Design doc:
https://docs.google.com/document/d/11qcGCWLne1wYvmtFaSrOKZt_vHxXrcWcZsdWJ-MJnyo/edit
The code is currently not used. Migration plan:
1. Implement MMIO access via MMIO::Mapping in parallel to the current
method.
2. Implement all existing MMIO handlers via the new interface.
3. Remove the old hwRead/hwReadWii/hwReadIOBridge code.
4. Implement JIT optimizations for MMIO accesses.
While further increasing the table width doesn't make the code any less
ugly, it makes it easy to generate auto-comments in the IDA processor
plugin. Also, use spaces for alignment instead of tabs.
Floating-point is complicated...
Some background: Denormals are floats that are too close to zero to be
stored in a normalized way (their exponent would need more bits). Since
they are stored unnormalized, they are hard to work with, even in
hardware. That's why both PowerPC and SSE can be configured to operate
in faster but non-standard-conpliant modes in which these numbers are
simply rounded ('flushed') to zero.
Internally, we do the same as the PowerPC CPU and store all floats in
double format. This means that for loading and storing singles we need a
conversion. The PowerPC CPU does this in hardware. We previously did
this using CVTSS2SD/CVTSD2SS. Unfortunately, these instructions are
considered arithmetic and therefore flush denormals to zero if non-IEEE
mode is active. This normally wouldn't be a problem since the next
arithmetic floating-point instruction would do the same anyway but as it
turns out some games actually use floating-point instructions for
copying arbitrary data.
My idea for fixing this problem was to use x87 instructions since the
x87 FPU never supported flush-to-zero and thus doesn't mangle denormals.
However, there is one more problem to deal with: SNaNs are automatically
converted to QNaNs (by setting the most-significant bit of the
fraction). I opted to fix this by manually resetting the QNaN bit of all
values with all-1s exponent.
VI isn't called as regular as we want to, so we have to create a new throttling event called regularly by coretiming.
Atm we throttle every 1 ms when we are too fast and skip throttling when we lack 40ms (to avoid fast boosts after slowdowns)
If there is an issue with a reported extension, disable it instead of failing out entirely.
Fixes an issue with buffer_storage that I had overlooked as well.
This changes from using logical and to bitwise and, which causes the compile time to drop from an absurd amount of time to around five seconds on my
crappy laptop.
The default async api allow us to set some latency options. The old one (simple API) was the lazy way to go for usual audio where latency doesn't matter.
This also streams audio, so it should be a bit faster then the old one.
This structure fields should match byte-to-byte the layout of MMIO registers:
it is addressed using the MMIO reg address when doing a CP MMIO read. This was
unfortunately not the case, causing CP reads to be mostly broken with the
software renderer.
This option was known to break every second game and only boost a bit.
It also seems to be broken because of streaming into pinned memory and buffer storage buffers.
v2: also remove dlc_desc
Older Qualcomm drivers rotated the framebuffer 90 degrees and this fix didn't work.
Now for some obscene reason it rotates a full 180 degrees.
This can at least be worked around by flipping around the image on our end.
This isn't the cleanup that GLInterface needs, but for now it makes it so it'll swap and not just black screen
A cleanup to GLInterface will be coming in a couple weeks.
On Windows, nvidia don't give us their driver version, so we can't workaround any issues.
As buffer_storage is broken on some drivers, we wanted to disble it for them.
So we can't.
Luckyly only "some" released driver versions are affected as this extension is only available since some months. Let's hope that nobody have to use one of this driver version, else they will get a black screen ...
ARM only at the moment. Could potentially support x86 and MIPS if necessary.
Capable of parsing the manufacturer codes and part IDs of some (but not all part numbers). If anyone knows of part numbers that aren't in the list, please report them.
OSX has their own driver, so performance issues aren't shared with the nvidia driver (unlike the closed source linux and windows nvidia driver). So now they'll also use the MapAndSync backend like all other osx drivers.
fixes issue 6596
I've also cleaned up the if/else block selecting the best backend a bit.
The new chapter title in Paper Mario TTYD had a small graphical bug due to the new code because it read one extra pixel, this fixes it.
I hope this gets everything, I though I had checked most bugs and yet here I am, commit-spamming...
Fixes some remaining bbox related bugs in Mickey's Magical Mirror and a slight graphical glitch in Paper Mario: TTYD when flipping and Vivian as your companion (I've been scratching my head for days to find this one).
Instead of being vertex-based, it is now primitive (point, line or dissected triangle) based, with proper clipping.
Also, screen position is now calculated based on viewport values, instead of "guesstimating".
This fixes many graphical glitches in Paper Mario: TTYD and Super Paper Mario.
Also, the new code allows Mickey's Magical Mirror and Disney's Hide & Sneak to work (mostly) bug-free. I changed their inis to use bbox.
These changes have a slight cost in performance when bbox is being used (rare), mostly due to the new clipping algorithm.
Please check for any regressions or crashes.
The only two devices that do this are Mesa software rasterizer and Intel Ironlake(With a few hacks).
Basically since it doesn't support OpenGL 3.0, it can't grab the version the new way.
So failing that, it sets to GL 2.1, and continues.
Further along, on Ironlake at least, it tries grabbing the extensions the new GL 3.0 way and fails.
So have a fallback that grabs the extensions string the old way, in probably the most elegant way possible.
The old way was to use big switch/case statements based on a type of buffer.
The new one is to use inheritance.
This change prohibits us to change the buffer type while running, but I doubt we'll ever do so.
Performance should also be a bit better. Also a nice cleanup.
Added some comments about this different kind of buffers.
This is a bit slower on map_and_* because of flushing and _very_ much slower on buffer(sub)?data because of a new memcpy.
But this design allow us to decode directly into a gpu buffer, eg vertexloader will profit :)
gl.h and glext.h provide most of the function pointer typedefs and defines for extensions and core features.
The only one it doesn't provide is GL 1.1 function typedefs, but this is to be expected.
If anything needs defines or typedefs in their header in the future, that's as easy as before.
Prior to this commit it was possible to assign the same keycode to more than one button.
ie. Say I assigned Open with the hotkey Ctrl+O; well, it was possible to also add it to another function as well, which leads to hotkey clashing.
Now, say I assign Open with Ctrl+O, but then assign that same hotkey to Refresh List; it will unbind the hotkey from Open and then assign it to refresh list.
- Spaces -> Tabs | Consistency
- Javadoc everything that was added and not documented.
- Remove duplicated code regarding the adapter that used to reside in DolphinInfoFragment.java. Now it resides in AboutActivity.java without a second duplication of it.
- Properly retrieve all of the contexts in the EGL initialization in EGLHelper.java.
- Remove the attribute EGL_RENDERABLE_TYPE from the pbuffersurface attributes in EGLHelper.java. With this present, the EGL context will always fail to reinitialize if destroyed and attempted to be recreated.
- Break the inner class Limit within GLES2InfoFragment.java, GLES3InfoFragment.java, and GLInfoFragment.java into its own single class. Greatly reduces code duplication.
- Introduce a Type enum into Limit.java (one of the wildly rare cases in Java where an enum is actually an OK solution). Removes duplicated constants from the Java files stated in the previous bullet note.
- Add a copyright comment to the top of EGLHelper.java. Forgot to do this initially, my bad.
- Add some missing override annotations to GLES2InfoFragment.java, GLES3InfoFragment.java, and GLInfoFragment.java.
- Use StringBuilders in the previously mentioned three Java files. This is better than using a String in this instance, as the String object won't have to be recreated multiple times (ala concatenation).
- Fix some constant accessors in the previously mentioned three Java files.
- Added the 'final' modifier to the above three classes and to Limit.java. These classes serve a single purpose only, and are not intended to be inherited.
There is a /lot/ of information in these tabs, we may have to think about changing how the information looks
OpenGL isn't done yet since there are a million limits on desktop GL, may just show a few things and extensions there.
This one was introduced to reduce the glBindTexture and glActiveTexture calls. But it was quite a bit of logic and only an improvment on uploading/creating a texture, which is done rarely.
This adds xfb support to the videosoftware backend, which increases it's
accuracy and more imporantly, enables the usage of many homebrew apps
which write directly to the xfb on the videosoftware backend.
Conflicts:
Source/Core/VideoBackends/Software/SWRenderer.cpp
Source/Core/VideoBackends/Software/SWmain.cpp
I give up. Merging the ppc_fp branch has caused issues in numerous games
and I can't find the bug. I'm leaving this merged to enable easy
recompilation for people who would like to play games that benefit from
non-IEEE mode emulation (e.g. Starfox Assault).
This branch is the final step of fully supporting both OpenGL and OpenGL ES in the same binary.
This of course only applies to EGL and won't work for GLX/AGL/WGL since they don't really support GL ES.
The changes here actually aren't too terrible, basically change every #ifdef USE_GLES to a runtime check.
This adds a DetectMode() function to the EGL context backend.
EGL will iterate through each of the configs and check for GL, GLES3_KHR, and GLES2 bits
After that it'll change the mode from _DETECT to whichever one is the best supported.
After that point we'll just create a context with the mode that was detected
As we do lots of writes to *Iptr, the compiler isn't allowed to cache any shared variable (neither index nor Iptr itself).
This commit inlines Iptr + index into the index generator functions, so the compiler know that they are const.
We are used to render them out of order as long as everything else matches, but rendering order does matter, so we have to flush on primitive switch. This commit implements this flush.
Also as we flush on primitive switch, we don't have to create three different index buffers. All indices are now stored in one buffer.
This will slow down games which switch often primitive types (eg ztp), but it should be more accurate.
add the GL include (back) to Base.props
use a similar technique to GLX.cpp (by Sonic) in WGL.cpp to get
wglSwapIntervalEXT without the WGLEW check
Conflicts:
Source/Core/VideoBackends/OGL/OGL.vcxproj
Source/Core/VideoBackends/OGL/OGL.vcxproj.filters
Source/VSProps/Base.props
This "u32 components" is a list of flags which attributes of the vertex loader are present.
We are used to append this variable to lots of vertex generation functions, but some of them don't need it at all.
The usual way to handle this kind of request is to rise a flag which the gpu thread polls.
The gpu thread itself either generates the result or just write zeros if disabled.
After this, it rise another flag which says that this work is done.
So if disabled, we still have the cpu-gpu round trip time. This commit just returns 0 on the cpu thread
instead of playing ping pong...
Move enums for max SI and EXI devices to their respective .h file, and rename them.
Use only those enums in BootManager.cpp. Same thing in Movie.cpp
Change one instance of MAX_BBMOTES to MAX_WIIMOTES in Movie.cpp, since movies do not support balance board.