Commit Graph

10381 Commits

Author SHA1 Message Date
degasus 2cbefa2905 PixelShaderManager: clear s_bViewPortChanged flag
This flag wasn't cleared at all, so we set our constants dirty every time...

This could fix some performance regressions because of revision 6798a4763e
2013-12-03 09:37:45 +01:00
degasus edc879ce48 OpenGL: fix crash in revision 95aeedec19
Real xfb didn't provide any read_stride, so there is a division by zero.

This commit calculates the correct read_stride for real_xfb, so there is also no hack for texture vs xfb needed.
2013-12-03 00:09:37 +01:00
Ryan Houdek bc01785264 [Android] Fix an issue that occurs due to the warning dialog. 2013-11-30 19:48:08 -06:00
Ryan Houdek 65ce711a21 [Android] 0.13 release. 2013-11-30 14:28:48 -06:00
Ryan Houdek 020331383a [Android] Fix alert when using crappy Qualcomm drivers. 2013-11-30 14:28:00 -06:00
Ryan Houdek 2ad686a2a2 [Android-overlay] Z-button support. 2013-11-29 21:50:42 -06:00
Ryan Houdek b9f03444cd [Android-overlay] Fix Java imports. 2013-11-29 21:32:27 -06:00
Ryan Houdek 7bdd8191db Merge branch 'master' into android-new-control-input-overlay
Conflicts:
	Source/Android/src/org/dolphinemu/dolphinemu/settings/video/VideoSettingsFragment.java
2013-11-29 21:27:17 -06:00
Ryan Houdek 00a25cdaf5 [Android-overlay] Disable Wiimote configuration until it is wired up. 2013-11-29 21:12:36 -06:00
Lioncash f6e89356c7 [Android] Simplify some things in the overlay. Also Javadoc the new static function. 2013-11-29 20:06:39 -05:00
Ryan Houdek 49eef423a8 [Android-overlay] Add the new overlay icons. Support configuring them. Disable hardfloat since it has issues since Dalvik doesn't understand passing floats due to ABI differences. 2013-11-29 18:37:33 -06:00
degasus 69137cff4c Merge X11+D3D FreeLook feature into DolphinWX
This removes the redundant code and also implements this feature for OSX and Wayland.
But so it's dropped for non-wx builds...

imo DolphinWX still isn't the best place for this, but now it's in the same file as all other hotkeys. Maybe they'll be moved to InputCommon sometimes at once ...
2013-11-29 06:09:54 +01:00
degasus 95aeedec19 OpenGL: readback efb2ram with different strides at once
This is done with a pixel buffer object. We still have to stall the GPU, but
we only do it once per efb2ram call.
As the cpu can't access the vram, it has to queue a memcpy for the gpu and
wait for the gpu to finish this copy. We did this for every cache line which
is just stupid. Now we copy the complete texture into a pbo and readback this
at once. So we don't have to wait for lots of round-trip-times.
2013-11-26 20:05:49 +01:00
degasus 1138c2e155 OpenGL: reset EFB after efb2ram FB initialization 2013-11-26 04:07:59 +01:00
Ryan Houdek db9c586356 Revert "jit: change our linking module to be able to handle arbitrary exit addresses"
This shouldn't cause issues, but does in Windows. Revert for now.
This reverts commit 1aa06b8fa4.
2013-11-25 16:56:04 -06:00
Lioncash 7f85c3215b [Android] Add Javadoc to InputOverlayDrawableJoystick. 2013-11-25 17:18:31 -05:00
degasus 0b4cb2e15f OpenGL: split real xfb + efb2ram framebuffers 2013-11-25 22:27:11 +01:00
Lioncash 76843b450b [Android] Build the configuration window for the overlay programmatically. Moved the overlay configuration classes into their own package. Also launch the overlay config activity through the preference XML via an embedded Intent. Lets us remove code explicitly handling this. 2013-11-25 14:23:28 -05:00
Ryan Houdek 7718c9959e [Android-overlay] Multiple physical gamepad support. 2013-11-25 10:58:05 -06:00
degasus 11973d31c1 TextureConverter: remove WriteIncrementSampleX 2013-11-25 17:11:41 +01:00
Ryan Houdek 421fd0e16e Fix OpenGL ES 3. 2013-11-25 15:36:24 +00:00
degasus 64a1969e36 TextureConverter: fix scoping 2013-11-25 16:34:08 +01:00
degasus 2a2f2fd4eb TextureConvertion: merge Write*Swizzler 2013-11-25 16:19:08 +01:00
Ryan Houdek 9dbb262aab Fix for OpenGL ES 3. 2013-11-25 15:11:06 +00:00
degasus 6750a81972 TextureConverter: Use integer math for swizzling
also move int(efb_coord) -> float(ogl_fb_coord) into WriteSampleColor
2013-11-25 15:49:13 +01:00
degasus bcb31b09d3 TextureConverter: Use gl_FragCoord instead of uv0 2013-11-25 15:01:18 +01:00
degasus a289e0604f TextureConverter: remove D3D9 foo
This file is in VideoCommon, but as D3D11 doesn't use it and D3D9 is dropped, it's time to clean up.
2013-11-25 14:53:44 +01:00
degasus 454e1dd9a2 OpenGL: attributeless rendering for efb2ram
This wasn't as easy as we now have to cache also the uniform locations.
2013-11-25 13:03:35 +01:00
degasus 6ed3f82aff OpenGL: attributeless rendering for postprocessing 2013-11-25 12:36:17 +01:00
degasus 38fe05b1df OpenGL: attributeless rendering in emulate format changes
only cleanup
2013-11-25 12:27:54 +01:00
degasus dd0b74ac15 OpenGL: cleanup efb2tex
Also use attributeless rendering. But we need the src rect, so set it by uniform.
If there is a slowdown here (I doubt as the driver likely has a fast path to update uniforms)
then we should check if this rect changes and only then update the uniform.
2013-11-25 12:19:34 +01:00
degasus b93756df87 OpenGL: drop texture_rect hack
Everything is moved to texture2d (but often in a hacky way), so we don't need this global hack any more.
2013-11-25 09:05:50 +01:00
degasus afcf0e65d1 OpenGL: fix emulate format changes for texture2d 2013-11-25 08:59:04 +01:00
degasus 146e435009 OpenGL: fix efb2ram for texture2D
This was hacky as hell. Our efb2ram shader generator is just freaked out.
2013-11-25 08:56:01 +01:00
degasus b904d56036 OpenGL: fix efb2tex for texture2d 2013-11-25 08:43:55 +01:00
degasus 1a3e790d9e OpenGL: fix xfb for texture2d 2013-11-25 08:38:00 +01:00
degasus e8f23af10b OpenGL: always use texture2d as efb 2013-11-25 08:32:41 +01:00
degasus 230e12ae8c OpenGL: also remove VAO from xfb convertion
We use attributeless rendering, so officially we have to bind _any_ VAO.
As the state of this VAO doesn't matter, we don't have to switch it.

Also fix an AMD issue as they don't like to render from an empty VAO.
2013-11-25 07:38:20 +01:00
Ryan Houdek 7ed8e6a29c [Android] Fix the check for the Qualcomm graphics driver version for v53 drivers with the screen being rotated 90 degrees. Initialize the OpenGL information grabbing only once. Check for v14 Qualcomm drivers and spit out an error if the user tries selecting OpenGL ES 3. 2013-11-24 22:45:48 -06:00
Ryan Houdek da3eef1019 Fix the issue with COLOROUT not being defined anymore. Fix a issue where Mali shader compiler is idiotic in finding an overload for the mix function. 2013-11-25 00:06:29 +00:00
Ryan Houdek cb3dd6b94b Merge branch 'master' into android-new-control-input-overlay 2013-11-24 17:10:24 -06:00
Ryan Houdek 2c09e8fc5a [Android] Enable hard-float support. Requires Android NDK r9b. 2013-11-24 16:43:53 -06:00
Ryan Houdek ba18f38e70 Merge branch 'master' into android-new-control-input-overlay
Conflicts:
	Source/Android/res/values-ja/strings.xml
	Source/Android/res/values/strings.xml
	Source/Android/src/org/dolphinemu/dolphinemu/AboutFragment.java
	Source/Android/src/org/dolphinemu/dolphinemu/emulation/EmulationActivity.java
	Source/Android/src/org/dolphinemu/dolphinemu/folderbrowser/FolderBrowser.java
	Source/Android/src/org/dolphinemu/dolphinemu/gamelist/GameListActivity.java
	Source/Android/src/org/dolphinemu/dolphinemu/settings/video/VideoSettingsFragment.java
2013-11-24 16:12:00 -06:00
Ryan Houdek f292819ff5 [Android] Due to recent changes in code breaking Tegra 4 support, and also the upcoming code which will be breaking GLES2 support entirely. Taking the initiative to drop the remaining support code from the codebase in preparation for the upcoming changes. For a look at how Dolphin on Tegra 4 looked like prior and would not have been able to be fixed at all due to Tegra 4 not supporting the precision we need in our shaders; Look at this Youtube video http://youtu.be/Ga7Jc_Ote7U 2013-11-24 15:49:23 -06:00
Ryan Houdek f6f2b1fc60 [Android-overlay] Support multiple gamepads with touch screen controls. 2013-11-24 15:04:53 -06:00
degasus d410fe7c96 OpenGL: cleanup yuv2rgb (real xfb) workflow
We neither scale nor render from subimages, so we by using gl_Position, we don't have to generate _any_ vertices for this converting.

Also remove the glTexSubImage optimization as every driver does it when needed. But there are some workflows (eg on APU) where it's better to realloc this texture instead of a second memcpy or stall.
2013-11-24 15:56:50 +01:00
Scott Mansell 12741f6406 Add comments for anybody attempting accuracy improvements in the future. 2013-11-25 01:30:53 +13:00
Scott Mansell b5bd2ba847 OpenGL: Enable filtering for EFB to Real XFB copies.
This fixes Real XFB Jaggies in OpenGL on games which use yscaling, such
as most PAL games.

This fixes the last of the "Real XFB Macroblocking" issues for opengl,
see issue #6503
2013-11-25 01:11:42 +13:00
Ryan Houdek 6f73162df4 [ARM] Implement the Acid test in the JIT core. This test is currently broken in JIT64 since it uses cr instead of cr_fast. 2013-11-24 10:51:07 +00:00
Scott Mansell e6b35642df Fix Desktop GLSL versions in the recent changes.
Seems OpenGL ES 3 Requires you must have an lod argument, while Desktop
versions require you must not have a lod argument if you are using a
Sampler2DRect (which doesn't do Mipmapping).
2013-11-24 22:48:10 +13:00
Ryan Houdek 531f840720 Fix OpenGL ES 3 in the recent changes. texelFetch doesn't require the lod argument in desktop GLSL versions, but in GLSL ES 3 it is a required argument. 2013-11-24 07:45:42 +00:00
degasus 994426b3dc Opengl: fix real XFB sample positions
(0,0) and (1,0) aren't accurate xfb sample positions. This fixes the image shift to the left and some blocking on higher IR.
2013-11-24 05:39:40 +01:00
Scott Mansell eef2cddfd7 Opengl: Fix opengl realxfb "macroblocking"/bluring issue.
YUYV textures should NEVER be interpolated/filtered in RGB colour space.
Use TexelFetch to always fetch an actual texture sample.

issue 6503
2013-11-24 17:15:11 +13:00
degasus 09f4439d0c VideoCommon: reorder cbufid in orderer. We've used once two times 2013-11-24 04:43:54 +01:00
degasus 7d58278b67 Merge branch 'efb2tex_alpha' 2013-11-24 04:02:38 +01:00
degasus 2bf7379a7f D3D: also fix MAX_COPY_BUFFERS
the D3D backend caches the colmat buffers. As we've created more different colmats, the maximum of this matrices must also be updated.
2013-11-24 04:00:12 +01:00
Matthew Parlane 0a31255943 Unused arguments removed from XFBSource::Draw
Thanks neo.
2013-11-24 11:33:43 +13:00
Scott Mansell 43d1678fb2 Dynamically allocate color textures.
Saves ram when the video software backend isn't being used.
2013-11-24 00:52:17 +13:00
Scott Mansell afe47ff847 Increase res of color texture to match PAL Super Smash Bros: Brawl
The pal version of SSBB has a 640x568 xfb, which is larger than the efb.
Increase the size of the static textures and put in some runtime checks
to prevent buffer overruns.
2013-11-24 00:15:08 +13:00
Scott Mansell e720ea7837 Remove c++11 feature so VC2010 can be happy. 2013-11-23 23:44:05 +13:00
Scott Mansell 786e49ed48 Merge branch 'master' into videosoftware-xfb
Conflicts:
	Source/Core/VideoBackends/Software/Src/EfbCopy.cpp
	Source/Core/VideoBackends/Software/Src/SWRenderer.cpp
	Source/Core/VideoBackends/Software/Src/SWRenderer.h
	Source/Core/VideoBackends/Software/Src/SWVideoConfig.cpp
	Source/Core/VideoBackends/Software/Src/SWmain.cpp
2013-11-23 23:20:45 +13:00
Scott Mansell 999e085411 Fix a few typos. 2013-11-23 20:16:30 +13:00
Scott Mansell 01da9c4b71 Added a Bypass XFB option to Videosoftware's configuration.
This is useful for testing XFB vs no XFB in videosoftware, for
compatablity or visual comparasions.
2013-11-23 20:04:37 +13:00
Scott Mansell a94940edd3 Videosoftware realxfb: Fixed a few bugs while testing Zelda: Collectors Edition
* Don't force a frame to be progressive if it's already progressive.
 * Don't assume the framebuffer will be 640 pixels wide
 * Remember to offset the Luma channel by 16.
2013-11-23 18:38:15 +13:00
Tony Wasserka 672fa65ee7 OpenGL: Enable pinned memory even for index buffers (works for me). Big-ish speedup on AMD GPUs for streaming intensive games. 2013-11-22 18:09:52 +01:00
skidau efeb0096c9 Changed the DSP ROM warning from a panic alert to an on-screen message. 2013-11-22 14:55:25 +11:00
degasus b0a83c9aaa VideoCommon: don't read alpha from efb which don't have alpha
This fixes issue 6788
2013-11-22 04:50:33 +01:00
Ryan Houdek ea9ac07ec9 Merge branch 'master' into jit_exit_addresses 2013-11-21 21:17:58 -06:00
Tillmann Karras ff91789773 Jit64: really fix fmrx regression
This is more tricky than I thought!
2013-11-21 05:31:55 +01:00
degasus 011fe86d01 jit64: add regcache option IsBound
Lots of x86 instructions are different on memory vs registers.
So to generate code, we often have to check if a ppc register is already bound to a x86 register.
2013-11-21 05:16:58 +01:00
Tony Wasserka 286b6110f1 Revert "Handle BP mask register better to avoid useless BP writes (causing flushes)"
This reverts commit 954be9e2d9.

Fixes issue 6826.
2013-11-20 22:53:10 +01:00
Tillmann Karras bcefa880e4 Jit64: fix fmrx regression
Revision ddaf29e039 introduced a register
corruption bug (#6825). Since fmrx/MOVSD only modifies ps0 but we save
both ps0 and ps1 in one xmm register, not loading the previous value
when binding to a x64 register trashed ps1.

But hey, a good opportunity to shave off one more instruction ;)
2013-11-20 21:30:49 +01:00
Lioncash 42f8562e5c [Android] Basic Wiimote binding settings now implemented. 2013-11-19 19:28:10 -05:00
Lioncash 7e544d8996 [Android] Basic UI functionality for enabling/disabling aforementioned Gamecube controllers. 2013-11-19 16:14:40 -05:00
Lioncash 53ab104d5f [Android] Expand the input binding UI in the settings to handle 4 Gamecube controllers in the future.
Other changes:

 - Broke out MotionAlertDialog into it's own separate class.
 - Made a preference specifically for handling input bindings.
2013-11-19 15:53:30 -05:00
Ryan Houdek ae11fba069 [Android] Make joysticks less dumb from a configuration standpoint. 2013-11-18 14:48:08 -06:00
comex 4f13f6ecaa "warning fixes" commit introduced warnings; fix them. (And I refuse to use PRI macros.) 2013-11-18 14:34:21 -05:00
Tillmann Karras b863e40677 Merge branch 'ppc_fp' 2013-11-18 19:31:09 +01:00
Matthew Parlane e805bf6068 Only add real HID devices to HID list. 2013-11-17 21:14:22 +13:00
Matthew Parlane b372f97675 Imagewrite.cpp had same problem.
I hate windows :(
2013-11-17 11:30:05 +13:00
Matthew Parlane f4a1f183b9 std::string can't be passed to ... format. 2013-11-17 11:28:11 +13:00
Matthew Parlane ea3990a41b Don't pass char* to std::string.
Windows was fine with this :(
2013-11-17 11:25:12 +13:00
Matthew Parlane 33d8166620 Use IOFile for TextureToPng to support non-ascii
Changed save texture/screenshot uses to std::string
Removed unneeded new/delete calls when dealing with temp data.
2013-11-17 11:14:38 +13:00
Lioncash cce869ae01 [Core] Fix a mismatched dealloc in Render.cpp in the OGL backend. Should be delete[] 2013-11-16 17:05:51 -05:00
Lioncash c46aabc853 Merge branch 'master' of https://code.google.com/p/dolphin-emu 2013-11-16 16:53:22 -05:00
Ryan Houdek 4a9c8e6f55 Change software rasterizer screenshot code due to change in api just now. 2013-11-16 15:37:40 -06:00
Matthew Parlane 71d70d896f Api was too confusing for people. 2013-11-17 10:34:34 +13:00
Lioncash ee32c8b4e9 [Android] Remove accidental fragment tag in GameListActivity (it was useless, since it's an empty string) 2013-11-16 15:17:37 -05:00
Ryan Houdek 2025f00f88 Woops, vim copy and paste issue with a double include. 2013-11-16 09:41:01 -06:00
Lioncash 11a156615f [Android] Like the previous commit (but for the GameListFragment), don't constantly create a new adapter when filling the game list. 2013-11-16 05:30:58 -05:00
Lioncash d98664b053 [Android] Simplify the FolderBrowserAdapter a little, as well as the Fill method within FolderBrowser.java. Previously the fill method would create an entire new adapter and assign it to the backing ListView. This is pretty unnecessary, so what it now does is, when the function is called, it clears out the adapter, then simply fills it in again with the new directory's contents. Simple, and doesn't require a reference to the actual ListView to be used. 2013-11-16 04:36:22 -05:00
Lioncash c8ddc70c97 [Android] Simplify the AboutFragment view inflating. Considering the backing layout is a direct ListView, the original rootView can just be casted to a ListView, no need for an intermediate. 2013-11-16 04:09:30 -05:00
Lioncash 94f8c68a35 [Android] Use the ViewHolder design pattern for the FolderBrowserAdapter. In directories with a lot of files, this should be noticeably smoother in terms of scrolling. Also fixed the case where the subtitle text might disappear. 2013-11-16 03:56:58 -05:00
Lioncash c90ce1aad1 [Android] Change the name of the XML layout file gamelist_folderbrowser_list.xml to gamelist_folderbrowser_list_item.xml. More accurate name on what it is. 2013-11-16 03:31:02 -05:00
Lioncash 21a196f9af [Android] Eliminate the need to hold a reference to the shown Fragment within GameListActivity. Now we only care about the numeric ID of the one being shown. 2013-11-16 03:09:07 -05:00
Lioncash 777b5a109b [Android] Fix the handling of orientation changes for the Fragments related to the game list. Now screen orientation changes don't kick you back to the root view. 2013-11-16 01:48:17 -05:00
Ryan Houdek e8a4cc0f71 Screenshot capability of Software rasterizer for feature completness. 2013-11-15 22:08:08 -06:00
Lioncash 23c84c220f [Android] Add ability to take screenshots into the emulation menu. 2013-11-15 22:21:50 -05:00
Matthew Parlane 3a13dfdd9b [OGL] Textures now save to PNG not TGA 2013-11-16 15:59:59 +13:00
Ryan Houdek 15bb974224 [Android] Add screenshot nativelibrary function. 2013-11-15 17:32:50 -06:00
Ryan Houdek 0720026dab [Android] Disable the workaround for Qualcomm devices with driver >= 53 for the rotated framebuffer since it is fixed now. 2013-11-15 16:56:21 -06:00
Ryan Houdek b9d7bb9012 [Android] Broken UBOs has been fixed in Adreno driver v53, so update the comment in DriverDetails.h. Also enable dynamic UBO array member access with that version since there is a high chance of it being fixed. Dynamic UBO member access is commonly noticed with character models being terrible looking. 2013-11-15 16:51:07 -06:00
Lioncash 483a28f34a [Android] Simplify the AboutFragmentAdapter a little bit.
- Removes an unnecessary variable.
- Shortens the LayoutInflater usage.
- Gets rid of an unnecessary override of onAttach.
2013-11-15 17:19:09 -05:00
Lioncash 8c7d1afd5f [Android] Externalize the device compatibility warning strings. 2013-11-15 17:05:56 -05:00
Lioncash 4bb22aa0ab [Android] Indicate whether or not the device supports NEON within the About fragment. 2013-11-15 16:48:36 -05:00
Lioncash d3731d0827 [Android] Get rid of some unnecessary variables in the getView() methods of some adapters.
Directly referencing convertView is fine.
2013-11-15 16:32:52 -05:00
Ryan Houdek 0e415467c4 [Android] Spawn a message if someone's phone doesn't support NEON. NEON is a requirement for Dolphin Mobile on ARM, CPU core will crash without it. 2013-11-15 14:17:47 -06:00
Lioncash 07765aa6f0 [Android] Documentation and some cleanup. 2013-11-15 12:26:17 -05:00
Matthew Parlane c712fb7356 Fix introduced ImageWrite warning. 2013-11-15 17:58:57 +13:00
Jordan Cristiano 714633f311 Fixed console commands not registering. Code cleanup. 2013-11-14 22:23:55 -05:00
Ryan Houdek 117bf435b0 Fix GUI-less build. Also potentially OS X. We now require libpng due to our screenshot code relying on it now. WXWidgets links in libpng by itself so it isn't noticed in a wxwidgets build. OS X seems to not have libpng linked in from wxWidgets so just link in libpng at all times. 2013-11-15 01:09:38 +00:00
Matthew Parlane ba71cdcc51 Goto crosses initialization error.
Sorry.
2013-11-15 13:05:03 +13:00
Matthew Parlane 033ed9477e Reworked Screenshot saving.
Now OGL doesn't rely on WX for PNG saving.
FlipImageData supports (pixel data len > 3) now.
TextureToPng is now in ImageWrite.cpp/h
Video Common depends on zlib and png.
D3D no longer depends on zlib and png.
2013-11-15 13:00:38 +13:00
Ryan Houdek 1e90a838f2 Make sure to add our resources for the joystick. 2013-11-14 15:20:44 -06:00
Ryan Houdek feedee5c23 [Android-overlay] Support touch screen axises in native. Have a non-configurable main joystick on screen at this point. 2013-11-14 15:18:33 -06:00
Lioncash 9d3d568ae4 [Android] Bump the targetSdkVersion in the AndroidManifest XML file to 19 (KitKat). Nothing we do would require compatibility behaviors to be enabled to maintain forward compatibility. 2013-11-14 11:01:44 -05:00
Lioncash f15a0c17d0 [Android] Get rid of some unnecessary onAttach overrides in AboutFragment, VideoSettingsFragment, and FolderBrowser. These can just be replaced with calls to getActivity(). 2013-11-14 10:45:45 -05:00
Jordan Cristiano 2703cae8d3 Fixed ZComploc and Zfreeze values being incorrectly saved. 2013-11-14 03:15:03 -05:00
Jordan Cristiano 0fced651a5 More warning fixes, OSX build fix. 2013-11-14 03:11:40 -05:00
Matthew Parlane 7e9b970240 Use libpng for saving images.
TODO: Needs threading done similiar to OGL backend.
Fixes issue 6779.
2013-11-14 21:02:49 +13:00
Jordan Cristiano c3069eda28 build fix 2013-11-14 02:27:53 -05:00
Jordan Cristiano 39a4d4329d more warning fixes 2013-11-14 02:19:15 -05:00
Matthew Parlane ca5b3b4773 atlbase not needed. Interim fix until I get png done. 2013-11-14 18:10:39 +13:00
Ryan Houdek 1942d79c5b [Android-overlay] Had the action reversed. 2013-11-13 16:36:30 -06:00
Ryan Houdek 2a23bdde6f Merge branch 'master' into android-new-control-input-overlay
Conflicts:
	Source/Core/DolphinWX/Src/Android/ButtonManager.h
2013-11-13 16:17:42 -06:00
Ryan Houdek 63a9dff3bb Windows requires memory to be included to use unique_ptr 2013-11-13 12:51:49 -06:00
Ryan Houdek 652ef24a2e Remove our two instances of auto_ptr and replace it with unique_ptr. auto_ptr has been deprecated. 2013-11-13 11:44:04 -06:00
Matthew Parlane 7b53574b68 Support texture and screenshot dumping using WIC, no XP support. 2013-11-14 00:48:02 +13:00
Matthew Parlane abc3bddb54 Revert "D3D: Reintroduce depencency on D3DX11 because it's the most straightforward way to bring back some broken features."
This reverts commit a83c239765.
2013-11-14 00:34:09 +13:00
Jordan Cristiano f96e9e1ae4 warnings and code formatting 2013-11-13 04:03:46 -05:00
Tillmann Karras 038ffea369 Jit64: don't flush clean FPRs 2013-11-13 08:03:18 +01:00
Tillmann Karras 288bef2807 x64: add small warning if CPU has SSE2 but not DAZ 2013-11-13 06:26:57 +01:00
degasus d78c8c21a2 jit64: enable fp instructions faddx fsubx fdivx fdivsx
all of them are now accurate enough as we handle non-ieee floats correctly
2013-11-13 06:26:50 +01:00
Tillmann Karras cd069fdce1 Interpreter: software-based flush-to-zero
bDAZ is now called bFlushToZero to better reflect what it's actually
used for.

I decided not to support any hardware-based flush-to-zero on systems
that don't support this for both inputs _and_ outputs. It makes the code
cleaner and the intersection of CPUs that support SSE2 but not DAZ
should be very small.
2013-11-13 06:24:58 +01:00
Tillmann Karras 466a7afde3 Interpreter: support non-IEEE mode emulation
v2: fix fxsave on visual studio, thx @ rodolfo for this patch
2013-11-13 06:24:57 +01:00
Tillmann Karras 710a0ff435 Jit64: don't unnecessarily load registers 2013-11-13 06:16:24 +01:00
Tillmann Karras ddaf29e039 Jit64: use AVX instructions in some places 2013-11-13 06:15:56 +01:00
Tillmann Karras ae86850a78 x64: support VEX opcode encoding
and add some AVX instructions
2013-11-13 06:12:23 +01:00
Tillmann Karras 22b47d5b9c Jit64: Fix and re-enable psq_l for W=1
Patch by konpie:
https://forums.dolphin-emu.org/Thread-code-bug-report-based-on-3-0-735
2013-11-13 05:58:28 +01:00
Tillmann Karras 6054129df8 x64: detect FMA support 2013-11-13 04:46:34 +01:00
Tillmann Karras 2fecb033be Jit64: micro-optimize ps_sel
Adapted from a patch by konpie:
https://forums.dolphin-emu.org/Thread-code-bug-report-based-on-3-0-735
2013-11-13 04:45:43 +01:00
Tillmann Karras 6f5650f82e Fix Bluetooth warnings 2013-11-13 04:01:24 +01:00
Tillmann Karras 268bdf19ce Fix format string warnings 2013-11-13 04:01:16 +01:00
Ryan Houdek 39ad5a2f7a Disable Fastmem on JIT64IL. JIT64IL is completely incompatible with Fastmem and doesn't need it since it has its own way to speed up memory accesses. This fixes the JIT64IL core, which I totally didn't break but was blamed for. 2013-11-12 19:37:09 -06:00
Ryan Houdek 7c1ac441f6 Redo 'Fixes GCC 4.9 compilation. It now supplies its own _mm_shuffle_epi8 intrinsic.' This time with support for Windows. 2013-11-12 16:34:56 -06:00
Rachel Bryk 0f94652952 Disable wiimote source selection while netplay is running. 2013-11-12 04:16:51 -05:00
Ryan Houdek a72b3ca20c [ARM] Don't leave my test code in the JIT core. 2013-11-12 04:22:42 +00:00
Ryan Houdek 56557c845a [ARM] Fix NEON emitter encodings. 2013-11-12 01:01:54 +00:00
Ryan Houdek 68ba0f7f4e Add a comment to the magic value reading location. 2013-11-11 17:17:49 +00:00
Chanwoong Kim 22fef0da9b Fixed a bug that incorrectly recognized as 'GameCube'. when you open the Korean Wii Disc, which is re-encrypted with a common-key(g_MasterKey). 2013-11-12 01:05:30 +09:00
Ryan Houdek d1de336879 [ARM] More NEON emitters. 2013-11-11 01:47:05 +00:00
Jordan Cristiano 3a28afd8d5 Changed thread barrier and event to use a lamba wait predicate instead of a functor. 2013-11-10 04:57:11 -05:00
Ryan Houdek e013a74cdb [ARM] More NEON emitters. 2013-11-10 05:02:32 +00:00
Tony Wasserka 22f727cc69 D3D: Use D3DX11 for taking screenshots. 2013-11-10 00:22:35 +01:00
Tony Wasserka 0b02880b76 Revert "Be less dumb."
Revert "Actually, filename really does need to be a parameter because of some random debug thing."
Revert "fix non-HAVE_WX case"
Revert "Handle screenshot saving in RenderBase.  Removes dependency on D3DX11 for screenshots (texture dumping is still broken)."

This reverts commits 00fe5057f1, 74b5fb3ab4, cd46138d29 and 5f72542e06 because taking screenshots in D3D still crashed for me so there was no point in the code changes (which I found ugly anyway).
2013-11-10 00:22:33 +01:00
Tony Wasserka 3de2ee5d46 D3D: Use D3DX for texture dumping. 2013-11-10 00:22:31 +01:00
Tony Wasserka a83c239765 D3D: Reintroduce depencency on D3DX11 because it's the most straightforward way to bring back some broken features.
The Dolphin development team is incapable of providing sufficient replacement for its previous usage in Dolphin and the advantages of dropping the dependency do not justify the removal of screenshots and texture dumping.

From now on, d3dx11.h, d3dx11async.h, d3dx11core.h and d3dx11tex.h are required to be stored somewhere in the header include path. I don't know if this is the case for anyone else than me, but I can't really say that I care after having people randomly merge unfinished branches into master.
2013-11-10 00:18:03 +01:00
degasus 8923968b47 Revert "VideoCommon: create native texture pool"
This reverts commit 6cece6b486.

In fact, there was a _huge_ speedup on lots of games (mostly on nvidia+ogl), but there are some crashes on D3D.
I have to fix this crash and then I'll commit something like this again :-)

Conflicts:
	Source/Core/VideoCommon/Src/TextureCacheBase.cpp
2013-11-07 21:16:36 +01:00
Shawn Hoffman 33d56f50a4 Re-plumb window handle to the dsound backend.
Reverts parts of commit 71c01d83ab614b9e0c421d03ca694713dbabff48.
Fixes issue 6800
2013-11-07 09:24:56 -08:00
degasus ea2d8bf328 VideoCommon: fix custom textures
This fix a regression by revision 6cece6b486

delete pointer must not do anything if pointer==NULL.
2013-11-07 15:55:34 +01:00
Lioncash c33036aa01 Fix the filter for some files in the Core VS project related to the JitIL. They were in the root of the project. They should actually be in their own filter named JitILCommon. 2013-11-07 01:33:32 -05:00
degasus 1aa06b8fa4 jit: change our linking module to be able to handle arbitrary exit addresses
And also do this for all JIT backends...
2013-11-07 06:19:35 +01:00
Pierre Bourdon ea6fd58b97 Use an unordered_set to track FIFO write adresses
Reduces CheckGatherPipe CPU consumption by 40%.
2013-11-07 03:22:32 +01:00
Pierre Bourdon 954be9e2d9 Handle BP mask register better to avoid useless BP writes (causing flushes)
Patch from konpie: http://forums.dolphin-emulator.com/showthread.php?tid=24658
2013-11-07 03:06:53 +01:00
Tillmann Karras cdc27e46f1 Jit64: implement ps_res
This is probably more accurate than it is allowed to be. After all, the
instructions are supposed to be "estimates".
2013-11-07 02:19:20 +01:00
Tillmann Karras 0a2a273a2e Jit64: simplify ps_sel 2013-11-07 02:02:38 +01:00
Tillmann Karras 201c4c65a5 Jit64: fix typo in ps_sel and re-enable it 2013-11-07 02:02:24 +01:00
degasus 2f7ca688ae jit64: remove dead code 2013-11-07 01:59:10 +01:00
Tillmann Karras c29fb22cd4 Jit64: extract frsqrtex as method 2013-11-07 01:59:00 +01:00
Matthew Parlane 897bec1add [JitIL] No more terrible usage of vectors.
This is possible because of C++11.
2013-11-06 22:18:08 +13:00
degasus 274f6dd7ab ogl: check default framebuffer for msaa
default framebuffer must not be sampled, so throw a panicalert if it is
2013-11-05 17:38:48 +01:00
Ryan Houdek 948ace9546 [ARM] Minor idle skip optimization in bx. 2013-11-05 13:05:39 +00:00
Ryan Houdek 56685c396a [ARM] Fix an issue with the data offset in LoadStore operations. Thanks to PPSSPP. 2013-11-05 13:05:38 +00:00
degasus 6cece6b486 VideoCommon: create native texture pool
We often need the same native texture objects for new textures. This commit
try to avoid destroying and creation of this textures by pooling them.

This should be a big performance gain for some efb2ram games as they may
overwrites partially a cached texture (which would be deleted) and afterwards
try to read it.

Creating/destroying sounds like an easy task, but it isn't. eg the nvidia ogl
driver synchonize their threads do avoid use-after-free issues.
2013-11-05 12:21:22 +01:00
Shawn Hoffman f4056978c8 [windows] update SDL-2.0.0 to 2.0.1. Fixes issue 6793. 2013-11-04 23:50:52 -08:00
degasus 045efdfc3e ogl: drop all %f from TextureConversionShader 2013-11-04 12:38:55 +01:00
Matthew Parlane e15f628935 Fix {Read,Write}FileToString.
We should be using binary always.
2013-11-05 00:33:41 +13:00
comex 3f1ea21e4f Fix warnings. 2013-11-03 20:54:06 -05:00
comex 21610c2e54 Run code through clang-modernize -add-override to add 'override' decls. 2013-11-03 20:54:05 -05:00
comex c579637eaf Run code through the advanced tool 'sed' to remove trailing whitespace. 2013-11-03 20:54:05 -05:00
comex 965b32be9c Run code through clang-modernize -loop-convert to create range-based for loops, and manually fix some stuff up. 2013-11-03 20:54:01 -05:00
comex 00fe5057f1 Be less dumb. 2013-11-03 14:37:56 -05:00
Rachel Bryk a250ab0af7 Stop saving random files to ./ 2013-11-02 23:47:10 -04:00
comex 74b5fb3ab4 Actually, filename really does need to be a parameter because of some random debug thing. 2013-11-02 22:44:27 -04:00
comex cd46138d29 fix non-HAVE_WX case 2013-11-02 22:23:29 -04:00
comex 5f72542e06 Handle screenshot saving in RenderBase. Removes dependency on D3DX11 for screenshots (texture dumping is still broken). 2013-11-02 22:19:21 -04:00
Shawn Hoffman 26059f1109 rename the dolphinwx project to dolphin, and thus change the executable name back to dolphin{d}.exe 2013-11-02 16:22:15 -07:00
Shawn Hoffman bc45a38122 do not copy pdbs to binary dir (you can use the symbol server for $(random_build), or it will be found locally if you built it yourself) 2013-11-02 16:19:17 -07:00
Matthew Parlane dab9af43a4 [Windows] Add missing dlls and enable OpenMP support. 2013-11-03 11:54:45 +13:00
Matthew Parlane e22ff4927a Revert "Add dxsdk_dir to vc++ paths via base.props. This means you no longer need the paths in a global property sheet. In fact if you have them in such a file, you should remove them as it will cause conflicts with the vs2013 build."
This reverts commit 0791a9ef80.
2013-11-02 09:24:56 +13:00
skidau 65404e7475 Removed duplicate definition of ibuild within JitIL.h. Fixes JitIL from hanging on x64/x86. 2013-11-01 12:33:29 +11:00
comex 82729fcc8f Merge remote-tracking branch 'shuffle2/vc12'
Conflicts:
	Source/Core/Common/Common.vcxproj
	Source/Core/Common/Common.vcxproj.filters
2013-10-31 16:51:56 -04:00
comex 4c7bbd96e4 Improve ChunkFile.h:
- Add support for std::set and std:pair.

- Switch from std::is_pod to std::is_trivially_copyable, to allow for
  types that have constructors but trivial copy constructors.  Easy,
  except there are three different nonstandard versions of it required
  on different platforms, in addition to the standard one.
2013-10-31 15:40:53 -04:00
Ryan Houdek 0f061e4e7c [Android] Do /not/ give users the benefit of the doubt that the device supports OpenGL ES 3 when we can't grab an OpenGL context. The only devices that fail to do so is PowerVR5 and we can't run with them anyway. 2013-10-31 07:30:18 -05:00
degasus 498d491942 Merge branch 'viewportCorrection' 2013-10-29 22:33:51 +01:00
degasus 35824aa4d5 ogl: ceil viewport, rounding isn't supported on vs and this is more like the old behavior 2013-10-29 21:42:40 +01:00
degasus ab35503195 ogl: don't force depth+stencil for default framebuffer 2013-10-29 19:20:40 +01:00
degasus 92fdac412b VideoCommon: drop UpdateViewportWithCorrection
It's only used once in BPFunction which itself is also only used once.
So the setter is moved to BPStructs like all other ones.
2013-10-29 18:55:50 +01:00
degasus 2118c1d3c3 VideoCommon: remove constants.depthparams[2+3] as they aren't used in the shader at all 2013-10-29 18:55:50 +01:00
degasus f4a9deefa8 ogl: remove some unneeded includes 2013-10-29 18:55:50 +01:00