not 3
Maybe one could be enough (sometimes)
2015-04-22 09:33:41 +02:00
Gregory Hainaut b32f808fd4 gsdx-ogl: increase the number of pbo
It would cost 16MB of extra storage on the GPU but it might
reduce conflict of texture upload.
2015-04-22 00:40:38 +02:00
Gregory Hainaut bd6ea17bdc gsdx-ogl: speed improvement for DATE
DATE is implemented in 2 ways.
1/ with stencil
2/ purely in FS (sw)

I kept method 1 to reduce the work on method 2. It sucks for performance.
So it would be either 1 or 2.

Note: DATE has a big impact on higher upscaling
Note2: you can disable the 2nd method with this configuration parameter

override_GL_ARB_shader_image_load_store = 0
2015-04-22 00:36:34 +02:00
Gregory Hainaut 15dcf07b3b revert previous commit
Not better, worst slower.

I'm afraid I will need proper fencing
2015-04-22 00:32:46 +02:00