Commit Graph

17 Commits

Author SHA1 Message Date
hrydgard ccbc1feb0b D3D9: Fix issue where the shader caches were lost whenever the render window was resized. Add some error logging to LinearDiskCache. + some minor cleanup.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5747 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-06-19 16:22:24 +00:00
Rodolfo Osvaldo Bogado fc12291806 some fixes to my last commit and ....
modify shader generator to produce native sm 4.0 code.
eliminate compatibility mode in dx11 so now all shader must work much better.
please test.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5691 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-06-14 14:36:01 +00:00
NeoBrainX a6ebc8234f Preparing stuff for DX11:
- be more strict with the input signature of generated pixel shaders
- replace the D3D parameter with an API_TYPE one, so that we can further distinguish between DX9 and DX11
- for what it's worth dx11 (using vs_4_0) doesn't support D3DCOLORtoUBYTE4; added a workaround for this
- add a "dx9-" prefix to the shader cache files to avoid conflicts with dx11 shaders

Apart from that we're calling CommandProcessor::Shutdown() in main.cpp,Shutdown() now.
Delete all files in User/ShaderCache if you want to save a few KB disk space :P


git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5659 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-06-12 15:49:21 +00:00
Rodolfo Osvaldo Bogado f0d178122e revert my last change to vertex manager as the performance difference is negligible an causes performance drop in higher definitions
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5658 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-06-12 15:38:42 +00:00
Rodolfo Osvaldo Bogado ce3c2700e7 This commit is separate in two parts:
Fix: fix for lighting equations , that must improve lighting in a lot of games (  test smg :) )
experimental speedup: implemented alpha pass using stencil buffer instead of a duplicate shader. i recommend to test this well as i dono if will work the same way in all the systems. i my system it gives a nice 2-5 fps improvement. if it brings problems in any system or game will revert asap.
enjoy

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5653 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-06-12 12:36:33 +00:00
Rodolfo Osvaldo Bogado c98f8a96d2 HUGE commit :)
in general cleanup and bugfix disable pierre  patch for the moment as it causes problem in some games and hopefully fix the remaining missing textures for nvidia users in opengl.
make the code in pixelshadergen looks nice and readable.
D3D: this is a ultra experimental commit please check for regressions or error.
make the efb Scale / super sampling level customizable to improve the output quality and let the user configure quality according to his hardware.
is everyone likes this change will translate it to opengl
please test


git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5612 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-06-05 00:01:18 +00:00
hrydgard 926f96daf0 Revert 5533, removing the misleading TODO and commenting it properly.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5534 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-05-29 15:35:31 +00:00
XTra.KrazzY bcfc688140 Get disk cache revision from SVN_REV.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5533 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-05-29 14:24:55 +00:00
Rodolfo Osvaldo Bogado 66914c7ae4 lets apply some mathematical magic:
* optimize may last commit to make it faster
* reorder the code to make it more readable
please test and enjoy


git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5520 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-05-27 21:43:07 +00:00
Rodolfo Osvaldo Bogado 253573ea02 ultra experimental commit. fixed tev functionality, now it must be almost perfect emulating native hardware.
please test as many games as you can this should impact a lot of games.
enjoy

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5511 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-05-27 03:05:43 +00:00
pierre b1a79b822d Use symbolic names instead of numbers and bump cache version
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5464 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-05-22 20:40:43 +00:00
Rodolfo Osvaldo Bogado 7947543d98 a little optimization in shaders constants setting , based on the same idea of nodchip changes.
a MAYORRRRRR change in pixel shader generation, please review all games you can and leave comments this must improve accuracy in graphic emulation a lot.
for example: mario eyes in super mario galaxy, water pod transparency an water transparency on game intro in super mario sunshine, etc.


git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5457 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-05-17 22:17:46 +00:00
j4ck.fr0st 3a5a7de906 NoGUI: general cleanup, add initialization stuff added in r5064, fixed the cocoa event loop not shutting down when not booting a game on OSX.
SysConf: removed the Save call in the dtor, this crashes on linux trying to read m_Filename (which might be already freed).
Common: set eol-style native, again.

Fixes Issue 2332

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5082 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-02-19 17:05:26 +00:00
Shawn Hoffman 2f8a6f86b9 quiet some compile-time warnings
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4941 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-01-24 04:49:33 +00:00
hrydgard 576990c5a3 JitIL is no longer a separate .exe/binary - it's now a simple option, Dolphin.exe now contains both cores.
Advantages:
* Less confusion for users
* No need to build twice to make sure you didn't break something
* Easier to switch between the cores for testing

Disadvantages:
* None, as far as I can tell :) Maybe some extra code complexity, but not much.

Also break some include chains that caused <windows.h> to get included into everything, slowing down the build on Windows. There's more to do here though, there's still a lot of files that get it included that don't need it at all.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4891 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-01-19 19:28:27 +00:00
Rodolfo Osvaldo Bogado c4c809f6b1 Small fixes:
in opengl correct an error introduced by mi in efb to ram alignment, it's seems to fix SMS but it missalign a lot of other games, so revert to the default. must solve truncated coins in NSMB.
revert alpha testing values to the values in rev 4812 as they fix some games.
in d3d dynamized the Render target size so it will change at runtime when viewport exceed it size, in the worse case it will cause a missing frame when resizing but in the games I tested is not noticeable at all
This must solve all the remaining viewports problems in nvidia cards, in ati this is not needed.


git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4888 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-01-19 15:00:45 +00:00
hrydgard 3e01152793 Shader Disk Cache implementation for D3D. Saves generated shaders on disk. Eliminates "freeze jerks" in D3D plugin the _second_ and later times you play something.... not much to do about the first time. The D3D shader compiler is just slow.
Also assorted cleanup around the shader code.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4869 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-01-17 17:44:09 +00:00