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
Miguel A. Colón Vélez
e4ab71abf3
Add authors comment that suggest public-domain license.
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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
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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
Gregory Hainaut
cb4af8fe83
gsdx-ogl: small optimization for the GPU
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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
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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
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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
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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
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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
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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
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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...
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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
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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
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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
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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
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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
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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
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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
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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
Gregory Hainaut
e3751f6cd9
glsl: disable computing of extra alpha coeff in SW blending
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Hum, I'm curious of the impact to enable only this code when it is actually used.
2015-07-17 21:08:49 +02:00
Gregory Hainaut
784822a5c2
glsl: redo blending management to use A/B/C/D directly
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1/ Code is much more readable
2/ It will allow to round differently the operation in the future
2015-07-17 21:08:49 +02:00
Gregory Hainaut
e245b27c97
gsdx-ogl-debug: allow to dump various ps shader
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Nvidia allows to get the ASM of the shader of the compiled shader. It is useful
to check the performance.
It also allow me to compile most of shader code path for QA
Dump is enabled in linux replayer + debug_glsl_shader = 2
2015-07-17 21:08:48 +02:00
Jonathan Li
6c300288f9
gsdx: windows: Make GSReplay work for OpenGL
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On Windows, GSReplay does not work with the OpenGL hardware and software
renderer. Make it work.
2015-07-15 20:40:47 +01:00
Gregory Hainaut
6ed137dc9c
gsdx-ogl: log openGL driver version
2015-07-13 12:35:55 +02:00
Gregory Hainaut
c9d6ce3b63
Merge pull request #653 from PCSX2/texture-shuffle-again
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gsdx: texture shuffle detection
2015-07-12 18:48:00 +02:00
Gregory Hainaut
8be32e4661
gsdx-tc: fix a memory leak when depth isn't fully supported
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Fix issue #642
2015-07-12 17:57:42 +02:00
Gregory Hainaut
f6f28042bd
gsdx: texture shuffle detection
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Don't check rt 32 bits state, it give false positive on suikoden
2015-07-12 15:21:04 +02:00
Gregory Hainaut
c660ea858b
gsdx: move some CRC hacks to full level
2015-07-11 15:14:11 +02:00
Gregory Hainaut
5f8d3b9e4b
gsdx-tc: remains in the memory
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avoid a crash with kungfu panda
2015-07-11 14:35:35 +02:00
Gregory Hainaut
a4bad8fdbc
gsdx-ogl: avoid a bad conflict between accurate option
2015-07-11 14:35:35 +02:00
Gregory Hainaut
15b934eb2a
gsdx-ogl: remove useless colclip message
2015-07-11 14:35:35 +02:00
Gregory Hainaut
91fbe6f108
gsdx-ogl: add some code to fix black netting on some renderings
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Code is not yet enabled because it requires extensive test
The idea is to replace point by a 1 pixels sprite with the help of
a geometry shader. In 4x, point will be replaced by a 4x4 sprite.
2015-07-11 14:35:35 +02:00
Gregory Hainaut
5e7ce63ed1
glsl: add a geometry shader to upscale GS_POINT
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The purpose is to avoid upscaling issue on POINT rendering (black netting on some FMVs)
2015-07-11 14:35:34 +02:00
Gregory Hainaut
2ccf108534
gsdx-ogl: add back a selector for the Geometry Shader
2015-07-11 14:35:34 +02:00
Gregory Hainaut
7f7f6c3b51
Merge pull request #640 from turtleli/gs-frame-title-fixes
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GS frame title fixes
2015-07-11 09:47:27 +02:00
Gregory Hainaut
5ed45b6806
Merge pull request #644 from PCSX2/improve-texshuffle-detection
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Improve texshuffle detection
2015-07-11 09:34:33 +02:00
Gregory Hainaut
ec61ad3667
gsdx-tc: Add some code for the future
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Partially invalidate RT when there is a write in the middle of it (actually 2 pages below)
Code is not yet enabled because
1/ I want to stabilize latest update
2/ not sure of the impact of the code
3/ maybe it need a more generic version
2015-07-10 22:35:26 +02:00
Gregory Hainaut
5888913052
gsdx-debug: don't print any "notify" message
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Too verbose
2015-07-10 22:35:26 +02:00
Gregory Hainaut
6f9a89dcf2
gsdx-debug: print memory usage of all textures pools
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It is a bit crude but it allow to see the impact of code and options.
2015-07-10 22:35:26 +02:00
Gregory Hainaut
350db223d3
gsdx: only propagate texture shuffle detection if tex shuffle is detected
2015-07-10 14:06:39 +02:00
Gregory Hainaut
22f11958e9
gsdx: better detection of texture shuffle
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Some effects were missed on Wallace & Gromit
2015-07-09 23:05:07 +02:00
Gregory Hainaut
ad86bb5faa
gsdx-tc: clear 32 bits state after vsync
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Avoid issue on game that uses only 16 bits RT
2015-07-09 23:03:55 +02:00
Jonathan Li
bff1b2a3bf
GSdx: Show plugin info in title bar when paused
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When GSdx is paused by opening the config panel, GSdx does not pass any
info back to PCSX2. Pass the plugin name and renderer even when paused.
2015-07-09 16:11:26 +01:00
Gregory Hainaut
4fcf460447
gsdx: fix DoC black screen video
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The game also set both depth and rt buffer at the same location
but disable the depth test (ZTE is 0)
2015-07-09 16:20:43 +02:00
Akash
a02a9aac8f
Fix a Function name typo.
2015-07-07 21:26:04 +05:30
Gregory Hainaut
345efed473
Merge pull request #633 from ssakash/patch-22
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Update the variable name and region of the CRC hack used for Superman
2015-07-07 15:27:08 +02:00
Akash
f39aa181cc
Update the variable name to suit the game's original name and change to accurate region of the game.
2015-07-06 00:59:35 +05:30
Gregory Hainaut
986754bde7
glsl: don't declare gl_FragDepth
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Fix compilation issue on Mesa driver
(hope it doesn't break Catalyst)
2015-07-05 18:12:36 +02:00
Gregory Hainaut
edc9d23566
gsdx: fix a crash with UserHacks_ColorDepthClearOverlap
2015-07-05 14:13:24 +02:00
Gregory Hainaut
e1144d7a18
gsdx:hack: add a CRC for SuperMan
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Extracted from the GS dump
2015-07-05 14:11:35 +02:00
Gregory Hainaut
95e1cd9ea8
gsdx-tc: don't considerer frame as a 32 bits RT
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Frame is always 32 bits but game can reuse it later as a 16 bits RT.
Fix half screen issue with Ricky Ponting Cricket
Unfortunately it triggers texture shuffle wrongly. I hope there is no
regression.
2015-07-04 11:00:32 +02:00
Gregory Hainaut
8640b44e02
gsdx-hack: implement a hack for SuperMan (need CRC to enable it)
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Fix depth issue.
First issue: RT and Depth are located at the same address.
=> solution, just lookup the depth (done for any games)
Second issue: Instead to draw a X,Y rectangle, they draw a 32 pix, 4096 pix
rectangle with a FBW of 1.
=> solution, don't bother just write the depth directly
Please someone add some CRC to enable the code
2015-07-04 10:59:21 +02:00
Gregory Hainaut
0a07762f6b
gsdx-tc: only track 32 bits fmt if the texture is not a palette fmt
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Fix a regression on ricky ponting cricket (texture shuffle was triggered without any valid reason)
2015-07-03 23:04:48 +02:00
Gregory Hainaut
b9bc5b5c60
gsdx: add UserHacks_ColorDepthClearOverlap to test some new code
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debug only
2015-07-03 22:13:35 +02:00
Gregory Hainaut
621d1d93db
gsdx-linux: drop the logz option
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logz will only enabled if GL_ARB_clip_control is not found.
Note: logz will likely break depth support. Be sure to use a recent driver
2015-07-03 21:29:49 +02:00
Gregory Hainaut
82ed6eac13
gsdx-linux: remove alpha hack from the GUI
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Normally you don't need it anymore on OpenGL :)
You can still use this option from the ini file for debug purpose
2015-07-03 21:24:17 +02:00
Gregory Hainaut
abec4bd760
gsdx-ogl: don't enable aout when using accurate fbmask
2015-07-03 21:21:56 +02:00
Gregory Hainaut
d71b2c1ded
gsdx: update accurate fbmask tooltip
2015-07-03 21:21:08 +02:00
Gregory Hainaut
4dbe71cba8
gsdx-ogl: disable SW blending when running DATE GL42
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// GL42 interact very badly with sw blending. GL42 uses the primitiveID to find the primitive
// that write the bad alpha value. Sw blending will force the draw to run primitive by primitive
// (therefore primitiveID will be constant to 1)
2015-07-03 20:34:52 +02:00
Gregory Hainaut
705c88f193
gsdx-ogl: disable blending when cleaning integer texture
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Avoid a warning message on Nvidia
2015-07-03 20:26:56 +02:00
Gregory Hainaut
c6f026ee68
gsdx-tc: keep 32 bits status when converting from/to depth
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Partially fix conan effect
2015-07-03 19:02:44 +02:00
Gregory Hainaut
0c12f232ca
gsdx-ogl: don't write depth in first step of DATE 42
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Fix shadows in Fifa
2015-07-02 21:08:47 +02:00
refractionpcsx2
193f47ebb1
Merge pull request #616 from ssakash/patch-22
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swap value functions for Round sprite hack.
2015-07-02 19:33:03 +01:00
Gregory Hainaut
28815db7cc
gsdx: fix depth option
2015-07-02 19:13:38 +02:00
Akash
6f515b220e
update the description text
2015-07-02 01:39:55 +05:30
Gregory Hainaut
de644c5437
Merge pull request #628 from PCSX2/gsdx-depth-and-16-bits-support
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Gsdx 1.0
2015-07-01 20:50:09 +02:00
Gregory Hainaut
cd8e31d85f
gsdx-ogl: always copy date to offset 0,0
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Fix snow engine game on driver that don't support yet GL_ARB_copy_image
(Mesa drivers)
2015-07-01 18:27:20 +02:00
Gregory Hainaut
831c24de51
gsdx-dx: only enable new code when CRC is below FULL level
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Code is not ready. It allow to test the new code without a massive
regression
2015-07-01 09:36:54 +02:00
Gregory Hainaut
074881228d
gsdx:comment: small explanation of the half offset hack
2015-07-01 09:36:54 +02:00
Gregory Hainaut
76f96ddbb6
gsdx-tooltip: MSAA is not implemented on OpenGL
2015-07-01 09:36:54 +02:00
Gregory Hainaut
50c9988018
gsdx-ogl: disable all accurate options when not supported + No Intel support on windows
2015-07-01 09:36:54 +02:00
Gregory Hainaut
a9f49ab9ab
glsl: fix rounding error for shadow computation
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Better shadow on Castlevania/Nemo (others :) )
2015-07-01 09:36:54 +02:00
Gregory Hainaut
d46e41533d
gsdx: remove various CRC of the openGL level
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It is mostly the texture shuffle effect which is now emulated correctly on openGL
They remain in the Dx level as speedhack in particular for
* Castlevania;
* GodOfWar;
* StarOcean3;
* ValkyrieProfile2;
* RadiataStories;
Remove old commented hack: Drakengard2, ArctheLad, ReZ
Separate hacks that are only enabled in aggressive mode
2015-07-01 09:36:54 +02:00
Gregory Hainaut
be1403cdc2
gsdx-ogl: support texture shuffling on !FST
...
Mostly fix "Finding Nemo"
It remains a shadows issue when you enable accurate_fbmask and depth
2015-07-01 09:36:54 +02:00
Gregory Hainaut
beafbd9768
gsdx: add a warning for the future
2015-07-01 09:36:54 +02:00
Gregory Hainaut
6121677aa1
gsdx-tc: use a single shader pass to convert texture in 8 bits format
...
It might save a couple of fps
Add a define to test the perf if we keep only the blue channel. It brokes
the code in Prince Of Persia that use the Red/Green channel... Maybe the
speed hack :( Or find a way to replace all if with a lookup table
Note: it is only supported on OpenGL currently
2015-07-01 09:36:54 +02:00
Gregory Hainaut
2ecca529d1
gsdx-tc: log dirty target
2015-07-01 09:36:54 +02:00
Gregory Hainaut
e2727f10ba
glsl: fix for AMD
...
I hope :)
2015-07-01 09:36:54 +02:00
Gregory Hainaut
2af7dcbda2
gsdx-tc: GPU accelerate 8 bits texture when upscaling is enabled
...
Code unscale the texture to ease the conversion. Quality is awful (same as before)
but I'm not sure we can support an upscaled texture
Maybe the quality loss is due to the reduction without mipmap
Maybe the best solution will be to add an hack to extract the blue channel
(with texture swizzle), and uses a "full page/screen" spirte instead.
(it would be faster too)
Note: won't be compatible with MSAA (but gl doesn't support it anyway)
2015-07-01 09:36:54 +02:00
Gregory Hainaut
6ca7a802bf
gsdx-tc: add a big comment to explain the scaling of src in TC
2015-07-01 09:36:54 +02:00
Gregory Hainaut
d29e375f72
gsdx-tc: GPU accelerate 8 bits texture conversion
...
Only native is supported currently
2015-07-01 09:36:54 +02:00
Gregory Hainaut
a8bcc760b4
gsdx-tc: only clean RT in openGL
...
It is a debug feature for myself
2015-07-01 09:36:54 +02:00
Gregory Hainaut
3f6edc39cf
gsdx-linux-gui: update option
...
Add mipmap for SW
Add tc depth for HW
Remove nvidia MT, always on
2015-07-01 09:36:54 +02:00
Gregory Hainaut
db5468afcf
glsl: fix shadow on Shin Megami Tensei Nocturne
2015-07-01 09:36:54 +02:00
Gregory Hainaut
61a717db14
gsdx-tc: clean the RT in debug build
...
// In theory new textures contain invalidated data. Still in theory a new target
// must contains the content of the GS memory.
// In practice, TC will wrongly invalidate some RT. For example due to write on the alpha
// channel but colors is still valid. Unfortunately TC doesn't support the upload of data
// in target.
//
// Cleaning the code here will likely break several games. However it might reduce
// the noise in draw call debugging. It is the main reason to enable it on debug build.
//
// From a performance point of view, it might cost a little on big upscaling
// but normally few RT are miss so it must remain reasonable.
2015-07-01 09:36:53 +02:00
Gregory Hainaut
99b03b4632
gsdx-debug: log all write (texture) from the EE
...
It is verbose but it might help to understand the invalidation of texture
2015-07-01 09:36:53 +02:00
Gregory Hainaut
e66aac8ab7
gsdx-hw: add an hidden option to preload the final frame with GS mem data
...
Game can directly uploads a background or the full image in
"CTRC" buffer. Previous code was a full black screen.
It will also avoid various black screen issue in gs dump.
hidden option: preload_frame_with_gs_data
Note: impact on upscaling was not tested and it's likely broken
2015-07-01 09:36:53 +02:00
Gregory Hainaut
a751db5f2b
gsdx-ogl: merge 2 log (too verbose otherwise)
2015-07-01 09:36:53 +02:00
Gregory Hainaut
85543db094
gsdx-tc: trace the alpha channel update in TC
...
Improve the rendering in MGS3 (even if the game is still broken
due to others TC issues)
// Typical bug (MGS3 blue cloud):
// 1/ RT used as 32 bits => alpha channel written
// 2/ RT used as 24 bits => no update of alpha channel
// 3/ Lookup of texture that used alpha channel as index, HasSharedBits will return false
// because of the previous draw call format
//
// Solution: consider the RT as 32 bits if the alpha was used in the past
2015-07-01 09:36:53 +02:00
Gregory Hainaut
4a65e5e723
gsdx-tc: don't try to read a 0 pixels texture
...
"Regression" introduced in 8 bits RT support
The case appears when
1/ address of RT is the same as input texture
2/ input format is 8 bits
3/ previous lookup of RT was miss
2015-07-01 09:36:53 +02:00
Gregory Hainaut
a588f61a8a
gsdx: add an assert for unsupported case
2015-07-01 09:36:53 +02:00
Gregory Hainaut
9802ba6621
gsdx-tc: add support of pseudo 8 bits RT conversion
...
Code is obviously slow but at least it works.
It fixes the blur effect of VP2
2015-07-01 09:36:53 +02:00
Gregory Hainaut
77e718c61f
gsdx: disable linear interpolation when converting texture in texture cache
...
It avoid various upscaling glitches on GS post-processing effect
// 1/ Palette is used to interpret the alpha channel of the RT as an index.
// Star Ocean 3 uses it to emulate a stencil buffer.
// 2/ Z formats are a bad idea to interpolate (discontinuties).
// 3/ 16 bits buffer is used to move data from a channel to another.
//
// I keep linear filtering for standard color even if I'm not sure that it is
// working correctly.
// Indeed, texture is reduced so you need to read all covered pixels (9 in 3x)
// to correctly interpolate the value. Linear interpolation is likely acceptable
// only in 2x scaling
//
// Src texture will still be bilinear interpolated so I'm really not sure
// that we need to do it here too.
//
// Future note: instead to do
// RT 2048x2048 -> T 1024x1024 -> RT 2048x2048
// We can maybe sample directly a bigger texture
// RT 2048x2048 -> T 2048x2048 -> RT 2048x2048
// Pro: better quality. Copy instead of StretchRect (must be faster)
// Cons: consume more memory
//
// In distant future: investigate to reuse the RT directly without any
// copy. Likely a speed boost and memory usage reduction.
2015-07-01 09:36:53 +02:00
Gregory Hainaut
ae3b768de9
bump gsdx version to 1.0.0
2015-07-01 09:36:53 +02:00
Gregory Hainaut
839003467e
gsdx-ogl: add support of partial frame buffer masking
...
It might help to fix a bit the color on a couple of games
accurate_fbmask = 1
Code uses GL4.5 extensions. So far it seems the effect is ony used a couple
of time and often in non-overlapping primitive. Speed impact will likely remain small
2015-07-01 09:36:53 +02:00
Gregory Hainaut
87f54ae0ff
gsdx: report error on unsupported case in texture cache
...
It seems to impacts lots of games that still have issue (VP2, MTG3, PoP)
The PSMT32 format is read a PSMT8. I think we need to convert it as PSMT8H (i.e.
unpack it to have only an alpha channel)
2015-07-01 09:36:53 +02:00
Gregory Hainaut
82818dab3c
gsdx-ogl: make some room in AlphaCoefficient variable
...
The idea will be to use the remaining int to store the FB mask
2015-07-01 09:36:53 +02:00
Gregory Hainaut
3b127f663b
gsdx-tc: trace the texture format to detect texture shuffling
...
It fixes games that uses 16 bits RT (like snow engine games)
2015-07-01 09:36:53 +02:00
Gregory Hainaut
33c9e9da0a
gsdx: new generic OI hack
...
To clear a (W, H) RT/Depth, GS can only send a (W , H/2) primitive with
a Z (or RT) pointer in the middle of the buffer
Top-half will be cleared by the color (or the depth).
Bottom-half will be cleared by the depth (or the color).
Code isn't enabled yet but it was tested with success on GoW2.
2015-07-01 09:36:35 +02:00
Gregory Hainaut
42e911c78f
gsdx-ogl: mask alpha channel in depth conversion
...
Might not work if depth is recasted as a rt (we lost the alpha channel)
2015-07-01 09:30:20 +02:00
Gregory Hainaut
05c72980fc
gsdx: avoid to detect PSMT8H as 16 bits
2015-07-01 09:30:20 +02:00
Gregory Hainaut
b62a2d6a3c
gsdx-debug: dump texture in 32 bits when a shuffing effect is detected
...
Otherwise it is unreadable
2015-07-01 09:30:20 +02:00
Gregory Hainaut
6b5a3dedd9
gsdx-debug: add the format in texture cache logging
2015-07-01 09:30:20 +02:00
refractionpcsx2
955fc3aa35
GSdx-DX: Mirror round value change from OGL
2015-07-01 09:30:20 +02:00
refractionpcsx2
af09d7e063
GSdx-DX: Modified shader slightly as some bits were incorrect.
2015-07-01 09:30:20 +02:00
Gregory Hainaut
7ee3dbd615
gsdx-tc: use the virtual function to check the state
...
This ways it will be disabled for dx
2015-07-01 09:30:20 +02:00
refractionpcsx2
de189b67a2
GSdx: Add option to toggle Texture Cache Depth support.
...
- Forced off for DX currently to save fallover.
2015-07-01 09:30:20 +02:00
refractionpcsx2
2dc4e2a04c
GSdx: Gave accurate blend option an extra state, can now do super accurate blending from the GUI
2015-07-01 09:30:20 +02:00
Gregory Hainaut
c925b1d135
gsdx-tc: support GS mem to depth buffer transfer
...
Please test SMT games
(issue #572 )
2015-07-01 09:30:20 +02:00
refractionpcsx2
4bc8bfc23e
GSdx-DX: Rough port of texture switching from OGL
2015-07-01 09:30:20 +02:00
Gregory Hainaut
58ce7d4bb8
gsdx-ogl: emulate texture shuffle
...
GS doesn't supports texture shuffle/swizzle so it is emulated in a
complex way.
The idea is to read/write the 32 bits color format as a 16 bit format.
This way, RG (16 lsb bits) or BA (16 msb bits) can be read or written with
square texture that targets pixels 1-8 or pixels 8-16.
However shuffle is limited. For example you can copy the green channel
to either the alpha channel or another green channel.
Note: Partial masking of channel is not yet implemented
V2: improve logging
V3: better support of green channel in shader
V4: improve detection of destination (issue due to rounding)
2015-07-01 09:30:20 +02:00
Gregory Hainaut
2d812deb84
gsdx-tc: Depth and Target are interchangeable on the GS !!!
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Extend the texture cache to search Color target in Depth target
2015-07-01 09:30:20 +02:00
Gregory Hainaut
76160505f7
gsdx-tc: add an option to avoid blow up dx :p
...
texture_cache_depth = 1 (default for openGL)
2015-07-01 09:30:20 +02:00
Gregory Hainaut
74d84aafb5
gsdx-tc: allow to search the depth in the old target list
...
Yes it is possible on PS2 world
2015-07-01 09:30:20 +02:00
Gregory Hainaut
b59a347ad7
gsdx-tc: allow to use depth buffer as input texture
2015-07-01 09:30:20 +02:00
Gregory Hainaut
49516cbbca
gsdx-tc: allow to invalidate the depth/target if it is used as target/depth
...
It is requires when game will uses sometimes an address as a RT sometimes as a depth
2015-07-01 09:30:20 +02:00
Gregory Hainaut
35081f922a
gsdx: GS kinds of support draw without framebuffer
...
Gow uses 24 bits buffer, so only color is updated but blending is configured as Cd
so it is a NOP
In this case, we don't lookup the target in the texture cache. It reduces the complexity
to handle depth which can be located at same address as RT
Note: please test DX renderer
2015-07-01 09:30:20 +02:00
refractionpcsx2
c659b1aa18
Merge pull request #617 from ssakash/patch-26
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Console log message for current renderer.
2015-06-28 13:24:09 +01:00
bositman
59a66f87c3
Merge pull request #611 from turtleli/fix-toggling
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Fix renderer toggling behavior and other related stuff
2015-06-26 16:34:02 +03:00
Jonathan Li
acc6ad59ba
GSdx: Use correct renderer after config change
...
Rework the renderer selection logic to reload the saved renderer after
it's been changed in the config panel and to properly detect whether a
renderer toggle has been requested.
2015-06-26 00:50:07 +01:00
Akash
4b472bb461
Console log message for current renderer.
2015-06-25 20:15:45 +05:30
Akash
1d4dff9e42
Remove break statement (return already ends the function execution)
2015-06-25 19:48:22 +05:30
Gregory Hainaut
f3c0c1bb88
gsdx-ogl: TexParamami is provided in core
2015-06-25 10:25:57 +02:00
Gregory Hainaut
8393ba56d6
gsdx-ogl: rework palette texture handling
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Redirect the red channel to alpha channel for 8 bits texture.
It avoid special management in the shader
2015-06-24 19:50:09 +02:00
Gregory Hainaut
cd4c8b5ce4
gsdx-debug: resolve alpha equation in the dump file
2015-06-24 19:42:53 +02:00
refractionpcsx2
ee9b1caaa4
GSdx-hw: Custom res native mixup stuff, best fix this one too.
2015-06-23 19:43:04 +01:00
Akash
85c4184ea5
swap value functions for Round sprite hack.
2015-06-23 20:07:46 +05:30
refractionpcsx2
ad71ca4cc8
GSdx-hw: Make sure custom resolution doesn't affect Native Resolution
2015-06-22 17:23:47 +01:00
Gregory Hainaut
7135867119
gsdx: very old typo on option name
...
Windows uses Renderer with an uppercase R
2015-06-20 16:18:10 +02:00
Gregory Hainaut
b44bccec6a
gsdx: fix previous commit with a scaling factor
2015-06-18 23:02:40 +02:00
Gregory Hainaut
5bc8f046b2
gsdx: fix snow engine issue in native resolution
2015-06-18 21:21:25 +02:00
Karasuhebi
4d1ca4bb76
Changes in title bar: DX -> D3D
...
Changed the name of the Direct3D renderers so they would match the way
they are named in GSdx's Plugin Settings window. Also changed a printf
to say OpenCL instead of opencl.
2015-06-18 13:00:29 -04:00
Gregory Hainaut
ab6f26ff4d
Merge pull request #606 from turtleli/gsdx-title-renderer
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GSdx: Add renderer type to title bar
2015-06-18 09:49:26 +02:00
refractionpcsx2
f5e8503fa5
GSdx: Didn't need to change this :P
2015-06-17 22:41:16 +01:00
refractionpcsx2
c31c04d3db
GSdx: Fix CRC hacks not re-initialising after option change
2015-06-17 22:25:43 +01:00
refractionpcsx2
0b5e0df35d
Epic fail Visual Studio!
2015-06-17 22:11:06 +01:00
refractionpcsx2
fc24f039a8
GSdx: Add CRC Management to Windows Dialog.
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- Clean up tooltip
- Remove Auto Skip Depth and Disable CRC checkboxes
2015-06-17 22:06:18 +01:00
Jonathan Li
e182251fbc
GSdx: Add renderer type to title bar
2015-06-17 21:59:05 +01:00
Gregory Hainaut
1d84af573d
ofc I didn't test previous commit ater the merge...
2015-06-17 21:55:37 +02:00
Gregory Hainaut
b2f8fe3593
gsdx: drop the auto skip depth hack
...
Just use 1 in skip draw if you want to use it
openGL code will soon be fixed to support depth correctly (and I hope dx in the future)
Conflicts:
plugins/GSdx/GSState.cpp
plugins/GSdx/GSState.h
2015-06-17 21:53:08 +02:00
Gregory Hainaut
263583ebcc
Revert "gsdx-ogl: enable again geometry shader on Mesa"
...
This partially reverts commit e774fecb77
.
Fix issue #605
2015-06-16 18:33:22 +02:00
Gregory Hainaut
c1d39a5f57
gsdx-ogl: drop UserHacks_DateGL4
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Initial goal was to avoid slowdown in buggy driver
2015-06-16 09:57:45 +02:00
Gregory Hainaut
62beb3aaf4
gsdx: don't do bad stuff if aggressive hack isn't enabled
2015-06-14 10:27:02 +02:00
Gregory Hainaut
f765a195e2
gsdx: Don't set CRC function pointer when disabled
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Less costly than an extra check for each draw calls
2015-06-14 10:27:02 +02:00
Gregory Hainaut
1699289162
gsdx: move 4 hacks from level2 to level3
...
remains tons of them :(
2015-06-14 10:27:02 +02:00
Gregory Hainaut
1be8d07f85
gsdx: auto CRC management
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Old way various check boxes to configure the plugin
New way an unified drop down list
* Level 0 (dev only) => disable (mostly) all hacks and auto skip depth.
* Level 1 (dev only ) => enable oi/oo/cu hacks, others remains disabled
* Level 2 (GL) => enable most hacks except a couple of one that were fixed on openGL (speed impact)
* Level 3 (DX) => enable all hacks
* Level 4 => enable also aggresive CRC
Note: windows gui must be updated, and it will be nice to create a global tooltip
2015-06-14 10:27:02 +02:00
Gregory Hainaut
c6220bf836
gsdx-debug: print an error on unsupported draw call
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Typically GTA
2015-06-14 10:27:02 +02:00
Gregory Hainaut
c11ac928ba
Merge pull request #599 from ssakash/patch-12
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inclusion of jap version of dr2 in gscrc.cpp
2015-06-11 09:45:41 +02:00
Gregory Hainaut
237ffcf796
gsdx-ogl: Make GL_ARB_draw_buffers_blend optinal for limited DX10 drivers
2015-06-10 22:55:27 +02:00
Akash
343ecca6ba
crc hack
2015-06-10 20:13:27 +05:30
Gregory Hainaut
cbcb7962ce
Merge pull request #593 from turtleli/gsdx-cleanup-and-fixes
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Gsdx cleanup and fixes
2015-06-10 08:14:44 +02:00
Jonathan Li
b1acc08c58
GSdx: Linux: Fix wording
2015-06-09 19:30:16 +01:00
Gregory Hainaut
4e82073bfc
gsdx-ogl: improve setting bilinear of palette
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Instead to disable it, uses GS settings
2015-06-09 09:53:50 +02:00
i30817
4e7e7f2dd5
Nocturne, DDS1 and DDS2 CRC hacks to remove motion blur and smudge filter
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Signed-off-by: i30817 <i30817@gmail.com>
2015-06-09 00:25:33 +02:00
Gregory Hainaut
2503d9698c
gsdx-ogl: re enable bilinear fitlering on palette for paltex mode
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However keep it disabled for StarOcean 3 use cases
2015-06-08 21:01:18 +02:00
refractionpcsx2
95c2622b7f
Gsdx: Typo'd!
2015-06-07 18:31:51 +01:00
refractionpcsx2
b5171dfe5d
Gsdx: De-crapify Native resolution, potential fix for custom resolutions.
2015-06-07 16:57:55 +01:00
refractionpcsx2
0946958acf
Gsdx: Height change on Gregory's recommendation :)
2015-06-07 16:12:14 +01:00
Gregory Hainaut
c3c29945b2
gsdx-ogl: only set a cst blend factor when Ad is used
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Fix GT4 and potentially FFX
2015-06-07 16:10:59 +02:00
Gregory Hainaut
5daf7aa98f
gsdx-debug: keep s_n/pop in sync
2015-06-07 12:39:48 +02:00
Gregory Hainaut
5bf5b5bca4
gsdx-ogl: extend StretchRect to write in depth texture
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It will allow to convert color texture to depth texture
2015-06-07 12:39:23 +02:00
Gregory Hainaut
0518aaedc9
gsdx-ogl: unattach palette to avoid noise in debug
2015-06-07 12:39:15 +02:00
Gregory Hainaut
23f8203a22
gsdx-ogl: add some shaders to convert depth <-> color
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I'm afraid of rounding error
2015-06-07 12:39:00 +02:00
Gregory Hainaut
a5fe8478ae
Merge pull request #575 from PCSX2/gsdx-half-screen-snow-engine-v2
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gsdx-texture-cache: Improve fix for snow engine game
2015-06-07 10:18:56 +02:00
refractionpcsx2
0a467291f9
Gsdx: Height thing didn't work so well, using old buffer width test again
2015-06-07 03:50:34 +01:00
Gregory Hainaut
0e3349f953
Merge pull request #590 from PCSX2/OpenGL-printf-corrections-removed-shadow-hearts-crc
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OpenGL printf wording corrections, removed Shadow Hearts CRC
2015-06-06 21:56:07 +02:00
bositman
1de58349c5
Bleh
2015-06-06 22:39:34 +03:00
bositman
8d61ab2af2
OpenGL printf wording corrections, removed Shadow Hearts CRC (not used anymore in GSstate)
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Some minor grammar fixes to OpenGL prints and removed Shadow Hearts CRC
which has been left behind
2015-06-06 22:28:59 +03:00
refractionpcsx2
1fa13163e4
GSDX: Fix for games which change height but keep the same buffer width
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- Fix for games that specify a double height, like Pool Paradise
2015-06-06 20:24:10 +01:00
Gregory Hainaut
97467f9e30
Merge pull request #579 from PCSX2/drop-vs2010-support
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Drop vs2010 support
2015-06-06 10:47:16 +02:00
Gregory Hainaut
68e44fd354
gsdx: reload the state when GSconfigure is called
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It fixes the reloading of openGL option and it avoids
issue during pause/resume.
Fix issue #584
2015-06-06 08:51:53 +02:00
Gregory Hainaut
7e662c50d4
Revert "gsdx: always restore the full gs state object (s_gs)"
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This reverts commit 2ea049b5a5
.
2015-06-06 00:22:15 +02:00
Gregory Hainaut
4feeaac7d1
Merge branch 'alignment' of git://github.com/xsacha/pcsx2 into xsacha-alignment
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Gregory: Get all changes but keep C11 code path which will be the future
(if someone can find info on Visual Studio support)
* Keep the old posix api to use address sanitizer on gcc 4.9
Conflicts:
common/build/Utilities/utilities.vcxproj.filters
common/build/Utilities/utilities_vs2012.vcxproj.filters
common/build/Utilities/utilities_vs2013.vcxproj.filters
common/include/Utilities/MemcpyFast.h
common/include/Utilities/StringHelpers.h
common/src/Utilities/AlignedMalloc.cpp
common/src/Utilities/vssprintf.cpp
plugins/GSdx/stdafx.cpp
2015-06-05 20:31:14 +02:00
Gregory Hainaut
e774fecb77
gsdx-ogl: enable again geometry shader on Mesa
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Please use a recent Mesa version (10.5 if possible)
2015-06-05 18:59:10 +02:00
Gregory Hainaut
6c8f7a0147
Merge pull request #580 from PCSX2/issue-565-option
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gsdx: always restore the full gs state object (s_gs)
2015-06-05 17:51:02 +02:00
Gregory Hainaut
7d124e6a83
gsdx-texture-cache: Improve fix for snow engine game
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Instead to hardcode the half-buffer size to 0x140, the new code
compute it.
To avoid regression, I limit the code to big target (>= 1024 pixels)
2015-06-05 09:06:12 +02:00
refractionpcsx2
65b83a36a7
GSDX: Removed some printf's I left in.
2015-06-05 00:13:21 +01:00
refractionpcsx2
91f775f3f0
GSDX: Fixed up some of the scaling height settings
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-Last commit broke Snowblind games again
-Width now based on output circuit
-Try to use the smallest possible while being at least the size of the screen
2015-06-05 00:12:15 +01:00
Gregory Hainaut
6f4ec98bc3
gsdx: try to reduce the size of target as much as possible
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I suspect too consume too much memory (issue #576 )
2015-06-04 22:15:52 +02:00
Gregory Hainaut
f8f6117ea9
gsdx-debug: allow to track texture move
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Very painful for the cache and the performance
2015-06-04 22:10:04 +02:00
Gregory Hainaut
979ea92754
gsdx: make png++ optional
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Some distributions (Fedora) doesn't have a png++ package...
2015-06-04 20:22:05 +02:00
Gregory Hainaut
bd2c04a0ec
ooups bad copy/past
2015-06-04 19:58:58 +02:00
Gregory Hainaut
2ea049b5a5
gsdx: always restore the full gs state object (s_gs)
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It will force a reload of opengl option
2015-06-04 18:29:31 +02:00
Gregory Hainaut
c2e851b3a5
gsdx-ogl: don't use slow SW blend for nothing
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When A == B, coeff is 0 so <= 1
When C == 2, just check the value of coeff
Barely faster in accurate_blend = 2
2015-06-04 18:18:47 +02:00
Gregory Hainaut
ba5b367ae8
drop support of Visual Studio 2010
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* Severals PR uses C++11 features
* 2015 will soon be released
* Win 10 will soon be released
Time to upgrade
2015-06-04 08:55:22 +02:00
Gregory Hainaut
85266abd71
gsdx-ogl: use a 8MB vbo/ibo
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Dirge of Cerberus draw 143,360 vertices in a single draw!
It is likely to emulate a particle effects
Hopefully improve issue #573
2015-06-04 08:28:40 +02:00
bositman
e34477a497
Merge pull request #547 from pgert/master
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GSdx > HW-hacks > Rewording comments on duplicate CRC's and minor cleanup
2015-06-03 15:58:28 +03:00
Gregory Hainaut
0d5d94f56e
Merge pull request #570 from ssakash/patch-3
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Three new Opengl settings for Windows [GUI]
2015-06-03 14:01:39 +02:00
Gregory Hainaut
3dd3bf6e2b
gsdx-ogl: new hidden option accurate_blend = 2
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Debug option to emulate all blending draw call in the shader
Of course it is slow but it is very accurate
2015-06-03 09:56:07 +02:00
Gregory Hainaut
cd6c93cd9e
gsdx: silly mistake
2015-06-03 09:31:52 +02:00
Akash
f2d193edcf
Add three new Opengl options.
2015-06-02 16:02:56 +05:30
Gregory Hainaut
995ae51bf4
gsdx-ogl: disable a log message
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Too verbose and code was fixed anyway
2015-06-02 09:28:35 +02:00
Gregory Hainaut
9fe13f7a6b
gsdx linux: fix a memory leak
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Not important but pollute the valgrind log
2015-06-02 09:28:35 +02:00
refraction
4914620178
GSDX: Fix for 6x Native, fixed GH3 in native mode taking up quarter of the screen after the snowblind changes
2015-06-01 19:04:39 +01:00
Gregory Hainaut
2cbde89084
Merge pull request #555 from PCSX2/real-fb-format
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GSdx: better framebuffer format
2015-06-01 11:48:07 +02:00
Gregory Hainaut
f81cf360bc
Merge pull request #545 from PCSX2/gsdx-half-screen-snow-engine
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Gsdx half screen (most of) snow engine games
2015-06-01 11:47:40 +02:00
Gregory Hainaut
9fa473a57d
gsdx-ogl: glDebugMessageCallback is optional
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Not even used in release build
2015-05-31 17:55:34 +02:00
Gregory Hainaut
9d69ff1f91
gsdx-debug: create the savef option
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The idea is to easily extract bad frame from gs dump and to compare them
with the sw renderer.
Here the summary of the options:
savet => dump all input textures
save => dump the render target
savez => dump the depth buffer
savef => dump the frame
2015-05-31 17:38:52 +02:00
Gregory Hainaut
d301848848
gsdx-ogl: fix paltex on opengl
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RT uses as palette must use the alpha channel
Palette texture uses the red channel
2015-05-30 19:01:09 +02:00
Gregory Hainaut
2f2ae2bc89
gsdx-ogl: enable gl tracing on windows
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Trace info is enabled in dbg/dev build for the opengl renderer
Info is stored in GSdx_opengl_debug.txt when debug_opengl option is 1
2015-05-30 09:58:47 +02:00
Gregory Hainaut
009dd103ae
gsdx-ogl: protect the trace with if statement
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And mark the function as optional
2015-05-30 09:58:46 +02:00
Gregory Hainaut
a639634769
gsdx-ogl: actually code use 4.0 GL_ARB_draw_buffers_blend
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It is used for glBlendEquationSeparateiARB && gl_BlendFuncSeparateiARB
The 3.0 function could work too. It just need to be added
2015-05-30 09:58:46 +02:00
Gregory Hainaut
92d68b70d3
gsdx-ogl: add a performance note for later
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The idea will be to replace StretchRect for standard case with a framebuffer
blit. Potentially it toggles less gl state.
Worth a test on Star Ocean 3 that uses a lots this function for stencil emulation
2015-05-30 09:58:46 +02:00
Gregory Hainaut
01e4a5148d
gsdx-ogl: avoid crash in debug/dev build
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Don't be silly, don't put gl trace in EE thread.
2015-05-29 16:50:27 +02:00
Gregory Hainaut
0cb6c37f14
gsdx-tc: add an explanation of the magic number 0x140
2015-05-29 12:27:05 +02:00
refraction
97b237712c
gsdx: detect RT size based on fb size and gs output configuration
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* It is required for snowbling games
* Targets of Texture cache are dropped.
2015-05-29 12:26:44 +02:00
Gregory Hainaut
02274601b3
gsdx-ogl: always copy texture into 0,0
2015-05-29 12:18:54 +02:00
Gregory Hainaut
e5326d1bd2
gsdx-tc: allow to reuse the right part of large RT as source
2015-05-29 12:18:54 +02:00
Gregory Hainaut
7ac533a4d1
gsdx-tc: invalidate half-RT src
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snow engines uses the RT as 2 half RT.
2015-05-29 12:18:54 +02:00
Gregory Hainaut
da0b77e09b
gsdx-ogl: new logo
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Thanks bmate for the logo.
Close issue #192
2015-05-29 11:05:52 +02:00
refraction
8f54da5fd3
GSDX: Removal of Nvidia hack.
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- Hack no longer required as an option as a safe and simple workaround has been discovered which seems to work without modifying any vertices.
2015-05-28 21:41:02 +01:00
refraction
5d00c00826
GSDX: Fixed UserHacks_AutoSkipDrawDepth dialog creation on windows.
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- CheckDlgButton was just wrong
- Changed tag to say "Auto-skip depth" as you could only see "Auto-skip draw" which was highly ambiguous on GSDX!
2015-05-28 21:21:19 +01:00
Gregory Hainaut
31ffdd8c53
Merge pull request #559 from ssakash/patch-5
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Auto depth skip hack initialization.[GUI]
2015-05-28 19:21:45 +02:00
Gregory Hainaut
8e32d71c07
Merge branch 'patch-3' of git://github.com/ssakash/pcsx2 into ssakash-patch-3
2015-05-28 18:30:49 +02:00
Akash
5f7e09268c
change "D3D Internal Resolution" to "Internal Resolution"
2015-05-28 16:33:16 +05:30
Akash
bf743fec17
add logo for Opengl renderer.
2015-05-28 01:34:51 +05:30
Gregory Hainaut
c43ddaec4f
gsdx: add Castlevania hack explanation
2015-05-26 17:03:13 +02:00
Gregory Hainaut
419dfe0544
glsl: redo color/alpha management correction
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Please test it!
GS supports 3 formats for the output:
32 bits: normal case
=> no change
24 bits: like 32 bits but without alpha channel
=> mask alpha channel (ie don't write it anymore)
=> Always uses 1.0f as blending coefficient
16 bits: RGB5A1, emulated by a 32 bits openGL texture. I think it will be more correct to use
a real 16 bits GL texture. Unfortunately it would cost several (slow) target conversions.
Anyway as a current solution
=> apply a mask of 0xF8 on color when SW blending is used (improve Castlevania shadow)
unfortunately normal blending mode still uses the full range of colors!
This commit also corrects a couple of blending factor. 128/255 is equivalent to 1.0f in PS2, whereas GPU uses 1.0f. So the blending factor must be 255/128 instead of 2
Note: disable CRC hack and enable accurate_colclip to see Castlevania shadow ^^
(issue #380 ).
Note2: SW renderer is darker on Castlevania. I don't know why maybe linked to the 16 bits format poorly emulated
2015-05-26 16:49:43 +02:00
Akash
ef3247c233
Update copyright license
2015-05-26 19:15:30 +05:30
Akash
99f9407c24
Auto depth skip hack initialization.
2015-05-26 19:13:56 +05:30
Gregory Hainaut
9ee3a173d0
gsdx-ogl: use a local ALPHA register
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It would allow to easy tune the parameter to support 24 bits format
2015-05-26 15:36:48 +02:00
Gregory Hainaut
d31bd97d59
gsdx-ogl: add a variable to select FB output
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Either 32bits/24bits/16bits
2015-05-26 14:59:07 +02:00
Gregory Hainaut
93c0d5a268
gsdx-ogl: add an error message when a RT is reused with a format cast
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For example a 32 bits RT could be used as a 16 bits RT.
It is likely the source of various bug in HW renderer
2015-05-26 11:16:49 +02:00
Gregory Hainaut
a3bbe68d56
gsdx: throw an exception when we miss a mandatory gl feature
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Gracefully quits when driver is not supported
(like nvidia legacy driver for GTX260)
Please test the impact on windows
2015-05-26 11:03:59 +02:00
Gregory Hainaut
3be5a6036b
gsdx-ogl: remove assertion + debug message
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opengl use a different object to compute the vertex count
2015-05-26 11:03:59 +02:00
refraction
b84a462798
Unreachable code message was annoying me.
2015-05-26 00:30:12 +01:00
Gregory Hainaut
2704a65f57
gsdx: add some info for Star Ocean3/Valkyrie Profile 2/Radiata Stories
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Feel free to test those games with CRC disabled on the openGL renderer (native resolution)
2015-05-25 12:37:48 +02:00
Gregory Hainaut
580d177951
gsdx: improve commit 11708486d8
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This time linear filtering is disabled only for the bad draw call
(RT used as a palette texture).
2015-05-25 09:46:51 +02:00
Gregory Hainaut
99d7434671
gsdx-ogl: disable SSO on nouveau
2015-05-24 19:24:10 +02:00
Gregory Hainaut
11708486d8
gsdx: allow to control the filtering of texture cache
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When the RT is used as an input texture, we need to rescale it.
Previous behavior was to always uses a linear filtering (more smooth).
Unfortunately it broke some games that expected an exact value like Star Ocean 3
This commit will disable the linear filtering in normal filtering mode (filter = 0
or filter = 2)
This way, shadow of Star Ocean 3 will appear correctly in upscaling (not
100% perfect but can't do better)
Note: SO3 only requires a nearest sampling of the alpha channel but
I don't know the behavior for others games.
2015-05-24 18:59:27 +02:00
Gregory Hainaut
b0af54d33e
gsdx-ogl: better support of palette
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The purpose of the code is to support alpha channel
of RT uses as an index for a palette texure.
I'm afraid that code will likely break pure palette texture. Only used
if paltex is enabled
It fixes missing shadow in Star Ocean 3 (issue #374 ) in Native resolution
with filter = 0 (no filtering) or = 2 (normal fitering)
Rendering explanation:
The game emulates a stencil buffer with the alpha channel
The alpha channel of the RT can contains a palette texture index (format 4HH)
The idea is to have a gradient of value in the palette (16/32/48/...).
This way you can implement a +16/-16 and even wrap the alpha value every time
you hit the pixel.
Bilinear filtering breaks the rendering because it interpolates between counts
so you doesn't have the exact count
Upscaling breaks the rendering because the RT is reused as an input texture. It means
that we need to scale it down which again create some interpolations.
2015-05-24 18:07:16 +02:00
Gregory Hainaut
951a1fed94
gsdx-hack: enable auto skip of depth texture for God of War
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Rendering is quite complex to emulate on the GPU due to several limitation.
Until we find a solution let's enable the old solution
You could find a description of the rendering here:
http://forums.pcsx2.net/Thread-God-of-War-Red-line-rendering-explained
2015-05-24 13:43:36 +02:00
Gregory Hainaut
a70c3bf5de
glsl: correct the alternate implementation of ps_main1
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Still not yet enabled by default
Potentially it can be optimized with the dot product but special care
need to be taken to ensure float accuracy.
Bonus: it could work on old GPU (aka DX9)
2015-05-24 13:43:36 +02:00
Gregory Hainaut
c82fd94c6c
gsdx-debug: use GL_INS instead of printf
2015-05-24 13:43:36 +02:00
Gregory Hainaut
c01686d252
gsdx-png: add a fixme message for 16 bits by channel image
2015-05-24 12:51:20 +02:00
Gregory Hainaut
7f614401a6
gsdx-ogl: set accurate_blend as default
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Rendering is better and I think speed impact remains small.
2015-05-23 15:10:04 +02:00
Gregory Hainaut
c507e816c2
gsdx-ogl: oups forget a break
2015-05-23 13:06:23 +02:00
Gregory Hainaut
b884e0c0c0
gsdx-debug: improve debug experience
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* Dump context before the increase of s_n
=> aligned with the global call number
* Don't print colclip not supported when it is optimized away
* dettach the input texture when it is useless
=> avoid to show a wrong texture in the debugger
2015-05-23 12:23:05 +02:00
Gregory Hainaut
f665180d11
gsdx-debug: use hex number for texture pointer
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Easier to grep
2015-05-23 12:20:26 +02:00
Gregory Hainaut
7609fdc576
gsdx: rename too much sr to sRect
2015-05-21 09:48:15 +02:00
Gregory Hainaut
b52ee6f1f6
gsdx-linux-gui: add an option for accurate color clipping
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Note: it is only for debug purpose
Sotc testcase 187 fps => 125 fps (2x scaling)
2015-05-20 09:42:22 +02:00
Gregory Hainaut
183af4ece6
gsdx-ogl: don't enable SW blending when there is no blending
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Mostly to avoid useless message
2015-05-20 09:36:01 +02:00
Gregory Hainaut
3d35e4f8ec
gsdx-ogl: implement all blends mode in shader
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+ 250 lines !!!
2015-05-20 09:11:36 +02:00
Gregory Hainaut
2d54d59add
gsdx-ogl: update assertion ps sel is 8B now
2015-05-20 08:40:08 +02:00
Gregory Hainaut
d3d5a436ea
gsdx-ogl: add code to read back depth texture
2015-05-20 08:07:40 +02:00
Gregory Hainaut
a4c74ef872
gsdx-ogl: disable GL_DITHER
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I really don't know the impact but it is not supported with integer texture.
2015-05-20 08:05:27 +02:00
Gregory Hainaut
8d3e3e6c5b
gsdx-ogl: more blend rework to support accurate_colclip
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So far few blending equations are implemented in PS. It is only
for test the behavior on GoW
2015-05-20 08:00:40 +02:00
Gregory Hainaut
c5341a2711
gsdx-ogl: update blending management
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This way it will allow to implement all blendings operartion in FS.
Of course it will be slow, but it would be nice for debug and quickly check
game error rendering.
2015-05-20 00:12:52 +02:00
Gregory Hainaut
358e0d445b
gsdx-ogl: add a shader to convert depth texture into uint
2015-05-19 18:56:32 +02:00
Gregory Hainaut
ac38ebbf29
Merge pull request #546 from ssakash/patch-3
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enables Anisotropic filtering option for OGL (HW mode) [Windows UI]
2015-05-19 15:20:12 +02:00
Gregory Hainaut
ec45090358
glsl: implement an alternative of convert 1 shader
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Code not yet enabled. Quick test show no heavy regression but I need
to carefully validate it.
2015-05-19 13:14:18 +02:00
Gregory Hainaut
a12acc0d24
gsdx-ogl: clean a bit Texture Cache OGL
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Add a placeholder for depth format but nothing done yet.
2015-05-19 13:14:18 +02:00
Gregory Hainaut
1837001e75
gsdx: extend CopyOffscreen with a new shader parameter
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Currently we're trying to infer the conversion shader based on the output format
It only works if the input data is RGBA8. It might not be true in the future
2015-05-19 13:14:18 +02:00
Gregory Hainaut
9554b5dd56
gsdx-lzma: drop CONCAT flag
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I have some issue with it. Unlikely to use multi-stream gs anyway
2015-05-19 13:14:18 +02:00
Gregory Hainaut
fa761a129d
gsdx-linux: add an option to enable/disable recording
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Avoid to kill the computer/application if the user press F12 by accident
2015-05-19 13:14:18 +02:00
Gregory Hainaut
34202933da
GSdx-linux-recorder: add various option to control it
2015-05-18 19:57:21 +02:00
Gregory Hainaut
388f46b577
gsdx-png: use array interface instead of set_pixel
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Doc says it is "non-checking equivalent of set_pixel". Still slow as ass
At least syntax is nicer
2015-05-18 17:25:14 +02:00
Gregory Hainaut
a4d6722b26
gsdx-thread: add a CAPACITY parameter to GSJobQueue
2015-05-18 17:08:18 +02:00
Gregory Hainaut
e7665ee7dd
gsdx-linux-recorder: upgrade code to use n threads
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Unfortunately it requires too much memory (easily 6GB)
2015-05-18 16:56:44 +02:00
Gregory Hainaut
cff168e002
gsdx-linux-recorder: implement multithread to save the image
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Currently only a dedicated thread. It is still too slow!
2015-05-18 16:56:44 +02:00
Gregory Hainaut
012f1b4f05
gsdx-thread: remove deprecated boost code
2015-05-18 16:55:49 +02:00
Gregory Hainaut
19d9349b0b
gsdx-debug: remove old assert
2015-05-18 16:45:38 +02:00
pgert
c9508298b4
Update GSCrc.cpp
2015-05-18 16:37:28 +02:00
Akash
70b8772bb4
enables Anisotropic filtering option for Opengl (Hardware mode) [Windows UI]
2015-05-18 19:16:22 +05:30
Gregory Hainaut
503459798a
gsdx-linux: add a basic implementation to record the gameplay as png file
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The idea was to merge them later with ffmpeg or other external tool
It kinds of work but current fps is around 2 !!! So not really usable
The speed issue is related to PNG.
So either the code to store pixels data must be optimized. Or maybe it misses some MT loves :)
2015-05-18 11:56:20 +02:00
Gregory Hainaut
2783da4a22
gsdx-ogl: use a local buffer to store offscreen texture
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It will allow to read texture in // (and potentially could be useful
for recording)
2015-05-18 11:29:04 +02:00
Gregory Hainaut
79a9254894
gsdx-ogl: print some error messages if extenal shader is wrongly configured
2015-05-18 10:56:32 +02:00
Gregory Hainaut
540717b295
gsdx-ogl: don't force logz only on debug build
2015-05-18 07:24:26 +02:00
Gregory Hainaut
5c046180a1
cmake: properly add detection of lzma
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Code is 100% optional.
Code will allow be enabled if lzma-dev is installed at compile time
2015-05-17 22:08:10 +02:00
Gregory Hainaut
98dde32dc0
gsdx-replayer-linux: use new code to allow loading of .gs.xz dump
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A bit slower at startup but it saves a lots of disk space!
Reduce the size of my gs collection of 11GB :)
2015-05-17 22:08:10 +02:00
Gregory Hainaut
e93f780268
gsdx-replayer-linux: separate a bit parsing and executing code
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It would ease the porting of the code to read xz file
2015-05-17 22:08:10 +02:00
Gregory Hainaut
86e3c18c33
gsdx-linux: add code to read xz file
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Linux only to avoid the extra dependency on windows
2015-05-17 22:08:10 +02:00
Gregory Hainaut
5cfb496700
gsdx-ogl: only open debug file once
2015-05-17 14:43:56 +02:00
Gregory Hainaut
7979dec5b0
gsdx-ogl: optimize colclip 0
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Currently colclip uses 2 passes to wrap the output of blending unit
However some blending mode are only a plain copy (of 0 or Cs or Cd).
So no overflow of [0:255], no need to wrap it
Note: I saw those cases in GoW.
2015-05-17 13:05:08 +02:00
Gregory Hainaut
6ced837360
gsdx-debug: add some PERF info in trace
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The idea is to detect easily effect that are known to be slow on opengl
2015-05-17 13:05:08 +02:00
Gregory Hainaut
818412ba26
gsdx-debug: fix a crash in trace
2015-05-17 13:05:08 +02:00
Gregory Hainaut
b1ea081fc3
gsdx-debug: improve tracing interface
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Basically move the format and c_str() in the macro
2015-05-17 13:05:08 +02:00
Gregory Hainaut
b8aa5f8f80
gsdx-debug: more trace for the texture cache
2015-05-17 13:05:08 +02:00
Gregory Hainaut
8a73849531
gsdx-ogl: enable multithread driver by default for nvidia
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+ add a linux gui option to disable it (for test purpose)
2015-05-16 15:22:20 +02:00
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
2165c68938
oups forget a couple of break
2015-05-16 13:26:55 +02:00
Gregory Hainaut
02b478dfbc
gsdx: plug the new PNG wrapper
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Drop various duplicated code :)
2015-05-16 12:47:28 +02:00
Gregory Hainaut
8cd533304c
gsdx: new dependency on linux => png++
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Note: it is only header file that wrap the standard png (which was
already mandatory for wx/sdl)
2015-05-16 12:47:28 +02:00
Gregory Hainaut
cab59587e8
gsdx: add a PNG wrapper
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Normally it supports all formats but I didn't have luck with 16 bits depth gray
2015-05-16 12:32:05 +02:00
Gregory Hainaut
3f278382a1
gsdx-debug: dump all drawing register
...
Thanks PERL
2015-05-16 11:16:33 +02:00
Gregory Hainaut
8341055f3e
gsdx-ogl: don't enable ogl_texture_storage on catalyst
2015-05-16 00:31:25 +02:00
Gregory Hainaut
a2d605be0b
gsdx: copy past mistake
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Let's always increment the s_n counter
2015-05-16 00:31:25 +02:00
Gregory Hainaut
cfddcb7a93
gsdx-ogl: typo
2015-05-16 00:31:25 +02:00
Gregory Hainaut
0f01ba4c46
gsdx-ogl: mega boost
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Enable Nvidia multi thread driver optimization
Enable ogl_texture_storage by default (requires for the speed boost
, later the option will be removed)
2015-05-16 00:31:25 +02:00
Gregory Hainaut
a1bfb237e6
Partially Revert "gsdx-ogl: drop support of GL_ARB_clear_texture extension"
...
This reverts commit 03e72781aa
.
Let's add back the clean texture pointer
I want to test it on
1/ DSA
2/ MT driver
2015-05-16 00:31:25 +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
d870188d21
gsdx: sed/o/off/
2015-05-15 20:40:09 +02:00
Gregory Hainaut
27d485a940
drop a file that was wrongly commited
2015-05-15 20:34:09 +02:00
Gregory Hainaut
6166c95325
gsdx-ogl: protect PBO with fence
...
Safer and doesn't impact perf too much.
2015-05-15 18:32:47 +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
613e215c73
gsdx-ogl: add some note for the persistent buffer + add a flush
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Persistent is slower (at least on my gs dump) because data is put
in host instead of the video memory
I don't understand why upload the data directly to the video memory
is faster
2015-05-15 15:25:45 +02:00
Gregory Hainaut
5628bfb20c
gsdx-ogl: drop old code
...
I have group so it doesn't pollute anymore gl trace
2015-05-15 15:25:45 +02:00
Gregory Hainaut
6d8695127f
gsdx-recorder: use recursive mutex
2015-05-14 11:56:07 +02:00
Gregory Hainaut
bd96a73580
gsdx-debug: trace texture cache hit/miss/removal
...
Actually only a small part but I think it is enough to help debugging
tc issue.
Only enable it on debug because it is quite verbose
2015-05-13 09:01:04 +02:00
Gregory Hainaut
5e9a3a424e
Merge pull request #479 from PCSX2/gsdx-texture-cache
...
gsdx: value was wrongly overwritten
2015-05-13 08:08:46 +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
3e784d57e8
gsdx-ogl: add some flags to trace texture state
...
goal1: avoid 2 consecutives clean of the render target
goal2: only invalidate texture correctly
2015-05-12 18:03:06 +02:00
Gregory Hainaut
2e34d48e97
gsdx-ogl: add a virtual GetID method for texture
...
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
...
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
cb6e8a7d6a
gsdx-linux: Don't enable EGL by default
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I was hoping that EGL become a standard much more faster. Currently it is an useless dep
so let's disable it by default.
2015-05-11 15:33:40 +02:00
Gregory Hainaut
643b1647c4
gsdx-gui-linux: add some tooltips for the hw options
2015-05-11 14:12:41 +02:00
Gregory Hainaut
921fa3bab8
gsdx-ogl/linux: drop fba option
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It is useless as DX11
2015-05-11 13:57:26 +02:00
Gregory Hainaut
f0de7d6386
gsdx-debug: add 2 extra frames in GS dump
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Initially I was afraid of the size increase but it can be
higly compressed.
Sometimes image was computed inside a RT but never outputed to
the screen which remains black. It is annoying to see the glitches
2015-05-11 13:45:24 +02:00
Gregory Hainaut
b3d8981a22
gsdx: link replayer to png to avoid link failure
2015-05-11 13:24:40 +02:00
Gregory Hainaut
eff4ac3e4a
gsdx-ogl: update UBO hint
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On Nvidia, DYNAMIC is a bit faster.
2015-05-11 12:35:41 +02:00
Gregory Hainaut
59f7e4d2dc
Revert "gsdx linux: drop aligned stack option"
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This reverts commit 2dcffe7fa4
.
2015-05-11 12:15:38 +02:00
Gregory Hainaut
2dcffe7fa4
gsdx linux: drop aligned stack option
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I think the bug was related to a wrong declaration of exported function without stdcall
2015-05-11 11:35:34 +02:00
Gregory Hainaut
286fe4db8c
cmake/gsdx: check png++ is installed to support png image
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Otherwise fallback to bmp file
2015-05-11 11:32:13 +02:00
Gregory Hainaut
30e3956ea7
gsdx-ogl: avoid issue with apitrace
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The tool doesn't support NaN value so be sure the buffer is correctly initialized
2015-05-11 11:19:18 +02:00
Gregory Hainaut
1523b9534f
gsdx-debug: compact the code
2015-05-11 11:19:00 +02:00
Gregory Hainaut
51ed3e63e9
glsl: oups forget to remove a line
2015-05-10 10:39:23 +02:00
Gregory Hainaut
5565544ba6
gsdx-ogl: DATE with texture barrier
...
Much faster for small batch that write the alpha value. Code can
be enabled with accurate_date option.
Here a summary of all DATE possibilities:
1/ no overlap of primitive
=> texture barrier (pro no setup of stencil and single draw)
2/ alpha written
=> small batch => texture barrier (primitive by primitive). Done in N-primitive draw calls.
(based on GL_ARB_texture_barrier)
=> bigger batch => compute the first good primitive, slow but only 2 draw calls.
(based on GL_ARB_shader_image_load_store)
=> Otherwise there is the UserHacks_AlphaStencil but it is a hack!
3/ alpha written
=> full setup of stencil ( 2 draw calls)
2015-05-09 19:54:01 +02:00
Gregory Hainaut
390811f414
gsdx-debug: Dump in PNG on linux & dbg/dev build
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Keep BMP for standard user of release build
2015-05-09 18:41:17 +02:00
Gregory Hainaut
3c7a3a3d83
gsdx-ogl: disable accurate option if driver doesn't support it
2015-05-09 18:41:17 +02:00
Gregory Hainaut
7fac25edb0
glsl: add shader implementation of impossible blend
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Issue: I don't know if destination alpha value must be multiplied by 2.0f
2015-05-09 15:02:34 +02:00
Gregory Hainaut
f029e4763f
gsdx-ogl: add the alpha value in a constant buffer
2015-05-09 15:02:34 +02:00
Gregory Hainaut
472608b879
gsdx-ogl: add accurate blending implementation
2015-05-09 15:02:13 +02:00
Gregory Hainaut
1e8aea033c
gsdx-ogl: add a wrapper to control the drawing of primitives
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No barrier => draw all primitives
Barrier but without overlap => draw all primitives
Barrier with overlap => draw primitive by primitve
It will ease the implementation of accurate blending and why not date too
2015-05-09 15:01:39 +02:00
Gregory Hainaut
625d65d4b4
gsdx-ogl: encode the bogus id as shader parameter
2015-05-09 14:55:44 +02:00
Gregory Hainaut
bc5de8df6b
gsdx-ogl: disable FF blend when blend is done in shader
2015-05-08 20:28:50 +02:00
Gregory Hainaut
380e420cdd
gsdx-ogl: add a blend parameter to shader
2015-05-08 20:28:50 +02:00
Gregory Hainaut
9023f5f0db
glsl: drop useless ifndef
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I often mix them with the real value...
.
2015-05-08 19:28:17 +02:00
Gregory Hainaut
8e1db43431
gsdx-debug: debug stuff
2015-05-08 19:28:17 +02:00
Gregory Hainaut
3c66da4d82
gsdx: remove old code
2015-05-08 19:28:16 +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
b490085214
gsdx-ogl: add 2 options in the GUI to ease testing
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accurate_date => use an emulated stencil to compute destination alpha
test (could be slow)
accurate_blend => do nothing (future)
2015-05-08 19:28:16 +02:00
Gregory Hainaut
4c91bab00e
gsdx: fix compilation error on release build
2015-05-08 19:28:00 +02:00
Gregory Hainaut
6d31124d3a
gsdx-debug: only enabled advance gl debugging on linux
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It will avoid some crash on windows for driver that doesn't support
the extension.
Make debug support mandatory for debug build on linux.
2015-05-08 09:54:34 +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
544a923e32
gsdx: Add an option to control auto skip of depth texture
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Default is 1 if the user enable hack.
It fixes GTA sun effect and likely others bugs.
Please someone add a windows GUI option.
2015-05-07 23:54:22 +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
d20501739f
Merge pull request #528 from ssakash/patch-1
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sync with GSdx.ini variable.(fix earlier typo)
2015-05-07 22:15:41 +02:00
Gregory Hainaut
fda746ff93
gsdx-gui-linux: support 3 states hack options
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Based on a Combo Box on linux. As good as 3 states check buttons
2015-05-07 22:13:49 +02:00
Gregory Hainaut
d69ffa9b8b
gsdx-gui-linux: move remaining table filling into small functions
2015-05-07 22:13:49 +02:00
Gregory Hainaut
b39b9c9f55
gsdx-gui-linux: use callback everywhere
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Note: texture offset doesn't work nicely (you need to press enter
to validate the change)
2015-05-07 22:13:49 +02:00
Gregory Hainaut
d428e0d19d
gsdx-gui-linux: move table filling into separate function
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It is much easier to read this way. I need to use callback for the remaining
object before I can move everything out of main function.
2015-05-07 22:13:49 +02:00
Gregory Hainaut
917a6c28e5
gsdx-gui-linux: factorize code
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* Use wrapper and callback for Check Button/Spin Button/Combo Box
* Use TheApp.m_gs vector to create combo box
Remove nearly 100 lines of code ^^
2015-05-07 22:13:49 +02:00
Gregory Hainaut
ba21879059
gsdx-ogl: 1x aniso <=> off
2015-05-07 22:13:49 +02:00
Gregory Hainaut
e6560f348e
gsdx: add vector option for linux & openGL
2015-05-07 22:13:49 +02:00
Gregory Hainaut
8f1d00292b
gsdx-ogl: allow to control vsync on Windows
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Issue #529
Completely untested
2015-05-07 18:41:10 +02:00
Gregory Hainaut
6095f40baf
gsdx-ogl: add the number of free bit in selector structs
2015-05-07 18:41:10 +02:00
pgert
9a083d5506
gsdx: crc hacks: few new crcs, few crcs region changes
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Signed-off-by: Avi Halachmi (:avih) <avihpit@yahoo.com>
2015-05-07 15:57:50 +03:00
Gregory Hainaut
97fad356b8
gsdx-ogl: fix debug build for AMD/Intel HW
2015-05-06 19:09:13 +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
3fcac07120
gsdx-ogl: print some message when blending is not properly supported
2015-05-06 19:09:12 +02:00
Gregory Hainaut
6fca3b421d
gsdx-debug: dump register context in a .txt file
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+ Realign s_n number if frame is skipped
This way it is easier to understand current draw. It also eases
comparaison between SW/HW.
2015-05-06 19:09:12 +02:00
Akash
24e37d2dea
sync with GSdx.ini variable.(fix earlier typo)
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fixed the description for round offset hack.
fixed the new description for round offset hack.
2015-05-05 23:01:46 +05:30
Gregory Hainaut
5d4bc5c8fe
Merge pull request #516 from PCSX2-underground/master
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round offset UI initialization
2015-05-05 17:48:53 +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
Akash
302ce51efe
round offset UI explanation
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initialization of IDC_ROUND_SPRITE
set&get config for round offset.
three state checkbox for the hack.
define IDC for round offset.
Linux (GUI) refresh.
typo
2015-05-05 00:29:00 +05:30
Gregory Hainaut
7bfee7e377
gsdx-debug: stop the dump after a limited number of draw call
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Otherwise it fills your disk in a short time with useless data.
2015-05-03 16:46:48 +02:00
Gregory Hainaut
c1ddad2d25
gsdx-linux: Refresh the GUI
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* Use table everywhere (better alignment)
* Factorize Box/Frame creation
* Factorize table insertion
* Add Anisotropic Filtering support
2015-05-03 16:36:48 +02:00
Gregory Hainaut
ae70344fbc
gsdx-ogl: fix 2 passes DATE with GL42 (override_GL_ARB_shader_image_load_store = 1)
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It fixes shadows issue with Persona 3
2015-05-02 16:56:18 +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
b1ec8a5a42
gsdx-ogl: detect support of GL_EXT_texture_filter_anisotropic
2015-05-02 10:53:19 +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 !
...
mobile will use vulkan (or any new API) anyway
2015-05-01 20:02:17 +02:00
Gregory Hainaut
e17ba1c143
gsdx ogl: disable logz when ARB_clip_control is supported
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Basically any recent drivers but Catalyst...
2015-05-01 15:01:08 +02:00
Gregory Hainaut
2ff3d17f67
gsdx-ogl: don't create override option for mandatory extension
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Ini is alredy big enough
2015-05-01 14:18:05 +02:00
Gregory Hainaut
a0c17ae0a4
gsdx: use vertex storage by default
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It is faster on games that draw lots of primitives and in low upscaling.
2015-05-01 14:05:45 +02:00
Gregory Hainaut
004fa7aea4
gsdx debug: allow to dump alpha channel as a gray texture
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I would love to find an image viewer that allow to mask channel of the image
2015-05-01 13:38:58 +02:00
Gregory Hainaut
c8a3db114c
gsdx debug: create savet option
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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
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Remove useless indentation too
2015-05-01 12:16:26 +02:00
Gregory Hainaut
71c26a829e
gsdx-ogl: forget to remove this useless call
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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
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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
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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
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Easier to compare
2015-04-30 20:13:24 +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
8a52fdab57
gsdx-ogl: allow to dump texture as png file
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-- 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
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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
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
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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
eaa0dae305
glsl: drop invariant qualifier
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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
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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
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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
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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
75817bb27b
gsdx-ogl: add a quick and dirty DSA layer emulation
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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
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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
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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
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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
...
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
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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
Gregory Hainaut
8386b427ea
gsdx ogl: restore GL_MAP_COHERENT_BIT for texture upload
...
I hope to fix the texture upload corruption
I hope that impact on perf will remain small
2015-04-21 23:34:26 +02:00
Gregory Hainaut
19eb1f00d1
gsdx ogl: flush vbo range instead of barrier
...
For testing purpose. I don't know which one is better.
It seems flushing have less fps fluctuation than barrier.
2015-04-21 21:44:50 +02:00
Gregory Hainaut
ce98276322
gsdx-ogl: improve speed of vertex streaming
...
Note yet enabled because I'm afraid of data corruption but feel free to test it
The option:
ogl_vertex_storage = 1
Performance note (warm cache+gs replay on colin3)
60 fps -> 76 fps
2015-04-20 09:38:03 +02:00
Gregory Hainaut
62489f42f1
gsdx-ogl: add an optimization note for later
...
Only 1 byte of fog is useful
2015-04-20 07:18:09 +02:00
Gregory Hainaut
6d253c0b8f
glsl: fix debugging of tex coordinate in apitrace
2015-04-20 07:18:08 +02:00
Gregory Hainaut
31f8c065db
gsdx-ogl: implement a new hack UserHacks_UnscaleSprite for opengl
...
UserHacks_UnscaleSprite = 1 will unscale flat sprites
UserHacks_UnscaleSprite = 2 will unscale all sprites (don't work well so far)
The idea of the hack is to redo the interpolation of texture coordinate
based on the non-upscaled pixel position.
It avoids various glitches but sprites aren't upscaled anymore (so no
more anti-aliasing, potentially a coefficient can be added).
2015-04-20 07:18:08 +02:00
Gregory Hainaut
6124eb844e
gsdx-ogl: only compile useful VS
...
logz is a constant
wildhack is only compatbile with TME/FST
Compilation goes down from 64 to 20 vertex shaders.
2015-04-20 07:17:58 +02:00
Gregory Hainaut
16e6d0d305
glsl: move shader into a separate directory
...
Only keep glsl_source.h for clarity
2015-04-19 18:49:02 +02:00
Gregory Hainaut
55fdf26898
glsl: remove the older file tfx.glsl
2015-04-19 18:49:02 +02:00
Gregory Hainaut
15264c6c63
glsl: split the main shader
...
* separate VS/GS and FS
* separate subroutine part of the FS
It already complex enough without subroutine stuff. Besides I'm not sure
we will keep subroutine on the future.
2015-04-19 18:49:02 +02:00
Gregory Hainaut
6fc9afb175
Merge pull request #507 from PCSX2/stdcall-for-plugin
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Stdcall for plugin
2015-04-19 18:48:32 +02:00
Gregory Hainaut
e605ed1d09
gsdx-queue: add a comment for the future
2015-04-17 19:12:36 +02:00
Gregory Hainaut
fa243afbab
gsdx SW: enable new queue && C++11 on linux/MSVC 2012+
2015-04-17 19:12:36 +02:00
Gregory Hainaut
d91e989abb
gsdx-queue: pass shared_ptr by reference
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It avoids atomic +1/-1 of the reference counter
The counter is still incremented when the ptr is copyed into the queue
2015-04-17 19:12:36 +02:00
Gregory Hainaut
84b33d2ddb
gsdx-queue: plug the new queue as a drop-off replacement of previous boost queue
2015-04-17 19:12:36 +02:00
Gregory Hainaut
90794c302a
gsdx-queue: import spsc_queue of boost
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I remove 80% of the file to only keep the ring buffer core
Same speed as boost but without the boost dependency
2015-04-17 19:12:36 +02:00
Gregory Hainaut
c9194301a0
gsdx-queue: (linux) add a GUI option to select the queue
2015-04-17 19:12:33 +02:00
Gregory Hainaut
0aac47ca59
gsdx-queue: add a new option "spin_thread" to select the queue behavior at runtime
...
If someone has a more elegant solution, feel free to share it
spin_thread = 0
spin_thread = 1 // the faster but GS thread will never stop, very bad for laptop
2015-04-17 19:03:21 +02:00
Gregory Hainaut
9682061472
gsdx-queue:add a new job dispatcher queue based on boost and C++11
...
It is faster on linux, it requires less code, and it is "portable"
It requires boost (only hpp files) + MSVC 2013 (for atomic) (seem doable by 2012 too)
Actually there are several queues that either use spinlock or full sleep
2015-04-17 19:03:21 +02:00
Gregory Hainaut
a75d78bd7e
gsdx: use standard lock_guard instead of GSAutoLock
2015-04-17 19:03:21 +02:00
Gregory Hainaut
9ad5933120
gsdx: Use composition insead of inheritance to support lock
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To ease update to C++11
2015-04-17 19:03:21 +02:00
Gregory Hainaut
8deee6afbc
gsdx: include some C++11 define for later
2015-04-17 19:03:21 +02:00
Gregory Hainaut
c456764342
spu2x: declare exported function as stdcall
...
* Fix a stack buffer overflow on address sanitizer
* Might explain an old clang crash
2015-04-17 18:24:23 +02:00
Gregory Hainaut
545c1d387c
gsdx: add an include for MSVC
2015-04-16 22:28:09 +02:00
Gregory Hainaut
aff999cf69
gsdx linux: refresh the gui
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* Use tooltip for hack
* Update string of previous hack
* Remove unused hack
Note: hack_sprite_check requires 3 states (and potentially others hack too) but
I don't know how to do it. It likely requires a "scale button"
2015-04-16 19:28:55 +02:00
Gregory Hainaut
85cbe285f0
gsdx dialog: move hack info into a separate file
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This way it can be reused on linux.
2015-04-16 19:26:33 +02:00
Gregory Hainaut
670bcc1818
gsdx hack: use a dumb implementation for UserHacks_round_sprite_offset = 2
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It works as bad as a "clever" implementation.
It seems to be enough for games such as venus/taisho-monoke/FFX
Note: it might creates glitches. Code will never be nice, so it is just
a trade-off
2015-04-16 19:26:33 +02:00
Gregory Hainaut
41e5be0673
gsdx hack: limit range of UserHacks_align_sprite_X
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Just an extra check to avoid an overlap (avoid white line in tekken)
2015-04-16 19:26:33 +02:00
Gregory Hainaut
e8698a9c0c
gsdx hack: hole in vertex position also appears in !FST projection
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Fix various black vertical line regression with UserHacks_align_sprite_X
2015-04-15 09:40:06 +02:00
Gregory Hainaut
65a84b9f64
gsdx hack: drop previous filtering hack
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superseeded by UserHacks_round_sprite_offset
2015-04-15 09:26:01 +02:00
Gregory Hainaut
2da4a5e6bc
gsdx hack: use a 0 offset instead of -1
...
-1 is annoying because minimum value is 0. Instead to add more logic,
let's try to use 0 which seems to be good enough (fix regressions on DQ8/AT)
Unfortunately it causes a mini regression on taisho-mononoke. Rotation of sprite is done with 2 triangles.
Potentially previous value wrongly recover this section.
2015-04-14 18:39:26 +02:00
Gregory Hainaut
cde72300a5
gsdx hack: Correct formulae for reversed texture
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It fixes issues on Ace Combat UI
2015-04-13 22:14:36 +02:00
Gregory Hainaut
418f2e69a8
gsdx-ogl: implement the wildhack on the GPU
...
Likely much faster for opengl and much easier to implement
Note: hopefully UserHacks_round_sprite_offset will replace it
2015-04-13 22:14:36 +02:00
Gregory Hainaut
50bac01d89
gsdx hack: disable upscaling hack at native resolution
2015-04-13 22:14:36 +02:00
Gregory Hainaut
815c99b6e4
gsdx-hack: remove an extra offset + duplicate linear computing
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Initially code aligned texture on pixel boundary + 1/16th. It seems to work without it.
2015-04-13 22:14:36 +02:00
Gregory Hainaut
399ddbd74a
gsdx hack: reduce complexity of alpha* function
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It will help the compiler to make a couple of optimizations (and it will help
a futur porting to GSVector)
2015-04-13 22:14:36 +02:00
Gregory Hainaut
1d0deb5ffe
gsdx hack: move round sprite offset into a separate function
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Use a boolean template to separate the linear case. I'm afraid it will
cost extra computation but 90% of sprites use nearest.
2015-04-13 22:14:36 +02:00
Gregory Hainaut
1aebca3740
gsdx hack: m_userhacks_round_sprite_offset take precedence over m_userhacks_stretch_sprite
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m_userhacks_stretch_sprite is only kept for debugging. Let's avoid bad mixing by users
2015-04-12 11:05:23 +02:00
Gregory Hainaut
c4fef0256e
gsdx hack: Better rounding fix letter in ace combat and line in tekken
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Tekken is broken with setting UserHacks_round_sprite_offset = 2 use 1 instead.
=> game use upscaling internaly so my rounding of coordinate break everything
Yakuza uses float coordinate but this hack only correct the integer coordinate
=> the solution will be to add a dedicated hack for this game.
Colin3 got a regression but I don't know when...
2015-04-12 10:31:04 +02:00
Gregory Hainaut
7e89247bf4
gsdx hack: don't add extra correct for zero length texture
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Otherwise t1-t0 is 16 instead of 0
2015-04-11 10:54:30 +02:00
Gregory Hainaut
d2156c86eb
gsdx: improve previous hack for bilinear sprite
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PS2 uses a -0.5 offset before sampling so texels must be rounded to half-pixel boundary
If fixes glitches on Venus and taisho-mononoke
Note: I didn't fixed yet texture render in reverse because I don't have any test for it.
2015-04-10 09:42:39 +02:00
Gregory Hainaut
f5eeb2024e
gsdx: anti-glitches v3: Tester wanted
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UserHacks_round_sprite_offset = 1 <= enable correction of flat sprites
UserHacks_round_sprite_offset = 2 <= enable correction of all sprites (better on a couple of dump but not sure of the consequence)
I completely redo the algorithm. This time I do the projection and
interpolation of the 2 extrem vertex. This way I can compute the min/max
valid texture coordinate.
It gives stronger guarantee that texture sampling will be done inside the texture.
However it might have a performance impact, likely reasonable because it
is limited to sprite vertex.
A big thanks you to all people that provide me GS dump and test reports.
2015-04-09 19:51:50 +02:00
Gregory Hainaut
05eb1641f2
gsdx: add glsl debug capabilities
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Useful to debug bad texture sampling
2015-04-08 10:15:25 +02:00
Gregory Hainaut
98d8ad7484
gsdx: new anti-glitches upscaling hack: UserHacks_round_sprite_offset
...
It is replacement of the previous hack (UserHacks_stretch_sprite). Don't enable both in the same time!
The idea of the hack is to move the sprite to the pixel boundary. It
avoids most of rounding issue. It also rescales verticaly the sprite (avoid horizontal line on ace combat).
I don't like this rescaling maybe we can limit it to only 1 pixels.
On my limited testcase, results are much better with any upscaling factor.
I still have a bad line in Kingdom heart. If you have issue with others
game please provide us a GS dump.
2015-04-07 19:18:24 +02:00
avih
3077de3637
Merge pull request #496 from 3descx9/master
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crc hack for Ponkotsu Roman Daikatsugeki: Bumpy Trot ( Steambot Chronicles JP)
2015-04-07 12:04:25 +03:00
ssakash
defb57178f
crc hack for Ponkotsu Roman Daikatsugeki: Bumpy Trot ( Steambot Chronicles JP)
2015-04-07 14:14:26 +05:30
Blyss Sarania
506648bd6b
GSdx: Hacks UI: Add missing BREAK that I left out
2015-04-06 14:39:51 -05:00
Blyss Sarania
c6fb098703
Add two new tick boxes and associated description
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For Gregory's two new awesome hacks
Also make new hacks obey "Enable HW Hacks"
2015-04-06 13:48:59 -05:00
Gregory Hainaut
3c84e6848b
gsdx: don't enable previous hack if m_upscale_multiplier <= 1
2015-04-04 01:21:46 +02:00
Gregory Hainaut
183b5d4def
gsdx: improve UserHacks_align_sprite_X hack for ace combat
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Game uses 1x1 texture sampling. In this condition we don't care
if texture is correctly aligned.
2015-04-03 23:00:54 +02:00
Gregory Hainaut
53ab390e72
gsdx linux: add a nice gui option for previous hack
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I also added two nice tooltips :)
2015-04-03 21:25:34 +02:00
Gregory Hainaut
fbaa84e691
gsdx: anti-vertical-line hack UserHacks_align_sprite_X
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This ack realign sprite to full pixel coordinate
It solves vertical line in ace combat/tekken/colin mac rally
2015-04-03 21:02:25 +02:00
Gregory Hainaut
e40a26be19
gsdx: add some helper to debug openGL renderer
2015-04-03 20:28:44 +02:00
Gregory Hainaut
5269e54f02
gsdx: tune previous hack
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Only disable bilinear on the sprite that were forced by the user.
If the PS2 requires a bilinear filtering, there is likely a big enough texture
2015-04-03 20:09:02 +02:00
Gregory Hainaut
bb728ea186
gsdx linux: filtering label was in wrong oder
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The standard mode is 2
2015-04-03 20:07:50 +02:00
Gregory Hainaut
d4b7410e3e
gsdx linux: add a checkbox to enable easily previous hack
2015-04-03 18:33:05 +02:00
Gregory Hainaut
e1a5736583
gsdx: anti-upscale-glitch hack UserHacks_SkipDraw
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2x upscaling is pixel perfects. Bigger upscaling is better but not yet perfect
Feedbacks are welcomes (note it doesn't solve all upscaling issue, only wrong texture sampling)
For the history:
If you have a texture of [0;16[ texels and draws a primitive [0;16[
The formulae to sample last pixels of texture is
0.5 + (16*s-1)/(16*s) * 16
Native (s==1): 15.5 (good)
2x (s==2): 16 (bad, outside of the texture)
4x (s==4): 16.25 (bad, really outside of the texure))
2015-04-03 18:33:05 +02:00
Avi Halachmi (:avih)
45e2fd9204
crc hack for Raw Danger! (Zettai Zetsumei Toshi 2 US)
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thanks to ssakash for the patch
2015-03-29 15:41:06 +03:00
Gregory Hainaut
45930ecbf3
gsdx: value was wrongly overwritten
...
Need a lots of tests to ensure at least no regression on cache behavior
Issue #332
2015-03-17 09:39:50 +01:00
Gregory Hainaut
3b5367c5b7
Merge pull request #452 from turtleli/fix-linux-build-avx2-with-tsx-disabled
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GSdx: Linux: Fix build failure on AVX2 processor with disabled TSX, enable SSE4.2, SSE4.1, SSSE3 builds
2015-03-01 17:53:21 +01:00
Jonathan Li
1222bcbf6e
GSdx: Comment out TransactionScope code
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The TransactionScope class is compiled but never used. Comment it out
for now.
2015-03-01 16:40:48 +00:00
Gregory Hainaut
c1604c4b38
gsdx 🧵 only keep std::mutex/std::condition_variable
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Keep pthread for thread until std::thread is really working
2015-03-01 17:29:40 +01:00
3kinox
7f1e907616
+ Correct faulty behaviour of std thread by using native posix handle.
...
+ This is not yet perfect. Really, this standard seems like a load of crap to me in fact...
At least it works now. Should test again when gcc 5 & new c++ libs gets out.. Until then, it will do.
2015-03-01 17:29:39 +01:00
Jonathan Li
13c0e6f5ef
GSdx: Explain TransactionScope changes
2015-02-28 14:21:44 +00:00
3kinox
4211d51f07
64 bits: solve various of type problems
2015-02-27 22:07:13 +01:00
Jonathan Li
329953ebc3
GSdx: Linux: Enable SSE4.2, SSE4.1 and SSE3 builds
2015-02-22 11:18:23 +00:00
turtleli
9b572d2d47
GSdx: Linux: Fix AVX2 CPU build with TSX disabled
...
On Linux, CPUs with AVX2 instruction sets that have TSX disabled (by
microcode update or otherwise) fail to build GSdx. The __RTM__ macro is
undefined, with leads to the TSX RTM instruction set (_xbegin, _xend,
_xabort, etc.) being unavailable.
Modify the preprocessor check so that the RTM instructions are only used
if available.
2015-02-22 11:18:23 +00:00
Gregory Hainaut
330d14941f
gsdx-linux: support dump mode on linux
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It could be useful to analyze GS dump. Warning it consumes a lot of
disk space.
2015-02-21 13:51:06 +01:00
Gregory Hainaut
e0f56282de
cmake: no preferred-stack-option in asan
...
It conflicts with the global definition
I don't remember why this option was set on GSdx. Potentially it could be dropped (or fixed correctly)
Anyway, it will help to enable Address Sanitizer on Linux Build
2015-02-20 19:44:51 +01:00
Gregory Hainaut
0bdeb8d411
Merge pull request #430 from PCSX2/win-ocl-crash-fix
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gsdx ocl: check size of array before access
2015-01-17 12:05:52 +01:00
Gregory Hainaut
70ad09f6ef
gsdx ocl: check size of array before access
...
Potential fix for issue #408 ?
2015-01-16 09:39:50 +01:00
uyjulian
446977d126
GSdx forward compatible bit
2015-01-09 19:39:59 -06:00
Gregory Hainaut
ee34bd724f
gsdx ocl: avoid a crash if ocl is selected but not enabled
2014-12-23 19:39:02 +01:00
Gregory Hainaut
767b841fea
gsdx ocl: disable it on windows
...
Until we found a way to fix a couple of crashes
2014-12-22 19:02:35 +01:00
Gregory Hainaut
66d7aa75e2
cmake: move -DNDEBUG to global option
2014-12-20 13:43:25 +01:00
Gregory Hainaut
a99f3ea321
cmake: remove duplicate flags
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also use the lighter elseif structure to reduce a bit the size of cmakefile
2014-12-20 13:43:25 +01:00
Gregory Hainaut
4773bcf0ea
cmake: s/_LINUX/__linux__/
2014-12-20 10:54:24 +01:00
Gregory Hainaut
ff24a5f702
gsdx linux: disable std::thread
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Threads are not killed properly therefore GS crashes on reloading (aka F9)
See issue #392
2014-12-14 12:22:40 +01:00
Gregory Hainaut
b9297c6158
Merge pull request #377 from PCSX2/tlb_goemon_v2
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goemon gamefix improvement
2014-12-14 11:47:37 +01:00
Gregory Hainaut
7d21497c11
clang: no support of f-abi-version=6 option
2014-12-13 12:28:37 +01:00
Gregory Hainaut
18405e2598
gsdx: add goemon comment on some assertion
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If someone want to trigger them
2014-12-12 22:31:31 +01:00
Gregory Hainaut
cebccea81c
gsdx: disable some gl extensions when VMware driver is detected
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It is likely the Mesa driver, code seems to have the same issue (separate shader)
2014-12-12 20:44:58 +01:00
Gregory Hainaut
3d071e50ad
gtk3: gtk_hscale_new_with_range => gtk_scale_new_with_range
2014-12-10 22:09:21 +01:00
Gregory Hainaut
e9233f4698
gtk2: use text rather than image
...
Require by GTK3
2014-12-10 22:09:21 +01:00
Gregory Hainaut
ba9e998ff5
gtk2: port gtk_combo_box to gtk_combo_box_text
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The former was deprecated on gtk2.24 (and removed from gtk3)
2014-12-10 22:09:21 +01:00
Gregory Hainaut
29a14f5667
sed -i -e 's/seperately/separately/'
...
Thanks micove again
2014-12-07 12:46:16 +01:00
Gregory Hainaut
16284d0a59
gsdx: fix a couple of typo
...
From @micove
2014-12-07 12:12:53 +01:00
Gregory Hainaut
070dce4c83
Merge pull request #356 from PCSX2/issue-fixes
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various bug-tracker fixes
2014-12-06 19:48:13 +01:00
Gregory Hainaut
1f5fe7a1db
Merge pull request #348 from 3kinox/master
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GSdx-ogl linux: std::thread
2014-12-02 22:43:29 +01:00
Gregory Hainaut
4238261784
gsdx-cl: update linux menu config
...
Try to use some id to be more robust
The best will be to sort the array first
2014-12-02 00:16:35 +01:00
Gregory Hainaut
76f719e5d0
gsdx-ocl: Add a ENABLE_OPENCL option
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* Allow to compile GSdx on linux without opencl yet.
2014-12-02 00:16:35 +01:00
gabest11
b9b02cf749
implemented opencl program caching on disk under the system default temp folder, needs some additional work on linux
2014-12-02 00:16:35 +01:00
gabest11
7b466a98d0
replaced opencl.def with dynamic dll loading, god bless search and replace
2014-12-02 00:16:35 +01:00
gabest11
e3ba15de94
opencl device selection in settings dialog
2014-12-02 00:16:34 +01:00
gabest11
6f5cd1cd4d
joined some tfx kernel calls, general speed up in most games
2014-12-02 00:16:34 +01:00
gabest11
3d2b0e3766
minor opencl kernel optimizations
2014-12-02 00:16:34 +01:00
gabest11
72cfc6a6ef
3rdparty/opencl
2014-12-02 00:16:34 +01:00
gabest11
9e20387595
Modified for opencl 1.1. While it runs on nvidia cards now, you can't use its sdk to compile gsdx, cl.hpp is missing there. Intel or amd is ok.
2014-12-02 00:16:34 +01:00
gabest11
263c097d13
solution for 32-bit z values in opencl and other minor optimizations
2014-12-02 00:16:34 +01:00
gabest11
c64f9ad9b1
squishing opencl bugs, there aren't many left hopefully
2014-12-02 00:16:34 +01:00
gabest11
ba1e522bbb
Less opencl bugs, some games are actually playable now, there are still texture errors.
2014-12-02 00:16:34 +01:00
gabest11
881735b562
minor merging errors
2014-12-02 00:16:33 +01:00
gabest11
db7c26cde7
- Experimental OpenCL renderer (missing features: point, line, texture cache, mipmap, aa1, device selection). Needs any OpenCL SDK for the common headers and stub lib to compile, tested with AMD and Intel. Too bad it is not part of the Windows SDK yet.
...
- Renumbered renderer ids, compatible with old numbering, but it does not follow the mod3 logic anymore.
2014-12-02 00:16:33 +01:00
Gregory Hainaut
1b555ea3b5
gsdx-linux: Fix GSdx internal counter on linux
...
The issue is that clock gives the total cpu time of the process whereas
we want the cpu time of the rendering thread
2014-11-24 23:44:32 +01:00
3kinox
732cbc3ad5
GSDX-ogl linux:
...
+ Implement threads/mutex using std::thread/std::mutex/std::condition_variable
+ Old implementation can be used by commenting out the "define _STD_THREAD_ in GSThread.h
+ Commit should be much cleaner than previous one.
2014-11-23 14:33:35 +01:00
Gregory Hainaut
60c0eb7179
gsdx-ogl: windows: properly setup context flags
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* Use a core profile context
* Only enable the debug context in debug build
Close issue #353
2014-11-20 22:12:30 +01:00
Gregory Hainaut
d21e6ff45f
gsdx-ogl: don't declare a sampler variable
...
Nvidia was complaining on the fxaa shader. In doubt I also replaced it in Asmodean's shader
2014-11-20 22:07:44 +01:00
Asmodean-
8f42b36a42
It might help if I changed this for d3d9 also :p
2014-11-15 21:40:00 +00:00
Asmodean-
5b3867dd60
GSdx: change post-processing directory & name.
2014-11-15 21:33:23 +00:00
Gregory Hainaut
276e3d9d1b
gsdx-ogl: always set texture parameter
...
* Avoid bug after a pause
* Not faster anyway
* keep old method only for gl retracer to reduce debugging noise
Remove some old&useless comment
2014-11-14 11:43:42 +01:00
Gregory Hainaut
3311336d0e
gsdx-ogl: disable ARB_bindless_texture
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I have a crash when I try to delete some texture (for example when the simulator is paused)
2014-11-11 23:45:41 +01:00
Gregory Hainaut
b6a951a9fa
gsdx: debug compilation fix
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I'm not sure gcc behavior is correct here!
2014-11-11 20:54:34 +01:00
Gregory Hainaut
0ca9bab8b6
Merge pull request #344 from Asmodean-/master
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[GSdx] OpenGL PP Updates
2014-11-11 16:14:01 +01:00
Gregory Hainaut
ab4eaea757
Merge pull request #346 from 3kinox/master
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Linux : GSdx AVX fix
2014-11-11 16:08:23 +01:00
3kinox
06f53b2689
use -fabi_version=6 only for GSdx, solve bug with wxwidget
...
reenable avx build for GSdx
2014-11-11 15:55:31 +01:00
Gregory Hainaut
e73d8f383b
gsdx-ogl: compilation fix for old distribution
2014-11-11 15:01:22 +01:00
Kieran Hanrahan
b60e5a62fc
Rearrange to right spot (I blame github editor ;p)
2014-11-11 00:17:21 +00:00
Kieran Hanrahan
7adc7c4833
Update GSSettingsDlg.cpp
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Just add the OGL shader ini params to the file when the user enables post-processing In the options dialog.
2014-11-11 00:01:31 +00:00
Gregory Hainaut
e6e534c13a
Merge pull request #343 from PCSX2/shader-loading
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GSdx ogl: external shader loading + FXAA
2014-11-10 15:43:05 +01:00
Gregory Hainaut
48b3d91768
partially revert previous commit ec1da2805c
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It breaks windows...
2014-11-10 12:19:30 +01:00
Gregory Hainaut
8c90e7cafc
gsdx-ogl: support latest fxaa version
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Only tested on Nvidia, please report any issue with your driver
Note: requires GL4 GPU
2014-11-10 10:39:55 +01:00
Gregory Hainaut
ff39dffe23
gsdx-ogl: add a gui option (linux) to select external shader
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Note: of course it requires a glsl shader ;)
On windows, you can set the path on the ini file. Here an example with linux path:
shaderfx_conf = /home/gregory/playstation/emulateur/pcsx2_merge/bin/GSdx_FX_Settings.ini
shaderfx_glsl = /home/gregory/playstation/emulateur/pcsx2_merge/bin/shader.fx
2014-11-10 10:38:52 +01:00
Gregory Hainaut
920ac6695f
gsdx-ogl: add preliminary support of external shader fx
2014-11-10 10:37:58 +01:00
Gregory Hainaut
ec1da2805c
pcsx2/GSdx: disable AVX for the moment on linux
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I need to check carefully the consequence of ABI change. So far wx is very unhappy!
Fatal Error: Mismatch between the program and library build versions detected.
The library used 2.8 (no debug,Unicode,compiler with C++ ABI 1002,wx containers,compatible with 2.6),
and your program used 2.8 (no debug,Unicode,compiler with C++ ABI 1006,wx containers,compatible with 2.6).
2014-11-09 15:45:54 +01:00
Gregory Hainaut
84f844767c
gsdx-ogl: micro optimize PSConstantBuffer cache
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Might help to save a cache line on the CPU :)
2014-11-08 21:39:17 +01:00
Gregory Hainaut
58bd645d49
gsdx-ogl: BindBufferBase also bind to the generic binding point
2014-11-08 21:39:13 +01:00
Gregory Hainaut
16377f7249
gsdx-ogl: only call PixelStorei when parameters are updated
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It won't improve performance but it would reduce a bit the noise in gl retracer tool
2014-11-08 21:30:14 +01:00
Gregory Hainaut
47f40ed79a
gsdx-ogl: reduce pbo complexity
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Copy the full line into the pbo. Dma will only take GL_UNPACK_ROW_LENGTH
- increase memcpy size by 2 in the pbo
+ single memcpy will be faster and can use sse
Enable buffer_storage extension:
* GL_CLIENT_STORAGE_BIT was required (it is the duty of TexSubImage to copy data into the GPU mem)
* Enable the extension by default
2014-11-08 21:30:14 +01:00
Gregory Hainaut
e62af05496
gsdx-ogl: reduce complexity of clear texture
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Null is equivalent to a clear to 0.
Note: Code is not yet used because both stencil and depth are cleared.
Future note: stencil can potentially be replaced by load_store_image
2014-11-08 21:30:14 +01:00
Gregory Hainaut
bd9df9a6ec
gsdx: Add some comment on GSTextureCache + schematics
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Note: docs/TextureCache.odg was created with libreoffice. Not perfect but give a nice overview
2014-11-08 21:30:14 +01:00
ramapcsx2
b7e5e41afe
Merge pull request #333 from PCSX2/linux-avx
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Support of AVX build for linux
2014-11-08 14:09:06 +01:00
ramapcsx2
8434d6c397
Merge pull request #328 from tlbjr/master
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GLDEBUGPROC type cast and postBuild.cmd for GSdx on VS2013
2014-11-08 13:11:07 +01:00
Asmodean
df0a9c4683
Some small fixes, that I noticed.
2014-11-06 10:56:33 +00:00
Asmodean
937e475169
[Post-Processing] Update GSdx FX effect suite to latest version.
2014-11-03 07:15:34 +00:00
Gregory Hainaut
f25e056914
gsdx: enable AVX with GCC
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* Use overloaded function instead of specialized template
=> see http://stackoverflow.com/questions/3052579/explicit-specialization-in-non-namespace-scope
* replace _mm256_slli_si128 by _mm256_slli_si256
I hope they're equivalent. I didn't find any info on _mm256_slli_si128,
however srl use _mm256_srli_si256
2014-10-26 14:47:35 +01:00
Gregory Hainaut
679fa65b84
cmake: By default optimize for current arch
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Note: it requires GCC 4.7. Otherwise use -DDISABLE_ADVANCE_SIMD=OFF to restore
previous behavior. It will impact Ubuntu precise (12.04)
2014-10-26 14:47:35 +01:00
Tom Burnett
1f734a69a0
Small VS2013 fixes
2014-10-12 01:40:40 -07:00
Gregory Hainaut
6fe9ee387d
gsdx-ogl: optimize the PS cb cache
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* Don't use the stack
* Don't compare MinMax parameter (depends of others)
* Don't store not-compared parameter in the cache (HalfTexel/MinMax)
+0.3fps/46fps (well better than nothing)
2014-10-02 20:44:22 +02:00
Gregory Hainaut
a573ce185c
gsdx-ogl: mark GL_EXT_shader_io_blocks as mandatory for GLES
2014-10-02 20:44:22 +02:00
Gregory Hainaut
ccc1137e12
gsdx-ogl: merge the two vertex buffer format
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* Only a single VAO
=> Format is set once
=> Only a single bind at startup
=> GSVertexBufferStateOGL is nearly useless
=> barely faster but better than nothing :)
2014-10-02 20:44:22 +02:00
Gregory Hainaut
10c7be8c50
gsdx-ogl: Use 32B strides for all VBO
2014-10-02 20:44:22 +02:00
Gregory Hainaut
d37cc8e1e7
gsdx-ogl: GL_ARB_shading_language_420pack is now mandatory
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All API/drivers support it so time to remove the fallback.
2014-10-02 20:44:22 +02:00
Gregory Hainaut
79e8a912cd
gsdx-ogl: keep the draw buffer enabled by default
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Note: Only DATE requires to disable the draw buffer
2014-09-30 22:18:20 +02:00
Gregory Hainaut
f46e8cc6ac
gsdx-ogl: bump base requirement to 3.3
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A couple of fallbacks were introduced for the Mesa driver that only support 3.0
DSA will require a recent Mesa which already support GL3.3
Require at least SandyBridge for Intel GPU
2014-09-30 22:18:20 +02:00
Gregory Hainaut
594f6c33a2
gsdx-ogl-ES: require GL_EXT_shader_io_blocks + GLES3.1
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Allow to use same shader interface for all API
Note: on the GL API it will require GL3.3 (see next commit)
2014-09-30 22:18:01 +02:00
Gregory Hainaut
1c501047f5
gsdx-ogl: refresh the linux gui with latest extension
2014-09-28 12:23:44 +02:00
Gregory Hainaut
8833afc2fa
gsdx-ogl: drop GL_ARB_multi_bind
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It will be replaced by DSA so let's reduce the complexity of opengl
2014-09-28 12:23:44 +02:00
Gregory Hainaut
fa43018d10
gsdx-ogl: no DSA isn't mandatory yet...
2014-09-28 12:11:22 +02:00
Gregory Hainaut
1e86e3cb08
gsdx-ogl: rework callback debug
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* use DebugOutputToFile as a callback of gl error. Add a breakpoint to
find the culprit GL call
* use string instead of char[n]
Note: CheckDebugLog is potentially useless now
2014-09-28 12:00:34 +02:00
Gregory Hainaut
b7601a9add
gsdx-ogl: Enable various GL4+ extensions
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* GL_ARB_clip_control: reduce z fighting
* GL_ARB_clear_texture: no real speed gain (but improve code quality)
* GL_ARB_bindless_texture: +1fps (if you're CPU limited)
2014-09-28 12:00:34 +02:00
Gregory Hainaut
9d8d702aa6
gsdx-ogl: drop GL_NV_depth_clamp extension
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superseeded by GL_ARB_clip_control
2014-09-28 12:00:34 +02:00
Gregory Hainaut
4659184cc1
gsdx-ogl: add support of clip_control (depth only)
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* replace the [-1;1] depth range of openGL with the DX range [0;1].
2014-09-28 12:00:34 +02:00
Gregory Hainaut
104688e3ee
gsdx-ogl: fix ARB_bindless support
2014-09-28 12:00:34 +02:00
Gregory Hainaut
cc24da128c
gsdx-ogl: fix for gl_clear_texture
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Note: Disabled for depth_stencil texture (I'm not sure we can split the two)
2014-09-28 12:00:34 +02:00
Gregory Hainaut
d720cc16a6
gsdx-ogl: gl4.5: add plumbering to support direct_state_access and clip_control
2014-09-28 12:00:33 +02:00
Gregory Hainaut
58a8683d7d
gsdx-ogl: disable texture compare mode
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It seems to be used for depth texture
2014-09-22 09:27:34 +02:00
Gregory Hainaut
d51f008c72
gsdx: openglES fix
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* require a 3.1 context
* unattach texture of the fbo when they're not used
(avoid to have a texture and depth_stencil with different size)
Note: except minor shader bug it works on Nvidia 340.23.01
2014-09-22 09:27:31 +02:00
uyjulian
f3a50a01a7
cmake: Use previous macros in CMakeLists.txt files
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Gregory: add a c lib for zzogl-pg-cg replayer
2014-09-05 20:16:23 +02:00
Matteo Beniamino
15c487e547
GSdx: fixed use of separate shader objects for Intel driver.
2014-08-23 17:09:38 +02:00
Sacha
2ba0b1b76b
Use posix_memalign and _aligned_malloc for alignment. Remove unused code.
2014-08-17 21:03:43 +10:00
Sacha
f542c7232e
Use __builtin_unreachable where possible for non-msvc
2014-08-15 14:43:52 +10:00
Sacha
7568f6f2ec
Remove deprecated jASSUME from pcsx2 core. It is still used in some plugins
2014-08-15 14:32:56 +10:00
Sacha
9dcaaedf06
Some cleanup to improve readability.
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Remove old compiler hacks that are no longer needed.
Fix up some spacing and comments that hid code.
Fix a critical bug in deprecated plugin peopsSPU.
2014-08-13 13:05:33 +10:00
bositman
77599bec1c
Added Lord of the Rings The Two Towers (IT) CRC
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As seen here (SLES 51255):
http://forums.pcsx2.net/Thread-GSdx?pid=392166#pid392166
2014-08-07 13:01:54 +03:00
sudonim1
904f5de1ea
Merge pull request #144 from Sonicadvance1/fix-BitScanFoward
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Fix the BitScanForward implementations for x86_64.
2014-07-30 18:19:19 +01:00
Pseudonym
28227ea4c4
Merge pull request #123 from Sonicadvance1/fix_interlockedbittestandresetset
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Fixes interlockedbittestandreset/set in intrin_x86.h
2014-07-29 14:20:13 +01:00
Gregory Hainaut
ef0e3fe6c6
gsdx: disable separate shader on radeon driver (linux)
2014-07-19 14:02:37 +02:00
Ryan Houdek
8ff0f9e869
Update GSSetupPrimCodeGenerator for x86_64.
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offsetof requires the expression to be constant to get the offset.
Use a combination of offsetof + sizeof to get the correct offset.
2014-07-16 13:21:45 -05:00
Ryan Houdek
74dd2553a6
Fix function definitions in GSDrawScanlineCodeGenerator.x64
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These have been changed since this was last compiled.
Also removes a #error and drops it to a #warning for now while development is in process.
2014-07-16 12:13:09 -05:00
Ryan Houdek
33adabb035
Fix some _M_AMD64 checks in GSdx.
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In the future these will be _M_X86_64, but for now this won't be the case.
2014-07-15 18:21:03 -05:00
Ryan Houdek
616500b8f3
Disabled preferred stack boundary on x86_64in GSdx.
2014-07-15 18:18:59 -05:00
Ryan Houdek
2a6656050c
Fix the BitScanForward implementations for x86_64.
2014-07-15 18:13:32 -05:00
Lioncash
637c99a362
GSDX: Replace an FLT_MAX with the appropriate ULONG_MAX
2014-07-15 01:47:26 -04:00