- 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
* 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
According to AMD's GPU ShaderAnalyzer, most combinations of shaders have about 1.5x-2x higher peak per-clock throughput after this commit. For those concerned about performance, I do intend to make this at least as fast as the other backends. This is one more step toward that goal.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7262 8ced0084-cf51-0410-be5f-012b33b47a6e
video backends.
This would be considerably easier if there was a way for me to have
fully working video in some sort of VM. If anyone has achieved that,
preferably with Linux but failing that with Windows, I would
appreciate any tips on how to set it up. VideoSoftware used to more
or less work in a VM, but I've never been able to get OpenGL to do
much more than open the window and display OSD messages.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7201 8ced0084-cf51-0410-be5f-012b33b47a6e
in Initialize() and Video_Prepare(). Video_Prepare()
then becomes the entry point for associating the current
thread with the rendering context, which is currently
only known to be necessary for OpenGL.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7195 8ced0084-cf51-0410-be5f-012b33b47a6e
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
fix all build targets (they've all built here - you may have to manually delete the intermediate directories if you have conflicts after this commit).
set the debug path to $(TargetDir)
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7022 8ced0084-cf51-0410-be5f-012b33b47a6e
- dislocating all sensible stuff related to "values per game/pattern" outside the sourcecode.
- giving more control to end-users across the user-friendly interface.
- deleting/cleaning some dead variables.
- updating all gameconfig.ini data to reflect new PHack concept (pending upload).
* Updated Italian translation
- Includes corrections, a better strings translating and suggestions directly by Google Code's people.
+ Minor old pending changes...
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6973 8ced0084-cf51-0410-be5f-012b33b47a6e
Profiler.{cpp,h} also happened to be the only dupliated
filenames left in Source, the absence of which should make
link-time optimization easier to get working.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6935 8ced0084-cf51-0410-be5f-012b33b47a6e
Move shader and input layout management from EmuGfxState to Vertex/PixelShaderCache and D3DVertexFormat.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6906 8ced0084-cf51-0410-be5f-012b33b47a6e
Move depth state management from EmuGfxState to Renderer.
Call stateman->Apply in Renderer::ApplyState instead of EmuGfxState::ApplyState.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6903 8ced0084-cf51-0410-be5f-012b33b47a6e
Initialize locale in each of the plugins on windows so that the plugin configuration dialogs are translated and the translators will get off my back.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6847 8ced0084-cf51-0410-be5f-012b33b47a6e
in the title bar. It is more usefully displayed using the overlay
and long pathnames are not suitable for title bars and probably not
even safe depending on the underlying windowing system.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6817 8ced0084-cf51-0410-be5f-012b33b47a6e
Placing the render window at position 0,0 makes it unmovable on OS X.
Use the conventional r1234 format for SVN revision numbers.
Delete mis-copied .svn directories from the application bundle.
Only warn about a failed low-memory allocation if one was requested.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6811 8ced0084-cf51-0410-be5f-012b33b47a6e
please test for regressions and fixes.
some little changes to make pixel shader more dx9 sm2.0 friendly. the condition is not to use pixel lighting ( sorry no hardware support for the quantity of parameters needed).
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6777 8ced0084-cf51-0410-be5f-012b33b47a6e
- Assign width and height to the actual powers of two rather than to the exponents...
- Clean up FramebufferManager()
- Make use of more depth buffer formats to prevent some devices from failing to create a depth buffer
Should fix issue 3256.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6730 8ced0084-cf51-0410-be5f-012b33b47a6e
Whatever that means, it fixes that stupid Super Mario Sunshine glitch and possibly lots of other stuff, so test as many glitchy games as possible with this ;)
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6669 8ced0084-cf51-0410-be5f-012b33b47a6e
Should fix almost all regressions of the recent ClearScreen changes and keep the fixed stuff.
The Super Mario Sunshine glitch is caused by another issue and will be addressed in my next commit.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6668 8ced0084-cf51-0410-be5f-012b33b47a6e
corrected peek color and peek z to correctly emulate real hardware formats.
implements native gamma correction.(i don't own any game that uses this functionality so i will appreciate feedback)
i need a lot of feedback in this changes please
enjoy
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6664 8ced0084-cf51-0410-be5f-012b33b47a6e
- Clear alpha channel to 0xFF instead of 0x00 whenever we (re-)create the EFB texture
- Disable color/alpha channels whenever the actual EFB format doesn't use them
Fixes issue 2826.
Fixes issue 1879.
Please check if issue 3014 is fixed now, as well as any other games which might have broken due to ClearScreen changes.
For what it's worth, Super Mario Sunshine still shows a small glitch even with these changes.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6635 8ced0084-cf51-0410-be5f-012b33b47a6e
Will fix some games and break some others.
Assist trophies in SSBB work fine now, Super Mario Sunshine is a little broken again.
Still needs some more work...
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6627 8ced0084-cf51-0410-be5f-012b33b47a6e
(probably nobody else cares, but I need at least one video plugin that actually works on this computer)
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6618 8ced0084-cf51-0410-be5f-012b33b47a6e
- Merge the EmuWindow class to VideoCommon.
- Implement free look in the D3D plugins. Seems like it had broken before though; only rotating the view works..
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6616 8ced0084-cf51-0410-be5f-012b33b47a6e
* More formats recognition for "Clear Screen" step. Improved the ability handling the alpha channel (% color translucency).
* Related to CPUID detecting:
- Added support displaying correct SysInfo for recent multicore Intel CPUs x86-64 with HT/SMT (Core i3/i5/i7 and Xeon) based on Nehalem architecture.
+ minor and passive changes.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6604 8ced0084-cf51-0410-be5f-012b33b47a6e
Should fix problems caused by EFB scales other than Native (excluding fractional!). Test whether this fixes games which work fine with native EFB resolution but show glitches with higher internal resolutions.
Also fixed numerous warnings.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6549 8ced0084-cf51-0410-be5f-012b33b47a6e
Separated UI from debugger functionality. Generally cleaned up that stuff.
Most functionality needs to be reimplemented now, but will be available to D3D9, D3D11 as well as OpenGL then.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6523 8ced0084-cf51-0410-be5f-012b33b47a6e
10.0 level hardware can't create multisampled depth buffers which can be bound as shader resources as well, but we need that for e.g. EFB access or EFB copies.
Only multisampling the color buffer doesn't work either since color and depth targets must be using the same sample count.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6491 8ced0084-cf51-0410-be5f-012b33b47a6e
- Speed up MSAA by using custom resolve shaders instead of ID3D11DeviceContext::ResolveSubresource().
- Fix EFB access when MSAA is enabled.
- Implement the "force linear filtering" option.
- Compile shaders using shader model 4.1 or 5.0 if available.
- Some minor cleanups.
Who cares about DX9 and OGL anyway :P
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6481 8ced0084-cf51-0410-be5f-012b33b47a6e
DX11: Fix a DX11 debug runtime error caused by the vertex shader output signature and the pixel shader input signature not matching if per-pixel lighting is disabled. Someone forgot disabling those pixel shader parameters ;P
DX11: Enable use of dynamic textures wherever possible.
DX9: Remove two unnecessary TODOs. Someone forgot removing those since they've been obsolete for a long time ;P
Anyway, at least working mipmaps and dynamic textures should increase DX11 performance a bit. And "a bit" is more than my usual "marginally" ;)
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6473 8ced0084-cf51-0410-be5f-012b33b47a6e
Add multisampling support.
EFB access doesn't work with MSAA enabled, yet.
Additionally clean up some stuff, fix a memory leak, ...
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6468 8ced0084-cf51-0410-be5f-012b33b47a6e
- Add some info about a backend's feature set (MSAA, Real XFB, EFB to RAM, ..) to VideoConfig
- Gray out options if they aren't supported by the backend or if changing them doesn't affect anything (e.g. changing STC mode if STC is disabled)
- Allow signed bytes for D3D11. Not sure if this causes glitches, but it should work
- Call wxEvent.Skip() in the event function handlers, not sure if this fixes any bugs but the old code definitely caused bugs during development of this patch
- Fix a memory leak in the configuration dialog if D3D11 is used
- Other minor stuff that doesn't need to be mentioned or which I forgot
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6450 8ced0084-cf51-0410-be5f-012b33b47a6e
DX9: When clearing the back buffer in Renderer::Swap(), use IDirect3DDevice9::Clear instead of a clear quad if possible. Should improve performance marginally.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6373 8ced0084-cf51-0410-be5f-012b33b47a6e
Explanation of this commit: We only have to care about four BP registers in ClearScreen, the remaining API state should be reset. The colorEnable and alphaEnable parameters are obsolete, for some reason directly using them caused the SMS glitch with DX11 (because of that bpmem.zcontrol.pixel_format == PIXELFMT_RGBA6_Z24 check in BPFunctions.cpp, is this one actually correct?)
The comment in BPFunctions.cpp was at least misleading (if not even wrong), so I removed it.
For what it's worth, someone needs to port this to the OpenGL and Software plugins (unless they're doing this properly already)
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6327 8ced0084-cf51-0410-be5f-012b33b47a6e
Fixes issue 3399.
Also remove unnecessary stateman/gfxstate applies:
- gfxstate->ApplyState/Reset only need to be called by VertexManager
- stateman->Apply only needs to be called before any Draw/DrawIndexed call
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6309 8ced0084-cf51-0410-be5f-012b33b47a6e
Small performance improvements by increasing the ring buffer size and using a better offset algorithm.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6303 8ced0084-cf51-0410-be5f-012b33b47a6e
Games affected by this change: Mario Smash Football, Mario Strikers Charged Football, Monster Hunter Tri.
Other games possibly affected: Shaun White Snowboarding, Resident Evil Code: Veronica, Baten Kaitos.
This implementation will decrease performance if the game uses this feature, but the glitches will be gone. I'll add an option for this in a later commit. EFB pokes are somewhat slow in DX11 right now, speed should be okayish in DX9 though.
Other changes:
- SOMEWHAT cleaned up the EFB access code in DX9
- Fixed incompatible parameter list of AccessEFB and TVideo_AccessEFB.
- Fixed a theoretical bug in ReplaceRGBATexture2D, add support for STAGING textures
- Removed unused parameters in various DX9 functions
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6300 8ced0084-cf51-0410-be5f-012b33b47a6e
Now, there are two:
Real dimensions: Width and height of the original GameCube texture
Virtual dimensions: Width and height of the texture used by dolphin-emu's renderer
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6291 8ced0084-cf51-0410-be5f-012b33b47a6e
- Add a sanity check in CRenderFrame::MSWWindowProc. Possibly reduces the risk of a crash when starting a game and immediately closing the emulation window when using the DX9 plugin.
- DX11: Add the resource usage as a parameter to CreateQuadVertexBuffer, possibly to be used in the future.
- reduce the size of the EFB access buffers from 4x4 to 1x1 since they needn't be bigger anymore
- some fixes to the recent hires commit.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6256 8ced0084-cf51-0410-be5f-012b33b47a6e
Should fix SMG for NVIDIA users. Slightly changes behavior of the AccessEFB function, so test this for regressions, please (esp. in HD resolutions).
I tried to apply the same changes to Video_DX9, but for some reason EFB access didn't work anymore then. Might look into that later.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6247 8ced0084-cf51-0410-be5f-012b33b47a6e
Renamed EFB Scale to Internal Resolution.
Removed Auto Scale option (it is now always on).
Added on-the-fly changing of the Internal Resolution in the OpenGL and Direct3D9 plug-ins.
Further consolidated the code in the video plug-ins.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6240 8ced0084-cf51-0410-be5f-012b33b47a6e
First step to bring a level of consistency between the video plug-ins - variable names, spacing, function names, function order, comments, file names. This will help us identify common code for VideoMerge.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6235 8ced0084-cf51-0410-be5f-012b33b47a6e
for all the plugins implemented per pixel lighting, this will make games that uses lighting a lot nice. (just look at mario sunshine and compare :))
for dx9: implemented temporal anaglyph stereo: just grab your red-cyan glasses and enjoy.
stereo calibration: use stereo separation ( distance of the point from you are looking) and Focal Angle: the angle necessary to focus in one particular object.
this settings are different in every games as they use different depth ranges.
please for any regression and bug introduced by this commit.
if you ask why i did not implement stereo in dx11 and opengl the reason is one: they don't work right when i have more time will try to find a way to make them work.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6224 8ced0084-cf51-0410-be5f-012b33b47a6e
* Fixed the "Change disc..." command. The filename of the disc was being lost between functions.
* Split the ChangeDisc function into two functions: EjectDisc and InsertDisc
* Moved the "Change disc..." command to the File menu.
* Removed some log messages that caused the debug build to crash when loaded with release build plug-ins.
Fixes issue 3036.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6206 8ced0084-cf51-0410-be5f-012b33b47a6e
include referenced array data in the hash to avoid problems in some games.
this version is a slower than the last version but is more stable, still much work to do but so little time to do it :)
Added Dlist Caching Option to the plugin configuration so anyone can compare the performance change.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6205 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit might fix some issues when colors were drawn slightly wrong in the DX plugins but correct in OpenGL. So please test this ;)
Thanks to Billiard for spotting.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6171 8ced0084-cf51-0410-be5f-012b33b47a6e
still experimental, not totally optimized but must bring a nice speed up
please test for regressions an error. an please Linux people fix scons :)
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6149 8ced0084-cf51-0410-be5f-012b33b47a6e
use plain vertex arrays instead of VBOs to render in Opengl plugin as the nature of the data make VBOs slower. This must bring, depending on the implementation, a good speedup in opengl.
in my system now opengl and d3d9 have a difference of 1 to 5 fps depending of the game.
some cleanup and a little work pointing to future improvements in the way of rendering.
please test and check for any errors.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6139 8ced0084-cf51-0410-be5f-012b33b47a6e
Really that happens because the fifo.CPReadWriteDistance is negative.
Example: CPReadWriteDistance: -864 CPEnd: 10092672 fifo.CPBase: 9568416
In SMG this is because PI_FIFO_RESET is writing and after fifo.CPReadWriteDistance will be setted to 0.
To Prevent that, I've Implemented AbortFrame function in the CommmandProcessor. It should fix overflown because of that.
Note: There is other issue (Issue 2846) where the fifo.CPReadWriteDistance is negative too but the effect is different.
I'm working to solve this.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6083 8ced0084-cf51-0410-be5f-012b33b47a6e
Remove a member variable which I introduced in r5907 although it never actually got used. Restores binary compatibility (at least in that regard) to pre-r5907 video plugins, but breaks any binaries after that :P
Update FIFO watermark tightness recommendations. 1000 is quite a high value I guess, but some people seem to need it.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6060 8ced0084-cf51-0410-be5f-012b33b47a6e
The code changes disable the usual pipeline flush for certain BP Writes that occur while the minimap is being drawn in Zelda: twilight princess. This significantly increases speed while in hyrule field. The way this is accomplished is described more in depth on page 42 of Xtreme's thread. Big thanks to Xtreme for doing a great job hosting that thread, and Kiesel-stein for initial work on the hack
Also, I used the resource editor in Visual studio to generate the GUI code for the DX11 plugin, and some code appeared to be removed, although the behavior of the GUI did not seem to change. Hopefully someone more experienced with resource files (forms?) can double check that no code was damaged
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6057 8ced0084-cf51-0410-be5f-012b33b47a6e
(those originating from a thread other than the gpu thread)
glxMakeCurrent is supposed to error out when the context is
still current in another thread. NVIDIA handles that, but mesa3d errors.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6054 8ced0084-cf51-0410-be5f-012b33b47a6e
Also added a DSPCORE_STOP state. The DSP-LLE debugger window segmentation faults if it is openned when a game is not running.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5931 8ced0084-cf51-0410-be5f-012b33b47a6e
- fix numerous warnings
- make some variables unsigned
- remove redundant code and header inclusions
- make code more compact in lots of cases
Committing some additional changes by myself:
- additional header cleanups
- cleanup DX11 initialization/shutdown process (hinted at by avindra)
- Remove the cgD3D9 stuff from Externals since it's no longer needed
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5903 8ced0084-cf51-0410-be5f-012b33b47a6e
- Eliminate the useless check for cpu modifications option from efb to ram as it must be enabled always
- use constant names in dx11 for buffer length calculation instead to simplify code reading
- implemented scaled efb copy in opengl, still bugy in some games, the option is not in the gui but will add it when it works perfect
- Change the depth calculation behavior:
if the game use z textures is exactly the same as before.
if the game do not use z texture calculate z values in the vertex shader. the advantage id this approach is that early z culling is applied,
improving fill rate. this mus speed up things, even with ssaa and msaa enabled.
please test for regression and enjoy.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5896 8ced0084-cf51-0410-be5f-012b33b47a6e
Use linear filtering for various buffer copies, improves visual quality a lot.
Some other tiny changes as well.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5891 8ced0084-cf51-0410-be5f-012b33b47a6e
Dynamically load a d3dx9 dll at runtime (I tested Dolphin with the first d3dx9 dll and it even worked fine there).
Should fix the flood of users asking why they can't select the DX9 plugin :P
Compilers should be able to stop bundling cgD3D9.dll now.
Minor changes in DX11.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5890 8ced0084-cf51-0410-be5f-012b33b47a6e
Also two little changes which don't affect functionality or performance:
Change an IUnknown* cast to a T* cast.
Improve some error messages.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5870 8ced0084-cf51-0410-be5f-012b33b47a6e
using it as a constant in several places. Saves a few bytes and the time
it takes to recompile a bunch of files whenever svnversion twitches.
Using the SVN version string as an integer is not portable as the Unix
svnversion always includes e.g. the "M" suffix for a modified tree.
Windows people, please check my change to Plugin_VideoDX9/Src/main.cpp
as I don't really understand how _T() and the %hs format string work.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5852 8ced0084-cf51-0410-be5f-012b33b47a6e
i made this changes trying to found the origin of the sps in zww and sms but no look so far.
the code is looking nice so commit it
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5845 8ced0084-cf51-0410-be5f-012b33b47a6e
return to the old values in constants in pixelshader, the old values give mi 3 or 4 fps more,(maybe some kind of compiler optimization) in some games and with the current algorithm i notice no difference with this values, please report any problem.
optimizes SSAA to make it a little faster and, the quality should be the same but with a little speedup.
change the way the frame is processed depending is xfb is enabled or not to make this a little faster.
please test and report any problem
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5820 8ced0084-cf51-0410-be5f-012b33b47a6e
1 - Optimize pixelshadergen to avoid redundant register overflow math, with this if a game don't need this will be not applied.
this must bring some fill rate back and improve speed a little in fill rate limited systems.
2- some corrections to vertexshadergen to avoid uninitialized texture coordinates, dono if is the correct way to fix it but t least it will make house of the dead overkill playable in dx11.
the bad thing: still missing geometri in dx9, in dx11 it works exactly as on opengl.
3 - some optimization made to improve fps a little wih the latests changes made to fifo.
* back to the original code in beginfield as now it will work right.
* check for efb access more often as a lot of time is lost waiting for efb access
4 - apply a little fix for missing textures in nvidia opengl tanks to Wagnard28 for finding that nvidia does not like invalid shader id :)
please test for any regression
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5812 8ced0084-cf51-0410-be5f-012b33b47a6e
Dual Core sync fix.
When the FIFO is processing data we must not advance the cpu cycles in CoreTiming because in this way the VI will be desynchronized. So, We are waiting until the FIFO finish and while we process only the events required by the FIFO.
This should fix Issue 2072 .
This affect to all games in dual core mode.
Please, You can test all games with VPS limiter auto, 60, 50 depending of the game and compare with prev revision.
For example now NSMB in the video Intro has 60 fps (prev 30 fps) :D or SMG does't need anymore FPS Limitter Hack to get 55-60 fps
Beside the slowdowns now are more softly and the fps more stables because the VI sync is almost perfect.
The Core Timing and Fifo modifications are delicated. Please report if this hang any game. Don't forget check with prev revision.
Enjoy it! Thanks to Rodolfo for teach me all about dolphin.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5777 8ced0084-cf51-0410-be5f-012b33b47a6e
Cleanups, documentation, ...
Theoretically enable anisotropic filtering if selected in the config, not sure if it works though.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5761 8ced0084-cf51-0410-be5f-012b33b47a6e
Make font rendering a lot prettier.
Fix constant buffers in EmuGfxState::ApplyState() to really have a size which is a multiple of 16 instead of 65536.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5755 8ced0084-cf51-0410-be5f-012b33b47a6e
Remove superfluous _WIN32 checks in DX11 and DX9. Meant to port that code over to Linux or what? :P
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5738 8ced0084-cf51-0410-be5f-012b33b47a6e