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Branch: master
Commits on Apr 26, 2019
  1. gsdx ogl: commit texture in copy function

    gregory38 authored and lightningterror committed Apr 10, 2019
    So far not yet used but safer this way
  2. gsdx ogl: only always uncommit texture in debug build

    gregory38 authored and lightningterror committed Apr 10, 2019
    It is good for memory but bad for the speed. There is likely a better trade-off
    but it should be enough for now
  3. gsdx ogl: always commit a sparse texture when force_texture_clear is …

    gregory38 authored and lightningterror committed Feb 28, 2019
    …enabled
    
    The goal is to ensure the behavior of the option. VRAM usage isn't important
    as option is mainly intented for debug purpose.
  4. gsdx ogl: sparse texture : only commit new area

    gregory38 authored and lightningterror committed Feb 27, 2019
    Avoid potential driver overhead
  5. gsdx hw: commit texture before a clear in OI hack

    gregory38 authored and lightningterror committed Feb 26, 2019
    Note I didn't bother to compute the draw region for single game hack.
    Gain would be 0 if game doesn't suffer of memory issue in the first place
  6. gsdx ogl: enable sparse feature on GSdevice interface

    gregory38 authored and lightningterror committed Feb 7, 2019
    Note: remain
    * To really use sparse texture
    * To debug it ^^
  7. gsdx hw: add API to manage sparse texture allocation

    gregory38 authored and lightningterror committed Feb 7, 2019
    DX/GL should implement "CommitPages" to really commit memory
    
    Note: CommitPages should also update the m_committed_size member
  8. gsdx hw: allow to create sparse texture at device level

    gregory38 authored and lightningterror committed Feb 7, 2019
    Obviously texture allocation should be updated too
Commits on Apr 17, 2019
  1. gsdx ogl: Bypass the texture cache when the frame buffer will be samp…

    gregory38 authored and lightningterror committed Apr 10, 2019
    …led.
    
    Proof of concept. It should provide a huge speedup when accurate
    blending is enabled for tri-ace / Jak / R&C (shadow rendering).
    
    See #2894
    Need PR#2892
    
    v2: Add const + comment to explain that code isn't ideal.
Commits on Mar 26, 2019
  1. gsdx TC: remove dead code

    gregory38 authored and lightningterror committed Mar 6, 2019
    src->m_texture is always NULL, set in Source constructor
    
    Potentially it was a leftover of msaa or the commented code to handle mutable FBW
  2. gsdx ogl: disable sparse in extenstion detection

    gregory38 authored and lightningterror committed Feb 26, 2019
    * Allow to keep automatic as default value in the option
    * You need to force enable sparse in the option to enable sparse
Commits on Feb 22, 2019
  1. gsdx hw:move vertices fixup for texture shuffle in RendererHw

    gregory38 authored and lightningterror committed Feb 21, 2019
    Bonus: fix m_vt value
Commits on Feb 20, 2019
  1. gsdx: add a function to fix the TEX0 register value for HW renderer

    gregory38 authored and lightningterror committed Feb 15, 2019
    Based on the SW renderer
  2. gsdx: Allow to save and restore drawing context

    gregory38 authored and lightningterror committed Feb 15, 2019
    Purpose is to allow edition of the context for current draw call
Commits on Feb 13, 2019
  1. gsdx device: use same target for fxaa/shaderboost/shaderfx

    gregory38 authored and lightningterror committed Feb 12, 2019
    It avoid to waste VRAM memory
  2. gsdx device: use generic resize texture function

    gregory38 authored and lightningterror committed Feb 12, 2019
    V2: add missing size for merge and interlace
Commits on Feb 7, 2019
  1. gsdx ogl: remove boilerplate of extension check

    gregory38 committed Feb 7, 2019
    * Use GLExtension::Has in cold path
    * Throw error at first error
    * Remove aniso check, all hardware support it. Bonus add GL4.6 extension support
    * Remove viewport array check. We replace the function pointer anyway
  2. gsdx ogl: load GL_EXT_direct_state_access for sparse texture

    gregory38 committed Feb 7, 2019
    They forgot to add is to the ARB extension...
  3. gsdx-ogl: add sparse format detection

    gregory38 committed Feb 5, 2019
    v2: fix wrong variable name
  4. gsdx-ogl: add extensions check that might be useful in the future

    gregory38 committed Feb 4, 2019
    Namely
    * GL_ARB_multi_bind
    * GL_ARB_vertex_attrib_binding
    * GL_ARB_shader_storage_buffer_object
    * GL_ARB_sparse_texture
    * GL_ARB_sparse_texture2
    * GL_ARB_compute_shader
    * GL_ARB_texture_view
    
    v2: add default option value
  5. gsdx ogl: use a set to store the supported extension

    gregory38 committed Feb 4, 2019
    Split mandatory/optional extensions
    
    Note: set is nice but likely much slower than reading a boolean
    So both are kept
  6. gsdx-ogl: add a separate glext.h file

    gregory38 committed Feb 1, 2019
    Allow to compile on distribution that still ship an older file
    The file is only a patchup of the missing 4.3/4.4/4.5/4.6 define
    
    v2: rename the file and add khronos copyright
  7. 3rdpary: import GL/glcorearb.h

    gregory38 committed Jan 31, 2019
    It will replace glext.h in the future
    
    v2: add requirement in gsdx
  8. gsdx-ogl: use only core debug extension

    gregory38 committed Jan 30, 2019
    There are 2 extensions GL_ARB_debug_output (promoted from amd extension)
    and GL_KHR_debug (the core extension, promoted from GL_ARB_debug_output)
    
    As we use the callback we could drop the manual query of errors.
    And save us the load of the GL_ARB_debug_output extension function pointer.
  9. gsdx-ogl: add missing define of glcorearb.h

    gregory38 committed Feb 1, 2019
    Migration isn't expected soon but it should ease the process
  10. gsdx-ogl: clean partially the GL1 mess

    gregory38 committed Feb 1, 2019
    Remaining will require a move to glcorearb.h
  11. gsdx-ogl: generate nearly all gl entries function pointers

    gregory38 committed Jan 29, 2019
    I used glcorearb.h as input file
    
    Code is limited to core gl + KHR/ARB extension
    GL1.X must be handled manually (need only 3 functions)
    I think the solution would be to migrate gl.h/glext.h to the
    single glcorearb.h. However we might need to update the code to fetch
    pointer accordingly
    
    Note: we don't check the null ptr anymore on GSwnd. It isn't important
    as we check the extension.
    
    v2: update copyright
    v3: update copyright space
    v4: update copyright of script
    
    fix copyright
Commits on Feb 2, 2019
  1. gsdx hw: use non virtual Create Texture function.

    gregory38 authored and lightningterror committed Jan 30, 2019
    Just do the format check in FetchSurface. It removes a level of virtual function
    and avoid useless code duplication.
Commits on Aug 28, 2018
  1. round count in constructor (to squash)

    gregory38 committed Aug 27, 2018
  2. gsdx ogl: allow to reallocate the vertex/index buffer

    gregory38 committed Aug 27, 2018
    Replace some raw pointers with unique_ptr
    
    When Vertex buffer is updated, we should set again the layout
  3. gsdx ogl: use vector for layout parameter of Vertex Array

    gregory38 committed Aug 27, 2018
    And keep the state in the object
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