mirror of https://github.com/PCSX2/pcsx2.git
![]() * GL_ARB_shader_subroutine for perf fix for nvidia => add missing shader declaration. Nvidia got +4fps on colin3 :) For the moment only 2 PS parameters are supported. Code need to be extended to support others games that often switch shader program (like xenosaga). require GL4 class hardware and the option override_GL_ARB_shader_subroutine = 1 Note: strangely on AMD linux it is slower! * GL_ARB_shader_image_load_store for accuraccy (Date) Use a signed integer texture and reenable color buffer writing Current status: Amagami_transparency.gs & P3_battle_shadows.gs are now working on Nvidia with a small perf impact. Current implementation detail: 1/ setup the standard stencil as before 2/ on remaining pixel, draw once to compute first primitive that will write a fail alpha value. 3/ final draw based on primitive id of step 2 Note: I think we would get a bad behavior if depth test&mask are enabled on step 2/3 Note2: on my limited testcase the perf impact was on CPU. It would be possible to merge step1&2 to nullifying it (could even be faster actually), however it would require more GPU power. Again require GL4 class hardware. And the option UserHacks_DateGL4 = 1 git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5725 96395faa-99c1-11dd-bbfe-3dabce05a288 |
||
---|---|---|
.. | ||
convert.fx | ||
convert.glsl | ||
cs.fx | ||
fxaa.fx | ||
glsl_source.h | ||
interlace.fx | ||
interlace.glsl | ||
logo-ogl.bmp | ||
logo9.bmp | ||
logo10.bmp | ||
merge.fx | ||
merge.glsl | ||
shadeboost.fx | ||
shadeboost.glsl | ||
tfx.fx | ||
tfx.glsl |