Jonathan Li
e5ea4cc5d4
gsdx: Defer vector initialisation to GS/GPUinit
...
It can cause PCSX2 to crash if the instructions aren't supported.
2016-07-27 23:34:14 +01:00
Jonathan Li
d726d4d4aa
gsdx: Add AVX2 to instruction set test
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Also add a newline to the error message and report AVX/AVX2 instead of
SSE5.00 and SSE5.01.
2016-07-27 23:34:12 +01:00
Gregory Hainaut
7fa55c39f1
Merge pull request #1479 from ssakash/custom_fixes
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GSDX-TextureCache: Add proper rounding when unscaling texture size
2016-07-27 22:31:21 +02:00
Gregory Hainaut
d6383e6c21
Merge pull request #1472 from PCSX2/gsdx-gta-depth-issue-1457
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Gsdx gta depth issue 1457
2016-07-26 18:40:53 +02:00
Akash
d3ebd4b318
GSDX-TextureCache: Add proper rounding when unscaling texture size
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Fixes flickering issues on Dragon Ball Z Budokai Tenkaichi FMV's on custom resolution, might also help prevent some crashes on custom resolution.
2016-07-26 18:28:07 +05:30
ramapcsx2
c592ccb3e5
Merge pull request #1435 from ssakash/Custom_TextureCache
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GSDX: Improve scaling of custom resolution
2016-07-26 14:07:19 +02:00
Jonathan Li
5719bddbb5
gsdx:windows: Change m_colorspace to INT_PTR
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Fixes a 64-bit compile error.
2016-07-23 02:19:28 +01:00
Gregory Hainaut
aea75f51bd
gsdx tc: partial support of pseudo depth for Dx
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Fix #1457 (GTA)
The game uses a depth format for a pure color buffer (cokes do ravage
in gaming industry)
However I'm really afraid that it migth break another effect in other games.
2016-07-22 20:38:46 +02:00
Gregory Hainaut
7d35e15fea
Merge pull request #1444 from PCSX2/atomic-relax
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Atomic relax
2016-07-22 18:36:02 +02:00
Gregory Hainaut
9182a287e2
Merge pull request #1469 from PCSX2/valgrind-memleak
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Valgrind memleak
2016-07-22 18:17:37 +02:00
Gregory Hainaut
1e3c46a6bb
gsdx ogl: purge debug message in destructor
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Allow to see latest error and avoid noise in Valgrind log
2016-07-21 09:51:16 +02:00
Gregory Hainaut
b6a55f50ab
gsdx ogl: fully initialise PSConstantBuffer structure
2016-07-21 09:51:16 +02:00
Jonathan Li
e25e8bc580
plugins: Tidy/standardise VS projects
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Combine all the different configurations together so the project files
are more generic and maintainable.
Also standardise the layout so all the project files will be similar and
all have the same standard elements (even if empty).
Add 64-bit configurations.
Additional specifics:
spu2-x: FLOAT_SAMPLES preprocessor definition removed since it's unused.
2016-07-19 23:25:12 +01:00
Gregory Hainaut
25bc2dff07
gsdx: dump and log EE texture read
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It gives a visual opportunity to detect a bad read of the texture cache
2016-07-14 19:45:06 +02:00
Gregory Hainaut
f76bf9dddc
gsdx: dump and log EE texture read
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It gives a visual opportunity to detect a bad read of the texture cache
2016-07-14 19:41:21 +02:00
Gregory Hainaut
086dfc8a14
gsdx sw: use acquire/release semantics for atomic operation
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* Avoid the generation of memory barrier (mfence)
2016-07-14 18:29:41 +02:00
Gregory Hainaut
d855bc5ca8
gsdx sw: improve exit condition of SW extra thread
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Use a relaxed atomic to read the exit variable in the hot path
Wait that exit is deasserted in the destructor, so we are sure the
thread will "soon" return
2016-07-14 18:29:22 +02:00
Gregory Hainaut
abc9f7d096
gsdx tc: log unsupported LookupDepthSource
2016-07-14 18:29:22 +02:00
Gregory Hainaut
e642bbc426
gsdx sw: add extrathreads_height to control the quantity of pixels processed by a thread
...
Value could range from 1 to 9. Default is 4 and it is potentially the
best option. Feel free to test some values on your system, behavior
might depends on the core number and thread number
Value is exponential so 4 is 2 times more pixels than 3.
Small value increased thread overhead, big value increase wait/sync latency
2016-07-10 17:48:10 +02:00
Gregory Hainaut
91eccb7bab
gsdx sw: increase the size of the ring buffer 256 => 65536
...
memory overhead by thead is only 256KB
However it will reduce the probability to block the push thread to nearly 0
I tested a couple of dumps and only manage 4000 element with 1 extrathread.
2016-07-10 10:49:06 +02:00
Gregory Hainaut
85fb55a0e1
gsdx ogl: memory management take 3
...
Add a factor 2 on the VRAM to get the quantity of available memory for the textures.
The driver is allowed to put some textures in RAM. Of course it is bad for performance
but it won't crash.
Due to the 4GB by process limit, I keep a (reasonable) maximum of 3.8GB.
In order to avoid a crash when memory is too low an exception will be risen
with no guarantee on rendering and big performance impact. In this situation
you ought to reduce upscaling/disable large framebuffer.
2016-07-10 10:23:23 +02:00
Gregory Hainaut
a37cd40ce3
gsdx ogl: only print an error when VRAM is low
...
Until a better solution is found or people buy better GPU :)
2016-07-09 11:43:28 +02:00
Gregory Hainaut
a2086ed458
gsdx profiler: drop latest frame time
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Value is out of the chart. I'm not even sure it is a real frame so let's just remove it.
2016-07-09 10:03:21 +02:00
Gregory Hainaut
82d83ca579
gsdx: dull driver
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Hopefully futur low-end GPU will get 4GB of VRAM
2016-07-08 21:53:42 +02:00
Gregory Hainaut
3f03f7333c
gsdx: improve builtin profiler
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* Does the first vsync (start counter) after the sleep
* Dump data after the rendering, avoid to count extra destructor,sleep time
* Dump data into a basic csv file (if people want nice graph)
2016-07-08 21:47:53 +02:00
Gregory Hainaut
eefe3e8d4f
gsdx ogl: reserve 200MB of the VRAM for various gl buffers (IBO/VBO/PBO/UBO)
2016-07-08 09:43:47 +02:00
Gregory Hainaut
df4645a84a
gsdx ogl: Don't use NV extension on AMD
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potentially the NV extension is wrongly used but can't test it with the free driver
2016-07-07 23:48:56 +02:00
Gregory Hainaut
d6e447a89c
gsdx: fix for old gl header release (build bot)
2016-07-07 22:23:20 +02:00
Gregory Hainaut
d8050634f6
gsdx ogl: plug GL_NVX_gpu_memory_info and GL_ATI_meminfo
...
to query available memory on the GPU
Requirement
* dedicated GPU (ofc!)
* proprietary driver. Free driver supports r600, radeonsi
2016-07-07 22:05:15 +02:00
Gregory Hainaut
7e2b3da928
gsdx ogl: monitor global GPU memory texture usage
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So far there is a hardcoded limit at ~3.7GB
In the future, the limit will be reduced for low-end GPU.
2016-07-07 22:05:15 +02:00
Gregory Hainaut
f450056626
gsdx: fix initialization list order
...
In file included from GSRenderer.cpp:23:0:
GSRenderer.h: In constructor ‘GSRenderer::GSRenderer()’:
GSRenderer.h:58:12: warning: ‘GSRenderer::m_dev’ will be initialized after [-Wreorder]
GSDevice* m_dev;
^
GSRenderer.h:52:13: warning: ‘GSVector2i GSRenderer::m_real_size’ [-Wreorder]
GSVector2i m_real_size;
^
GSRenderer.cpp:32:1: warning: when initialized here [-Wreorder]
2016-07-07 22:05:15 +02:00
Gregory Hainaut
29c97a9bf2
gsdx ogl: only enable accumulation hack in HDR algo
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Goal is to reduce shader permutations and improve perf when sw blending is disabled
2016-07-07 19:56:23 +02:00
Gregory Hainaut
16c2baa0df
gsdx-ogl: don't hardcode the accumulation blend trick
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Perf impact is bigger than expected
2016-07-07 19:56:23 +02:00
ramapcsx2
6b6821d0c6
Merge pull request #1433 from FlatOutPS2/master
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Merge Circuit: Enhance offset detection of output circuit
2016-07-06 12:15:08 +02:00
Akash
309a8283b2
GSDX-TextureCache: Don't allow RT size below default value
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Fixes upscaling issues on Burnout dominator where setting custom resolution of 640x448 looks way worse than the native resolution.
2016-07-05 19:15:23 +05:30
Akash
6085da91e2
GSDX-Dialog: Clamp custom res and sw threads values to input range ( #1443 )
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Fixes crash on custom resolution when users select a value below 256 or above 8192
2016-07-03 22:04:16 +01:00
Gregory Hainaut
a1a5f470f7
gsdx-ogl: fix builtin profiler frame counting
2016-07-03 15:54:58 +02:00
Gregory Hainaut
cc62e8c785
Merge pull request #1439 from ssakash/Cleanup_Warnings
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PCSX2: Clean up warnings on MSVC
2016-07-03 15:45:39 +02:00
Gregory Hainaut
11eeeb6ab1
gsdx ogl: be sure sw blending is enabled in sw colclip
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Hit the assertion on superman
2016-07-02 17:19:41 +02:00
Akash
4cfb2b248e
GSDX: Clean up warnings on MSVC
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GLLoader: cast passed parameters to required type.
GSDeviceOGL: cast variables to required type and silence warnings.
GSRendererOGL: cast variables to required type and silence warnings.
2016-06-30 16:50:10 +05:30
Gregory Hainaut
a065a1d918
gsdx ogl: don't use GL_ARB_clear_texture for the depth buffer
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It creates some slowdowns for unknown reason. My best hypothesis is
that stencil will be cleared too which is slow.
Let's keep the code for the future when stencil will be dropped.
Fix #1420
2016-06-30 09:40:07 +02:00
FlatOutPS2
1e3e343e43
Merge Circuit: Enhance offset detection of output circuit
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If baseline and display rectangle offsets differ by small values then consider the status of frame memory offsets, prevents blurring on Tenchu: Fatal Shadows, Worms 3D, ProStroke Golf, Vexx
2016-06-29 22:35:53 +02:00
Akash
a5671f016a
GSDX-TextureCache: Add proper scaling for custom resolution
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* Improve frame buffer height management on custom resolution. Width seems to be fine with the same size as scaled image output.
* Prevent offset issues on Persona 3 based on the data from merge circuit.
Note: Fixes custom resolution upscaling on ICO 50Hz/60Hz mode when large frame buffer is enabled. previously 60Hz mode only displayed half of the screen and 50Hz mode only worked due to the scissor hack.
2016-06-30 00:35:10 +05:30
Gregory Hainaut
1f4f55bcc9
gsdx: tentative fix for 64 bits buildl
2016-06-26 18:27:50 +02:00
Gregory Hainaut
4ec941440d
gsdx replay: use the new profiler data
2016-06-26 17:53:22 +02:00
Gregory Hainaut
d7c1faf563
gsdx ogl: add GPU timers to measure time between 2 vsync
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So far only basic stuff (min/mean/max frame rendering time)
2016-06-26 15:34:36 +02:00
Akash
ce20544a4f
GSDX-TextureCache: Remove hacks which caused scaling issues
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* Ignore Frame memory offsets for calculating dimensions value of display rectangle.
* Remove hack which limited scaling size based on the scissor value.
Note: With the following commit, SilentHill 2 now properly outputs the desired resolution by the users on custom resolution. Previously if we set 1024 x 1024 , it'll output a lower height value which was caused by the hack removed on this commit.
2016-06-26 12:14:38 +05:30
Gregory Hainaut
79587215bb
gsdx ogl: add the option force_texture_clear for test purpose
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Might be completely useless.
1 => always clear framebuffers and textures to black (aka 0)
2 => always clear framebuffers and textures to red
2016-06-24 18:41:55 +02:00
ramapcsx2
dce67351f9
Merge pull request #1416 from ssakash/Real_IR
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GSDX: Add proper detection of internal resolution
2016-06-21 18:05:46 +02:00
Gregory Hainaut
36e82abd12
Merge pull request #1411 from ssakash/PCRTC
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Merge Circuit: Improve offset detection of output circuit
2016-06-19 13:45:51 +02:00
Gregory Hainaut
41c522104e
Merge pull request #1414 from PCSX2/gsdx-single-pbo
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gsdx ogl: replace eight 8MB PBO with a single fat 64MB PBO
2016-06-19 13:40:38 +02:00
Akash
e05e7bee82
GSDX: Add proper detection of internal resolution
2016-06-19 17:10:03 +05:30
Gregory Hainaut
113c78b67e
gsdx ogl: replace eight 8MB PBO with a single fat 64MB PBO
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It ought to be the same in performance but code will be easier this way
v2: print the sync status
v3: use a performance print so it doesn't spam the console
2016-06-18 14:59:19 +02:00
Akash
ab1ab7b6f1
GSDX: Remove redundant "Null" string from GS Frame title bar ( #1409 )
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* GSDX: Remove redundant "Null" string
* GSDX: Convert "GetConfigI" into "GetConfigB"
2016-06-17 14:25:09 +01:00
Akash
4a0656e903
Merge Circuit: Improve offset detection of output circuit
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* Fixes blurring / wrong resolution output on FFXII
2016-06-16 13:22:53 +05:30
Jonathan Li
52a88a7bdf
Merge pull request #1384 from ssakash/gsdx-default-renderer
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gsdx:windows: Automatically determine best renderer
gsdx:windows: Only enable "Disable Depth Emulation" checkbox on OpenGL
2016-06-13 22:04:46 +01:00
Gregory Hainaut
08579021c5
gsdx ogl: 1 isn't used for WMT/WMS in shader
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Stick it to 0 to avoid useless shader toggling
2016-06-11 13:35:32 +02:00
Gregory Hainaut
3234c8241b
gsdx ogl: massively extend glsl self test
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* Support Mesa Nouveau IR (free driver for Nvidia's GPU)
=> Print intermediate representation + final shader
=> Dump GPR usage
* Move dumped shader in /tmp/GSdx_Shader/<sub_dir>
=> Avoid the landing of 3 thousands of files in $PWD ^^
* Use function instead of macro
2016-06-11 13:34:37 +02:00
Gregory Hainaut
1c8de02c8d
gsdx ogl: trace shader permutation
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Too much permutation is bad for driver performances
2016-06-11 13:34:23 +02:00
Gregory Hainaut
5ffc911a69
gsdx: avoid crash in DX debug build
2016-06-11 01:13:20 +02:00
Gregory Hainaut
8c4d8cfdca
glsl: avoid an unset warning
2016-06-09 18:27:58 +02:00
Gregory Hainaut
df45c99f96
gsdx ogl: prefix member in GSUniform object with m_
2016-06-09 18:27:58 +02:00
Gregory Hainaut
fca2661e05
gsdx ogl: add a pretty name to various opengl opengl
2016-06-09 18:27:58 +02:00
Gregory Hainaut
ff3d9bd373
gsdx ogl: add function pointer to name object
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It could be nice to ease debug
2016-06-09 18:27:58 +02:00
Gregory Hainaut
415ce93425
gsdx ogl: rename the confusing function EmulateGS to Lines2Sprites
2016-06-09 18:27:58 +02:00
Gregory Hainaut
61075febae
gsdx ogl: move selector as state variables
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Will be easier to move code around if required in the future
2016-06-09 18:27:58 +02:00
Gregory Hainaut
1132230674
gsdx ogl: create m_require_one_barrier/m_require_full_barrier state variable
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hopefully code will be more readable
2016-06-09 18:27:58 +02:00
Gregory Hainaut
7ece9b823d
gsdx ogl: move texture management into a separate function
2016-06-09 18:27:57 +02:00
Akash
399ad3f450
GSDX: Gray out "Disable Depth Emulation" for renderers other than OpenGL
2016-06-09 15:27:18 +05:30
Akash
fdc10e13ec
GSDX: Better detection of default renderer
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* Better detection of default renderer based on the vendor ID ( Nvidia, AMD , Intel)
* GSUtil: Add a dedicated function for identifying best renderer
2016-06-09 15:27:11 +05:30
refractionpcsx2
c530858df3
GSdx: Move "isNative" check to DX11 context creation. Resolves speed regression in games that constantly change the viewport size.
2016-06-06 20:45:30 +01:00
Jonathan Li
7c205d7a1e
windows: Don't use __declspec(dllexport) for plugin exports
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Using __declspec(dllexport) causes duplicate export warnings to be
generated when compiling 64-bit builds. Name mangling also occurs on
functions that are exported this way, so it doesn't actually work with
the plugin system, which uses unmangled names.
The module definition file exports the functions without name mangling
and is sufficient on its own.
2016-06-05 22:57:42 +01:00
Gregory Hainaut
2b00447a43
glsl: optimize the number of active constant buffer
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Increase the performance on the free driver (Nouveau)
Currently the driver validates all UBO when only 1 is updated. It
is clearly a bad idea to put all UBO in a single common headers.
2016-06-05 16:45:11 +02:00
Jonathan Li
c7940856ce
windows: Remove unneeded library dependencies
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Some are unnecessary since they're already taken care of by project
references, while others are duplicates or unused.
2016-06-04 22:55:48 +01:00
Gregory Hainaut
4768f912b8
gsdx linux: add vsync support for free driver
2016-06-04 13:17:59 +02:00
Gregory Hainaut
2b2412ca20
gsdx hw: disable OI_GsMemClear when framebuffer writes are masked.
2016-06-01 22:34:14 +02:00
Gregory Hainaut
7202cac7d0
gsdx ogl: remove the dual source blending workaround
2016-06-01 21:00:29 +02:00
Gregory Hainaut
08a8bfa76c
gsdx ogl: plug new program compilation for bad driver
2016-06-01 21:00:29 +02:00
Gregory Hainaut
17988fc7de
gsdx ogl: add code to compile a single shader
2016-06-01 21:00:29 +02:00
Gregory Hainaut
405f312fe8
gsdx ogl: format GSShader code
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Move the Geometry Shader to the call of the function
2016-06-01 21:00:29 +02:00
Gregory Hainaut
538bb418ce
gsdx ogl: revert the removal of single shader compilation function pointer
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(It doesn't mean I will drop SSO but that I will do some tests one day)
2016-06-01 09:29:56 +02:00
Gregory Hainaut
5d49a6b685
gsdx ogl: replace 4 VS shader variation by an AND mask
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Perf will be roughly the same. However there is a single VS for all
the HW emulation.
2016-06-01 09:29:56 +02:00
Gregory Hainaut
959abe64f8
gsdx ogl: implement wildhack on the CPU
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Speed impact is likely small and the plan is only to keep a single Vertex Shader
2016-06-01 09:29:56 +02:00
Gregory Hainaut
3d192b7f8d
gsdx ogl: separate channel code into a separate function
2016-06-01 09:29:56 +02:00
Gregory Hainaut
6d2196125d
gsdx: fix TVshader case option
2016-05-31 19:35:35 +02:00
Gregory Hainaut
564bf8a089
gsdx ogl: terminator 3 supports sampling from the depth
2016-05-30 19:39:52 +02:00
Gregory Hainaut
43a1c48f75
gsdx option: add missing default and fix case
2016-05-30 18:23:22 +02:00
Gregory Hainaut
9c8b5e37a4
gsdx ogl: blacklist AMD 2015 drivers
2016-05-29 18:21:12 +02:00
Gregory Hainaut
12512f767b
gsdx linux gui: disable the hack panel when user hacks are disabled
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Move the user hack option to the main panel (Box with a single option doesn't look nice)
Hopefully it will be less confusing for linux users.
2016-05-29 18:09:22 +02:00
Gregory Hainaut
38a511e3e1
gsdx linux: some capture options are cross platform
2016-05-29 17:38:40 +02:00
Jonathan Li
8b74c108a4
Revert "gsdx:windows: Fix Windows 7 compile"
...
This reverts commit 7736c90457
.
It wasn't actually a Windows 7 compile fix, but a bad build environment
workaround.
2016-05-29 14:33:58 +01:00
Jonathan Li
b20433c0be
windows: Remove user.props references from all projects
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find . -name *.vcxproj -exec sed -i -e '/user.props/d' {} \;
Microsoft recommends against using .user files. From
https://msdn.microsoft.com/en-us/library/669zx6zc.aspx :
"The best practice is to delete the reference to them in Property
Manager to ensure that your projects operate independently of any
per-user, per-computer settings. This is important to ensure correct
behaviour in a SCC (source code control) environment."
If you cannot compile SPU2-X after this commit (since that still relies
on the old DirectX SDK), you'll need to fix your build environment.
2016-05-29 12:21:52 +01:00
Gregory Hainaut
fb26254fbb
gsdx ogl: implement a more generic HLE shader for terminator 3
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Hopefully without regression for others games
2016-05-29 10:13:43 +02:00
Gregory Hainaut
f7ddd488e1
gsdx ogl: Extend uniform buffer with channel parameter
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Instead to use the standard ps ubo which is used every draw call.
I reused a barely used buffer to reduce the extra cost of the upload
2016-05-29 10:13:43 +02:00
Gregory Hainaut
6f19d928f6
gsdx ogl: use the new uniform cache upload method
2016-05-29 10:13:43 +02:00
Gregory Hainaut
fa15d7fd26
gsdx ogl: generic code to cache uniform buffer
...
It will allow to skip a buffer transfer if the new content is the same
2016-05-29 10:13:43 +02:00
Jonathan Li
36cd1ae3cc
windows: Remove parameter from prebuild command
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It's unused. Also convert to using SolutionDir instead of Svnwhatever.
2016-05-28 23:25:08 +01:00
Gregory Hainaut
58f04975e1
oups fix link
2016-05-28 18:49:49 +02:00
Gregory Hainaut
179681ef18
gsdx ogl: enable AMD driver blending workaround only on latest legacy driver
...
Legacy GPU:
Older driver will be broken.
Still supported GPU:
Please upgrade to the latest AMD driver 16.5.2 or 16.5.3 (and prey that future driver will still work)
2016-05-28 18:43:55 +02:00
Gregory Hainaut
a648e2db70
gsdx: switch to dx10/11 as default on Windows
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1/ Detecting Dx level requires a DX context.
2/ Dx9 GPU market is 1-2% (I'm not even sure they can run latest windows 10)
2016-05-28 10:07:27 +02:00
Gregory Hainaut
c61e09e36a
fix left over default
2016-05-28 10:07:27 +02:00
Gregory Hainaut
453ac88dce
gsdx option: use CaptureWidth/CaptureHeight on linux too
2016-05-28 10:07:27 +02:00
Gregory Hainaut
a9c18c57e4
gsdx option: use the new GetConfig* function
...
v2:
add PSX stuff
ssakash review
2016-05-28 10:07:27 +02:00
Gregory Hainaut
03a6f2093e
gsdx option: add multiple GetConfig to avoid overload issue
2016-05-28 10:07:27 +02:00
Gregory Hainaut
05818d70f4
gsdx option: centralize default configuration to a single file
...
Potential issue
* miss a default value
* Renderer is DX9 again on windows
* Case issue
* Same default for all code paths
* overload of GetConfig
v2: separate specific OS option
2016-05-28 10:07:26 +02:00
Akash
2409817556
GSDX: Move PSX code to an isolated path
2016-05-26 19:04:17 +05:30
Jonathan Li
06dba2d258
Merge pull request #1372 from PCSX2-Alpha/Windows_GUI
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GSDX-Windows: Add "Large Framebuffer" option
2016-05-26 08:57:33 +01:00
Akash
9ae6c2673a
GSDX-Windows: Add "Large Framebuffer" option
2016-05-26 11:38:24 +05:30
Jonathan Li
352b61c741
gsdx: Allow normal assert to be used
2016-05-26 00:11:52 +01:00
Jonathan Li
db81925c4b
Merge pull request #1335 from turtleli/freebsd
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Support FreeBSD
2016-05-25 18:55:51 +01:00
Gregory Hainaut
60e0f3b9b5
Merge pull request #1234 from PCSX2-Alpha/Time_Crisis
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GSDX: Improve CRTC width detection
2016-05-25 17:51:07 +02:00
Gregory Hainaut
b6da1bcb15
gsdx linux: add the new option checkbox
2016-05-23 19:38:44 +02:00
Gregory Hainaut
0c3324b6ef
gsdx hw: create a large_framebuffer option
...
Enable it to ensure correct rendering (FMV)
Disable it to reduce GPU/memory requirement
Option will likely be removed when the perf impact will be reduced.
2016-05-23 19:38:44 +02:00
Gregory Hainaut
1f4439a89e
gsdx: add some notes of potential optimization
2016-05-23 19:38:44 +02:00
Jonathan Li
571432a7aa
gsdx:freebsd: Fix compilation
2016-05-21 13:34:18 +01:00
Jonathan Li
57cdf0bf16
gsdx:linux: Use clock_gettime instead of ftime
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ftime is obsolete and not present in recent POSIX specifications.
2016-05-21 13:33:40 +01:00
Jonathan Li
da2046e90e
gsdx: Use alignas instead of __aligned
...
__aligned is defined in FreeBSD headers and will cause compile errors.
2016-05-21 13:23:11 +01:00
Gregory Hainaut
a7ba779ba8
gsdx ogl: another HLE channel effect for terminator 3
...
Same as before but with a different fbmask value (I don't know why but
I have the feeling that I might need the others value too)
2016-05-20 19:55:39 +02:00
Gregory Hainaut
1c21ea955c
gsdx ogl: HLE channel effect for terminator 3
...
Unfortunately I think the game uses another similar effects
2016-05-20 19:45:20 +02:00
Gregory Hainaut
247d33a627
gsdx ogl: always clear depth buffer in FFX2
...
It avoid depth issues and I'm sure it won't broke other games this way.
Issue #1340
2016-05-19 17:53:46 +02:00
Akash
2166980f91
GSDX: Calculate dimensions of rectangle after merge
...
* Properly display rectangle size after passing through merge circuit on
GS Dumps and GS Frame titlebar.
2016-05-19 15:53:49 +05:30
Akash
58b43dbb6c
GSDX: Rework video mode detection code
...
* Use some nice enums instead of macros
* properly detect 720P/1080I separately.
* Some code cleanup, extended variable names and added few comments
2016-05-19 14:02:50 +05:30
Gregory Hainaut
e258f3e2fa
gsdx ogl: update accurate DATE behavior
...
* Fast accurate DATE is always enabled, it was faster than standard DATE
* The less fast version is always enabled too. It is likely barely used
so perf impact will be small on few game that could hit this path.
Nice rendering has a higher priority
* The "slow" path will depends on the date option.
Note normally it isn't too slow (-10%) if GL_ARB_shader_image_load_store
is supported but AMD crimson is an epic fail.
2016-05-19 10:03:46 +02:00
Jonathan Li
7b27be1306
gsdx: Consider horizontal offsets when merging output
...
Fixes games like Time Crisis 2/3, which use two half-width display
rectangles placed side by side in split screen mode by using different
DISPLAY.DX values.
2016-05-19 10:06:12 +05:30
Gregory Hainaut
14fa797235
gsdx hw: always uses a big RT on snowblind engine game
...
Avoid headack to avoid conflict between 1280x1024 and 640x1280 resolution
2016-05-17 20:01:00 +02:00
Gregory Hainaut
a4c7541092
gsdx ogl: tentative hack to make FFX go along with depth option
...
Issue1: Depth buffer is wrongly invalidated only the first page is detected.
Issue2: First page seems to be partially written. Could be a GSdx transfer bug.
Anyway, invalidation only support a page granularity.
So here a quick workaround that will clear depth buffer in case of very small partial write.
Might worth to check regression on nocturne/digital saga
2016-05-17 19:33:12 +02:00
Gregory Hainaut
37c049425d
gsdx ogl: gl depth is written by default
...
Fix bad depth state in dump (yes the bug is 2 years old!)
2016-05-16 20:10:32 +02:00
Gregory Hainaut
f5b174f985
gsdx ogl: pitch is always the width of the transfer not the size of the texture
2016-05-16 19:20:01 +02:00
Gregory Hainaut
fa921215d9
gsdx ogl: add GL_ARB_get_texture_sub_image extension support
...
could help to read back a portion of a texture
2016-05-16 18:58:33 +02:00
Gregory Hainaut
e02753df46
gsdx ogl: oups, mandatory function pointer was wrongly optional
2016-05-16 18:58:33 +02:00
Gregory Hainaut
37e4d2bd48
gsdx ogl: update old comment
2016-05-16 18:58:33 +02:00
Gregory Hainaut
96b5170d8c
Merge pull request #1317 from PCSX2/gsdx-array-coverage
...
Gsdx array coverage
2016-05-16 18:16:15 +02:00
Gregory Hainaut
ed0adf61d3
gsdx ogl: allow to define a debug context in windows.
...
Be aware: dev build will be slow and quite chatty
2016-05-16 17:08:20 +02:00
Gregory Hainaut
30ce6b0a6a
gsdx ogl: check debug function exists
...
I'm sure they exists in the openGL renderer context but there are
also used in common code. So potentially in DX context.
2016-05-16 16:59:00 +02:00
Gregory Hainaut
99476f4b13
gsdx ogl: explain better previous clear vs framebuffer comment
2016-05-16 16:49:18 +02:00
Gregory Hainaut
08f7bd2dc3
gsdx: add crc hack for Ar tonelico 2
...
It would requires some texture dynamic width convert shaders.
So as a quick solution, let's add a new CRC hack.
For issue #1362 (granted the CRC is correct)
2016-05-16 10:55:02 +02:00
Gregory Hainaut
1522cba5b0
gsdx ogl: performance note of texture clear vs framebuffer clear
...
In case of render target. FB clear is better
2016-05-16 10:38:47 +02:00
Gregory Hainaut
e776118de9
gsdx-ogl: implement previous DATE optimization in a single shader pass
...
Faster :) Reduce further the cost of accurate date
The optimization will clear the stencil to 1. So all pixels will have a
single sample that pass both the depth & stencil test. No primitive
overlaps So the destination alpha test can be done directly in the
shader.
2016-05-15 17:44:40 +02:00
Gregory Hainaut
3ab12cef2f
gsdx ogl: accelerate special case of accurate date.
...
Game often uses date to allow a single pixel pass. If this
use case is detected, stencil buffer will be cleared after first pixels
that pass both depth&stencil test.
It seems to reduce the load on the GPU.
Note: with the help of texture barriere, maybe we could implement the algo
with a single pass.
2016-05-15 17:22:58 +02:00
Gregory Hainaut
025be70c42
gsdx-ogl: allow to fallback to a slow accurate DATE when GL_ARB_shader_image_load_store isn't supported
...
The best is still to have a DX11 generation GPU
2016-05-15 16:29:29 +02:00
Gregory Hainaut
5b061e062c
gsdx ogl: replace ClearRenderTarget_i by glClearTexSubImage
...
Avoid state change, avoid potential texture buffer reallocation
Note: require GL_ARB_clear_texture
2016-05-15 15:55:31 +02:00
Gregory Hainaut
82060320ef
gsdx ogl: use draw list size for sprite instead of vertex number to select date algo
...
Latest overlap detection allow to draw multiple sprite instead of 1,
so the limit based on vertex number is too conservative.
2016-05-15 15:00:52 +02:00
Gregory Hainaut
c054b097e9
gsdx ogl: fix wrong depth clear
...
If a color buffer is still attached and is smaller than depth buffer,
the latter won't be fully cleared.
As a faster alternative, use GL4.4 clear texture function. Avoid to fiddle with
framebuffer and pixel tests.
Fix #1362x Ar Tolenico 2 map clip
2016-05-15 14:57:37 +02:00
Gregory Hainaut
caacb1dc9f
gsdx-ogl: add texure clear function (GL4.4)
2016-05-15 14:57:11 +02:00
Gregory Hainaut
d47d9e5017
gsdx-ogl: fix a minor gcc warning
2016-05-15 13:10:46 +02:00
Gregory Hainaut
913e3d65d2
gsdx ogl: use glViewportIndexedf and glScissorIndexed
2016-05-14 17:18:16 +02:00
Gregory Hainaut
cd9ee3c468
gsdx ogl: emulate GL_ARB_draw_buffers_blend and GL_ARB_viewport_array
...
New functions only set the parameter to a single buffer whereas old function
set all buffers
2016-05-14 17:15:30 +02:00
Gregory Hainaut
4065730e36
gsdx ogl: merge sprite hack take 2
...
try to detect paving correctly. Avoid to break effect such as Heat effect in Tekken5
2016-05-14 12:24:56 +02:00
Gregory Hainaut
2fc244a3eb
gsdx-ogl: inline function only call once
2016-05-14 11:53:02 +02:00
Gregory Hainaut
24a673c482
gsdx ogl: avoid special format on the merge sprite hack
2016-05-13 18:28:21 +02:00
Gregory Hainaut
156b6425d2
gsdx ogl: add UserHacks_merge_pp_sprite option to reduce upscaling glitches
...
For test purpose, it is higly experimental.
So far it is yield interesting result for tekken5
2016-05-10 08:12:07 +02:00
Gregory Hainaut
c019f86529
gsdx ogl: add a performance note for a potential channel optimization
2016-05-10 08:11:28 +02:00
Gregory Hainaut
4effc70792
gsdx hw: Fix regression on align sprite
...
The hack also updates position of not texture mapped sprite.
Unlike the 2nd hack (round sprite) which can be skipped if TME is disabled
2016-05-09 09:45:34 +02:00
Gregory Hainaut
5b04672ba2
gsdx ogl: separate Tales of Abyss/Urban Chaos effect based on the fbmask
...
Avoid to rely on CRC
2016-05-08 17:31:13 +02:00
Gregory Hainaut
48d962e15a
gsdx log: print detected crc
...
Helpful to get crc from gs dump
2016-05-08 16:30:50 +02:00
Gregory Hainaut
fb6a6f73c4
gsdx: move Tekken5/Tales of Abyss CRC to Dx level
2016-05-07 22:46:42 +02:00
Gregory Hainaut
ecbcc566fe
gsdx ogl: use GT shader for Tourist Trophy
2016-05-07 22:46:41 +02:00
Gregory Hainaut
fc86620327
gsdx ogl: disable channel effect when signature is a bit different
...
Hack to avoid regression on Blood Will Tell
2016-05-07 22:46:41 +02:00
Gregory Hainaut
30b452543a
gsdx ogl: tekken5 uses similar effect as Gran Turismo
...
So just reuse GT hle shader :) Acid stage is now correct. However it might need
some tuning for others stages.
Still look awful with uspcaled resolution (note internal game framebuffer is around 160x128)
2016-05-07 22:46:41 +02:00
Gregory Hainaut
d41613c46a
gsdx ogl: add a Tales of Abyss HLE shader
...
Again fast and efficient but it relies on CRC
v2: forget to update the precompiled shader...
2016-05-07 22:46:41 +02:00
Gregory Hainaut
d5681ba01c
glsl: fix a bug in urban chaos hle shader
...
Bug only impact the lsb bits of the depth conversion, so impact is likely small
2016-05-07 22:46:41 +02:00
Gregory Hainaut
70ee8c5bc4
gsdx ogl: add an HLE brightness/contrast shader for GT series.
...
It works and it is very fast. But it relies on CRC
Others effect need to be tested as well
2016-05-07 22:46:41 +02:00
Gregory Hainaut
91c164ecca
gsdx tc: avoid potential division by 0
2016-05-07 18:36:28 +02:00
Gregory Hainaut
265ea82780
gsdx tc: avoid to load data outside of the GS memory
...
Avoid crash in Kungfu panda
2016-05-06 21:46:29 +02:00
Gregory Hainaut
f34e77f08c
gsdx: fix regression on 24 bit format (gust game)
...
bpp is the size of the container format but not the size of the format itself.
For PSM24, bpp is 32, trbpp is 24
2016-05-06 13:49:24 +02:00
Gregory Hainaut
e890ce989c
gsdx: throw oom exception + error
...
Texture can't be NULL anymore, so we can remove a couples of check
2016-05-05 18:53:51 +02:00
Gregory Hainaut
d58b71688b
gsdx debug: auto GL_POP
...
Nicer and exception safe
V2: miss definition of vs/ps
2016-05-05 18:53:32 +02:00
Gregory Hainaut
37c7fa7663
gsdx: add draw exception (OOM and Recoverable)
...
The exception will free the unused (but allocated) texture aka the emergency break ;)
Recoverable could be useful for unsupported draw call
2016-05-05 17:47:32 +02:00
Gregory Hainaut
c8dddfed06
gsdx hack: move m_skip and m_userhacks_skipdraw to GSState level
...
Avoid to push argument to call IsBadFrame
2016-05-05 16:22:14 +02:00
Gregory Hainaut
21d1bd48ec
gsdx hack: move the CRC setup into a separate function
...
In order to reduce a bit the overhead of IsBadFrame called each draw calls
2016-05-05 16:03:48 +02:00
Gregory Hainaut
7b0427e86e
gsdx hack: use psm lookup + remove now useless log
2016-05-05 15:46:54 +02:00
Gregory Hainaut
8424eeb4ee
gsdx tc: small hint for the compiler
2016-05-05 15:32:21 +02:00
Gregory Hainaut
055b9c57e7
gsdx tc: use unscaled size as clamping in Target::Update
...
Might avoid/reduce crash like #1340
2016-05-05 12:59:49 +02:00
Gregory Hainaut
5948c2d8cd
gsdx AMD: broken for broken
...
Until AMD release the driver with a fix, I can't use 2nd blending source with SSO.
So let's use the first source. Blending/Alpha will be wrong. But it is likely better
than an uninitialized alpha value.
2016-05-05 12:24:55 +02:00
Gregory Hainaut
f712c5c6d0
gsdx tc: use GSLocalMemory::m_psm instead of hardcoded value
2016-05-05 12:19:25 +02:00
Gregory Hainaut
642cc50ac4
gsdx hw: reduce verbosity of channel skip log
2016-05-05 12:19:19 +02:00
Gregory Hainaut
7c430c9d3c
glsl: fix coordinate in channel depth effect
...
UV can't be used directly in channel effect
Properly fix Urban Chaos smoke
2016-05-04 18:08:40 +02:00
Gregory Hainaut
b8b0a0d662
gsdx hw: remove dead code
2016-05-04 18:08:34 +02:00
Gregory Hainaut
90af611fdb
gsdx ogl: Fix channel effect interaction with accurate blending
...
* Vertex info must be updated before PrimitiveOverlap
* Fix the vertex number (2 not 4)
* add an uint16 cast to shut up Visual Studio
2016-05-02 19:48:11 +02:00
Gregory Hainaut
e190841d67
gsdx ogl: improve blending logging
2016-05-02 18:14:02 +02:00
Gregory Hainaut
3077cc82cc
gsdx hack: Ghost in the Shell still broken in openGL
2016-05-02 18:14:02 +02:00
Jonathan Li
6430e41fb5
gsdx:windows: Update GUI to reflect recent changes
...
"Enable Hardware Depth" removed from main dialog.
"Disable Depth Emulation" and "Fast Texture Invalidation" added to Hacks
dialog.
And fix lots of whitespace issues.
2016-05-02 00:28:10 +01:00
Akash
21e6a344a2
GSDX: Improvements to the GSDX dialog ( #1284 )
...
GSDX: Improvements to the config interface.
- GSDX: Add new logos to dialog
- GSDX: Remove all the extra null renderers
- GSDX: Changes to renderer combobox
- Sort all the renderers in ascending order. (the fact that D3D11 was
above D3D9 really annoyed me >_<)
- Properly display usage of D3D10/D3D11 on the combobox.
- Use highest available version of DX by default.
- GSDX: gray out upscaling hacks at native resolution
- GSDX-PSX: Modifications to the dialog
- Add new logos
- Remove SDL renderer from combobox since it was removed long ago.
2016-05-01 17:33:53 +01:00
Gregory Hainaut
826b38c47a
gsdx tc: use array in GSOffset to store texture coverage
...
GSOffset is already based on a lookup of PSM/BP/BW. Coverage only adds
the size parameters (so only 256 possibilities)
It replaces the hash lookup with a free array access.
2016-05-01 15:02:36 +02:00
Gregory Hainaut
7add3d1018
gsdx hack: add a lengthy comment to explain man hunt2 hack
...
An HLE shader replacement could be done for this game but it is
low priority
2016-05-01 13:37:54 +02:00
Gregory Hainaut
4bf484c881
gsdx: move various games crc to dx level
...
* GT3
* GT4
* GTConcept
* JamesBondEverythingOrNothing
* SkyGunner
* StarWarsBattlefront2
* StarWarsBattlefront
* TouristTrophy
* ICO
* DeathByDegreesTekkenNinaWilliams
2016-05-01 13:22:12 +02:00
Gregory Hainaut
5676acaef9
glsl: support channel effect on depth texture too
2016-04-30 16:07:45 +02:00
Gregory Hainaut
e0581ee771
gsdx ogl: Finalize the urban chaos workaround
...
Rendering must be nice now
2016-04-30 14:52:53 +02:00
Gregory Hainaut
14e1ed06df
glsl: add an HLE shader for Urban Chaos
...
Pro:
* Replace 140 draw calls into a single one
* No complex texture conversion/lookup
* smaller solution than a generic solution
2016-04-30 14:52:53 +02:00
Gregory Hainaut
7d191ebf8e
gsdx tc: load palette for pseudo 8 bits depth
...
Rendering is still broken but I'm afraid it will need a dedicated shader
2016-04-30 14:52:43 +02:00
Gregory Hainaut
12b8704502
gsdx dx: disable channel shuffle
2016-04-30 14:52:43 +02:00
Gregory Hainaut
b4c7d32741
gsdx ogl: avoid to wrongly detect a channel shuffle
2016-04-30 14:52:43 +02:00
Gregory Hainaut
1011a757a8
gsdx hw: factorize redundant code
2016-04-30 14:52:43 +02:00
Gregory Hainaut
b78c772a14
gsdx: improve detection of channel shuffle
...
Improve rendering on Prince Of Persia (requires preload data hack)
Worth to re-test: MTGS2/3
Urban Chaos is a bit better but there still a bad overlay
2016-04-30 14:52:43 +02:00
Gregory Hainaut
02dff2653a
gsdx hack: sort the file
...
* separate Dx only/aggresive hack
* add GSC_CrashNburn and GSC_BullyCC to Dx only section
2016-04-30 12:45:06 +02:00
Gregory Hainaut
60267790a1
gsdx: move (most) of the hw hack into a separate file
...
GSState.cpp was really too big
2016-04-30 12:24:08 +02:00
Gregory Hainaut
7a5e1d4154
gsdx ogl: allow to use a separate texture for the channel effect
2016-04-29 17:34:17 +02:00
Gregory Hainaut
a9d25efcde
gsdx ogl: extend state to support up to 8 textures
2016-04-29 17:34:17 +02:00
Gregory Hainaut
e45f90fac3
gsdx: fix a gcc warning
2016-04-29 17:34:17 +02:00
Gregory Hainaut
e195e67a48
gsdx: move Metal Gear Solid CRC to DX level
...
OpenGL is near perfect :)
2016-04-29 17:34:17 +02:00
Gregory Hainaut
5e5069423b
Merge pull request #1321 from PCSX2/gsdx-preloadcrash
...
GSDX: Avoid crash when TBW == 0 - Preload data frame
2016-04-28 23:06:29 +02:00
Gregory Hainaut
cb19451418
gsdx ogl: implement RT channel fetch
...
Fix blending of Metal Gear Solid/KillZone (and potentially other games)
Potentially impact issue #905 , #594 , #914 , #896
2016-04-28 22:56:38 +02:00
Gregory Hainaut
c445a14c46
gsdx ogl: extend shader to lookup a single channel
2016-04-28 22:56:38 +02:00
Gregory Hainaut
eaa4fd41e2
gsdx ogl: improve logging of special effect
2016-04-28 22:56:38 +02:00
refractionpcsx2
0aa8fe0f20
GSDX: Avoid crash when TBW == 0
2016-04-28 21:36:21 +01:00
Gregory Hainaut
f946f38f26
gsdx hw: keep the debug counter in sync
...
Otherwise I'm screwed :p
2016-04-28 20:03:53 +02:00
Gregory Hainaut
04a578495f
gsdx hw: disable channel shuffle effect
...
Greatly reduce memory requirement for target
MGS3 at 4x: from 2680MB to 160MB
Remove a couple of (slow) draw calls
2016-04-28 19:46:26 +02:00
Gregory Hainaut
f63e38a59e
gsdx ogl: as always some games do bad stuff
...
Let's keep a comment for the moment. I don't know if we need to fix it, neither how.
2016-04-28 19:42:00 +02:00
Gregory Hainaut
45bfe2ad58
gsdx hw: trace some special post processing effect
...
* Double downscale is done in GTA
* Channel Shuffle is the top-left corner issue
So far nothing is emulated
2016-04-28 19:39:57 +02:00
Gregory Hainaut
5b04f4dab9
gsdx: add optimization note for the future
2016-04-28 18:01:21 +02:00
Gregory Hainaut
4808d89449
gsdx ogl: use enum pretty name
2016-04-28 18:01:20 +02:00
Gregory Hainaut
ab31915ce9
gsdx: glsl: fix silly typo
...
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
...
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
...
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
...
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
...
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
...
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
...
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
...
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
...
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
...
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
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
...
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
...
* 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
...
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
...
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
...
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
...
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
...
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
...
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
...
Yeah one less !
2016-04-11 22:41:19 +02:00
Gregory Hainaut
4611264ce3
gsdx: add CRC hack for Nocturne PAL
...
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
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"
...
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
...
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
...
* 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
...
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
...
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
Gregory Hainaut
9e6cb79f4e
gsdx linux: move depth option as a speed hack
...
Someone ought to add the Windows option too (and DisablePartialInvalidation too)
It might break a couple of games but most of them run better with depth enabled.
2016-04-10 13:22:55 +02:00
Gregory Hainaut
12443da00c
GSdx ogl: ouch the typo exp != exp2
...
Fix some rounding issue on depth effect (shadow in Dot hack games)
2016-04-10 11:31:40 +02:00
Gregory Hainaut
7aaf36d24d
gsdx ogl: add function pointer for framebuffer no attachment extension
...
Could be useful in the future
2016-04-10 11:31:40 +02:00
Gregory Hainaut
7cc13ce99c
gsdx-ogl: only bind the FB to the draw FB
2016-04-10 11:31:40 +02:00
Gregory Hainaut
d533c393b2
gsdx ogl: rely on DSA API
2016-04-10 11:31:40 +02:00
Jonathan Li
fb97de7f79
gsdx:windows: Fix crash on psx side of plugin
...
I forgot it had a psx emu interface.
2016-04-09 19:56:23 +01:00
Gregory Hainaut
b9e8384c11
gsdx-ogl: move the mandatory extension into mandatory section
2016-04-07 22:29:35 +02:00
Gregory Hainaut
121e92a829
gsdx ogl: remove a now useless warning message
2016-04-07 22:28:11 +02:00
Gregory Hainaut
4475c4fe7c
gsdx linux: remove the old extension options
2016-04-07 22:27:33 +02:00
Gregory Hainaut
cef76de547
gsdx ogl: GL_ARB_direct_state_access is now mandatory
2016-04-07 22:27:28 +02:00
Gregory Hainaut
a62019a3fd
gsdx-ogl: found_GL_ARB_buffer_storage is now mandatory
2016-04-07 22:17:22 +02:00
Gregory Hainaut
52e3c3516d
gsdx-ogl: GL_ARB_separate_shader_objects is now mandatory
2016-04-07 22:11:35 +02:00
Gregory Hainaut
f751f70b1e
gsdx ogl: GL_ARB_clip_control is now mandatory
2016-04-07 21:57:54 +02:00
Gregory Hainaut
dfb4b5a339
gsdx-ogl: GL_ARB_texture_barrier is now mandatory
...
(GL4.5 extension)
2016-04-07 21:51:37 +02:00
Gregory Hainaut
1208dbe8c7
cmake: add an option to build the new legacy GSdx plugin
...
+ bump the new one to 1.1.0 (to ease reporting)
2016-04-07 21:46:42 +02:00
Gregory Hainaut
8ccdc05c08
Merge pull request #1217 from PCSX2-Alpha/CRTC_option
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GSDX : Add an option for CRTC size and some other video mode stuffs
2016-04-07 21:24:46 +02:00
Gregory Hainaut
17886a9808
gsdx-ogl: allow some accurate date when GL_ARB_shader_image_load_store isn't supported
...
Close #1282
2016-04-07 19:29:46 +02:00
Jonathan Li
69a84a2782
gsdx:windows: Don't call GSshutdown in GSconfigure
...
Fixes an issue with the D3D backends crashing if the configure dialog
is accessed and ok is pressed. The D3Dcompiler dll is freed and a null
pointer is dereferenced.
It might break gsdxgui but GSshutdown really should not be called unless
GSdx is shutting down. GSDumpGUI on Windows provides the same (or
better) functionality.
2016-04-07 18:18:36 +01:00
Akash
a1b0ae467e
GSDX: Remove dubious/unnecessary hacks
...
* Silent Hill 2 doesn't need the CRC hack
* GSRenderer: no need to explicitly set bottom value for r.
* Texture Cache: Removed a check which couldn't possibly enter true
branch.
2016-04-07 15:15:39 +05:30
Akash
69c9a3d793
GSDX: Add an option to disable NTSC saturation
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v2: convert it into a member variable.
2016-04-07 15:15:17 +05:30
Jonathan Li
e16b367e6e
windows: Workaround weird LoadLibraryEx failures
...
For some reason some Windows 7 systems (most are unaffected) cannot cope
with LoadLibraryEx and return error code 87 - "The parameter is
incorrect".
Switch to using LoadLibrary instead for any case where Windows 7 is
expected to successfully load the requested dll. Potentially Windows
Vista is also affected.
2016-04-06 19:52:59 +01:00
Gregory Hainaut
da9577076c
Merge pull request #1278 from PCSX2/gsdx-EE-read-depth-support
...
gsdx ogl: allow to read the depth buffer
2016-04-06 12:20:16 +02:00
Gregory Hainaut
b8a023d158
gsdx ogl: mark OGL object as final
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Give the compiler more devirtualization hint
2016-04-05 00:01:43 +02:00
Gregory Hainaut
decac5fd12
gsdx ogl: implement an empty BeginScene
...
Compile will devirtualize it and then remove it during the inline.
2016-04-04 23:32:11 +02:00
Gregory Hainaut
cb279ef321
gsdx ogl: help compiler to devirtualize
2016-04-04 23:12:31 +02:00
Gregory Hainaut
e3787b6b3c
gsdx-ogl: use final qualifier to help compiler
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Improve Devirtualization optimization
2016-04-04 22:52:59 +02:00
Gregory Hainaut
771583c559
gsdx-ogl: help the compiler to propagate stride constant
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Optimize various multiplication
Note: potentially we can do it with constexpr but I'm not sure of compiler support
2016-04-04 22:46:31 +02:00
Gregory Hainaut
8943a9db4a
gsdx hw: GS can draw 2 frames in a single framebuffer
...
So let's increase the height. It will increase the memory requirement on some games
v2: try to do it automatically
(not sure it will useful as most game will requires it)
v3: let's back to an hardcoded 1280 size. It generates too much issue
2016-04-04 21:30:40 +02:00
Gregory Hainaut
063d2e568a
gsdx tc: re-implement frame lookup
...
Try to avoid random black screen frame
v2: don't force the preload hack on the frame
It creates a ghost image over FMV
v3: support offset within a frame
2016-04-04 21:30:37 +02:00
Gregory Hainaut
eec74fd963
gsdx hw: Add an alternate draw call for FMV rendering
...
The long story:
Game blits FMV far aways of the RT which is actually the input of the RO texture...
Currently GSdx suffers of 2 bugs.
1/ RT is too small
2/ texture isn't properly updated with the rendered value. Texture is invalidated
but it reads back the pixels from the GS memory whereas the correct
value is located on the GPU.
This commit will replace the standard draw by a manual blit. Therefore it avoid
size issue and bad upscaling issue.
v2:
* Use various copy to be more compatible with dx api
* Move all part of the hack info the BlitFMV function
v3: add log message
2016-04-04 21:29:32 +02:00
Gregory Hainaut
72d43b2e56
gsdx tc: add an invalidation procedure to drop sub rt
...
It will be used in next commit. However, it might not be the best solution
2016-04-04 21:29:32 +02:00
Gregory Hainaut
2ca624c8c6
gsdx tc: implement a read function of Source texture
...
It will be used in the following commit
2016-04-04 21:29:31 +02:00
Gregory Hainaut
d922225e69
gsdx tc:invalidate RT when a texture is written inside it
...
It often happens the game try to upload the FMV directly which typically
gave a black screen.
Commit fix rules of roses and I hope various black screen FMV
Performance impact must be tested, and I'm afraid of strange texture cache behavior.
V2: check the size of the transfer too
V3: add support of 16 bits format
V4: avoid division by 0
2016-04-04 21:29:31 +02:00
Gregory Hainaut
9aea76b0e8
gsdx tc: store a hint on the target size
...
The hint is based on the rendering
2016-04-04 21:29:31 +02:00
Gregory Hainaut
c4ebdd1f37
gsdx ogl: allow to read the depth buffer
...
Unfortunately can't be tested on gs dump
Ought to impact #1276 (Incognito/Eat Sleep Play's games, Nocturne too)
2016-04-03 12:30:14 +02:00
Gregory Hainaut
00643dbdfb
gsdx tc: report unsupported depth read path
...
Help to debug depth issue (aka lighting effects pass through wall)
2016-04-03 11:22:11 +02:00
Gregory Hainaut
ee08a6fc53
Merge pull request #1270 from PCSX2/monolithic-build
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Monolithic build
2016-04-03 11:20:07 +02:00
Gregory Hainaut
5bdadbc089
Merge pull request #1268 from PCSX2/coverity-uninitialized-members
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Coverity uninitialized members
2016-04-03 11:19:37 +02:00
Jonathan Li
7736c90457
gsdx:windows: Fix Windows 7 compile
...
Somehow D3D_COMPILE_STANDARD_FILE_INCLUDE isn't defined, so the correct
headers aren't being used.
2016-04-02 12:17:52 +01:00
Gregory Hainaut
cc1756b8e5
gsdx: disable dump in release build
2016-04-02 00:56:41 +02:00
Gregory Hainaut
8dee7daeb9
gsdx-ogl: init textures for all formats
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CID 150171
2016-03-30 19:56:19 +02:00
Gregory Hainaut
856a12f94f
gsdx-ogl: init Render object
...
CID 147002
2016-03-30 19:56:19 +02:00
Gregory Hainaut
a4d0c23071
gsdx: init GSCapture field
...
CID 159404
2016-03-30 19:56:19 +02:00
Gregory Hainaut
1bd8113f66
cmake: add various option to disable plugin support
2016-03-30 10:19:54 +02:00
Jonathan Li
e347c8b0b1
gsdx:windows: Remove DXSDK references from property sheets
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GSdx doesn't use the DirectX SDK anymore.
Also clean up the property sheets while I'm at it.
2016-03-30 00:03:04 +01:00
Jonathan Li
b243e2532b
gsdx-d3d9: Remove d3dx9 stuff and use d3dcompile
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Using D3DX9 requires the end user to install the Direct X redist files.
Switch to using D3DCompile.
2016-03-30 00:03:04 +01:00
Jonathan Li
2ec8d88d80
gsdx-d3d11: Remove d3dx11 stuff and use d3dcompile
...
Using D3DX11 requires the end user to install the DirectX redist files.
Switch to using D3DCompile, and distribute D3DCompiler_47.dll for
Windows Vista, 7 and 8 users (Windows 8.1 onwards supplies
D3DCompiler_47.dll with the OS).
2016-03-30 00:03:04 +01:00
Jonathan Li
8f4823d604
gsdx-dx: Load D3DCompiler dll at runtime
...
D3DCompiler_47.dll will be loaded for Windows 8.1 and above (and maybe
Windows 7 devs), D3DCompiler_43.dll will be loaded for Windows 7 and
below.
2016-03-30 00:03:04 +01:00
Jonathan Li
80b6140a3e
gsdx:windows: Prefer Windows SDK over old DX SDK
...
Some files are present in both the Windows SDK and the old DirectX SDK.
Use the newer versions of the files in the Windows SDK where possible.
2016-03-30 00:03:04 +01:00
Gregory Hainaut
f6ee94589f
gsdx hw: OI_GSMemClear supports various frame formats
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Could help #1267
2016-03-28 10:47:42 +02:00
Gregory Hainaut
a99750ae87
gsdx hw: only enable OI_GsMemClear when both depth/alpha test are disabled
...
Fix #1262
2016-03-26 11:28:28 +01:00
Gregory Hainaut
261ef9ab6a
gsdx: move some DBZGT hacks to Dx level
...
Based on this thread:
http://forums.pcsx2.net/Thread-Dragon-Ball-Z-Budokai-Tenkaichi-3-Graphical-Issue-Emulator-does-not-render-outlines
2016-03-25 08:23:50 +01:00
Gregory Hainaut
791a14bec0
gsdx linux: add a gui box to select the png compression level
2016-03-25 08:23:50 +01:00
Gregory Hainaut
205b496d5c
gsdx: fix gl recording regression
2016-03-21 18:52:26 +01:00
Gregory Hainaut
8e5e770fd1
gsdx hw: Ensure GS memory is always cleared properly
...
It will fix some issues on FMV
Previous behavior can be restored with the hack "UserHacks_DisableGsMemClear"
Fix #768
And maybe #855
2016-03-21 18:26:22 +01:00
Gregory Hainaut
c43b1ac201
gsdx tc: extend the fast invalidation hack to limit the size of target read
...
It actually removes the previous hack that read the full target.
Unfortunately snowblind engine game uses big target so the read is very big too (1280x448)
which is killer for the perf. Whereas the game requires only 24x12 texels
Give a 2x speed boost on Champion of Norrath !!!
2016-03-20 18:11:44 +01:00
Gregory Hainaut
46ff5dccff
gsdx: be debug friendly
2016-03-20 16:15:00 +01:00
Gregory Hainaut
a83b8d62ec
gsdx linux: add a gui checkbox for the "fast texture invalidation" hack
2016-03-20 13:59:24 +01:00
Gregory Hainaut
7eb242d3ad
gsdx-ogl: remove the ogl_texture_storage option
...
The previous commits make PBO faster for all drivers.
2016-03-19 01:00:52 +01:00
Gregory Hainaut
68aa182b16
gsdx-ogl: sort the texture upload code
...
I wanted to do a separate path for palette texture. So far, it isn't very
conclusive.
2016-03-19 00:58:58 +01:00
Gregory Hainaut
46a4d2dc47
gsdx-tc: add UserHacks_DisablePartialInvalidation for snowblind engine game
...
Games uses very special texture with a lots of repeating.
It is much faster to send the full texture rather than trying to partially invalidate it.
On my gs dump:
FPS: 29 => 68 !
2016-03-19 00:25:58 +01:00
Gregory Hainaut
eb69522641
gsdx-ogl: optimize texture memory upload
...
Previous code was
1/ unpack texture into local buffer
2/ copy local buffer into gl buffer
3/ copy gl buffer to texture
New code is
1/ unpact texture directly into gl buffer
2/ copy gl buffer to texture
Perf increase (done in native)
DQ8: 255 -> 270 (+5%)
Colin: 126 -> 135 (+8%)
ZoE: 50 -> 54 (+8%)
2016-03-18 20:24:42 +01:00
Gregory Hainaut
da741e294e
gsdx-ogl: optimize GPU->CPU memory transfer size
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Might help for snow engine game (a little)
Previous code use to read the full texture whereas now it will be limited
to the size of the useful data.
2016-03-18 20:24:42 +01:00
Akash
9b0ecdf43f
GSDX-OGL: gray out MSAA on opengl renderer
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It's currently unimplemented on OpenGL renderer.
2016-03-14 18:38:40 +05:30
Jonathan Li
b516c1001a
windows: Set _WIN32_WINNT to 0x0600 (Windows Vista)
2016-03-13 13:41:16 +00:00
Jonathan Li
9ed9b2d8cd
windows: Switch to DefaultPlatformToolset aka non-XP toolsets
...
Basically I ran
find . -name "*.vcxproj" -exec sed -i -e 's/_xp//' {} \;
This will likely break XP, but it paves the way on Windows for a PCSX2
that does not require the DirectX redistributables to be installed for
Windows 8, 8.1 and 10 users. Windows Vista and 7 users will still require
the DirectX redistributable files for XInput and XAudio, though PCSX2
should still be capable of running if a user does not actually use either
of them.
2016-03-13 12:04:28 +00:00
Gregory Hainaut
653998e005
gsdx: add vertex data offset in comment
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Avoid to recompute them every time I want to decode the vertex stream
2016-03-12 15:53:38 +01:00
Gregory Hainaut
de7d127c52
gsdx-ogl: create a small macro to load function pointers
2016-03-12 15:52:36 +01:00
Gregory Hainaut
95ef4e20f8
gsdx-ogl: load GL_ARB_viewport_array function pointer for the future
2016-03-12 15:52:36 +01:00
Gregory Hainaut
56c2e94daf
gsdx-ogl: sort extension requirement
...
All GL4 extensions supported by DX10 class GPU will be soon mandatory
Namely:
* GL_ARB_copy_image
* GL_ARB_texture_barrier
* GL_ARB_clip_control
* GL_ARB_direct_state_access
* GL_ARB_separate_shader_objects
* GL_ARB_buffer_storage
2016-03-12 15:52:36 +01:00
Gregory Hainaut
a3788c4e98
Merge pull request #1225 from PCSX2-Alpha/scaling_fix
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GSDX: set a safe limit to Framebuffer width
2016-03-12 15:42:18 +01:00
Akash
997f0535f5
GSDX: Set a safe limit to Framebuffer width
...
There are likely few games (RE4) which constantly change the FBW register value causing the framebuffer width to be updated at every interval. Adding a safe limit (512) similar to frame buffer height would prevent such constant changes of the framebuffer width when FBW changes once again to an even lower value.
2016-03-11 07:28:05 +05:30
Gregory Hainaut
ec57f1305a
gsdx: detect rendering outside of the framebuffer
...
Could help to detect rendering issue (for example missing fmv)
2016-03-10 19:03:39 +01:00
Gregory Hainaut
bc73195193
gsdx-ogl: pack more tightly the FS UBO
...
Merge TA vec2 + Af vec1 into a single vec4
2016-03-10 18:29:05 +01:00
Jonathan Li
3e278a2e75
Merge pull request #1197 from turtleli/gsdx-png
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Gsdx: PNG screenshots (Windows), use libpng directly
2016-03-08 23:49:56 +00:00
Gregory Hainaut
7b8616ac7b
gsdx-ogl: add function pointer for query object
2016-03-06 13:39:24 +01:00
Jonathan Li
6b950d0408
gsdx: Allow dump and capture PNG compression to be changed
...
Valid values for png_compression_level are from 0 (no compression) to 9
(max compression). The default is 1.
v2: Use zlib Z_BEST_SPEED (1) and Z_BEST_COMPRESSION (9) defines.
2016-03-02 22:58:45 +00:00
Jonathan Li
a97cbf038c
gsdx-d3d9: Save screenshots as PNG files
...
v2: Avoid unnecessary memory copy
2016-03-02 22:57:17 +00:00
Jonathan Li
d865efceb9
gsdx-d3d11: Save screenshots as PNG files
2016-03-02 22:57:16 +00:00
Jonathan Li
cf939620ea
gsdx-ogl: Save depth image as RGB and alpha images
2016-03-02 22:57:16 +00:00
Jonathan Li
97215008c9
ci|cmake|debian: Remove png++ build dependencies
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GSdx now uses libpng directly. png++ is now unused, so let's remove it.
2016-03-02 22:57:15 +00:00
Jonathan Li
ee5861efc8
gsdx: Remove non-PNG code
...
It's no longer in use.
2016-03-02 22:57:12 +00:00
Jonathan Li
38edd77034
gsdx-ogl:windows: Save screenshots as PNG files
...
v2: Add zlib directory to property sheet
2016-03-02 22:52:08 +00:00
Jonathan Li
87dcfbc645
gsdx-png: Use libpng directly instead of via png++
...
v2: Increase compression to maximum
v3: Add zlib to GSdx build dependencies
v4: Reduce memory usage
2016-03-02 22:48:54 +00:00
Gregory Hainaut
edef3ad8c3
Merge pull request #1170 from PCSX2-Alpha/TC_Scaling
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GSDX: Detect RT size based on display and frame registers.
2016-03-02 13:51:28 +01:00
Akash
b07b06a9fb
GSDX-Texture Cache: Rework scaling function
...
The following patch uses the height value of the display rectangle rather than make an estimation of the Frame buffer height when the game uses a non-referenceable height (or) width.
2016-02-24 09:14:01 +05:30
Gregory Hainaut
cb776d2f50
gsdx:atomic: better match the old if(!_interlockedbittestandset(&m_mapped, 0)) behavior
...
Thanks @turtleli
2016-02-23 18:43:44 +01:00
Gregory Hainaut
f9b4ff17a5
gsdx: drop interlocked* function on linux
2016-02-22 19:12:50 +01:00
Gregory Hainaut
a601991f91
gsdx: add atomic for transaction scope object
2016-02-22 19:12:50 +01:00
Gregory Hainaut
f904cd6c4a
gsdx: add atomic for SW Renderer
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V2: fix assertion
2016-02-22 19:12:37 +01:00
Gregory Hainaut
9bbb0fe1f6
gsdx: add atomic for texture upload
...
V2: fix init of atomic flag object
2016-02-21 18:17:53 +01:00
Gregory Hainaut
a66c911fed
cmake: factorize debug/dev define
2016-02-21 16:17:10 +01:00
Gregory Hainaut
9ba470fc63
gsdx-ogl: properly handle t_float in GS
...
f8c442cf76
misses the swap of t_float in GS
Fix regression in Okami
Bonus: factorize VS_WILDHACK in the VS
2016-02-21 11:48:30 +01:00