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
The "Enable Progressive Scan" option in the Wii menu now controls whether the Wii/GC will detect a progressive scan display. This affects the timing of some games (both GC and Wii). Usually, the checkbox should be unticked as progressive scan displays require higher bandwidth.
This fixes the slow speed in NBA JAM. This also fixes the hang in Megaman Network Transmission. This should fix Deadly Creatures (turn off progressive scan).
Fixes issue 3314.
Fixes issue 3066.
Fixes issue 2571.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6297 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
patch/hack to make dolphin work under virtual box using Linux guest
tested under gentoo and virtualbox 3.2.8 with 3d acceleration on
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6262 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
Main Issues:
DX11 is functional with a ~2MB/s mem leak.
OpenGL/DirectX9 have a black display while game runs. (DirectX 9 flashes good display on emulation stop)
Too many virtual function calls. (once everything is working, I will work on removing them)
Won't build on non-Windows in its current state. (mainly EmuWindow will need changes for Linux/OS X)
Probably other stuff.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6219 8ced0084-cf51-0410-be5f-012b33b47a6e
eating each others events.
Manifests itself in GPU thread waiting forever for a reply in GL library code(and thus
a frozen emulation). Most of the time, this can be resolved by creating more events
(clicking, changing focus), but sometimes it stays stuck.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6218 8ced0084-cf51-0410-be5f-012b33b47a6e
The theoretical result is slightly different to the original shader because the
final adjustment is to the range [0/255..255/255] instead of
[0/16777215..16777215/16777215].
The real result is vastly different on some gpus that were giving incorrect results
of bits 23..16 (y-component) wrapping around while bits 31..24 (z-component)
stayed the same, and bits 31..24 changing while in the middle of the value range
for bits 23..16 for large depth values.
This should fix issue #3123.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6217 8ced0084-cf51-0410-be5f-012b33b47a6e