Commit Graph

17824 Commits

Author SHA1 Message Date
Lioncash 8943d23a4c FifoDataFile: Make Load return a unique_ptr 2016-06-28 21:23:55 -04:00
Chris Burgener 41335752e5 Merge pull request #3891 from RisingFog/split_audio_dump_sample_rate
Split Audio Dumps on Sample Rate Changes
2016-06-28 11:52:40 -04:00
Chris Burgener 28a3691e70 Merge pull request #3930 from RisingFog/split_video_dump_resolution
Split Video Dumps on Resolution Change
2016-06-27 22:39:19 -04:00
Matt Mastracci 1e08ad0d97 Add MOV optimization and MOV_sum
Replaces incarnations of the A=B+C pattern throughout the
code so we can apply optimizations consistently.
2016-06-27 15:43:52 -06:00
Markus Wick adcef046f6 Merge pull request #3496 from mmastrac/fastmem_refactor
Refactor the fastmem/trampoline code
2016-06-27 23:06:22 +02:00
Matt Mastracci b1296a7825 Refactor fastmem/trampoline code.
Simplication to avoid reading back the generated instructions, allowing
us to handle all possible cases.
2016-06-27 14:58:20 -06:00
degasus 3b3cbc4aab BusyLoopTest: Only run 10 times.
Running this test 100 times is not worth to spend 1 second.
2016-06-27 22:06:52 +02:00
Markus Wick ddc9e414ee Merge pull request #3454 from mmastrac/gqr_fixes
JIT perf improvements for quantized loads/stores
2016-06-27 18:31:50 +02:00
Chris Burgener f31adf9635 Fix D3D crashes/issues 2016-06-27 10:13:17 -04:00
Léo Lam 1b71249562 D3D: Fix crash on start with BBox enabled
Someone removed the BBox::Init(), causing crashes when BBox is enabled.

Fixes issue #9643.
2016-06-27 12:45:00 +02:00
Pierre Bourdon cf2c5e276c Merge pull request #3957 from lioncash/mutex
FifoRecorder: Use lock_guard instead of explicit lock/unlock
2016-06-27 10:36:43 +02:00
Lioncash 1dee75a68e FifoRecorder: Use lock_guard instead of explicit lock/unlock 2016-06-27 04:15:16 -04:00
Markus Wick c4838b9cbc Merge pull request #3951 from leoetlino/formatting-fix
LightingShaderGen: Fix formatting
2016-06-27 09:59:48 +02:00
Matt Mastracci 4aa5291f54 Refactor the paired load/store code
Simplification/reduction of duplicated code. Detect other constant GQR values and inline loads (5-10% speedup) and do direct dispatch to AOT methods for stores.
2016-06-26 19:49:02 -06:00
Pierre Bourdon 6ed001ad42 Merge pull request #3954 from delroth/x64-emitter-test
x64EmitterTest: fill cpu_info with 0x01 instead of 0xFF to make gcc happier
2016-06-27 02:38:10 +02:00
Pierre Bourdon a910a4309f x64EmitterTest: fill cpu_info with 0x01 instead of 0xFF to make gcc happier 2016-06-27 01:55:42 +02:00
Léo Lam d9fc1e01b4 LightingShaderGen: Fix formatting 2016-06-26 16:35:44 +02:00
Markus Wick 6b01eca3a0 Merge pull request #3950 from phire/fix-warnings
VideoCommon: Fix some warnings.
2016-06-26 13:37:15 +02:00
Scott Mansell d958388617 VideoCommon: Fix some warnings. 2016-06-26 23:10:31 +12:00
degasus d79aeaa1e9 VideoCommon: Drop GetConfigName.
We're past 5.0 now, so there is no need to look for old inis.
2016-06-26 12:34:59 +02:00
degasus 5f2f462067 VideoBackends: Merge ShowConfig functions. 2016-06-26 12:34:59 +02:00
degasus 7833ff25df VideoBackends: Merge Initialize and Shutdown functions. 2016-06-26 12:34:59 +02:00
Scott Mansell b16333a25c Merge pull request #3716 from degasus/coretiming
CoreTiming: Drop ProcessFifoWaitEvents.
2016-06-26 22:13:05 +12:00
Scott Mansell ee9e3432cb Merge pull request #3513 from phire/make_hdkr_happy
Get shadergen ready for Multithreadded generation of shaders.
2016-06-26 21:55:22 +12:00
degasus ca96302a36 PowerPC: Dedoublify CheckExternalExceptions. 2016-06-26 11:29:25 +02:00
degasus 4c5f8f9c91 CoreTiming: Drop ProcessFifoWaitEvents.
globalTimer is only written in Advance, so this function has no function.
2016-06-26 11:29:25 +02:00
Matthew Parlane 2776bcbf55 Merge pull request #3903 from leoetlino/wiimote-disconnect
Disconnect real Wiimotes when disconnected by games (not on all platforms)
2016-06-26 18:33:09 +12:00
Mat M 8d1a70af9a Merge pull request #3945 from comex/warning-fixes-2016
Warning fixes 2016
2016-06-26 02:16:35 -04:00
Mat M cf50ed82bb Merge pull request #3943 from ShadowsFriend/nopch-fix
ControllerInterface: Include memory to fix building without pch
2016-06-26 02:13:47 -04:00
Mat M c896645313 Merge pull request #3947 from magumagu/interpreter-cleanup
Misc cleanup in Interpreter.
2016-06-26 02:11:09 -04:00
Mat M 8d2137ba85 Merge pull request #3948 from magumagu/dead-bfakemem
Delete dead variable named bFakeVMEM.
2016-06-26 02:10:13 -04:00
magumagu 1c28a27ee4 Delete dead variable named bFakeVMEM.
(There's another bFakeVMEM in Memmap.h.)
2016-06-25 23:05:55 -07:00
magumagu b5ed27ffa8 Misc cleanup in Interpreter.
Mostly comment changes; also gets rid of an unnecessary call to
CheckExceptions.
2016-06-25 22:52:17 -07:00
comex efef07293b Suppress deprecation warning. 2016-06-26 00:49:51 -04:00
comex fe73ae8526 Add missing override 2016-06-26 00:49:50 -04:00
comex 61813767c7 Get rid of #define PAGE_MASK and round_page, which conflict with OS X headers 2016-06-26 00:49:46 -04:00
Markus Wick bc354277ca Merge pull request #3940 from lioncash/tie
Device: Use std::tie for operator==
2016-06-26 06:40:14 +02:00
Mat M 3d72fe3173 Merge pull request #3942 from comex/osx-build-fix
Fix in-tree build (cmake .) on OS X.
2016-06-26 00:35:00 -04:00
Scott Mansell 2f134c5c36 Remove the rest of ShaderDebugging.
Without UID checking, it's basically a no-op that disables shader cache
and stores the shader source code (without ever reading it back).
2016-06-26 16:25:11 +12:00
Scott Mansell ebe5fd0b36 Multithreadded Shadergen: Minor fixups. 2016-06-26 16:13:22 +12:00
Scott Mansell 95469ec225 Remove UID Checker.
Kind of pointless now that multiple shaders with the same UID are
now fundementally impossible.
2016-06-26 16:13:22 +12:00
Scott Mansell 24e5d21780 Multithreadded Shadergen: Second pass over Pixel Shadergen.
Note: It's not 100% perfect, as some of the GPU capablities leak into the
pixel shader UID.

Currently our UIDs don't get exported, so there is no issue. But someone
might want to fix this in the future.
2016-06-26 16:13:21 +12:00
Scott Mansell 1a831cfc7d Multithreadded Shadergen: Second Pass over vertex/lighting Shadergens
As much as possible, the asserts have been moved out of the GetUID
function. But there are some places where asserts depend on variables
that aren't stored in the shader UID.
2016-06-26 16:13:21 +12:00
Scott Mansell 28c7113e41 Multithreadded Shadergen: Second Pass over geometery Shadergen 2016-06-26 16:13:21 +12:00
Scott Mansell fa02f47729 Multithreadded Shadergen: First pass over geometery Shadergen. 2016-06-26 16:13:20 +12:00
Scott Mansell 4969415f38 Remove global refrences from common code.
Bug Fix: Previously vertex shaders and geometery shaders didn't track
         antialaising state in their UIDs, which could cause AA bugs
	 on directx.
2016-06-26 16:13:20 +12:00
Scott Mansell 0d996f512b Multithreadded Shadergen: First pass over pixel Shadergen
Bug Fix: It was theoretically possible for a shader with depth writes
         disabled to map to the same UID as a shader with late depth
	 writes.
	 No known test cases trigger this.
2016-06-26 16:13:20 +12:00
Scott Mansell e99364c7c9 UID Change: Fix bug with indirect stage UIDs
Bug Fix: The normal stage UIDs were randomly overwriting indirect
         stage texture map UID fields. It was possible for multiple
	 shaders with diffrent indirect texture targets to map to
	 the same UID.
         Once again, it dpesn't look like this bug was ever triggered.
2016-06-26 16:13:19 +12:00
Scott Mansell 03f2c9648d Shader UID change: Only store the two bits of components we need.
This frees up 21 bits and allows us to shorten the UID struct by an entire
32 bits.

It's not strictly needed (as it's encoded into the length) but I added a
bit for per-pixel lighiting to make my life easier in the following
commits.
2016-06-26 16:13:19 +12:00
Scott Mansell 53c402dbc5 Multithreadded Shadergen: First Pass over vertex/lighting Shadergens
The only code which touches xfmem is code which writes directly into
uid_data.

All the rest now read their parameters out of uid_data.

I also simplified the lighting code so it always generated seperate
codepaths for alpha and color channels instead of trying to combine
them on the off-chance that the same equation works for all 4 channels.

As modern (post 2008) GPUs generally don't calcualte all 4 channels
in a single vector, this optimisation is pointless. The shader compiler
will undo it during the GLSL/HLSL to IR step.

Bug Fix: The about optimisation was also broken, applying the color light
         equation to the alpha light channel instead of the alpha light
	 euqation. But doesn't look like anything trigged this bug.
2016-06-26 16:13:19 +12:00