rog
a1186d84df
update state version
2012-10-23 02:31:16 -04:00
rog
5133ac551b
merge relevant changes from bc61dbdf58a8 in otu0001-desync-fix clone
2012-10-23 02:10:49 -04:00
Shawn Hoffman
b2e2e49fe4
fix Snow Leopard compatibility
...
Checking for clang in Xcode bundle seems pointless, command line tools should be installed.
Setting the path explicity to avoid fink/macports/homebrew prevents use of locally installed packages like clang and wxwidgets.
Realistically using opencl means the minimum OSX version targetable is 10.6.
Correct TARGET_SYSROOT check, add required -mmacosx-version-min to linker flags.
also using wxwidgets gl component.
2012-10-22 16:45:37 -07:00
rodolfoosvaldobogado
72cb1734ee
Some code cleaning for my last commit.
...
the amount and size of the buffer is now changed to "new hardware" frienly values and will fall back to the right values if hardware does not support them.
my next commit will be to a branch, with my ogl work.
2012-10-22 19:37:26 -03:00
skidau
421a75493c
Removed the fake DMA wait time as it is no longer needed after the aram-dma-fixes branch is merged. This fixes the Resident Evil 2/3 cutscene audio in DSP LLE mode. Fixes issue 2723.
...
Removed the ADPCM format detection from the previous commit as it broke the audio looping in Knockout Kings 2003.
2012-10-23 00:30:01 +11:00
skidau
b2a01dc348
Changed the loop end address detection to an exact match with the current address for ADPCM audio. Fixes the non-looping music in PN03.
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Fixes issue 3998.
2012-10-22 22:59:35 +11:00
NeoBrainX
f7edfc0118
FifoPlayer: Copy selected object commands to clipboard when pressing ctrl+c
2012-10-22 12:32:57 +02:00
rog
aece5310f3
more movie cleanup. Removes the remaining globals that didn't need to be global, rearranges some code to make more sense, and removes some redundant code.
2012-10-21 23:20:28 -04:00
rog
9070e7ff8c
misc movie cleanup and fixes
2012-10-20 22:26:40 -04:00
rog
92d2f5dee2
keeping padding right is so hard
2012-10-20 15:58:29 -04:00
rog
a6028b055b
Save disc changes to .dtm, and load the full movie header every time it's loaded.
2012-10-20 14:40:16 -04:00
rodolfoosvaldobogado@gmail.com
5230146c73
Hey, long time no commits :).
...
So to compensate lets bring back some speed to the emulation.
change a little the way the vertex are send to the gpu,
This first implementation changes dx9 a lot and dx11 a little to increase the parallelism between the cpu and gpu.
ogl: is my next step in ogl is a little more trickier so i have to take a little more time.
the original concept is Marcos idea, with my little touch to make it even more faster.
what to look for: SPEEEEEDDD :).
please test it a lot and let me know if you see any problem.
in dx9 the code is prepared to fall back to the previous implementation if your card does not support the amount of buffers needed.
So if you did not experience any speed gains you know where is the problem :).
for the ones with more experience and compression of the code please test changing the amount and size of the buffers to tune this for your specific machine.
The current values are the sweet spot for my machine.
All must Thanks Marcos, I hate him for giving good ideas when I'm full of work.
2012-10-20 10:22:15 -03:00
rog
0384f61af3
re-rearrange movie code so it actually works all of the time
2012-10-19 19:43:03 -04:00
rog
b1dee5fc23
small fix for undo load state while not recording
2012-10-18 04:40:56 -04:00
rog
79692a6c78
save settings necessary for syncing a movie to the .dtm, and load them upon playback
2012-10-18 04:18:40 -04:00
rog
783409c765
clear the save state loaded from a previous movie when starting emulation
2012-10-18 04:14:25 -04:00
rog
6b99b746c8
fix undo load state and load last overwritten state while recording
2012-10-18 04:11:14 -04:00
rog
7f624cda10
fix recording from save state
2012-10-18 04:03:12 -04:00
rog
a366521d13
Correct the hotkey labels for undo load state, and load last overwritten state buttons
2012-10-18 03:30:44 -04:00
Ryan Houdek
57426ee726
Forced commit
2012-10-13 13:00:04 -05:00
Ryan Houdek
3f0d7312fa
A couple missed lines on the rebase.
2012-10-13 12:43:00 -05:00
Shawn Hoffman
1a8005d948
set ProgramShaderCache program format correctly.
2012-10-09 23:56:00 -05:00
Ryan Houdek
10666a9b87
More 'stuff'
2012-10-09 23:56:00 -05:00
Ryan Houdek
eb7a0c485a
More "stuff" for SS, also a small fix in the program shader cache cache setup."
2012-10-09 23:56:00 -05:00
Ryan Houdek
71f6b1eec6
Change 'stuff'
2012-10-09 23:56:00 -05:00
Shawn Hoffman
210ecad15f
let us try normal c++ static init instead...
2012-10-09 23:56:00 -05:00
Ryan Houdek
03b09bed5d
Get the program binary type correctly or else ATI makes massive (~400MB) shader caches. Also, don't need the line in the PixelShaderGen.
2012-10-09 23:56:00 -05:00
Ryan Houdek
2e15440896
Add support for Dual source blending to older ATI cards that don't support 420pack but do support GL_ARB_blend_func_extended. This is more proper as well anyways.
2012-10-09 23:56:00 -05:00
Ryan Houdek
5085cebaf3
These checks aren't needed when using CG.
2012-10-09 23:55:59 -05:00
Ryan Houdek
e88d35d1c1
Had a few vec4 and float4(0) calls floating around.
2012-10-09 23:55:59 -05:00
Shawn Hoffman
108722bed0
oops, forgot to make sure the gl program is actually free'd.
2012-10-09 23:54:18 -05:00
Ryan Houdek
e3854ded73
Woops, better not forget the ing
2012-10-09 23:54:18 -05:00
Ryan Houdek
4cd748bbec
Remove some warnings in ProgramShadercache, Was using wrong variable for checking dual source blending.
2012-10-09 23:54:18 -05:00
Shawn Hoffman
4c1fef8f98
refactor ProgramShaderCache::PCacheEntry
2012-10-09 23:54:18 -05:00
Shawn Hoffman
aaa405c973
Checking GLEW_VERSION_4_0 is superfluous since we check GL_ARB_get_program_binary, and it's a runtime variable anyways.
2012-10-09 23:54:18 -05:00
Shawn Hoffman
31a8424bcc
fix formatting uglies introduced in glsl-master branch
2012-10-09 23:54:17 -05:00
Shawn Hoffman
4a4833e617
default to GLSL instead of Cg
2012-10-09 23:43:22 -05:00
Ryan Houdek
3a5b6aed91
Missed a line here
2012-10-09 23:43:22 -05:00
Ryan Houdek
c4e7a288e5
Add in the Windows fix.
2012-10-09 23:43:22 -05:00
Ryan Houdek
ee529b7125
Only use explicit attribute locations when we are supporting GLSL > 1.2 since we need in/out instead of attribute variable types. This was brought to my attention from MESA. MESA supports GL_ARB_explicit_attrib_location, but yets to support GLSL 1.3, so basically useless extension to MESA right now?
2012-10-09 23:43:22 -05:00
Ryan Houdek
5c486587a6
Write all shaders to disk on emulator stop instead of constantly. Also change pair from u64 to u32.
2012-10-09 23:43:22 -05:00
Ryan Houdek
4eb227bd4c
If user doesn't compile with glew 1.6, cut out program binaries so everything still compiles.
2012-10-09 23:43:22 -05:00
Ryan Houdek
189d12b61c
If CG isn't available, still compile and fallback on GLSL
2012-10-09 23:43:22 -05:00
Sonicadvance1
7c91476650
Missed a if, don't want people crashing now do we?
2012-10-09 23:42:41 -05:00
Ryan Houdek
9996f27120
Give OSX users more of a chance of supporting Single pass DSB in the future.
2012-10-09 23:42:41 -05:00
Ryan Houdek
d012c75005
Implement Program shaders cache. Seems to reduce a small amount of stuttering when F-Zero starts. Did it because I can :|
2012-10-09 23:42:41 -05:00
Ryan Houdek
ef1e157786
Go back to using glGetString with GL_EXTENSIONS because glew 1.7 is required to check for newer 4.2 extensions that way.
2012-10-09 23:42:40 -05:00
Ryan Houdek
ac77bbd47b
Move the GLSL extension checks over here so it is nicer.
2012-10-09 23:42:40 -05:00
Ryan Houdek
7cb3d86e31
Add a define back so we work without GLEW 1.6, Also I missed a line when I was fixing binding sampler locations last night when I was tired.
2012-10-09 23:42:40 -05:00
Ryan Houdek
1aad2e9e56
There we go, actually found the issue.
2012-10-09 23:42:40 -05:00