If there is no overlap, it is allowed to directly read from the render target.
On SotC testcase with 6x scaling: 30fps -> 40fps
Note: it requires GL_ARB_texture_barrier extension so be sure to have a recent driver
Note2: it requires a lots of testing too
Open question: in case of complex date (written alpha)
Will it be faster to split the draw call into multiple call with no
primitive overlap
Note yet enabled because I'm afraid of data corruption but feel free to test it
The option:
ogl_vertex_storage = 1
Performance note (warm cache+gs replay on colin3)
60 fps -> 76 fps
UserHacks_UnscaleSprite = 1 will unscale flat sprites
UserHacks_UnscaleSprite = 2 will unscale all sprites (don't work well so far)
The idea of the hack is to redo the interpolation of texture coordinate
based on the non-upscaled pixel position.
It avoids various glitches but sprites aren't upscaled anymore (so no
more anti-aliasing, potentially a coefficient can be added).
* separate VS/GS and FS
* separate subroutine part of the FS
It already complex enough without subroutine stuff. Besides I'm not sure
we will keep subroutine on the future.
Note: of course it requires a glsl shader ;)
On windows, you can set the path on the ini file. Here an example with linux path:
shaderfx_conf = /home/gregory/playstation/emulateur/pcsx2_merge/bin/GSdx_FX_Settings.ini
shaderfx_glsl = /home/gregory/playstation/emulateur/pcsx2_merge/bin/shader.fx
Null is equivalent to a clear to 0.
Note: Code is not yet used because both stencil and depth are cleared.
Future note: stencil can potentially be replaced by load_store_image
* Only a single VAO
=> Format is set once
=> Only a single bind at startup
=> GSVertexBufferStateOGL is nearly useless
=> barely faster but better than nothing :)
A couple of fallbacks were introduced for the Mesa driver that only support 3.0
DSA will require a recent Mesa which already support GL3.3
Require at least SandyBridge for Intel GPU
* use DebugOutputToFile as a callback of gl error. Add a breakpoint to
find the culprit GL call
* use string instead of char[n]
Note: CheckDebugLog is potentially useless now
* require a 3.1 context
* unattach texture of the fbo when they're not used
(avoid to have a texture and depth_stencil with different size)
Note: except minor shader bug it works on Nvidia 340.23.01
Add the --gles build option to the linux main script
Ifdef all gl code not supported on gles3 (note some will be reenabled for gles3.1)
Note: it probably doesn't run anymore. My Nvidia driver doesn't support
yet egl/gles so I can't test it. Feel free to contribute.
This hack was used because GSReadFifo was called from the EE thread.
Previous commit move the call to the GSThread.
Hopefully avoid flushing the full GPU contex would improve openGL
performance (at least avoid some hiccups ;) )
Note: newer GSdx ogl won't be compatible with older PCSX2