Commit Graph

79 Commits

Author SHA1 Message Date
Rodolfo Osvaldo Bogado d0c9a38681 2 commits in one:
fix frame dumping and screenshots in d3d9 and opengl
some improvements to the new efb to ram
please test to see if the issues introduced by the new efb to ram are solved by this commit

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5862 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-07-09 20:56:16 +00:00
Rodolfo Osvaldo Bogado d511b50612 this commit is divided in 4 parts:
1 - Optimize pixelshadergen to avoid redundant register overflow math, with this if a game don't need this will be not applied.
this must bring some fill rate back and improve speed a little in fill rate limited systems.
2- some corrections to vertexshadergen to avoid uninitialized texture coordinates, dono if is the correct way to fix it but t least it will make house of the dead overkill playable in dx11.
the bad thing: still missing geometri in dx9, in dx11 it works exactly as on opengl.
3 - some optimization made to improve fps a little wih the latests changes made to fifo.
* back to the original code in beginfield as now it will work right.
* check for efb access more often as a lot of time is lost waiting for efb access
4 - apply a little fix for missing textures in nvidia opengl tanks to  Wagnard28 for finding that nvidia does not like invalid shader id :)
please test for any regression

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5812 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-06-29 14:40:37 +00:00
luisr142004 4f8a6a1573 apply some speedup to dx11 plugin + some minor stuff
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5721 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-06-16 10:12:57 +00:00
Rodolfo Osvaldo Bogado 782d9111e5 let's keep experimenting:
almost fixed real xfb in d3d, i say almost because there are some minor scalling problems. hope will fix them soon.
implemented a more intelligent index generator to emulate more accurately the behavior of the gc.
please give me feedback on this changes.
enjoy :)

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5465 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-05-22 21:58:43 +00:00
Rodolfo Osvaldo Bogado 3ff6a8bd68 small commit to try to fix issue 1509
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5460 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-05-19 21:54:54 +00:00
Rodolfo Osvaldo Bogado 0ea01d8462 fast commit :
make native mips loading an option to prevent performance lost in game that not need this functionality.( thanks to dorian.fevrier for point the performance lost.)
added a patch from  pierre@pirsoft.de to avoid vertex drops when index array is full in opengl implementation that do not support large index arrays

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5432 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-05-04 14:43:30 +00:00
Sonicadvance1 2049caa9fc Fix NoWX build, use a different define in CoreParameter, the one we all know and love, and add a Function call to VertexManager which can boost performance, tells the drivers that we don't care about the current data, because we are putting new data in it anyway. This gives quite a performance boost on OSX since it bypasses a call in the drivers that takes around 24% CPU time
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5179 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-03-09 21:15:28 +00:00
Glenn Rice 154bc956ad Some code clean up, and take care of some compiler warnings.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5090 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-02-20 04:18:19 +00:00
Glenn Rice feba09f7a3 Linux global build. At least the basic footwork is done here.
Basic usage:  "sudo scons install=global install"
Hopefully this doesn't break builds on Macs.  I have tested this on linux and windows.


git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4994 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-02-02 21:56:29 +00:00
Rodolfo Osvaldo Bogado 9ec5ee94b4 this was a hard fix to found:
if a degenerated primitive is passed to the VertexManager treat it as a compatible primitive, for example if a 5 vertex quad is passed treat it as a triangle fan.
as crazy at this seems it fix the sun glare in ZWW, please test an d let me know if it make a difference in other games

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4931 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-01-23 12:56:07 +00:00
Rodolfo Osvaldo Bogado 19b8e6bc08 Sps fixed in all the games tested, code cleanup and reordering
implemented buffer format fall back to allow hardware that don't support lockable formats to run the games with Z peeking disabled, applied as well the patch suggested in issue 1494 please give heavy test to this commit

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4365 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-10-06 14:24:10 +00:00
Rodolfo Osvaldo Bogado 9d67518f71 I hope you all like this. Changes:
Opengl:
Reorder the rendering path to make it more generic, and a little bit faster i think.
Reduce the index Buffer size to make it more Friendly to older video hardware.
get rid of the remaining annoying sps (I hope).
D3D:
Implement the same path as opengl to make the plugins more similar and maintainable.
Fixed Peek_Z this means, Pushing stars in SMG Now Works.
Please give heavy testing to this changes and compare the performance with the old path.
Thanks to hrydgard for let me participate :).

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4353 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-10-02 14:03:07 +00:00
hrydgard e6b30e574e Let's try rodolfo's fix of 4322
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4343 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-09-29 18:27:41 +00:00
hrydgard 29808cdde2 OpenGL: commit rodolfoosvaldobogado's (what a name!) speedup patches.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4322 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-09-26 12:39:12 +00:00
hrydgard 2d93c654f0 Rename Config.cpp/h to VideoConfig.cpp/h.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4260 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-09-13 09:23:30 +00:00
hrydgard 700f2ff694 Lots of code and warning cleanup. OGL/D3D: Moved to a shared config class in VideoCommon. This lets VideoCommon code read the config without ugly hacks. Fixed various config race conditions by keeping a copy (g_ActiveConfig) of the g_Config struct which is updated once per frame.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4256 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-09-13 08:21:35 +00:00
omegadox 5ac7105b66 GFX: New GlobalControl system - cleaner way to control hacks and for possible control over other parts of the video code (video debugger control).
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3982 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-08-15 07:20:37 +00:00
hrydgard 6003c9ecd2 Frameskipping more aggressive (minor speedup, plz report any serious problems). Initial display list cache implementation, disabled for now. Various cleanup.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3952 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-08-09 11:03:58 +00:00
XTra.KrazzY 51ddedf512 Frameskipping! Complete with GUI! Even my most naive approach resulted in great speeds, even with graphic-intensive games such as Pikmin.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3949 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-08-08 01:39:56 +00:00
XTra.KrazzY c86d2e5129 Now ALL copyright dates are fixed to the legally correct year: The year in which the project began. Now we don't have to change it every year :)
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3898 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-07-28 21:32:10 +00:00
hrydgard fd70f99f04 Roll back r3833 for render targets but keep it for static textures. Most mirroring issues are OK and we shouldn't see any slowdown.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3844 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-07-19 08:17:41 +00:00
hrydgard 3ad0db6830 GL: Delete code for GL_TEXTURE_RECTANGLE_ARB in case of non-pow2 textures - all modern GFX cards that can run Dolphin should support non-pow2 textures anyway. This removes some complexity and reduces the numbers of pixel shaders that need to be generated in some situations. Also fixes some texture mirroring problems. Let me know if this breaks things on ATI for some reason.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3833 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-07-18 11:26:58 +00:00
hrydgard 90a2096a24 Assorted cleanup, perf counter logging, and minor fixes that have been accumulating on my hdd :p
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3663 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-07-03 18:33:28 +00:00
nakeee 6b2855de5e revert last 2 commits
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3533 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-06-22 09:31:30 +00:00
omegadox 6de0cd1e4b They should be called SU Registers (Setup Unit/Rasterization). BP (Bypass) is really the name of the commands that are passed in.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3531 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-06-22 07:40:28 +00:00
donkopunchstania 14a67bc8bc Changing where depth is read. Trying to use the same depth buffer GL uses when copying depth to a texture. This eliminates some quirky code and gets depth copies working in AA, but may not work on older graphics cards.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3234 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-05-15 02:39:55 +00:00
death2droid d0653aa53a A attempt for a fix for the Zelda TP Bloom hack
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3228 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-05-14 06:28:10 +00:00
death2droid 03b0936fa1 Clean up of OpenGL hacks.
Removed now useless code.
Also fixed a problem with the iso properties.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3215 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-05-13 13:28:49 +00:00
death2droid 7011b9c1e4 Newer version OpenGL game hacks by val532.(Has a lot better way of handling specific game hacks)
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3196 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-05-11 06:40:03 +00:00
death2droid be45b223bb A fix by baby.lueshi that fixes the problems with rev 3187
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3190 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-05-09 07:55:30 +00:00
death2droid d0304dc997 Add hires texture support to OpenGL
Currently still only dumps files as .tga but supports loading as .png, .bmp,.tga , .dds

This is by  baby.lueshi

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3166 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-05-07 07:43:56 +00:00
donkopunchstania 93348abc18 Created a free look utility which only works on win32 right now. It lets the user fly around with the mouse and keyboard. Had to add some ugly matrix functions to the math utilities.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3005 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-04-19 10:10:45 +00:00
nakeee e84ec7855a smg projection hack, taken from http://forums.dolphin-emu.com/thread-165-page-3.html
maybe we should just make configurable linear trasnformation hack;)


git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2949 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-04-10 10:25:53 +00:00
omegadox 6736898486 OpenGL Plugin: code cleanup trying to follow code style wiki and updated copyright date
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2850 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-04-03 14:35:49 +00:00
hrydgard e62b7f35ce Clean up OpenGL plugin error handling macros. No longer bother with enabling TEXTURE_2D and TEXTURE_RECTANGLE_ARB - they don't apply when using shaders. Change a PanicAlert when looking for valid plugins into a LOG_WARN.
Let me know if this breaks anything - it shouldn't.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2726 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-03-22 11:21:44 +00:00
Shawn Hoffman 7572e0bf8d remove newlines from OGL logging (they get added by logmanager)
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2720 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-03-21 20:07:56 +00:00
omegadox 845204c227 Added option "Show EFB Copy Regions" to find out which games are heavy on EFB-Copy. Changed Dst Alpha Pass option to "Disable Dst Alpha Pass".
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2665 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-03-16 07:54:44 +00:00
donkopunchstania 86944b5be2 Disable blending during destination alpha render pass.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2664 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-03-16 05:24:51 +00:00
donkopunchstania 7ef5e5cd1e Make destination alpha render pass an option.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2663 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-03-16 05:04:59 +00:00
donkopunchstania 90254bd924 Change destination alpha handling. The blending method introduced in rev 1921 was not the correct way to do it. This way was suggested by hrydgard in October and I should have listened. A simple pixel shader as hrydgard suggested cannot be used because the alpha is not set if the pixel is discarded due to failing depth (after z texture) or alpha (result of tev stages) tests. There is a bit of a performance hit so there should be an option to disable the second render pass which sets the alpha because it is probably not needed most of the time.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2662 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-03-16 02:47:48 +00:00
hrydgard c6ffcec991 First version of MSAA code added. No UI yet. No CSAA yet. Doesn't work in Zeldas and Metroids for unknown reason.
Automatic texture invalidation when using copy efb to ram (fixes weird flickery scanner in metroid 2). 

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2617 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-03-08 19:19:51 +00:00
omegadox 5ce9ffeab7 Projection fix, Projection 1 hack changed to ZTP Bloom hack. That bloom is a bugged because of something else, not because of the projection. The proj hacks happens to makes it show.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2573 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-03-06 21:56:13 +00:00
hrydgard 75390c55bd GL plugin: VSync option, some renaming, a little bit of MSAA preparations (not there yet)
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2563 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-03-05 23:11:13 +00:00
omegadox 56becf28db Revert 2521.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2524 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-03-02 19:38:38 +00:00
omegadox 17814912e5 Some cleanup, projection hacks remove, the projections might be correct now. ZTP Bloom works and MP1 Heat Visor works, I tested many games, and good results. Please test more and report back. Also added in fix for Issue 677.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2521 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-03-02 13:04:50 +00:00
hrydgard ecbfec2a13 THIS BREAKS THE D3D PLUGIN FOR THE NEAR TERM. Resurrect an old patch that moves D3D over to the common shader generator framework. Needs a lot more work.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2484 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-02-28 22:10:38 +00:00
hrydgard 6dc4194767 OGL plugin: +Autoscale option (attempts to remove borders, even without XFB). Lots of cleanup, especially around aspect ratio and similar stuff. MP2 scanner still broken, wonder when that happened?
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2470 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-02-28 16:33:59 +00:00
hrydgard 4bdb4aa0d1 Merge large parts of nakeee's "Soap" branch into trunk, after fixing a few crash bugs in FileUtil.cpp.
Not really anything interesting, just some better comments, some slightly more portable/cleaner code in places.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2459 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-02-28 01:26:56 +00:00
Shawn Hoffman 96019edfa1 debug build fix
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2451 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-02-27 05:30:35 +00:00
magumagu9 90c9810b85 Use glMultiDrawArrays instead of glDrawArrays, which significantly
reduces the number of OpenGL calls for large sets of triangle strips; 
this is something like a 10% perf improvement in the case I'm looking 
at.



git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2120 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-02-06 03:41:33 +00:00