Jonathan Li
0de8f4a3a6
onepad: Use Bind instead of Connect
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It's the recommended dynamic event binding method since wx2.9.
2016-04-27 08:59:11 +01:00
Jonathan Li
0d43de516c
onepad: Remove wx2.8 compatibility code
2016-04-27 08:59:11 +01:00
Gregory Hainaut
ab31915ce9
gsdx: glsl: fix silly typo
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And regression on various games
2016-04-27 09:52:35 +02:00
Gregory Hainaut
aeb92592e7
gsdx ogl: use GSUtil::GetClassVertexCount
2016-04-26 19:29:04 +02:00
Gregory Hainaut
df70b8bb0e
gsdx: fix Q NaN value
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Avoid potential undefined results
2016-04-26 19:09:32 +02:00
Gregory Hainaut
726b901dc5
Merge pull request #1304 from PCSX2/gsdx-faster-texture-cache
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gsdx tc: reduce texture cache overhead
2016-04-26 16:46:44 +02:00
Gregory Hainaut
49d175b677
gsdx tc: allow to create a dummy Source without tons of memory allocation
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It makes shared texture virtually free from the CPU PoV.
2016-04-24 22:30:56 +02:00
Gregory Hainaut
ad08701cb1
gsdx tc: trick the texture cache to use a depth format for depth texture
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This way we avoid the rescaling of the depth buffer and texture allocation.
2016-04-24 22:18:26 +02:00
Gregory Hainaut
1960d51e60
gsdx tc: properly support 16 bits depth conversion
2016-04-24 22:18:26 +02:00
Gregory Hainaut
de38963904
gsdx ogl: plug the new depth sampling in the renderer
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Note:
When source format is depth, integral texture coordinate must be used => depth_fmt 1/2/3
2016-04-24 22:18:26 +02:00
Gregory Hainaut
fda511a949
gsdx glsl: extend hw shader to sample depth texture
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Will use integral coordinate to avoid any rescaling.
Bilinear interpolation isn't supported. I don't think it is allowed to
filter a depth texture anyway.
2016-04-24 22:18:26 +02:00
Gregory Hainaut
583de1bf0b
gsdx tc: add a dedicated function to lookup a depth source
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The hypothesis is that game will use a depth (aka Z32/Z24/Z16/Z16S)
format when sampling depth texture as color. Technically one could use
a standard color format but block/pixel order won't be the same.
(otherwise I'm screwed)
=> Hypothesis invalid on GoW. They just do a scrambled rendering...
Lookup info:
* The first searched list is the depth pool as we search a depth
texture.
* 2nd one is the render target pool (if a depth was converted to a
render target already)
To avoid any CPU overhead, the source will be a pointer to the real texture
* Conversion (if float texture) will be done on the fly by the shader (GPU).
* Relative rescaling won't be supported. Texture must be fetched with
integral coordinate
2016-04-24 22:18:26 +02:00
Gregory Hainaut
9ee090a36e
gsdx tc: add a shareable texture flag
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Plan is to bypass shader conversion/rescaling/copy for depth texture
2016-04-24 22:18:26 +02:00
Gregory Hainaut
8ec1461842
gsdx: increase the number of texture in the pool
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It could slightly increase the VRAM requirement but it will reduce texture
allocation/unallocation at start/end of frame.
2016-04-24 22:14:51 +02:00
Gregory Hainaut
b4b878ac24
gsdx-ogl: add a note for a future small optimization
2016-04-24 22:14:51 +02:00
Gregory Hainaut
da1b032793
spu2x-linux: update GUI to support a 15 ms latency
2016-04-24 11:13:28 +02:00
Gregory Hainaut
4281b8630b
gsdx ogl: remove the useless shadeboost Constant Buffer
2016-04-24 11:08:14 +02:00
Gregory Hainaut
d610a6aac4
gsdx glsl: ofc forget to do the shader in bin
2016-04-24 11:07:46 +02:00
Gregory Hainaut
d027ed2092
gsdx ogl: merge GSTextureFXOGL to GSDeviceOGL
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First file is rather small in openGL. And it is linked to the latter.
2016-04-24 10:55:22 +02:00
Gregory Hainaut
1558220f74
gsdx glsl: create a common header definition
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* avoid duplication between all the files for UBO
* remove various interface define
2016-04-24 10:54:39 +02:00
Gregory Hainaut
8ee0783bd3
GSdx: remove useless variable
2016-04-24 10:42:03 +02:00
Gregory Hainaut
fa1377a8ee
gsdx tc: reduce texture cache overhead
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Cache page coverage of texture into a hash map
Test done on Champion of Norrath (paltex + DisablePartialInvalidation)
Profiler:
Self of GSTextureCache::SourceMap::Add 5.39% => 0.23%
Self of GSTextureCache::LookupSource 15.27% => 10.82%
Hard to measure on CoN as it depends on memory transfer. Seem to be 5-10 fps faster.
2016-04-23 19:22:58 +02:00
Gregory Hainaut
67e955919f
gsdx: keep dump code enabled in dev release too
2016-04-23 18:29:56 +02:00
Gregory Hainaut
a149d6b26f
gsdx: use psm.bpp flag to improve code reading
2016-04-23 18:29:39 +02:00
Gregory Hainaut
dd98a0b913
gsdx: add a depth format flag
2016-04-23 18:28:50 +02:00
Gregory Hainaut
87867beb0e
gsdx-ogl: remove the invalidation of texture
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It doesn't help the perf and only create overhead (test done on snow engine game)
2016-04-21 21:07:17 +02:00
Gregory Hainaut
3709b5aecc
gsdx: add a small comment to ease code reading
2016-04-21 09:28:44 +02:00
Gregory Hainaut
b5ec683318
gsdx-linux: remove custom resolution from the GUI
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It would be replaced by a float resolution factor
2016-04-21 09:28:44 +02:00
Gregory Hainaut
821e3ff294
gsdx-ogl: reduce length of debug message
2016-04-21 09:28:44 +02:00
Gregory Hainaut
8217c717f6
gsdx-ogl: require GL_KHR_debug
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Will reduce the slowdown on debug build
2016-04-21 09:28:44 +02:00
Gregory Hainaut
9598417f42
gsdx-ogl: GL_ARB_copy_image is now mandatory
2016-04-21 09:28:44 +02:00
Gregory Hainaut
99bccc6dff
gsdx-ogl: remove the geometry shader blacklist for Gallium Mesa drivers
2016-04-21 09:28:44 +02:00
Gregory Hainaut
cb8088216b
Merge pull request #1281 from PCSX2-Alpha/NTSC_saturation
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GSDX: Remove some unnecessary/dubious hacks
2016-04-21 09:28:30 +02:00
Gregory Hainaut
59ef668fd2
Merge pull request #1222 from PCSX2/gsdx-black-fmv
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Gsdx black fmv
2016-04-21 09:25:36 +02:00
Lauri Kasanen
994c9147f5
textureSW: fix Map with offset
2016-04-19 21:22:53 +03:00
refractionpcsx2
dcb676765e
GSdx: Clean up some warning under windows ( #1289 )
2016-04-14 11:00:58 +01:00
Gregory Hainaut
2e567d6d55
gsdx ogl: update comment
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something to test in the future
2016-04-14 10:19:18 +02:00
Gregory Hainaut
d129aedfe8
GSdx:vector: add sllv32 and srlv32 for 128 bits op
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(variable shift)
2016-04-14 10:18:43 +02:00
Gregory Hainaut
8a7184be3f
gsdx: fix hack logic
2016-04-12 11:36:24 +02:00
Gregory Hainaut
6a09fa56fb
gsdx: disable nocturne CRC hack
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Yeah one less !
2016-04-11 22:41:19 +02:00
Gregory Hainaut
4611264ce3
gsdx: add CRC hack for Nocturne PAL
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Reduce depth transfer to the real size of the game. Otherwise
we need to handle a mix of color/depth transfer.
2016-04-11 16:04:04 +02:00
Gregory Hainaut
22a40b65ae
gsdx-ogl: always use 1 for GL_UNPACK_ALIGNMENT
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Avoid a gl function call for each texture uploads
2016-04-11 12:45:11 +02:00
refractionpcsx2
fdae698f07
SPU2-X: Correct project settings for devel profile. Fixes #1288
2016-04-11 01:15:07 +01:00
Jonathan Li
d158d4de51
windows: Move baseclasses to a separate project
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It saves the buildbots from needlessly recompiling the files for each GSdx
configuration.
2016-04-11 00:22:31 +01:00
Gregory Hainaut
847b57907e
Revert "gsdx-ogl: add a new hack to force anisotropic filtering"
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This reverts commit 53690cf9d0
.
Quoting user:
For aliasing, the option allow of reduce a little but always very
visible compared with DX11 even with anisotropic OFF, , furthermore
many textures bug added with option activated (predictable but not see
on DX11 with anisotropic ON).
TL;DR doesn't worth it.
Note: it seem to work on DX because DX uses HW texturing in clamp region
mode (and others invalid case). OpenGL uses SW texturing to ensure accuracy
2016-04-10 17:30:49 +02:00
Gregory Hainaut
2941adf364
gsdx ogl: use the new pipeline API
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Pre build all SW shader into pipeline.
Directly bind the pipeline instead of all pipeline stages. (less work for the driver)
2016-04-10 17:28:05 +02:00
Gregory Hainaut
95e3dcb448
gsdx-ogl: improve the shader program management
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* keep a reference of program/pipeline created to ease the deletion
* extend a bit the API to support multiple pipeline
Final goal will be to use a pre link pipeline for SW shaders. And uses
the default pipeline for HW shaders.
2016-04-10 17:05:33 +02:00
Gregory Hainaut
395e2f31d0
gsdx-ogl: remove dead code (due to legacy removal)
2016-04-10 14:23:58 +02:00
Gregory Hainaut
3f404c8edb
gsdx-ogl: update shader pipeline intertace to use vs/gs/ps triplet
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Better to have 1 function calls with 3 parameters rather 3 functions call with 1 parameter.
2016-04-10 14:14:30 +02:00
Gregory Hainaut
53690cf9d0
gsdx-ogl: add a new hack to force anisotropic filtering
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By default, anisotropic filtering was disabled when textures aren't countinuous.
This hack allows to force it. It can help to reduce aliasing but it would create
unexpected effect on texture boundaries.
Again, someone ought to add the option on Windows too
2016-04-10 13:53:17 +02:00