Commit Graph
3450 Commits
Author SHA1 Message Date
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
Jonathan Li 0de8f4a3a6 onepad: Use Bind instead of Connect
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
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 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
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
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
(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
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
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