Commit Graph

1519 Commits

Author SHA1 Message Date
rog 5133ac551b merge relevant changes from bc61dbdf58a8 in otu0001-desync-fix clone 2012-10-23 02:10:49 -04:00
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 :).
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
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
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
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 e88d35d1c1 Had a few vec4 and float4(0) calls floating around. 2012-10-09 23:55:59 -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 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 c76593f6a2 Looky, OSX found an issue for me. 2012-10-09 23:42:40 -05:00
Ryan Houdek 7f12daa014 Looks like we make use of fmod, make a GLSL function for it! 2012-10-09 23:41:49 -05:00
Pierre Bourdon 3bcec51334 More coding style fixes because I suck at sed 2012-10-09 23:41:48 -05:00
Pierre Bourdon 3c6d0fc710 8 spaces indentation -> tabs 2012-10-09 23:41:48 -05:00
Ryan Houdek 5b06bbf87d Use UBOs in every shader. I had missed a few. Only cache Uniform locations if we aren't using UBOs. 2012-10-09 23:41:06 -05:00
Ryan Houdek 5bcbf92f43 Make sure to support everything even if GPU doesn't. 2012-10-09 23:41:06 -05:00
Ryan Houdek d4a80ca3ec yay, UBOs work 100% now. 2012-10-09 23:41:05 -05:00
Ryan Houdek 1f75ee49bf UBO works for Pixel Shaders if Binding for UBO is zero, otherwise fails. Probably why Vertex shader UBO is failing. Too tired to investigate right now. 2012-10-09 23:41:05 -05:00
Ryan Houdek b105d70339 Firin ma lazer 2012-10-09 23:41:05 -05:00
Ryan Houdek c82b92bfc2 Fix one error. 2012-10-09 23:41:05 -05:00
Ryan Houdek 2fbca145cb Remove bSupportsGLSLLocation since it won't work how I expect it. 2012-10-09 23:41:05 -05:00
Ryan Houdek 4a84c6f742 Add in UBOs, doesn't work yet. Still debugging here. 2012-10-09 23:41:05 -05:00
Ryan Houdek 76e5766a1b Put Vertex Uniforms in to the correct places to get ready for UBOs. 2012-10-09 23:41:04 -05:00
Ryan Houdek d897491f94 Few compiler errors that got exposed once I got Dual Source Blending working. Seems it isn't working quite 100% either. Good chance I missed something anyway. 2012-10-09 23:41:04 -05:00
Ryan Houdek d83ead5914 Support Dual Source Blending in OGL plugin with GLSL. 2012-10-09 23:39:16 -05:00
Ryan Houdek eff019442f Playing through SSBM story made me find this. 2012-10-09 23:37:52 -05:00
Ryan Houdek b24990ca28 Bit of cleanup. Clean up my massive hack in the ShaderManagerFiles. Almost feature parity with Nvidia CG now I think. Just need to do Alpha test with Dual source blending now. 2012-10-09 23:37:52 -05:00
Ryan Houdek cf68cc0c61 Add support for GL_ARB_shading_language_420pack so we don't have to binding sampler locations. Also add support for GL_ARB_separate_shader_objects which doesn't currently work for some reason....investigating. 2012-10-09 23:37:52 -05:00
Ryan Houdek 8058f2f32f Missed one 2012-10-09 23:33:02 -05:00
Ryan Houdek 9064b76deb Shader Compile fixes. Played SMS for two shines. 2012-10-09 23:33:02 -05:00
Ryan Houdek 7cec31dbf3 Almost there. 2012-10-09 23:33:02 -05:00
Ryan Houdek 8123b137aa This is the terrible bit that can't be removed until we use UBOs in the GLSL shaders. 2012-10-09 23:31:31 -05:00
Ryan Houdek 0fc755c4df More stuff 2012-10-09 23:31:31 -05:00
Ryan Houdek 66a5334158 moe 2012-10-09 23:30:48 -05:00
Ryan Houdek 3943840d5c Now CG plays nice with this new stuff. 2012-10-09 23:27:59 -05:00
Ryan Houdek a357c77257 Add in GLSL setting again.
PS and VS making. Untested and won't work for now.

Add in program shader cache files.

Readd NativeVertexFormat stuffs.

Add in PS and VS cache things.

SetShaders in places.

Fixed EFB cache index computations in OpenGL renderer.

The previous computation was very likely to go out of array bounds,
which could result in crashes on EFB access.

Also, the cache size was rounded down instead of up. This is a problem
since EFB_HEIGHT (528) is not a multiple of EFB_CACHE_RECT_SIZE (64).
2012-10-09 23:23:37 -05:00
Pierre Bourdon 8cefcaa94c Implement a simple benchmarking mode which logs FPS to a file
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."
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
NeoBrainX 1c1ae63b69 Windows build fix. 2012-08-26 20:26:10 +02:00
NeoBrainX cf8744cf2c OGL: Implement pixel metrics (untested) 2012-08-26 20:26:10 +02:00
NeoBrainX 4d8d86bd6a D3D11: Implement some PE pixel performance metrics.
Super Mario Sunshine is using a cool trick: To determine how much goop has been cleaned in ep. 6 of Sirena Beach, it counts the number of pixels that are input to the blending stage. For that it's using the PE performance registers ;)

Fixes issue 1498.
2012-08-26 20:26:10 +02:00
Pierre Bourdon 54fc4029dd Use do { ... } while (0) for the *_LOG macros
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.
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.
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
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.
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.
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
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.
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.
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'
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
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.
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.
please test for regressions
2012-04-03 00:08:36 -03:00
rodolfoosvaldobogado a0d60210fd First Stage:
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.
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'.
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
Shawn Hoffman 2ee5e5cebc Merge branch 'scons-removal' 2012-03-28 00:02:04 -07:00
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.
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
Shawn Hoffman d15740daf1 Merge branch 'wxw3-update' 2012-03-25 12:27:38 -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 :)
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
Pierre Bourdon b5ba2eb030 Merge branch 'master' into zcomploc-support 2012-03-24 18:41:51 +01:00
Timo Wiren 11959a3781 Matching new and delete. 2012-03-24 19:41:13 +02:00
NeoBrainX 7a1744575d D3D9: Fix texel to pixel mapping when sampling textures properly. 2012-03-24 17:23:03 +01:00
NeoBrainX fee98b426b Revert r41bcf657f89d, r3a9fed0ba285, r9adc119e3c2f and re58692653afd (all of them are wrong). 2012-03-24 15:58:44 +01:00
skidau 41bcf657f8 Adjusted the DX9 offset of the Sampling address to more closely match what we are seeing in games.
Fixes issue 5305.
2012-03-23 23:20:19 +11:00
skidau c4fbb6e377 Checked PRELOAD_MODE to determine if TMEMODD or TMEMEVEN should be used.
Fixes issue 5212.
2012-03-23 22:10:48 +11:00
Shawn Hoffman 56b1373baf Remove scons-related files 2012-03-25 12:55:02 -07:00
Shawn Hoffman f7423a0a4f Merge branch 'master' into wxw3-update
Conflicts:
	Source/Core/DolphinWX/Src/LogWindow.cpp
2012-03-22 17:57:38 -07:00
Pierre Bourdon 339ee98e62 Add a comment before the zcomploc test explaining the implementation/hack 2012-03-22 22:10:23 +01:00
Pierre Bourdon 0ffc12bbfd Merge branch 'master' into zcomploc-support
Conflicts:
	Source/Core/VideoCommon/Src/PixelShaderGen.cpp
2012-03-22 15:21:52 +01:00
skidau 006923e871 Disabled zcomploc while update_enable has been set in zmode. Fixes zcomploc in F-Zero GX. 2012-03-22 20:36:41 +11:00
NeoBrainX 6202714efd Fix some regressions from r3b38295cbd08. 2012-03-20 22:36:21 +01:00
skidau a60a0825a3 Merged 'FifoBusy' branch. Thanks
to marcosvitali.

Added an external exception check when the CPU writes to the FIFO.  This allows
the CPU time to service FIFO overflows.  Fixes random hangs caused by FIFO
overflows and desyncs like in "The Last Story" and "Battalion Wars 2".  Thanks
to marcosvitali for the research.

Added some code to unlink invalidated blocks so that the recompiled block can be
linked (speed-up).

This release still fixed the hangs produced by fifo overflow without sacrifice
performance. For example you can test Tutorial moves at the beginning of The last history now
is fluid 30/60.

Fixed possibles random hangs in DC mode.
Fixed hangs in DC mode in (Simpsons, Monkey Island, Pokemon XD, etc)
Implemented accurate management of Pixel Engine Interrupts.  Now the GPU loop
is stopped when a PE Interrupt needs to be managed and resumed when Pixel Engine
finish.

Fixed Metroid Prime 3 and 2 desync. And other games with desync because of
FIFO Reset. That happens because  FIFO_RW_DISTANCE_HI must be written first, for checking
fifo.CPReadWriteDistance == 0, so some fifo resets was not managed in the right
way.

Fixed Super Monkey Ball in some cases when the game write the
WriteReadDistance need to be safe like the SafeCPRead.

Improved the CheckException for the GatherPipe writes in JIT, now only the
External Exceptions are processed.

Fixed definitely Pokemon XD in dual core mode. This game is doing something
not allowed. It attach to CPU the same fifo attached to the GPU in multibuffer
mode. I added a check to prevent overwrite the GPU FIFO with the CPU FIFO. If
the game do that on breakpoint the solution can fail.

Fixed ReadWriteDistance calc when CPRead > CPWrite.

Added Token and Finish cause to GP Jit checking.

Additional cleanup in CommandProcessor.



Fixes issue 5209
Fixes issue 5055
Fixes issue 4889
Fixes issue 4061
Fixes issue 4010
Fixes issue 3902
2012-03-20 19:37:25 +11:00
marcosvitali 20eca1bf7e Ive fixed definitely Pokemon XD in dual core mode. This game is doing something not allowed. It attach to CPU the same fifo attached to the GPU in multibuffer mode. I added a check to prevent overwrite the GPU FIFO with the CPU FIFO. If the game do that on breakpoint the solution can fail.
Fixed ReadWriteDistance calc when CPRead > CPWrite.
Added Token and Finish cause to GP Jit checking.
2012-03-18 22:54:58 -03:00
Shawn Hoffman c5d746f3d8 remove scons files from VS projects 2012-03-18 06:41:12 -07:00
skidau dc79d68e72 Added the corresponding change from r352ab2ba4394 into JITIL.
Tidied some code.
2012-03-13 22:35:11 +11:00
marcosvitali fedf6055ce I've fixed Super Monkey Ball in some cases when the game write the WriteReadDistance need to be safe like the SafeCPRead.
This fix is not related with the previous commits, but the previous commits help me to see that because in the new scenery SMB was hanging. May be in the past also doesn't boot some times because of that.

Please Test FZero boot also. Thanks.
2012-03-11 12:40:39 -03:00
marcosvitali 104603467b This commit fix games hanging because of my prior Revision c2e6fdf09f
The external exceptions in dolphin are checking frequently but is different to real HW, so sometime the game is in a loop checking GPU STATUS, the exceptions doesn't checked, and the game hang.\
For solve this I need a trick: still waiting for the exception handler be linked but if CommandProcecsor is reading the GPStatus, resume this.

This fixed "TimeSplitters: Future Perfect" broken in the Revision c2e6fdf09f and surely others games.
2012-03-09 18:58:23 -03:00
marcosvitali 41652d6b1f I've fixed Metroid Prime 3 and 2 desync. And other games with desync because of FIFO Reset.
That happens because  FIFO_RW_DISTANCE_HI must be written first, for checking fifo.CPReadWriteDistance == 0, so some fifo resets was not managed in the right way.
I didn't test Metroid 2 desync reported in Issue 4336 but I think is the same.
About the flickering in MP2, I don't know for my is not related or yes, but you can test anyway.

Fixed Issue 3902

Well now the FIFO is 99.99% finished :)
2012-03-09 01:33:29 -03:00
marcosvitali c2e6fdf09f - I've fixed possibles random hangs in DC mode.
- I've fixed hangs in DC mode in (Simpsons, Monkey Island, Pokemon XD, etc)
- I've implemented accurate manage of Pixel Engine Interrupts, now the GPU loop is stopped when a PE Interrupt needs to be managed and resume when Pixel Engine finish,
I think now, the Fifo in DC mode is more accurate than SC mode. :)

Time to close the big fifo Issue 3694 (snif), please if you have a possible fifo issue report this like a game issue.

I was working with Skid_AU together, especially thanks for him.

Test a lot all games, and compare the performance with the master maybe this accuracy has a cost (not a lot).
I think now the fifo is very stable, overflow fixed, random hang fixed, if you have a game with a hang with this rev and not in master please report this.
2012-03-08 02:47:55 -03:00
LPFaint99 6fc8cdf12d revert r90a2096a24f4 behavior changes in PixelEngine.cpp. Thanks to Autoran1 for finding the responsible commit. Fixes Scrubbing Serena Beach Countdown in both SC and DC.
Fixes issue 1498.
2012-03-07 20:08:14 -08:00
marcosvitali b0f75f17ae This release still fixed the hangs produced by fifo overflow without sacrifice performance.
For example you can test Tutorial moves at the beginning of The last history now is fluid 30/60.
Shuffle2: I've delete the hacky line, I think is not necessary anymore. Additional some clean in CommandProcessor.
Please test The Last Story and others games affected in the previous commits and give me a feedback.
2012-03-05 02:40:10 -03:00
Henrik Rydgard f5d4fe0bfe Fix some minor bugs pointed out by PVS Studio (thanks!) 2012-03-03 20:07:20 +01:00
skidau 9e398fd418 Added an external exception check when the CPU writes to the FIFO. This allows the CPU time to service FIFO overflows. Fixes random hangs caused by FIFO overflows and desyncs like in "The Last Story" and "Battalion Wars 2". Thanks to marcosvitali for the research.
Fixes issue 5209.
Fixes issue 5150.
Fixes issue 5055.
Fixes issue 4889.
Fixes issue 4061.
Fixes issue 4010.
Fixes issue 3902.
2012-03-02 18:53:41 +11:00
Jordan Woyak f92d1e1e93 fix some clang compilation errors 2012-02-24 14:25:02 -06:00
NeoBrainX 3a9fed0ba2 PixelShaderGen: Fix a bug introduced in revision 9adc119e3c.
D3D11: Fix shader constant mapping.
2012-02-21 12:51:41 +01:00
NeoBrainX 9adc119e3c PixelShaderGen: For custom textures and scaled EFB copies, use correct texel to pixel mapping when sampling textures
(D3D9 only)

This is basically the same as revision e58692653a, just for scaled textures and with a LOT more work...
2012-02-20 20:32:08 +01:00
NeoBrainX e58692653a PixelShaderGen: Use correct texel to pixel mapping when sampling textures
(D3D9 only)

Fixes issue 2068.
Fixes issue 5158.
2012-02-17 17:09:17 +01:00
NeoBrainX 439613b833 TextureCacheBase: Remove a superfluous TODO (texture hashing takes care of that stuff) 2012-02-04 13:01:52 +01:00
NeoBrainX eb01a110c9 Implement texture preloading 2012-02-03 21:21:13 +01:00
NeoBrainX dabb35afce Prepare texture preloading support 2012-02-03 21:20:34 +01:00
NeoBrainX d1605abfa9 Add license header for TextureCacheBase files 2012-01-31 19:52:02 +01:00
NeoBrainX 1446fb33d5 TextureCacheBase: Replace the efbcopy_state member variable of texture cache entries with a more general "texture type" 2012-01-31 19:52:02 +01:00
NeoBrainX cf899781f9 TextureCacheBase: Update and improve documentation for EFB copies 2012-01-31 19:52:02 +01:00
NeoBrainX b34b6e47f2 TextureCacheBase: Remove a redundant variable 2012-01-31 19:52:02 +01:00
NeoBrainX 9fed10fc75 Remove SaveTexture declaration in VideoCommon since it's only actually defined in OpenGL 2012-01-31 19:52:02 +01:00
NeoBrainX 3b38295cbd TextureCacheBase: De-uglify hybrid EFB copies (documentation needs updating though)
TextureCacheBase: Fixed dynamic EFB copies being set to normal textures.
2012-01-31 18:09:35 +01:00
NeoBrainX 67129404dd TextureCacheBase: Small bugfix
Added documentation for hybrid EFB copy stuff
2012-01-31 18:09:35 +01:00
NeoBrainX 5239ba88c9 TextureCache: Remove unsafe texture cache 2012-01-31 18:09:35 +01:00
NeoBrainX 8c2d87f668 TextureCacheBase: Move around stuff, add some TODOs 2012-01-31 18:09:35 +01:00
NeoBrainX 93dbd93a8d TextureCacheBase: More cleanup... 2012-01-31 18:09:35 +01:00
NeoBrainX 0c1e015ec3 TextureCacheBase: Small change 2012-01-31 18:09:35 +01:00
NeoBrainX f68ee87e0e TextureCacheBase: De-uglify texcache entry lookup even more + documentation 2012-01-31 18:09:35 +01:00
NeoBrainX dcf18fbaaf TextureCacheBase: Force autogenerating mipmaps if custom textures are used 2012-01-31 18:09:35 +01:00
NeoBrainX 8bc9e443fd TextureCacheBase: De-uglify entry lookup a bit 2012-01-31 18:09:35 +01:00
NeoBrainX 9c39952c34 TextureCacheBase: Kill deprecated entry member isNonPow2
TextureCacheBase: Add a TODO about a potential bug
2012-01-31 18:09:35 +01:00
NeoBrainX 94a8536b8c TextureCacheBase: Simplify texture cache entry initialization 2012-01-31 18:09:34 +01:00
NeoBrainX c5008fe9de TextureCache: Renaming some variables
OGL: Fix a possible bug at texture dumping
OGL: Add a TODO about a possible bug
2012-01-31 18:09:34 +01:00
NeoBrainX 2d6d73df95 [maintenance] Add a note explaining why we aren't emulating CP clear register writes.
For further reference, see also r700f5eabc752.
2012-01-21 14:58:29 +01:00
NeoBrainX ad1a4d7ce3 FifoPlayer: Add a search function for the analyzer tab.
Also some tiny fixes.
2012-01-21 13:49:24 +01:00
NeoBrainX ecb616f7ff FifoPlayer: Make sure that we actually display "Yes" if some variable is true...
FifoPlayer: More consistency of output (display "0x" in front of hex numbers, write hex numbers in capital letters)
2012-01-21 13:49:24 +01:00
NeoBrainX 5eb24a51cf FifoPlayer: Add a description label for the currently selected object command.
Requires adding such descriptions for all BP/CP/XF registers. For now, I added descriptions for EFB copy related BP registers.
2012-01-21 13:49:24 +01:00
Ryan Houdek d355ad7055 More 'stuff' 2012-01-11 16:00:30 -06:00
Ryan Houdek 0b74ead13f More "stuff" for SS, also a small fix in the program shader cache cache setup." 2012-01-11 04:10:43 -06:00
Ryan Houdek 576955c145 Change 'stuff' 2012-01-11 01:18:54 -06:00
nitsuja 39613a95a8 initialize the uninitialized 2012-01-04 01:36:09 -08:00
Ryan Houdek 6a5b56d25f Get the program binary type correctly or else ATI makes massive (~400MB) shader caches. Also, don't need the line in the PixelShaderGen. 2011-12-29 01:35:50 -06:00
Ryan Houdek 8a48b42e4c 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. 2011-12-29 00:32:06 -06:00
Ryan Houdek 88d20f1a2b Had a few vec4 and float4(0) calls floating around. 2011-12-27 12:35:35 -06:00
Shawn Hoffman 4bc14c3473 fix formatting uglies introduced in glsl-master branch 2011-12-26 00:15:54 -05:00
Shawn Hoffman f59063c8e7 default to GLSL instead of Cg 2011-12-25 22:00:24 -05:00
Ryan Houdek 8e0172374c Give OSX users more of a chance of supporting Single pass DSB in the future. 2011-12-21 01:29:29 -06:00
Ryan Houdek a10656b1b2 Implement Program shaders cache. Seems to reduce a small amount of stuttering when F-Zero starts. Did it because I can :| 2011-12-21 00:15:48 -06:00
nitsuja 3e773f093d fixed a freeze on emu shutdown in windows build 2011-12-19 15:13:26 -08:00
Ryan Houdek 3513dd7115 Looky, OSX found an issue for me. 2011-12-18 21:06:28 -06:00
Maarten ter Huurne ed1bfdf293 Merge branch 'cmake-osx2' 2011-12-17 16:30:02 +01:00
Ryan Houdek e85a3d68b0 Looks like we make use of fmod, make a GLSL function for it! 2011-12-11 07:02:13 -06:00
Pierre Bourdon df283a56a0 More coding style fixes because I suck at sed 2011-12-11 11:14:02 +01:00
Pierre Bourdon 014c474024 8 spaces indentation -> tabs 2011-12-11 11:08:18 +01:00
Ryan Houdek 97c3c156e6 Use UBOs in every shader. I had missed a few. Only cache Uniform locations if we aren't using UBOs. 2011-12-10 15:40:10 -06:00
Ryan Houdek c72a244809 Make sure to support everything even if GPU doesn't. 2011-12-10 14:35:37 -06:00
NeoBrainX 3d9c35f58e VideoCommon: Fix upper and lower depth bytes being switched when performing Z16L EFB copies (EFB to texture only).
Fixes issue 4989.
Fixes issue 5056.
2011-12-10 16:08:26 +01:00
Ryan Houdek 5925feb6e0 yay, UBOs work 100% now. 2011-12-10 08:07:13 -06:00
Ryan Houdek 7ab38cff68 UBO works for Pixel Shaders if Binding for UBO is zero, otherwise fails. Probably why Vertex shader UBO is failing. Too tired to investigate right now. 2011-12-10 07:38:30 -06:00
Ryan Houdek 126dfa073b Firin ma lazer 2011-12-10 01:56:37 -06:00
Ryan Houdek 54a90d08ce Fix one error. 2011-12-09 21:15:15 -06:00
Ryan Houdek e8087aa1a9 Remove bSupportsGLSLLocation since it won't work how I expect it. 2011-12-09 19:14:02 -06:00
Ryan Houdek 8e5bb59cb6 Add in UBOs, doesn't work yet. Still debugging here. 2011-12-09 17:30:05 -06:00
Ryan Houdek 9119399547 Put Vertex Uniforms in to the correct places to get ready for UBOs. 2011-12-09 16:13:04 -06:00
Ryan Houdek c89c484dd0 Few compiler errors that got exposed once I got Dual Source Blending working. Seems it isn't working quite 100% either. Good chance I missed something anyway. 2011-12-08 05:32:17 -06:00
Ryan Houdek 0ccba2b581 Support Dual Source Blending in OGL plugin with GLSL. 2011-12-08 05:09:48 -06:00
Ryan Houdek 62b9a779c1 Playing through SSBM story made me find this. 2011-12-08 04:11:30 -06:00
Ryan Houdek cecc3c3873 Bit of cleanup. Clean up my massive hack in the ShaderManagerFiles. Almost feature parity with Nvidia CG now I think. Just need to do Alpha test with Dual source blending now. 2011-12-08 03:20:31 -06:00
Ryan Houdek 1201988fe4 Add support for GL_ARB_shading_language_420pack so we don't have to binding sampler locations. Also add support for GL_ARB_separate_shader_objects which doesn't currently work for some reason....investigating. 2011-12-08 01:51:08 -06:00
Ryan Houdek b01c973689 Missed one 2011-12-07 23:01:14 -06:00
Ryan Houdek bf4ef054d3 Shader Compile fixes. Played SMS for two shines. 2011-12-07 22:47:13 -06:00
Ryan Houdek 33c24f0a15 Almost there. 2011-12-07 22:04:34 -06:00
Maarten ter Huurne bb182d88b7 Link against systemwide OpenCL on OS X. 2011-12-05 05:26:28 +01:00
Ryan Houdek 164b56ff73 This is the terrible bit that can't be removed until we use UBOs in the GLSL shaders. 2011-12-02 20:20:53 -06:00
Ryan Houdek 804938e9fc More stuff 2011-12-02 20:17:26 -06:00
Ryan Houdek ae6ac5b439 moe 2011-12-02 19:04:37 -06:00
Ryan Houdek f8eb45637f Now CG plays nice with this new stuff. 2011-12-01 00:33:12 -06:00
Ryan Houdek b20176b74f Add in GLSL setting again.
PS and VS making. Untested and won't work for now.

Add in program shader cache files.

Readd NativeVertexFormat stuffs.

Add in PS and VS cache things.

SetShaders in places.

Fixed EFB cache index computations in OpenGL renderer.

The previous computation was very likely to go out of array bounds,
which could result in crashes on EFB access.

Also, the cache size was rounded down instead of up. This is a problem
since EFB_HEIGHT (528) is not a multiple of EFB_CACHE_RECT_SIZE (64).
2011-11-30 22:02:25 -06:00
Glenn Rice e5d051a4e9 Update linux libav frame dump code for recent api changes. 2011-11-22 19:24:05 -06:00
Pierre Bourdon 8f31968466 Revert "Merge branch 'zcomploc-support'"
This reverts commit 9dad9ebe89, reversing
changes made to e76bc71efe.
2011-11-01 01:37:54 +01:00
crudelios dd551814c9 Bounding Box bugfixes.
- Fixes all (I hope) BBox-related unknown pointer crashes.
- Fixes wrong BBox values with Frame Skip on (and the resulting unknown pointer crashes).
- Fixes a small oversight on the change I made to the ISO Properties dialog.

This should also be a (very very little) bit faster than the previous version.
2011-10-28 21:12:12 +01:00
crudelios 852fe9c4be Added proper Bounding Box support.
Should fix most graphical issues with Paper Mario: TTYD and Super Paper Mario. Fixes issue 360.

Since only those two games seem to require BBox support, and as per ector's suggestion, BBox is only enabled for those two games.

BBoxes and Display List Caches don't get along too well, causing Paper Mario: TTYD to hang during certain effects where BBoxes are used. For now, I disabled DList Cache for the Paper Mario games, hopefully both will be compatible in the future.
2011-10-26 01:19:10 +01:00
skidau 5d14bb5e70 Changed the save state system to load/save only after the screen has been drawn. This should help stabilise the save states. 2011-10-15 22:19:42 +11:00
Pierre Bourdon 59072adc32 Align stack variables on a 16-bytes boundary in SSSE3 functions
Fixes issue 4450. Thanks to pholklore1 for his patch.
2011-10-08 17:36:01 +02:00
Pierre Bourdon 9dad9ebe89 Merge branch 'zcomploc-support'
zcomploc is a feature of the BP which switch depth test from before the alpha
test to after the alpha test. This way, transparent fragments are written to
the depth buffer too.

The current implementation is quite hacky and does not cover all cases but is
enough to fix problems in a lot of game. A complete implementation would
require a multipass rendering method and is attempted in the
zcomploc-experimental branch.

According to testers feedback, fixes bugs in the following games:
- Baten Kaitos
- Baten Kaitos Origins
- 007: Everything or Nothing
- Ty the Tasmanian Tiger
- Tony Hawk's Pro Skater 3

And probably other games too.

Conflicts (because of new-shadercache-uids):
	Source/Core/VideoCommon/Src/PixelShaderGen.cpp
2011-10-04 07:56:13 +02:00
Pierre Bourdon 266cafb82d Add a call to VertexManager::Flush() when changing TC gen settings
In previous revisions of Dolphin, changing texture generation settings (via
GX_SetTexCoordGen for example) did not regenerate the vertex shader and flush
the vertices. Adding this flush should fix texture problems in a few game, for
example in Superman: Shadow of Apokolips:

Before: http://i.imgur.com/mHmfb.jpg
After: http://i.imgur.com/2ThES.png
2011-10-01 02:36:03 +02:00
NeoBrainX 81c614fa07 Clean up various things. 2011-09-29 23:32:39 +02:00
NeoBrainX ddfe219293 Fixup line endings. 2011-09-29 23:32:39 +02:00
NeoBrainX ca7e8a9e88 Fix pixel lighting. 2011-09-29 23:32:39 +02:00
NeoBrainX f041eee23b Compile fix. 2011-09-29 23:32:38 +02:00
NeoBrainX c710ea33f9 Merge some frame dumping code to VideoCommon, fixes a memory leak in D3D9 and OpenGL if emulation is stopped while dumping frames.
Breaks D3D11 frame dumping for some weird reason (memory corruption or whatever?).
2011-09-29 23:32:38 +02:00
NeoBrainX bd4a5b5ef6 Implement frame dumping in D3D11.
Fixes issue 4831.
2011-09-29 23:32:38 +02:00
NeoBrainX 8c691767da Various changes which improve FreeBSD support.
Patches by martymac, all credits go to him ;)
2011-09-29 23:32:38 +02:00
NeoBrainX 5d075ce507 - D3D9: pass the correct API type to ValidatePixelShaderIDs
- don't load shader cache from disk in d3d9/11 if shader debugging is enabled (we won't have any info about the source shader code otherwise, etc)
- dump shader source codes on safe UIDs mismatch

Thanks to LordMark and [SS] for reporting those to me ;)
2011-09-10 03:10:28 +02:00
NeoBrainX a021dd7b79 Small fix to the previous commit. 2011-09-09 21:45:11 +02:00
NeoBrainX 5c14a24ce1 Make shader ID validation optional by adding a gfx setting called "EnableShaderDebugging".
Setting this to True will enable additional checks if the shader cache misses any relevant register changes.
2011-09-09 21:34:46 +02:00
NeoBrainX b28348066e Improve the shader UID debugging stuff and merge it to VideoCommon, effectively enabling it in D3D9 and D3D11 as well. 2011-09-09 00:32:04 +02:00
NeoBrainX 349a3ae91d Merge remote-tracking branch 'remotes/origin/master' into new-shadercache-uids 2011-09-08 02:14:18 +02:00
NeoBrainX 6c7bda6851 Various fixes and cleanups. 2011-09-08 02:09:44 +02:00
NeoBrainX 98b62d8362 Track alpha blending paramaters in the pixel shader UID. 2011-09-07 21:15:14 +02:00
NeoBrainX 3939f9595a Add runtime checks to make sure we aren't overoptimizing the pixel shader cache. 2011-09-07 21:15:09 +02:00
NeoBrainX 4702de591e Added safe pixel shader UIDs for debugging purposes. 2011-09-07 21:10:06 +02:00
NeoBrainX 231c13d6ce Added safe vertex shader UIDs for debugging purposes. 2011-09-07 21:03:10 +02:00
NeoBrainX df4e337ac9 Fix various pixel shader compilation errors caused by the Direct3D shader compiler going nuts due to uninitialized (and unused) shader variables.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7693 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-09-06 18:37:01 +02:00
NeoBrainX 17fcd406fc Merge some scissor rect related code to VideoCommon. 2011-09-05 22:04:28 +02:00
Shawn Hoffman b867c21fea apply to dx9 and dx11 backends as well 2011-09-05 12:19:11 -07:00
Shawn Hoffman 95517a9741 vs2010: Disable LTCG for realz 2011-09-05 09:43:23 -07:00
Pierre Bourdon d3ecf98213 Include the zcomploc bit in the shader UID
Fixes issues with switching zcomploc on/off during execution.
2011-09-04 05:38:32 +02:00
Pierre Bourdon 0bdf8646f0 Proof of concept zcomploc implementation
Fixes a few depth related graphics bugs. Example in Baten Kaitos (GKBEAF):

Before: http://i.imgur.com/EDdVA.png
After: http://i.imgur.com/h6GuY.png

Still a few bugs in this implementation: zcomploc switching is not yet
implemented, and the color is wrong with this test: http://codepad.org/7GpxklOi
(red on Dolphin, gray on Wii).
2011-09-04 05:08:09 +02:00
Pierre Bourdon d710eda0c5 Clean up a bit the shader code generation for alpha test fails 2011-09-04 04:44:50 +02:00
NeoBrainX bcb8d11c1b Reduced the number of redundant vertex shader compilations (possibly to zero).
That one was almost too easy ;P
2011-08-31 20:46:03 +02:00
NeoBrainX 4137f287fd Fix a critical bug which caused shaders to be redundantly recompiled when disabling per-pixel depth.
As a nice side effect, the number of redundant shader compilations is now next to zero ;)
2011-08-31 19:45:28 +02:00
NeoBrainX 7f01139d13 Replace the pixel shader UID generation algorithm with a better one which reduces the number of redundant shader compilations by around 30% (can be optimized even further though).
This should help some games which suffer from heavy stuttering like e.g. F-Zero GX or Red Steel 2.
2011-08-31 18:03:33 +02:00
NeoBrainX 08e06b2293 Partially revert revision d511b50612.
Slightly slows down emulation, but deobfuscates the pixel shader gen greatly...
2011-08-31 16:09:54 +02:00
NeoBrainX 8a17e15943 Various cleanups and TODOs. 2011-08-31 16:09:46 +02:00
Shawn Hoffman c0dd84cf7d buildfix ON MASTER!! :<
(I am sonic's babysitter)
2011-08-26 21:19:40 -07:00
Ryan Houdek 62e790f109 Have the ability to disable screensaver due to Nvidia + Displayport can cause annoying flickering
Bring up to standards guidelines and also support Windows

Switch this around...
2011-08-26 13:29:01 -07:00
Jordan Woyak e8fe15c3f7 Make titlebar and about dialog fancy for cmake build.
Windows needs fixing.
2011-08-21 17:43:05 -05:00
NeoBrainX 0655ee571d Shader compilation error message modified to contain some helpful information for noobs (includes a reference to the full bad shader dump).
Removed the "Hide Shader Errors" option; hide shader errors if panic handlers are disabled now.
Removed superfluous error messages about shader compilations; display only one error message instead.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7688 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-07-29 22:18:11 +00:00
Shawn Hoffman fc261b32bf add definitions of some bp mem bits relating to interlacing (no behavior change)
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7683 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-07-18 08:27:30 +00:00
Marko Pusljar cac36b8161 added 1.5x, 2.5x, 4x internal resolution
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7669 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-07-05 01:11:03 +00:00
pierre 1f2adf0563 VideoCommon: Always update pixel shader constants when tevregs change
This time, it doesn't break the games i tested, and still fixes
Metroid Prime 3 texts/colors.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7668 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-07-04 13:49:40 +00:00
pierre 951e20ae73 Revert r7665. Breaks about all other games.
Sorry, MP3 users will have to wait a bit longer.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7666 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-07-03 21:57:49 +00:00
pierre e090a92c7e VideoCommon: Always update pixel shader constants when tevregs change
Fixes texts staying visible and strange colors in Metroid Prime 3.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7665 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-07-03 20:48:22 +00:00
NeoBrainX 3c10f9f3e9 Various UI and documentation improvements to the GFX debugger.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7661 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-07-01 20:59:57 +00:00
Sonicadvance1 693f276a68 Small update for disabled Fog for older hardware that fails to divide by zero in shaders
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7612 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-06-20 05:48:12 +00:00
Rodolfo Osvaldo Bogado e5210de9d5 just a little cleanup to maintain minimal interfaces
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7591 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-06-10 19:16:09 +00:00
Sonicadvance1 db0c2bca5b Allows DX9 shaders to be SM2 compatible again at the loss of accuracy. SM3 is recommended. Fixes issue 4546.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7585 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-06-04 19:56:18 +00:00
NeoBrainX 84906edf61 Fix applying anti-aliasing without having to open the gfx config. Thanks to skid for pointing out the VerifyValidity problem to me ;)
Fixes issue 4498.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7574 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-05-31 20:16:59 +00:00
Rodolfo Osvaldo Bogado 0e225a5ad1 some code cleanup i have left in my folder :)
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7560 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-05-25 18:14:29 +00:00
Rodolfo Osvaldo Bogado fa7a521086 A long time since my last commit but i have a lot of work. hope to find some time to fix more things.
some little corrections in dlist cache code, i thing they will not have effect in the remaining issues but now the code behaves more correctly in some situations.
i discover the solution for the remaining issues bur requires some changes in the vertex translator so will work on them after the upcoming Release.


git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7556 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-05-25 02:05:48 +00:00
Nolan Check 8024783502 Don't resize render target to handle out-of-bounds viewports. Instead, adjust the projection matrix.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7538 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-05-12 02:14:45 +00:00
NeoBrainX fe2d09576d Fix "Disable Lighting" in D3D9 and D3D11.
Fixes issue 3185.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7498 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-04-30 17:34:08 +00:00
NeoBrainX 8791c1c372 Use the recommended video settings as the default configuration:
- Fast Mipmaps enabled
- Safe Texture Cache enabled at "fast"
- showing shader errors by default
- using Native as internal resolution
- using EFB to Texture by default
- ignoring EFB format changes by default (turns out r7436 made this in Super Mario Sunshine unnecessary anyway :P)
Any game which depends on other settings has that specified in the game ini, so I think this should be fine.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7497 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-04-30 14:27:35 +00:00
NeoBrainX 770b0d4552 - Do not parse numerous video options from the game inis, like:
Show FPS, Input Display, Statistics, Projection Statistics, EFB Copy Regions, Dump Textures, Dump EFB target, Dump Frames, Free Look, Use FFV1, Show Shader Errors, Texture Format Overlay, WireFrame, Hotkeys and Adapter
- Also removed various game ini config values which were still parsed from the Video section.


git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7489 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-04-29 23:43:37 +00:00
Matt Callaghan a86f79f447 Quick fix for Dolphin crashing when using 3D and clicking anywhere on screen. Basically just re-adding something that I removed a while ago... it wasn't needed anymore, apparently it is again.
Note: Newest nVidia drivers break Dolphins 3D (270.xx), not sure why yet, gonna ask around. It really confused me though when trying to fix this issue, spent at least an hour trying to figure out what the hell was going on. I eventually realised a build I knew worked in 3D was having issues...

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7487 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-04-29 23:02:06 +00:00
NeoBrainX a779b92a09 Remove configuration profile support.
I.e. revert most of the video configuration dialog changes since r7483.


git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7484 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-04-25 20:06:45 +00:00
Nolan Check 9b697ed28f DX11: I think I've figured out where the game enables texture offsets for lines and points.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7461 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-04-15 22:34:54 +00:00
donkopunchstania 77a4a64909 Fix an error introduced in r7083. In the pixel shader manager the farZ and zRange of the z bias were flipped. Switched to using the viewport struct rather than a raw float array to hopefully avoid such confusion in the future. Fixes issue 4060.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7446 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-04-11 01:49:32 +00:00
gnick79 b6222a5b61 * One Window 3-State changes (VideoSettings GUI):
- Added final support to string type (planned implementation reaches 100%)
  - Added support to post processing shaders (OpenGL backend)
  - Code Maintenance: 
	- Reorganized the class hierarchy
	- General polishing... deleted some redundant code

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7437 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-04-05 22:46:57 +00:00
NeoBrainX 426f187642 VideoCommon: Update color writing mask if pixel format changes.
Possibly fixes issue 4340.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7436 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-04-03 18:08:04 +00:00
NeoBrainX c4cd8d84e4 Revert r7086.
Preferring the slow code until it gets optimized properly...


git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7435 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-04-02 11:38:29 +00:00
smelenchuk 7a9a47376f roll back r7431
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7432 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-04-01 01:46:18 +00:00
smelenchuk 15c51c37f3 Add a "force no texture filter" option, useful for some 2D games (like Mega Man 10) and people who like their pixelated graphics.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7431 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-04-01 01:35:07 +00:00
Sonicadvance1 783c89f108 videocommon depends on core for Fifo Recorder
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7430 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-03-31 20:41:59 +00:00
donkopunchstania 07c4da6084 Add graphics FIFO recorder and player for debugging the graphics system.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7414 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-03-27 02:55:08 +00:00
Glenn Rice c99c247ed5 When using the "Start Renderer in Fullscreen" option, really start in fullscreen. In other words this now switches to fullscreen before the renderer is initiated instead of after. This is a partial fix for issue 4316.
Also, if the render window size changes while frame dumping, scale the resulting video to prevent clipping on linux.  This is a complete fix for issue 4316 on linux.  I don't know how to implement this on windows though.


git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7412 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-03-25 18:12:40 +00:00
gnick79 66632f0645 VideoConfig revision:
+ increased VideoConfig integrity
 + fixed a clamorous fault, before completely forgotten, about handling parameters attached to RadioButtons controls

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7405 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-03-23 19:43:04 +00:00
Glenn Rice c39e3c17e1 Fix a few issues with the size of the logger pane.
Also some other general clean up issues.


git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7401 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-03-23 02:06:40 +00:00
Matt Callaghan 034d282ce0 Sorry, apparently that last commit was pointless. Removing most of it. Best have as little 3D Vision mess in the code as possible.
But hey, at least somewhere along the line someone fixed hotkeys for us 3D Vision users.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7397 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-03-22 19:34:50 +00:00
Matt Callaghan cfd268073c More 3D Vision related stuff. This is the last one I promise.
Hotkeys now work when running 3D Vision. You've just got to select the render window first (as in click on the fullscreen image), don't ask me why, it's something to do with RendererHasFocus in Frame.cpp. Annoyingly, escape crashes the emulator and the screenshot button doesn't do anything, though I guess any other hotkey should be working. I wouldn't usually commit this but I remember someone really wanting to be able to connect their Wiimote while in 3D, so I figured I might aswell.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7396 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-03-22 19:05:08 +00:00
Shawn Hoffman 1c847dd421 fix a memleak and quiet some warnings
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7394 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-03-22 15:23:39 +00:00
Soren Jorvang 27f9faf7e6 Fix gcc build.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7393 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-03-22 09:40:47 +00:00
Jordan Woyak f8620fcd0b Fixed some memory leaks. Only one was mine ;P
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7392 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-03-22 07:27:23 +00:00
gnick79 017735b9ff * GUI Video-Settings changes:
- Removed recent ghanges about separate per-game Video Settings
  - Added "One Window 3-State Support" (very close to full implementation)

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7391 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-03-21 19:57:31 +00:00
Jordan Woyak 068855bbd6 Moved per-game graphics configuration to the game-list right click menu. It will be too difficult to make the "profiles" drop-down thing work with 3-state vs 2-state checkboxes. The per-game settings now have "undetermined" states, except for the radio buttons(I'll fix that later). It's super hacky right now. Video config (probably all config stuff) could be redone.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7386 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-03-21 05:46:33 +00:00
Matt Callaghan 8eaed1c105 Partial fix for 3D Vision.
It now works in the debug builds, but not in release builds for some reason. I'm not used to big projects like this so it's probably something obvious that I'm missing. Exclusive full screen mode seems to need the fullscreen resolution for the backbuffer when the DX device is created, so I used adapters[adapter].resolutions[f].xres and yres to get that, but in release builds, that gives me the windowed resolution (in debug it give me the fullscreen res, like I believe it's supposed to), which it reallly doesn't like.

It's not a difficult fix probably, but I've been staring at my monitor in confusion for too long now and need to get to bed. If anyone wants to test, you can still enable the 3D Vision option, it just wouldn't be 3D (obviously).

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7385 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-03-21 03:39:28 +00:00
Soren Jorvang 215baff4c8 Simplify the SCons build:
With wxWidgets 2.9.2 now in Externals, SCons was the only
external dependency other than Xcode and building just SCons
from Macports caused a fair mount of extra stuff to be built
unnecessarily, so just include a copy of scons-local.

Always build wxWidgets from Externals which allows us to get
rid of the home-grown autoconf machinery in SconsTests.

The main use case for args.cache was the wxconfig option,
which is no longer relevant after the above changes and
caching options has a lot of potential for confusion,
especially since other build systems don't tend to do this,
so we no longer do it now.


git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7381 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-03-20 18:35:07 +00:00
skidau 3db702fe17 Removed the OpenMP option from the DolphinWX project. It was causing a slowdown when the EFB to texture option was activated. This means that the OpenMP texture decoder option will not be hidden for non-OpenMP builds.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7378 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-03-19 10:05:57 +00:00
skidau 8b2eddf3f3 Enabled OpenMP support in the Windows 32bit builds.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7377 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-03-19 04:06:46 +00:00
skidau aac2972960 Fixed a memory leak that occurred while compiling the OpenCL kernels.
Reset the frame counter after loading a save.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7376 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-03-19 02:28:49 +00:00
skidau 50c5dbdb09 Added a toggle switch for the OpenMP texture decoder in the graphics settings.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7375 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-03-19 01:55:57 +00:00
skidau 4079523346 Game-specific video settings:
* Moved the config validity check to reflect the emulator enforced settings at the config dialog
* Removed some obsolete validity checks
* Corrected "EnablePixelLighting" typo in the ini files

Fixes issue 4277.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7374 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-03-19 00:50:34 +00:00
NeoBrainX 8cacd4d2d7 Make sure to not do any XFB emulation at all if it's not enabled.
Should fix issue 4294.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7373 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-03-19 00:21:59 +00:00
sl1nk3.s 571013acd8 Fix the video software backend. (closes issue 4269)
Some warning fixes and cleanup.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7361 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-03-16 22:48:17 +00:00
Jordan Woyak 41c98f982e A bit of cleanup to Core Init/Stop, Frame, and Main. Cleanup XAudio2 to attempt to fix the crash on stop(didn't help :p). For some reason CFrame::DoStop is called twice.(might be the issue)
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7353 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-03-15 23:09:12 +00:00
Nolan Check 7c536b8f15 DX11: Support thick lines and large points with geometry shaders. Lines still aren't drawn with correct thickness, see Twilight Princess map. But the map corners are drawn with correct shadow "blobs" for the first time!
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7340 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-03-14 09:38:29 +00:00
Glenn Rice 1b583a0441 Fix things so that those who wish to compile with -std=c++0x can. To active this with the cmake build add CXXFLAGS="-std=c++0x" before cmake on the command line, or export that variable. This enables the experimental features like std::thread, std::mutex, etc., that are provided by g++ instead of using the implementation in dolphin.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7333 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-03-12 00:01:33 +00:00
Jordan Woyak 59fd1008ca Wrapped fopen/close/read/write functions inside a simple "IOFile" class. Reading, writing, and error checking became simpler in most cases. It should be near impossible to forget to close a file now that the destructor takes care of it. (I hope this fixes Issue 3635) I have tested the functionality of most things, but it is possible I broke something. :p
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7328 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-03-11 10:21:46 +00:00
Soren Jorvang 6d93d473ad Shut up recent versions of GCC about the OpenMP pragmas.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7316 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-03-07 20:23:04 +00:00
Rodolfo Osvaldo Bogado 25231f8007 more fixes for opengl sing openmp, i hope is the last :)
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7300 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-03-05 15:30:38 +00:00
Rodolfo Osvaldo Bogado 5eb99178dd more fixes for my openmp commit
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7299 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-03-05 15:03:36 +00:00
Soren Jorvang f20731b1c3 Fix OS X build.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7298 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-03-05 13:23:37 +00:00
Jordan Woyak e16e177148 Missed a critical section.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7295 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-03-05 12:05:58 +00:00
Jordan Woyak 423018f811 Replaced Common::CriticalSection with a std::mutex implementation. 64bit Windows builds now use SRWLocks and ConditionVariables(requires Vista/7, x64 builds will no longer work on Windows XP x64). Tell me if you hate that. Removed Common::EventEx. Common::Event now uses a std::condition_variable impl.(using ConditionVariables on Windows x64, Events on x86, or posix condition variables elsewhere). I experience slight speed improvements with these changes.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7294 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-03-05 06:11:26 +00:00
Rodolfo Osvaldo Bogado 15ca7b72e6 some fixes for my last commit
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7289 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-03-05 03:57:09 +00:00
Glenn Rice b8b81001bd Linux build fix.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7288 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-03-05 02:32:09 +00:00
sl1nk3.s 1e367749bd Minor cleanup.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7287 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-03-04 23:23:59 +00:00
sl1nk3.s e8a1c04abf Fix a typo in BPFunctions causing a PanicAlert in SW:RS2.
Really minor bugfix in DX9.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7285 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-03-04 23:14:21 +00:00
Rodolfo Osvaldo Bogado c569b33829 First Revert my changes to VertexLoader.cpp, i don't own the games that get error so i revert the changes until i can test it myself.
Second:
A experiment. implemented parallelization in texture decoding using openmp. is most a experiment to test the performance in different os/plataforms. in my system (windows x64 amd 1055t) give a speedup in large textures, but i tested in in intel dual core and gives a slowdown. o i limited the use for large textures and cpus with more than 3 cores.
please test an let me know if it improves or degrades the speed.
please for linux and osx user. to enable this you will have to enable your compiler support for openmp to test this code.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7284 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-03-04 22:48:54 +00:00
Soren Jorvang 05719ac81a Move SConscript files out from the Src subdirectories to be
consistent with the other build systems.


git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7282 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-03-03 19:44:56 +00:00
Soren Jorvang 540238cf79 Prepare for the release of Xcode 4, which has working LTO
with static libraries.


git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7280 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-03-03 04:35:03 +00:00
Glenn Rice 3ffdcf1aec Put the video prepare code back, and use the existence of the g_renderer to determine if video prepare has been run or not.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7274 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-03-02 15:13:13 +00:00
Glenn Rice a5b471f490 More conversion from char * to std::string.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7266 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-03-01 03:06:14 +00:00
Glenn Rice ba54fac9eb Convert GetUserPath to return a std::string instead of a const char *. This simplifies its usage in most cases.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7265 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-02-28 20:40:15 +00:00
Soren Jorvang 1b8f476024 Integer constants larger than int need a type suffix.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7264 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-02-27 23:13:28 +00:00
Rodolfo Osvaldo Bogado ccc12c6950 a little simplification for the dlist id and a little correction to YieldProcessor in windows.
in windows sleep(0) behaves more like what is defined in the yield instruction so use it instead. In my amd 6 core system brings a nice 8% speedup so please test I'm interested in knowing the behavior in different systems.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7261 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-02-27 18:06:55 +00:00
Nolan Check f0c5cc76a9 Add EFB encode-to-RAM support in DX11 backend. It could probably be simplified a lot, and not all the possible formats are implemented. I tried to use the dynamic-linking feature of shader model 5, but Microsoft's HLSL compiler is broken. "Dynamic mode" is implemented, but disabled for now.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7253 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-02-26 23:41:02 +00:00
Rodolfo Osvaldo Bogado eef715b1cf added the possibility to allocate aligned memory, an use it to allocate the buffer utilized in texture decoding, this will make a little easy to use aligned writes when possible in sse2/3 optimized algorithms.
some code additions for future use ;).
please gcc user test this as i don't have opportunity to test it myself i only use reference code to.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7247 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-02-25 20:35:05 +00:00
Rodolfo Osvaldo Bogado ac6c18a5e4 some cleaning in dlist cache, runvertices and runcompiledvertices
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7246 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-02-25 20:27:57 +00:00
Shawn Hoffman ea008a82ae fixes issue 4147
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7235 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-02-24 10:18:59 +00:00
Shawn Hoffman 6e4923399e revert r7212 (express users must modify a single line, instead)
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7220 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-02-21 15:17:41 +00:00
Shawn Hoffman 62cb8ebe46 Force dolphin to use the windows7.1sdk (the windows7.1sdk installer is silly and refuses to recognize that vs2010 exists).
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7212 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-02-20 18:08:20 +00:00
Shawn Hoffman 685d3c1f50 windows: fix crash on close
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7209 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-02-20 02:04:14 +00:00
Soren Jorvang 198e29be07 Call Video_Prepare() before starting the CPU thread.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7194 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-02-18 23:52:14 +00:00
skidau 855bcfa40c Added an option for input display. This option shows the controls read by the emulator at each frame. GameCube controls in all four ports have been implemented. Wii controls are todo. The option can be found in the graphics settings. This option is usually used for tool-assisted speed-runs (TAS).
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7186 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-02-17 09:12:36 +00:00
Marcos Vitali c7ae0eb0d1 Big Fifo Commit Part2: Now the fifo is more stable than my first commit, so is time...
- ReImplementing Single Core Mode like Dual Core Mode Style.

- Stage 1: My goal is, we have the Fifo, CommandProccessor code the more clear, maintenible and documented possible. When I quit dolphin I want any developer can continue with the work only reading the code.
	
* Big Refactoring: A lot of functions was changed the names, and modularized.
Now the FifoLoop and CatchUpGPU does not exist, was replaced by RunGpu() and RunGpuLoop().
The general idea is modeling the code like the real HW. The fifo is only a buffer where the Write Gather Pipe write the commands and from the Graphic Processor read these.
* Big Clean UP a lot of obsolete code and comments was deleted, like DcFakeWachDog, "Fifo very soon hack", etc.

In the stage 2, I will refactoring more code doing emphasis in the division of CommandProcessor, Fifo, Gpu Emulation. Beside I will comment all functions and variables in the code (Don't worry I will ask for English help for this part ;) )

Please test a lot SC mode and DC mode :)
Thank you so much for testing always and the patience. I don't like broke your favorite game but... you must believe me this part is very sensible, I only try to contribute for have a better and stable dolphin emulator.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7185 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-02-17 04:25:21 +00:00
NeoBrainX e9f3d50eca Fix nowx Debug build. Yes, people use that\!
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7182 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-02-16 12:09:39 +00:00
skidau fb4c82fb48 Added the feature to allow creating a TAS movie from a save state. To activate this function, start the game and use the "Start recording" command. A save state will be created at that point in time and the emulator will start recording. This results in two files, a .dtm containing the movie and a .dtm.sav which is the save state.
Changes:
* Allow events to be scheduled when the emulator is not running.  This allows the save state event to be added before the emulator starts.
* Removed the Audio back-end init flag from the save state.  This value should not be saved as it is not data relevant to guest machine.
* Allow a recording to be started at any time (apart from when a recording is already being made).
* Updated the status bar and title bar when an on-screen message is shown
* Removed the saving of PEToken from the save state as the FIFO will save this information
* Added a couple Pixel Engine interrupt states to the save state
* Added the copyright notice to the GCPadStatus.h file.

This function is preliminary.  Let us know of any bugs you find or any UI quirks.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7175 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-02-15 09:07:55 +00:00
Soren Jorvang c212548f8e Initialize all struct members.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7173 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-02-14 21:58:53 +00:00
Glenn Rice 0ae8d33149 Some work on changing comments, log messages, and variable and function names to reflect that the plugins are not plugins anymore.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7170 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-02-14 02:18:03 +00:00
NeoBrainX b776ac3d6f Add per-game "configuration profiles" for video backend configuration:
This allows ALL settings in the gfx configuration dialog to be adjusted _per game_ in a more user-friendly way than before.
Obsoletes the gfx related options in the ISO properties, but I kept those since the configuration profiles use different ini file keys (i.e. convert the game inis to the new naming, please!).


git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7167 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-02-13 22:36:12 +00:00
Marcos Vitali be193088ca - FIX RE0 GFX fifo errors :D
- This game read the CPRead pointer when the GP is processing data and after detach the fifo  and attach again an use this pointer for continue, so implement fifo.SafeCPReadPointer pointer.
- fifo.SafeCPReadPointer is updated when (FAKE_GetFifoEndPtr() - g_pVideoData) == 0) to have a pointer without GFX Commands Cut in the beginning of 32 block.
- Reset video buffer when the CPReadWriteDistance is written by the software.
- This commit is experimental please test a lot your games.


git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7165 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-02-13 15:08:37 +00:00
NeoBrainX c30859dae0 SOMEWHAT cleaned up the VideoConfigDiag code:
Also verify the validity of gfx configuration directly after loading rather than in the GUI code (which was kinda stupid anyway).

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7164 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-02-13 13:42:59 +00:00
Marcos Vitali 1d2c936f08 - Delete FIFO CriticalSection sFifoCritical for SAVE STATES. With the skid_au last changes that is not necessary anymore.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7162 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-02-13 05:52:09 +00:00
Marcos Vitali cd9ec1805a - Improve Fifo_Init() and Fifo_ExitLoop() for avoid Crashes when the emulation Start and Stop.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7159 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-02-13 04:10:40 +00:00
Marcos Vitali 05feabdb49 - Reimplemented FifoReset in other way, only call to GPFifo::ResetGatherPipe() ResetVideoBuffer() in FIFO_RW_DISTANCE_LO when this is equal to "0"
- In the Command Processor Control Register when GPReadEnable is OFF, wait until the fifo lopp finish with thi actual 32 bytes block. This is necessary to have Safe Disabble GP Read in this way AbortFrame is performed by the software, beside this can help to have accurate GPReadEnable OFF.
Please test Metroid Prime 1/2, Guilty Gear XX, X men gc, SMG, and shuffle you can test Harry Potter Prince for WII. :)

PD: The fifo code need a clean very soon.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7158 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-02-13 02:21:11 +00:00
smelenchuk cecef62c8c For non-win32 and with-libav conditions, add an option to frame dumping to use FFV1 codec for lossless video dumping.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7139 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-02-11 22:09:20 +00:00
Glenn Rice cb832f2298 Make sure the audio dump directory exists when dumping audio. Otherwise a segmentation fault ensues after several panic alerts.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7135 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-02-11 21:30:53 +00:00
Glenn Rice 6cbaa360a1 Fix frame dumping for linux.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7134 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-02-11 21:07:51 +00:00
smelenchuk b0fa0a83f8 * Dump AVI output on every VI (fixes issue #4064).
* Add audio dumping (fixes issue #1638).


git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7131 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-02-11 18:59:42 +00:00
Shawn Hoffman e480ab2b10 drop vs2008 projects in favor of vs2010
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7129 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-02-11 15:43:05 +00:00
Marcos Vitali 86278642dc Experimental commit and one fix for my last commit.
I think that isFifoBusy bring better sync with VI (video interface) because the CPU emulated threads are waiting for DrawDone in BP Register. So, I do some modifications.
1) Rename "IsFifoBusy" by "isPossibleWaitingSetDrawDone"
2) Only activate isPossibleWaitingSetDrawDone when bFF_GPLinkEnable is true in fifo loop "Inmediate mode" that is because in theory this drawsync function is using in this mode.
3) Deactivate isPossibleWaitingSetDrawDone also in SetFinish in PixelEngine, beside when 32 block is finish.

Please regression in yours games thats can bring some FPS more above all with VPS frame limiter ON (Auto, 60, 50, etc).

- Fix waiting in AbortFrame(), please test mp1/mp2 is fixed again.

Good look! 

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7123 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-02-10 04:47:02 +00:00
Rodolfo Osvaldo Bogado 1f1c9132a6 revert some some of the soren changes to make dolphin compile in vs2008 again until sw plugin is completely fixed.
some correction to dlist caching

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7117 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-02-08 14:51:53 +00:00
Rodolfo Osvaldo Bogado 00c35451f6 second step in dlist optimizations: test the hashes only when the cpu could change the contents of the dlist, this is after it been processed, or at frame finish.
this is marcos idea so the credits go to him.
please test the broken games in my last commits to see if this solve all the issues.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7114 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-02-08 12:00:41 +00:00
Soren Jorvang 8c41d31651 Fix Plugin_VideoSoftware build.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7113 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-02-08 11:02:34 +00:00
skidau 855f97841d Paused the video thread while a save state was being created or loaded. Performed the save state operation after the fifo became idle. Saved the interrupt status of the video thread into the save state. This helps stabilise the save states in dual core mode in games like Super Mario Galaxy.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7112 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-02-08 10:37:47 +00:00
Shawn Hoffman a34b81cc01 vs2010:
buildfix
move much of the build settings to .props files
-please use them as much as possible in the future, instead of changing individual projects
NOTE: to avoid left over blobs, clean your builds *before* applying these changes.
TODO: add DebugFast target for projects that are lacking it. Lack of DebugFast targets cause the linker to use LTCG when we don't want it.
please test for regressions which could be caused by being too happy with compiler flags :)

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7109 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-02-08 04:03:48 +00:00
baby.lueshi 1f0663c1a8 Defer texture invalidation to the video thread from the video configuration dialog. Should fix issue 4069
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7108 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-02-08 03:47:59 +00:00
Marcos Vitali f0adc3adb4 Speed back to dolpihn: - Revert Read16 CPRead fifo hack for fix RE0. This hack only solve RE0 but brings slowdown in games like RE Umbrella, etc. - Move isFifoBusy again in the fifo loop and use s_fifoIdleEvent for AbortFrame. Note: if you can play RE0 only deactivate PanicAlert. These opdecoding error seems harmless. Some day this wiil be fixed in right way.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7107 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-02-08 01:11:11 +00:00
Rodolfo Osvaldo Bogado fc370c5136 Experimental commit: this is the base for a more complex dlist control code, is incomplete but i need some feedback.
whit this code hashing is completely disabled for the dlists content itself this must bring some fps more but i must know if this causes any glitches.
i suspect that no game modify the content of the dlist so hash is time wasted but the only way to test it is with this commit.
please test as many games s you can and give me feedback for any glitch.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7106 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-02-08 00:28:28 +00:00
Rodolfo Osvaldo Bogado fa15389b17 some little fixes for dlist caching, maybe a little speed up but nothing great, please test for regressions.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7105 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-02-07 22:35:46 +00:00
Soren Jorvang 0f7ff9c23e Deal with some clang-inspired buglets.
Respect the initial fullscreen setting in nowx.


git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7089 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-02-06 01:56:45 +00:00
donkopunchstania 35edf1b236 Split shader code generation for lighting into a separate file.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7088 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-02-05 23:57:12 +00:00
gnick79 17e28a19cd * Keeping resolution aligned to back-buffer size if the latter one is changed (can give a huge performance boost... even until to 100% in some cases)
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7086 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-02-05 21:43:04 +00:00
hrydgard 3201b61b52 LTCG (link time code gen) was off in some projects, so turn it off in all of them so that the linker doesn't have to restart halfway through.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7084 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-02-05 20:14:23 +00:00
donkopunchstania c36ed08cfc Rework XF register loading a bit and change how registers are arranged in memory. This removes the assumption that all data for a viewport or projection matrix will be available when index 0 is loaded. Fixes issue 3688 and probably breaks old save states (sorry).
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7083 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-02-05 18:25:34 +00:00