NeoBrainX
304814e7cc
Video_Software: Implement proper RGBA8 texture loading from tmem.
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For RGBA8 textures, AR and GB tiles are stored in separate tmem banks. TextureDecoder did not support that previously.
2013-01-10 18:30:16 +01:00
Lioncash
d9ea718559
Fix an issue where an iterator would become invalidated in TextureCache::ClearRenderTargets()
2013-01-08 23:46:30 -05:00
NeoBrainX
d3882771aa
Fix an assert that had been wrong for ages, apparently.
2013-01-08 18:56:01 +01:00
NeoBrainX
4925a28f94
PixelShaderGen: Shader uid maintainance
2013-01-08 18:56:01 +01:00
NeoBrainX
be706a3977
Disable color writing when alpha test always fails.
2013-01-08 18:56:01 +01:00
NeoBrainX
d26bcb0847
Move alpha pretest to BPMemory.h and rename a bunch of alpha testing related stuff
2013-01-08 18:56:01 +01:00
NeoBrainX
c80f6e8b84
Reword a comment about early_ztest a bit.
2013-01-08 18:55:45 +01:00
NeoBrainX
b06f30f845
Remove the per pixel depth option.
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Depth calculations are always done in the pixel shader now.
Due to the unpredictability of our zcomploc hacks this commit probably changes the behavior of some games which use zcomploc.
2013-01-08 18:16:48 +01:00
NeoBrainX
876eee5e60
PixelShaderGen: Don't disable depth texture emulation if z writing is disabled (this is what VideoSoftware is doing).
2013-01-08 18:16:48 +01:00
NeoBrainX
09197e0ffc
X11: Disable OSD hotkeys when the corresponding option is disabled.
2013-01-08 18:16:47 +01:00
Ryan Houdek
446d9279b1
Fix clearing of render targets. We were skipping every other one.
2013-01-08 11:14:53 -06:00
Ryan Houdek
d0301ca89d
Revert 30dd9c2
e9d00bf
db5f4c8
and bff0fae
2013-01-07 13:47:34 -06:00
Ryan Houdek
ff3b22e1ff
Clear up some warnings that crop up from -Wextra
2012-12-30 03:28:50 -06:00
Ryan Houdek
e5d5365bac
Fix the last few warnings in Dolphin on my system.
2012-12-30 02:34:14 -06:00
degasus
bff0faea2d
Merge branch 'immediate-removal'
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Conflicts:
Source/Plugins/Plugin_VideoOGL/Src/Render.cpp
2012-12-25 12:39:00 +01:00
NeoBrainX
e3e14af0dd
Revert "VertexShaderGen: Fix a shader compilation error.". I'm an idiot :p
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This reverts commit 4d868705fd
.
2012-12-24 21:29:24 +01:00
NeoBrainX
4d868705fd
VertexShaderGen: Fix a shader compilation error.
2012-12-24 19:50:16 +01:00
NeoBrainX
5a78351033
TextureCacheBase: Fix a potential bug when using custom textures.
2012-12-24 19:50:16 +01:00
degasus
bd0abb3d2f
revert last commit, add CheckInvalidState to VideoBackend
2012-12-23 13:32:23 +01:00
degasus
ffddfd8662
do only invalid hashes instead of all textures on loading
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this is a hack, but only the gpu thread is allowed to call ogl commands
suggestion: create an unused texture cache, so we can move all textures there
2012-12-22 17:30:13 +01:00
degasus
2df0c31d13
add invalid flag for BPStructs (fix issue 5790)
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this flag will be set on loading a state and checked before every rendering.
2012-12-21 21:04:53 +01:00
NeoBrainX
0811311604
TextureCacheBase: Delete textures completely instead of just invalidating them in ClearRenderTargets.
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That's what would've been done in the next TCB::Load() call, anyway.
Fixes issue 5742.
Additionally, change efb copies to specify 1 as the number of mipmaps because that makes more sense than anything else.
2012-12-17 19:36:31 +01:00
degasus
8b62be2025
fix ShowEFBCopyRegions
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those fancy colors were the result of the usage of non-allocated heap
Signed-off-by: Ryan Houdek <Sonicadvance1@gmail.com>
2012-12-13 15:27:49 -06:00
NeoBrainX
c82136abdc
PixelShaderGen: Drop some useless and potentially buggy code.
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Thanks to glennrics for noticing.
2012-12-10 16:13:22 +01:00
Glenn Rice
f6df3d1513
OSX build fix for the unordered_map/hash_map issue.
2012-12-10 08:40:27 -06:00
Glenn Rice
e85438cba0
Clean up gcc/g++ compiler warnings that have accumulated.
2012-12-10 00:40:28 -06:00
NeoBrainX
bed260aa14
VertexShaderManager: Fix redundant shader constant updates.
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Thanks to konpie for spotting this.
Might give a fairly perceivable speedup in the D3D11 backend.
2012-12-01 14:23:24 +01:00
rog
97f5b1665f
what is this even...
2012-11-26 02:11:52 -05:00
NeoBrainX
0fcb246b7e
Enable GFX debugger functionality in Release builds.
2012-11-20 17:54:48 +01:00
NeoBrainX
4f652c4086
Partially revert "Check if BP and XF changes actually change values before flushing". Dolphin code sucks too much to get optimizations.
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This reverts commit 5a77cae2e3
.
Fixes issue 5459.
Fixes issue 5606.
2012-11-19 21:09:31 +01:00
NeoBrainX
4ff9e03509
Merge branch 'efb_scaling_fixes'.
2012-11-19 13:18:57 +01:00
NeoBrainX
b02bb7617f
Fix some fractional EFB scaling issues.
2012-11-19 13:10:32 +01:00
XtraFear
d6697d50c7
Added option to toggle the display of On-Screen Display messages in the Interface tab.
2012-11-16 23:54:48 +01:00
NeoBrainX
f88e7d3b73
Fix an off-by-one error.
2012-11-16 14:29:11 +01:00
NeoBrainX
a38bb488d2
Remove Renderer::xScale and Renderer::yScale.
2012-11-16 14:29:09 +01:00
NeoBrainX
78031c2d54
Move ComputeDrawRectangle() to Renderer::UpdateDrawRectangle().
2012-11-16 14:25:49 +01:00
NeoBrainX
069d949a57
[cleanup] TextureCache: Kill the autogen_mipmap parameter
2012-10-20 21:07:02 +02:00
NeoBrainX
ee3d6d66d7
[cleanup] [bugfix] TextureCacheBase: Cleanup and simplify mipmapping logic. Possibly fixes a bug or two.
2012-10-20 21:07:02 +02:00
NeoBrainX
c859aaae84
[optimization] TextureCacheBase: Slightly loosen the requirements for reusing mipmapped textures
2012-10-20 21:07:02 +02:00
rodolfoosvaldobogado@gmail.com
5230146c73
Hey, long time no commits :).
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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
Pierre Bourdon
8cefcaa94c
Implement a simple benchmarking mode which logs FPS to a file
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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
035840e7b5
Move last XFB size from Render to FramebufferManager.
2012-10-03 13:44:35 +02:00
NeoBrainX
6e4a61a991
Minor cleanups.
2012-10-03 13:44:04 +02:00
NeoBrainX
bb8b5936c0
Revert "Partially revert revision d511b506120c."
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This reverts commit 08e06b2293
.
2012-09-27 18:15:44 +02:00
Glenn Rice
d2e057d137
Update libav code to remove deprecation warnings.
2012-08-28 22:34:24 -05:00
Pierre Bourdon
54fc4029dd
Use do { ... } while (0) for the *_LOG macros
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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
NeoBrainX
08a9c66037
Revert the recent zcomploc changes including the Graphic_Fixes merge.
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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
ec859009b7
Add a sanity check for viewports with zero width/height.
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Fixes issue 5466.
2012-08-07 01:37:31 +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
228172d656
Fix a typo in the indexed color vertex loader
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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.
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Patch from konpie: http://forums.dolphin-emulator.com/showthread.php?tid=24658
2012-08-05 04:24:08 +02:00
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
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.
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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
NeoBrainX
227580d1a5
Remove "Disable Textures".
2012-06-11 23:35:46 +02:00
NeoBrainX
1dd6b978c1
Remove "Disable Lighting".
2012-06-11 23:30:20 +02:00
NeoBrainX
b5ad382b07
Fast mipmaps deserves to die!!
2012-06-08 00:22:57 +02:00
NeoBrainX
0d577d886a
Remove some TODOs.
2012-06-02 19:23:20 +02:00
skidau
d74c50b942
OSX build fix for BPStructs. Thanks to pauldacheez for the fix.
2012-06-02 11:28:43 +10:00
skidau
bb4c9e2205
Fixed "Failed to compile pixel shader" error when Per-Pixel Lighting is enabled. Thanks to slmpika for the fix.
2012-06-02 11:25:44 +10:00
NeoBrainX
372e00632d
Fix changing internal resolution via hotkeys (settings above 1.5x weren't accessible anymore before).
2012-05-29 13:11:28 +02:00
Pierre Bourdon
bfde41895f
Update the viewport when the scissor offset is changed
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Fixes a bug with Another Code: R that was noticed when gx-optimization was
merged.
2012-05-27 08:03:26 +02:00
Pierre Bourdon
1efabea9b4
Fix compilation errors with g++4.7
2012-05-26 08:09:50 +02:00
skidau
146b02615c
Merge rodolfoosvaldobogado's zcomploc code (Graphic_Fixes branch)
2012-05-26 13:47:07 +10:00
nitsuja
99b202fd2e
savestate vertexmanager (base) since it affects VertexLoader::RunVertices which affects g_pVideoData
2012-05-26 13:18:08 +10:00
nitsuja
ae242e5675
added some missing VideoBackendHardware data to savestates. I think this makes savestates more stable (fewer "GFX FIFO: Unknown Opcode" errors) in dual core mode.
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also added some extra verification markers around here, to potentially give better info on future version mismatches
2012-05-26 13:18:08 +10:00
nitsuja
2be579e8ba
fixed some graphics problems with loading savestates (for example, wrong colors on title screen of metroid prime 3)
2012-05-26 13:18:07 +10:00
nitsuja
a81631b58e
made savestates synchronous and immediate. this allows saving or loading while the emulator is paused, fixes issues where savestate hotkeys would get ignored if pressed too close together, might speed up savestates in some cases, and hopefully makes savestates more stable too.
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the intent is to replace the haphazard scheduling and finger-crossing associated with saving/loading with the correct and minimal necessary wait for each thread to reach a known safe location before commencing the savestate operation, and for any already-paused components to not need to be resumed to do so.
2012-05-26 13:09:38 +10:00
Pierre Bourdon
cf69e7ca8a
Merge branch 'gx-optimization'
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This branch reduces the number of useless state flushes in the video
emulation layer by checking whether a BP/XF change will have an effect
or not. Greatly reduces the number of GL calls per frame.
Thanks to degasus for his help!
2012-05-24 21:49:37 +02:00
Pierre Bourdon
fee2d83f68
Fix a data endianness problem introduced by r7cccb4baa724.
2012-05-20 22:16:21 +02:00
Pierre Bourdon
c95baf614d
Avoid changing video state on useless BP writes
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When a game writes the same value that was already configured to a BP
register, Dolphin previously flushed the GPU pipeline and reconfigured
the internal video state (calling SetScissor/SetLineWidth/SetDepthMode).
Some of these useless writes still need to perform actions, for example
writes to the EFB copy trigger or the texture preload registers (which
need to reload the texture from memory).
2012-05-20 20:56:03 +02:00
Pierre Bourdon
7cccb4baa7
Check if data was modified in LoadIndexedXF too
2012-05-19 10:54:40 +02:00
Pierre Bourdon
b8d4d013f6
Compute the comparison size properly (transferSize is in u32, not in u8)
2012-05-18 23:27:02 +02:00
Pierre Bourdon
5a77cae2e3
Check if BP and XF changes actually change values before flushing
2012-05-18 23:13:53 +02:00
NeoBrainX
54aeec7a8f
Dump the redundant "save textures" function. Use TextureCache's dumping feature instead.
2012-05-13 17:48:23 +02:00
NeoBrainX
72e83140f0
TextureCacheBase: Remove the texture size limit for custom textures. Only the GPU restrictions for maximum texture size remain.
2012-05-13 17:43:14 +02:00
NeoBrainX
41d37ab0a0
TextureCacheBase: Support loading custom mipmaps.
2012-05-13 17:42:22 +02:00
NeoBrainX
a5e68ab10e
TextureCacheBase: Support dumping individual mipmaps.
2012-05-13 17:41:04 +02:00
NeoBrainX
a8ad59ee3e
TextureCacheBase: Move texture dumping to a helper function.
2012-05-13 17:41:03 +02:00
NeoBrainX
3ecc5e879c
TextureCacheBase: Move custom texture loading to a helper function
2012-05-13 17:41:03 +02:00
skidau
1587cb3738
Fixed texture encoding. Fixes the interaction with objects in Another Code R. Thanks to wordmanwords for the patch.
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Fixes issue 5405.
2012-05-05 11:21:05 +10:00
Pierre Bourdon
beb4204bbb
Include libavutil/mathematics.h explictly in AVIDump.cpp. Fixes issue #5266 .
2012-05-02 07:29:15 +02:00
Jordan Woyak
722480cb2e
Fix compilation with g++ 4.7 and some warnings. Fixes issue 5347.
2012-04-07 15:45:32 -05:00
rodolfoosvaldobogado
5650b3b5f6
more fixes. take in account when depth textures are used and alpha test fails :)( i really forgot that).
2012-04-03 15:08:58 -03:00
rodolfoosvaldobogado
4fafbd0700
Fix for my last commit thanks to Lolaker for pointing the error
2012-04-03 09:56:11 -03:00
rodolfoosvaldobogado
6a446efd5f
Second Stage: re implement zcomplock and correct all the logic error in PixelShaderGen.cpp. i disable fastzcomlock for the moment to avoid confusions.
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please test for regressions
2012-04-03 00:08:36 -03:00
rodolfoosvaldobogado
a0d60210fd
First Stage:
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Fix depth related errors in dstalpha pass.
best place to test: water splash effect in super mario galaxy
2012-04-02 14:26:12 -03:00
NeoBrainX
460610ea0e
Revert Rodolfo's recent zcomploc commits until they actually work correctly.
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This reverts commit 402006a83a
.
This reverts commit 48d8d71391
.
This reverts commit 450dcc9d2c
.
2012-03-30 01:57:53 +02:00
rodolfoosvaldobogado
402006a83a
more fixes to zcomplock and opengl implementation
2012-03-29 18:26:58 -03:00
NeoBrainX
2356def0d4
Merge branch 'fifoplayer_updates'.
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This adds an "Analyzer" tab to the fifoplayer dialog which allows to conveniently browse through all register pokes that are being sent by the game each frame.
There's also a search function, but it doesn't work all that well for anything but simple searches at the moment. However, I'm merging this anyway since I'm not sure if I'm going to finish this.
Note that due to recent fifo changes, it's not yet possible to run fifoplayer in dual-core mode.
2012-03-29 22:50:45 +02:00
rodolfoosvaldobogado
450dcc9d2c
As requested, this is my implementation of zcomploc using a multi-pass algorithm. My apologize to the others devs for committing in the main branch but is the only way to get this tested as soon as possible.
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please test for regressions, speed and for other issues fixed, as a example, the black color in water splash in super mario galaxy are fixed with this rev.
please as soon as yo find a bug let me know.
2012-03-27 15:44:58 -03:00
Shawn Hoffman
48eb791a4e
Merge remote-tracking branch 'timowiren/master'
2012-03-25 13:21:25 -07:00
skidau
f30aebf8d7
Added a check for TMEM overflows while preloading textures. Thanks to NeoBrainX for the tip.
2012-03-25 21:35:57 +11:00
Timo Wiren
cb92805445
Spaces to tabs. Removed a comment.
2012-03-25 13:01:26 +03:00
rodolfoosvaldobogado
9ed83765e6
long time no commits :)
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a little code cleaning to avoid duplicated execution of AlphaPreTest and a little correction to some comments from the previous commits.
this change must behave exactly like last revision, if something is broken please let me know
2012-03-25 00:01:47 -03:00