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 |
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3rdparty | ||
bin | ||
cmake | ||
common | ||
debian-unstable-upstream | ||
fps2bios | ||
linux_various | ||
locales | ||
nsis | ||
pcsx2 | ||
plugins | ||
tools | ||
CMakeLists.txt | ||
COPYING.GPLv2 | ||
COPYING.GPLv3 | ||
COPYING.LGPLv2.1 | ||
COPYING.LGPLv3 | ||
build.sh | ||
clean_msvc.cmd | ||
pcsx2-codeblocks.workspace | ||
pcsx2_suite_2008.sln | ||
pcsx2_suite_2010.sln | ||
pcsx2_suite_2012.sln | ||
rebuild.sh |