Ryan Houdek
5b06bbf87d
Use UBOs in every shader. I had missed a few. Only cache Uniform locations if we aren't using UBOs.
2012-10-09 23:41:06 -05:00
Ryan Houdek
5bcbf92f43
Make sure to support everything even if GPU doesn't.
2012-10-09 23:41:06 -05:00
Ryan Houdek
d4a80ca3ec
yay, UBOs work 100% now.
2012-10-09 23:41:05 -05:00
Ryan Houdek
1f75ee49bf
UBO works for Pixel Shaders if Binding for UBO is zero, otherwise fails. Probably why Vertex shader UBO is failing. Too tired to investigate right now.
2012-10-09 23:41:05 -05:00
Ryan Houdek
904adb9e3d
More for Billiard <3
2012-10-09 23:41:05 -05:00
Ryan Houdek
ce7a54f32a
Firin ma lazer
2012-10-09 23:41:05 -05:00
Ryan Houdek
b105d70339
Firin ma lazer
2012-10-09 23:41:05 -05:00
Ryan Houdek
c82b92bfc2
Fix one error.
2012-10-09 23:41:05 -05:00
Ryan Houdek
2fbca145cb
Remove bSupportsGLSLLocation since it won't work how I expect it.
2012-10-09 23:41:05 -05:00
Ryan Houdek
4a84c6f742
Add in UBOs, doesn't work yet. Still debugging here.
2012-10-09 23:41:05 -05:00
LPFaint99
5f0f26ef35
add ProgramShaderCache.* to visual studio project files
2012-10-09 23:41:05 -05:00
Ryan Houdek
76e5766a1b
Put Vertex Uniforms in to the correct places to get ready for UBOs.
2012-10-09 23:41:04 -05:00
Ryan Houdek
d897491f94
Few compiler errors that got exposed once I got Dual Source Blending working. Seems it isn't working quite 100% either. Good chance I missed something anyway.
2012-10-09 23:41:04 -05:00
Ryan Houdek
d83ead5914
Support Dual Source Blending in OGL plugin with GLSL.
2012-10-09 23:39:16 -05:00
Ryan Houdek
eff019442f
Playing through SSBM story made me find this.
2012-10-09 23:37:52 -05:00
Ryan Houdek
b24990ca28
Bit of cleanup. Clean up my massive hack in the ShaderManagerFiles. Almost feature parity with Nvidia CG now I think. Just need to do Alpha test with Dual source blending now.
2012-10-09 23:37:52 -05:00
Ryan Houdek
cf68cc0c61
Add support for GL_ARB_shading_language_420pack so we don't have to binding sampler locations. Also add support for GL_ARB_separate_shader_objects which doesn't currently work for some reason....investigating.
2012-10-09 23:37:52 -05:00
Ryan Houdek
081ad949ce
Welp, just fixed that problem.
2012-10-09 23:35:45 -05:00
Ryan Houdek
3c9c5de722
Missed a spot. Most games work now, Still have a problem with viewtiful joe. Destination Alpha pass doesn't work yet, going to use Dual source blending on that.
2012-10-09 23:35:45 -05:00
Ryan Houdek
8058f2f32f
Missed one
2012-10-09 23:33:02 -05:00
Ryan Houdek
9064b76deb
Shader Compile fixes. Played SMS for two shines.
2012-10-09 23:33:02 -05:00
Ryan Houdek
3160da1289
This lets us see stuff with GLSL shaders. Just need to take care of some compile errors now.
2012-10-09 23:33:02 -05:00
Ryan Houdek
7cec31dbf3
Almost there.
2012-10-09 23:33:02 -05:00
Ryan Houdek
8123b137aa
This is the terrible bit that can't be removed until we use UBOs in the GLSL shaders.
2012-10-09 23:31:31 -05:00
Ryan Houdek
0fc755c4df
More stuff
2012-10-09 23:31:31 -05:00
Ryan Houdek
66a5334158
moe
2012-10-09 23:30:48 -05:00
Ryan Houdek
7a4c080c70
mah
2012-10-09 23:29:30 -05:00
Ryan Houdek
411357b54a
Compile
2012-10-09 23:29:30 -05:00
Ryan Houdek
34c7b3fd73
meh
2012-10-09 23:29:30 -05:00
Ryan Houdek
3943840d5c
Now CG plays nice with this new stuff.
2012-10-09 23:27:59 -05:00
Ryan Houdek
a357c77257
Add in GLSL setting again.
...
PS and VS making. Untested and won't work for now.
Add in program shader cache files.
Readd NativeVertexFormat stuffs.
Add in PS and VS cache things.
SetShaders in places.
Fixed EFB cache index computations in OpenGL renderer.
The previous computation was very likely to go out of array bounds,
which could result in crashes on EFB access.
Also, the cache size was rounded down instead of up. This is a problem
since EFB_HEIGHT (528) is not a multiple of EFB_CACHE_RECT_SIZE (64).
2012-10-09 23:23:37 -05:00
Pierre Bourdon
3990002250
Optimize JitCache::InvalidateICache by maintaining a "valid blocks" bitset
...
Most of the InvalidateICache calls are for a 32 bytes block: this is the
number of bytes invalidated by PowerPC dcb*/icb* instructions. Profiling
shows that a lot of CPU time is spent checking if there are any JIT blocks
covered by these 32 bytes (using std::map::lower_bound).
This patch adds a bitset containing the state of every 32 bytes block in
RAM (JIT cached/not JIT cached). Using that, a 32 bytes InvalidateICache
can check in the bitset if any JIT block might be invalidated. A bitset
check is a lot faster than an std::map::lower_bound operation, improving
performance of JitCache::InvalidateICache by more than 100%.
Some practical numbers:
* Xenoblade Chronicles (PAL)
56.04FPS -> 59.28FPS (+5.78%)
* The Last Story (PAL)
30.9FPS -> 32.83FPS (+6.25%)
* Super Mario Galaxy (PAL)
59.76FPS -> 62.46FPS (+4.52%)
This function still takes more time than it should - more optimization in
this area might be possible (specializing for 32 bytes blocks to avoid
useless memcpy, for example).
2012-10-06 01:49:09 +02:00
Pierre Bourdon
8cefcaa94c
Implement a simple benchmarking mode which logs FPS to a file
...
Very useful to compare performance between two builds, check the impact of
a configuration option, etc. FPS log is stored in User/Logs/fps.txt and is
reset each time you launch a game. Only enabled if you check the "Log FPS
to file" option in your graphics settings.
Could be improved a bit: currently logs only every 1s (so you can't really
see small variations), maybe output more infos to the fps.txt like
average/stddev (but Excel/Libreoffice/Google Docs can compute that easily
too).
2012-10-04 05:41:02 +02:00
NeoBrainX
ac2ce8b16e
Video_DX11: Remove some redundant code.
2012-09-27 18:15:45 +02:00
NeoBrainX
bb8b5936c0
Revert "Partially revert revision d511b506120c."
...
This reverts commit 08e06b2293
.
2012-09-27 18:15:44 +02:00
Sonicadvance1
8fed3b76c8
If setting videobackend back to null strings, Just set it to the front of the list. Fixes loading game specific INI files that don't load back the "default" video backend which is nothing.
2012-09-25 00:47:37 +00:00
Ryan Houdek
41266129ba
Should fix issue 5630.
2012-09-24 17:16:34 -05:00
Ryan Houdek
3229bf824c
Should actually load the backend when it changes via game INI
2012-09-23 17:54:23 -05:00
Ryan Houdek
f8f8aea577
Allow the user to set graphics backend from Game INI. Zero GUI option available for setting.
2012-09-23 16:02:11 -05:00
Ryan Houdek
b4ae200d0d
This changes a mmap in MemArena so you don't need 786MB of memory free to actually allocate the 1GB memory space in Linux 32bit. I was also running in to this issue in my development. Kudos to plbl4ster to actually taking the time to research this. Closes issue 5625.
2012-09-23 10:08:13 -05:00
sulokuTDCmago
1e174ad31a
F-Zero and Phantasy Star Online Memory Card Manager support. Thanks to Ralf from GS Central
...
Original information:
http://board.gscentral.org/retro-hacking/53093.htm
Signed-off-by: LPFaint99 <lpfaint99@gmail.com>
2012-09-21 21:41:04 -07:00
Pierre Bourdon
208d25c3f5
Revert merges of aram-dma-fixes and memcard-delay
...
These merges, while in theory improving emulation accuracy, cause issues
in other parts of the emulator based on invalid assumptions. memcard-delay
fixed some of these issues in the EXI memcard code, but several other
problems still exist and I don't have the time to debug that right now.
2012-09-07 01:11:38 +02:00
Scott Moreau
1ffb9ce47e
Fix broken build when using SDL from Externals.
...
The problem here was the logic that detects SDL in the main CMakeLists.txt
is not the same as it is in DolphinWX/CmakeLists.txt to set libraries. When
using SDL from Externals it failed at link time because -lSDL was never set.
This fixes the problem by using the same condition logic to set the libs
as used when detecting SDL in the first place.
2012-09-02 16:53:15 -06:00
Glenn Rice
d2e057d137
Update libav code to remove deprecation warnings.
2012-08-28 22:34:24 -05:00
plbl4ster
94e49c5044
Fix frame skipping on non-win32 systems missing libav
...
Fixes issue 4097.
2012-08-28 12:29:51 +02:00
Scott Moreau
6773261a85
Use correct linker flags for SDL.
2012-08-28 03:35:31 -06:00
Pierre Bourdon
90af798d3d
Partially revert be200074e9
for OS X systems
...
/dev/shm is not a tmpfs mountpoint on that operating system. Use /tmp but keep
the unlinking to avoid useless disk IO.
2012-08-25 03:30:37 +02:00
Pierre Bourdon
60aed4e5b0
Merge branch 'memcard-delay'
2012-08-24 12:45:45 +02:00
Ryan Houdek
be200074e9
[Linux] Change from using /tmp to /dev/shm in MemArena so we don't cause any disk IO, also unlink file while it is open to allow multiple instances running. This was discussed months ago, but was never implemented for whatever reason.
2012-08-22 23:39:50 -05:00
NeoBrainX
bab9b5d3ce
FifoPlayer: Fix fifo log playback in dual-core mode.
2012-08-22 01:04:09 +02:00
Pierre Bourdon
0b00c95b79
Simulate a small delay on GC Memcard operations
...
This was not needed for most games before because the external exception was
itself delayed. aram-dma-fixes changed that and made the external exception
happen a lot quicker, breaking games that relied on the memcard operations
delay.
Fixes issue 5583.
2012-08-20 13:49:12 +02:00
Pierre Bourdon
54fc4029dd
Use do { ... } while (0) for the *_LOG macros
...
Without this patch, such code would not compile:
if (cond)
WARN_LOG(FOO, "msg");
else
WARN_LOG(FOO, "msg2");
2012-08-20 13:12:49 +02:00
LPFaint99
603bd9982d
bugfix for memorycard manager. fixes exporting from page > 1 on slot b, thanks to suloku for reporting
...
Signed-off-by: LPFaint99 <lpfaint99@gmail.com>
2012-08-19 20:45:43 -07:00
skidau
28bc5eca37
Added a check for out of bounds memory accesses. Fixes Avatar: The Last Airbender (GC).
2012-08-17 22:14:35 +10:00
NeoBrainX
08a9c66037
Revert the recent zcomploc changes including the Graphic_Fixes merge.
...
Reason:
- It's wrong, zcomploc can't be emulated perfectly in HW backends without severely impacting performance.
- It provides virtually no advantages over the previous hack while introducing lots of code.
- There is a better alternative: If people insist on having some sort of valid zcomploc emulation, I suggest rendering each primitive separately while using a _clean_ dual-pass approach to emulate zcomploc.
This reverts commit 0efd4e5c29
.
This reverts commit b4ec836aca
.
This reverts commit bb4c9e2205
.
This reverts commit 146b02615c
.
2012-08-10 20:12:02 +02:00
NeoBrainX
6e02ad55bc
Maintenance.
2012-08-07 18:57:53 +02:00
NeoBrainX
c143e08b9a
Recreate screenshot texture whenever the backbuffer resolution changes. Fixes crashes when taking screenshots after changing window size or switching to/from fullscreen mode.
2012-08-07 15:18:10 +02:00
NeoBrainX
ec859009b7
Add a sanity check for viewports with zero width/height.
...
Fixes issue 5466.
2012-08-07 01:37:31 +02:00
Pierre Bourdon
a2b71f1ed7
Clean up WX style issues mentionned in previous commits comments
2012-08-06 14:21:49 +02:00
skidau
0efd4e5c29
Skipped the ZCompLoc pass if the result can be determined at compile time. Brings back the speed lost by r146b02615c07.
2012-08-06 09:29:01 +10:00
Pierre Bourdon
86a1899b9e
Fix a wrong data type in the WBFS Blob reader causing issues on x86 systems
...
Fixes issue 5489.
2012-08-05 19:35:49 +02:00
Pierre Bourdon
d7d2e5b9bf
Link explicitly DolphinWX with GTK2 libraries
...
Fixes issue 5555.
2012-08-05 20:51:42 +02:00
Pierre Bourdon
fe1501db9a
Check if WX recognized a key before testing if it's a hotkey
...
Fixes issue 5537.
2012-08-05 17:28:57 +02:00
Pierre Bourdon
b3c9f437db
Return early from DoOpen if the user cancelled the file picker box
...
Fixes issue 5551
2012-08-05 16:53:36 +02:00
Pierre Bourdon
80bf3c2c0b
Add VTune profiling support for Dolphin's JIT
2012-08-05 16:39:15 +02:00
Pierre Bourdon
228172d656
Fix a typo in the indexed color vertex loader
...
Patch from konpie: http://forums.dolphin-emulator.com/showthread.php?tid=24658
2012-08-05 04:24:16 +02:00
Pierre Bourdon
8597660855
Replace all of the opcode data read functions by their SSSE3 equivalent, not only the first one.
...
Patch from konpie: http://forums.dolphin-emulator.com/showthread.php?tid=24658
2012-08-05 04:24:08 +02:00
Pierre Bourdon
d44a3471be
Fix DSP LLE thread affinity being set to the wrong core
...
Patch from konpie: http://forums.dolphin-emulator.com/showthread.php?tid=24658
2012-08-05 04:24:00 +02:00
Pierre Bourdon
e42c6214d9
Fix a typo in GenQuantizedLoads causing issues with SSSE3 in x86 builds
...
Patch from konpie: http://forums.dolphin-emulator.com/showthread.php?tid=24658
2012-08-05 04:23:46 +02:00
Pierre Bourdon
d33e48319f
Fix accesses to the 16 lower pixels of the EFB with OpenGL
...
The GL EFB cache did not clamp correctly the coordinates when computing
the rectangle it needed to cache, leading to negative values being used
as indexes and often crashes.
Fixes issue 5510.
2012-07-23 22:35:51 +02:00
skidau
00df727d2f
Optimised the JitCache struct size from 88 bytes to 80 bytes. Thanks to Lioncash for the patch.
2012-07-23 22:15:34 +10:00
Pierre Bourdon
174c1b00f8
Use the right modifier for hotkeys on Mac
...
Fixes issue 5324.
2012-07-22 19:22:50 +02:00
sktsqrl
c0060f9ef8
Merge branch 'bba'
...
OS X support not impl
2012-07-21 12:53:46 -07:00
sktsqrl
601b9fc03b
typo fix
2012-07-21 12:50:40 -07:00
sktsqrl
9442d334d8
bba: stub the os x impl
2012-07-21 12:21:55 -07:00
Scott Moreau
0e1348c839
Re-add hack to use SDL/SDL.h ifndef _WIN32.
...
The correct convention is to use #include SDL.h in all cases but we have to
do this so Externals/SDL builds, which isn't in the best shape.
2012-07-14 20:50:58 -06:00
Scott Moreau
d34418100b
Add periodic effects for haptic devices.
...
This adds support for drivers supporting sine, square and triangle
periodic haptic effects. This allows rumble to work on devices/drivers
supporting these effects, such as an xbox controller using the xpad
driver under Linux.
2012-07-12 19:47:17 -06:00
Scott Moreau
80c15f21b4
Add SDL2 support to build system.
...
Dolphin code already builds against SDL2 but the build system never
checks for SDL2, which is the what latest SDL is called now. SDL2
replaces SDL 1.3. This allows Dolphin to be build against SDL2, which
activates certain new features such as the haptic interface.
2012-07-12 19:47:17 -06:00
sktsqrl
8dd11bd1c0
fixes issue 5507
2012-07-11 20:54:50 -07:00
sktsqrl
1d44de53b5
reset samples_avail when stopping gc mic sampling. fixes Mario Party 7
2012-07-11 01:03:25 -07:00
sktsqrl
a02cbedb0f
bba: generate MAC if needed
2012-07-07 13:44:26 -07:00
Pierre Bourdon
dd48b246b2
Reduce logging verbosity in the Linux BBA code
2012-07-05 01:30:37 +02:00
Pierre Bourdon
5db70f452b
Remove the now unneeded recv sleep hack and fixes game exit by implementing a timeout on read(2) calls in the read thread.
2012-07-05 01:29:42 +02:00
sktsqrl
bb84043de0
bba: (windows) fix games which stop and restart recving, such as logging off of PSO and loggin on again without stopping dolphin
2012-07-04 16:17:47 -07:00
sktsqrl
6cccbb91ec
bba: implement recv buffer full interrupt
...
(windows) hopefully fix crashes from closing dolphin while recving
2012-07-04 16:02:05 -07:00
sktsqrl
9cff8316d2
code cleanup for win32/tap/eth
2012-07-04 16:02:04 -07:00
Pierre Bourdon
9a3dd778cb
Preliminary BBA support for Linux. Assumes that a TAP interface named 'Dolphin' exists and is preconfigured. Contains some dirty hacks.
2012-07-04 04:34:40 +02:00
skidau
c57640dfbd
Implemented proper timing in the "No audio output" back-end.
2012-07-01 17:07:58 +10:00
sktsqrl
3cb6e4a864
Redo BBA once again. Now it works on windows, if crappily.
...
To use, install OpenVPN's TAP device driver. Then create a network bridge between the TAP and your device connected to the internet.
TODO:
proper overlapped read - can look at qemu impl
non-windows impl
2012-06-29 17:33:56 -07:00
skidau
b4ec836aca
Removed the offset if the ZCompLoc GREATER or LESS function is used. Fixes the invisible player in THPS3.
2012-06-29 18:47:49 +10:00
Pierre Bourdon
b27d8ff0d6
Add a missing Invalidate() call in ~TextureCache(). Fixes a regression from 8bed27a3d1
causing textures to load improperly when a game is run two times in the same Dolphin instance
2012-06-27 20:20:28 +02:00
NeoBrainX
29e21026e9
Merge branch 'awesome-texcache-cleanups-and-fixes'
2012-06-21 22:21:34 +02:00
NeoBrainX
1c8cdebc22
Set g_texture_cache to NULL upon shutdown. Fixes a crash introduced in previous commits.
2012-06-21 14:21:16 +02:00
Pierre Bourdon
fa2ee1f4a0
Only call CheckExceptions in dcbz in interpreter mode, use FL_ENDBLOCK for Jit64. Now RS3 demo disc does ingame with Jit and block_size = 1
2012-06-20 18:33:23 +02:00
NeoBrainX
cc0523e55b
TextureCache: Properly assign texture hashes when EFB to RAM is used without caching.
...
Fixes issue 5472.
2012-06-20 18:18:21 +02:00
NeoBrainX
7dabba5095
Fix a small bug.
2012-06-20 18:18:20 +02:00
NeoBrainX
043a85f8a6
Minor cleanup.
2012-06-20 18:18:19 +02:00
NeoBrainX
8a5abbddc4
Enable texture format overlay on the fly.
2012-06-20 18:18:18 +02:00
NeoBrainX
8bed27a3d1
Enable hires textures even when texture dumping is enabled.
...
Remove some deprecated code.
2012-06-20 18:18:17 +02:00
NeoBrainX
8d30ac462a
Instead of invalidating texcache whenever the graphics configuration dialog gets opened, clean up textures on configuration changes.
2012-06-20 18:18:05 +02:00