Commit Graph

2425 Commits

Author SHA1 Message Date
Tony Wasserka f1adc56a56 Remove vertex streaming hack.
NV has buffer_storage, AMD has pinned memory.
Both are better than that hack which shouldn't ever have been introduced in the first place.
2014-01-16 00:11:12 +01:00
Tony Wasserka b49c09c36b Remove the ZTP speedup hack. Also remove useless debugging code, and a presumably outdated workaround (which was commented out).
Fixes issue 6875.
2014-01-16 00:11:12 +01:00
degasus 5e5db9fbc6 VideoCommon: cleanup of "components" usage
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.
2014-01-15 16:58:36 +01:00
Pierre Bourdon a561c436fc Change the default GFX backend from D3D11 to OGL.
Rationale and discussion:
    https://ml.dolphin-emu.org/archives/dolphin-dev/2014-January/000003.html
2014-01-14 21:57:32 +01:00
degasus e00c3ce363 TextureConverter: remove implicit int->float convertion
They was used to check if we're writing to the first or second part of one pixel.
So this is now done with a boolean and a ternary operator.
2014-01-13 12:10:17 +01:00
Scott Mansell 9aff16e7c1 Fix stupid bug in Z16L depth texture efb2ram encoding shader. 2014-01-12 13:32:06 +13:00
Ryan Houdek e3d103f60c Update some of the comments in DriverDetails.h for drivers that have fixed their bugs. 2014-01-11 07:31:47 -06:00
Ryan Houdek 67f099af33 Enable buffer_storage for Nvidia drivers 332.21 and above. 2014-01-09 12:06:12 -06:00
degasus eb310cbd1d VideoCommon: disable efb access + perf querys on cph thread
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...
2014-01-09 18:37:59 +01:00
Ryan Houdek b55a4bb087 Slight optimization in the pixel shader. We are using pow(2.0, X) in place of exp2(X). This can be faster in places that don't optimize a pow to a exp2 in this case.
Notice this from here: http://cgit.freedesktop.org/mesa/mesa/commit/?id=847bc36a38d42967ad6bf0492fe90a4892d9d799
Intel Haswell GPU is 24 cycles for POW and 14 cycles for EXP2.
Maybe other GPUs don't optimize this either. Just be safe.
2014-01-08 16:40:31 -06:00
Ryan Houdek 7acc64eb0a [Android] Reenable the bug for dynamic UBO array member accesses.
Some information on this bug since this isn't quite true.
Seemingly with the v53 driver, Qualcomm has actually fixed this bug. So we can dynamically access UBO array members.
The issue that is cropping up is actually converting our attribute 'fposmtx' to an integer.
int posmtx = int(fpostmtx);
This line causes some seemingly garbage values to enter in to the posmtx variable.
Not sure exactly why it is failing, probably them just not actually converting the float to an integer and just handling the float directly as a integer.
So the bug is going to stay active with Qualcomm devices until we convert this vertex attribute from a float to a integer.
2014-01-07 07:56:30 -06:00
degasus e6676b4565 OpenGL: fix scaled efb2ram copys
This fix a regression in revision 687097d4bc because of the wrong order of moving the sampled rect and scaling.
2014-01-05 18:19:17 +01:00
Pierre Bourdon ed67d1ae2f Fix the Zelda: The Wind Waker heat effect glitch.
Let's talk a bit about this bug. 12nd oldest bug not fixed in Dolphin, it was a
lot of fun to debug and it kept me busy for a while :)

Shoutout to Nintendo for framework.map, without which this could have taken a
lot longer.

Basic debugging using apitrace shows that the heat effect is rendered in an
interesting way:
* An EFB copy texture is created, using the hardware scaler to divide the
  texture resolution by two and that way create the blur effect.
* This texture is then warped using indirect texturing: a deformation map is
  used to "move" the texture coordinates used to sample the framebuffer copy.

Pixel shader: http://pastie.org/private/25oe1pqn6s0h5yieks1jfw

Interestingly, when looking at apitrace, the deformation texture was only 4x4
pixels... weird. It also does not have any feature that you would expect from a
deformation map. Seeing how the heat effect glitches, this deformation texture
being wrong looks like a good candidate for the problem. Let's see how it's
loaded!

By NOPing random calls to GXSetTevIndirect, we find a call that when removed
breaks the effect completely. The parameters used for this call come from the
results of methods of JPAExTexShapeArc objects. 3 different objects go through
this code path, by breaking each one we can notice that the one "controlling"
the heat effect is the one at 0x81575b98.

Following the path of this object a bit more, we can see that it has a method
called "getIndTexId". When this is called, the returned texture ID is used to
index a map and get a JPATextureArc object stored at 0x81577bec.

Nice feature of JPATextureArc: they have a getName method. For this object, it
returns "AK_kagerouInd01". We can probably use that to see how this texture
should look like, by loading it "manually" from the Wind Waker DVD.
Unfortunately I don't know how to do that. Fortunately @Abahbob got me the
texture I wanted in less than 10min after I asked him on Twitter.
AK_kagerouInd01 is a 32x32 texture that really looks like a deformation map:
http://i.imgur.com/0TfZEVj.png . Fun fact: "kagerou" means "heat haze" in JP.

So apparently we're not using the right texture object when rendering! The
GXTexObj that maps to the JPATextureArc is at offset 0x81577bf0 and points to
data at 0x80ed0460, but we're loading texture data from 0x0039d860 instead.

I started to suspect the BP write that loads the texture parameters "did not
work" somehow. Logged that and yes: nothing gets loaded to texture stage 1! ...
but it turns out this is normal, the deformation map is loaded to texture stage
5 (hardcoded in the DOL). Wait, why is the TextureCache trying to load from
texture stage 1 then?!

Because someone sucked at hex.

Fixes issue 2338.
2014-01-05 11:33:15 +01:00
degasus c42f274e22 OpenGL: use shader 420pack if available to staticly bind ubo location
Bindung locations after compiling a shader stalls the driver. So if we manage not to bind anything after compilation, the lag would be reduced much.
2014-01-05 10:38:45 +01:00
degasus 4fff5ac90d OpenGL: drop UBO-workaround usage for efb2ram shaders
It's just brainfuck to use this workaroung there. Just fetch the uniform location like all other util shaders.
2014-01-05 09:52:26 +01:00
degasus 01351795f0 TextureCache: Warn for invalid custom textures
At the moment, custom textures with:
- invalid mipmap size
- invalid aspect ratio
- non-fractional scaling factors
are allowed. But they can't be loaded fine by the backend, so generate a warning if someone trys to load them.
2014-01-03 14:30:12 +01:00
degasus 0f0a3cc509 ogl: clamp to edge for out of bound efb access
fixes issue 6898

OpenGL defaults are GL_REPEAT, which is even more unlikely than GL_CLAMP_TO_EDGE.
As I can't test the behavoir of the real hardware, I changed it to how it works before,
but I guess just clip the texture makes more sense.
2014-01-03 08:15:19 +01:00
Ryan Houdek 1118226f27 Merge branch 'master' into buffer_storage 2013-12-31 19:18:30 -06:00
Ryan Houdek 8d8b0fc884 Merge branch 'master' into buffer_storage
Conflicts:
	Source/Core/VideoBackends/OGL/Src/Render.cpp
	Source/Core/VideoCommon/Src/DriverDetails.cpp
	Source/Core/VideoCommon/Src/DriverDetails.h
2013-12-31 15:41:50 -06:00
Jasper St. Pierre 34692ab826 Remove unnecessary Src/ folders 2013-12-31 14:03:19 -05:00
Jasper St. Pierre 43e618682e Convert all vcxproj files to UNIX line endings 2013-12-31 14:03:18 -05:00
Ryan Houdek 6d63db96e9 Disable primitive restart on buggy OS X Intel HD 3000 drivers. 2013-12-30 18:26:55 -06:00
Tony Wasserka 3aa0a63fe6 VertexShaderGen: Remove Sonic Unleashed hack. Doesn't seem to be required anymore.
Either way, even if it's still needed for anything, this is not the correct way to fix the issue.
2013-12-30 20:28:07 +01:00
NeoBrainX 3cfa04b5cf VertexShaderManager: Remove a hardcoded projection hack. 2013-12-30 19:26:10 +00:00
Ryan Houdek ce99921c20 [buffer_storage] Implement ARB_buffer_storage. Disable it for GL_ARRAY_BUFFER due to a bug in Nvidia's drivers that causes black screen with it. 2013-12-27 10:56:03 -06:00
Ryan Houdek e697d7a2dd [Android] Work around Qualcomm's broken garbage in their v53 drivers. This doesn't fix the issue, just a work around. This is the stupidest issue coming from Qualcomm. Now Dolphin Mobile won't crash immediately, but there are new SPS issues. 2013-12-19 17:30:39 -06:00
Ryan Houdek 945b903499 Work around AMD's broken Linux drivers when it comes to pinned memory and base_vertex usage. It seems that using pinned memory with base_vertex disabled is quicker than the other way around. 2013-12-19 09:40:13 -06:00
Ryan Houdek a35b62358a [Android] Things fixed in Qualcomm driver v53. GLSL Centroid usage. SHADER_INFO_LOG reporting 0 at all times. Some crazy nonsense that broke the FPS counter. Those are all fixed. glBufferSubData still makes the device do a OOM error, and is still stupidly slow to use. Many more bugs remain in this latest Qualcomm driver. 2013-12-18 22:23:26 -06:00
Ryan Houdek eb3b933dd0 Remove all instances of OpenCL in the Dolphin Project. A brief history of OpenCL in Dolphin. OpenCL was originally added to the Dolphin codebase 1 month after it was released with OS X Snow Leopard in 2009. OpenCL was one of the largest group projects that Dolphin ever has had. The OpenCL texture decoder was originally aded with version 1.0 of the OpenCL spec; This version didn't have the capability of a OpenCL-OpenGL interop which would allow for uploading textures once and have it decoded directly to a OpenGL texure. This was to be worked out when the OpenCL 1.1 spec was released and allowed the interop. This work has never been done, and no one in the team is willing to work on it for various reasons. OpenCL has had the unreasonable expectation that it increases the performance of video games that require a large amount of EFB copies like NSMBW. In reality, enabling OpenCL just put the graphics card in a higher power mode which increased the game speed. This is due to the unfortunate effect of Dolphin tending to not push GPUs out of their lower frequency power savings modes. Thanks to everyone that had contributed to the OpenCL texture decoder. 2013-12-11 15:15:55 -06:00
Tony Wasserka c9d9081bf9 Use less brain damaged names for DLCache and TextureDecoder. 2013-12-11 20:35:12 +01:00
degasus 2d8515c0cf VideoCommon: remove outdated copy of OGL::VertexManager::vFlush 2013-12-09 23:49:09 +01:00
degasus 42619c1d2d Merge branch 'ogl-tex2d'
Conflicts:
	Source/Core/VideoBackends/OGL/Src/TextureConverter.cpp
2013-12-09 13:04:14 +01:00
degasus 687097d4bc OGL: use integer uniforms for efb2ram texture converter 2013-12-09 12:33:50 +01:00
Ryan Houdek 14d9802ea4 Oops. Fix a typo in the DriverDetails change. 2013-12-06 12:18:20 -06:00
Ryan Houdek faf8792351 Support OS specific bugs in our DriverDetails. 2013-12-05 09:32:27 -06:00
degasus 2cbefa2905 PixelShaderManager: clear s_bViewPortChanged flag
This flag wasn't cleared at all, so we set our constants dirty every time...

This could fix some performance regressions because of revision 6798a4763e
2013-12-03 09:37:45 +01:00
degasus 69137cff4c Merge X11+D3D FreeLook feature into DolphinWX
This removes the redundant code and also implements this feature for OSX and Wayland.
But so it's dropped for non-wx builds...

imo DolphinWX still isn't the best place for this, but now it's in the same file as all other hotkeys. Maybe they'll be moved to InputCommon sometimes at once ...
2013-11-29 06:09:54 +01:00
degasus 11973d31c1 TextureConverter: remove WriteIncrementSampleX 2013-11-25 17:11:41 +01:00
Ryan Houdek 421fd0e16e Fix OpenGL ES 3. 2013-11-25 15:36:24 +00:00
degasus 64a1969e36 TextureConverter: fix scoping 2013-11-25 16:34:08 +01:00
degasus 2a2f2fd4eb TextureConvertion: merge Write*Swizzler 2013-11-25 16:19:08 +01:00
degasus 6750a81972 TextureConverter: Use integer math for swizzling
also move int(efb_coord) -> float(ogl_fb_coord) into WriteSampleColor
2013-11-25 15:49:13 +01:00
degasus bcb31b09d3 TextureConverter: Use gl_FragCoord instead of uv0 2013-11-25 15:01:18 +01:00
degasus a289e0604f TextureConverter: remove D3D9 foo
This file is in VideoCommon, but as D3D11 doesn't use it and D3D9 is dropped, it's time to clean up.
2013-11-25 14:53:44 +01:00
degasus 146e435009 OpenGL: fix efb2ram for texture2D
This was hacky as hell. Our efb2ram shader generator is just freaked out.
2013-11-25 08:56:01 +01:00
Ryan Houdek da3eef1019 Fix the issue with COLOROUT not being defined anymore. Fix a issue where Mali shader compiler is idiotic in finding an overload for the mix function. 2013-11-25 00:06:29 +00:00
Ryan Houdek f292819ff5 [Android] Due to recent changes in code breaking Tegra 4 support, and also the upcoming code which will be breaking GLES2 support entirely. Taking the initiative to drop the remaining support code from the codebase in preparation for the upcoming changes. For a look at how Dolphin on Tegra 4 looked like prior and would not have been able to be fixed at all due to Tegra 4 not supporting the precision we need in our shaders; Look at this Youtube video http://youtu.be/Ga7Jc_Ote7U 2013-11-24 15:49:23 -06:00
degasus 09f4439d0c VideoCommon: reorder cbufid in orderer. We've used once two times 2013-11-24 04:43:54 +01:00
degasus 7d58278b67 Merge branch 'efb2tex_alpha' 2013-11-24 04:02:38 +01:00
Matthew Parlane 0a31255943 Unused arguments removed from XFBSource::Draw
Thanks neo.
2013-11-24 11:33:43 +13:00
Tony Wasserka 672fa65ee7 OpenGL: Enable pinned memory even for index buffers (works for me). Big-ish speedup on AMD GPUs for streaming intensive games. 2013-11-22 18:09:52 +01:00
degasus b0a83c9aaa VideoCommon: don't read alpha from efb which don't have alpha
This fixes issue 6788
2013-11-22 04:50:33 +01:00
Tony Wasserka 286b6110f1 Revert "Handle BP mask register better to avoid useless BP writes (causing flushes)"
This reverts commit 954be9e2d9.

Fixes issue 6826.
2013-11-20 22:53:10 +01:00
Matthew Parlane b372f97675 Imagewrite.cpp had same problem.
I hate windows :(
2013-11-17 11:30:05 +13:00
Matthew Parlane 33d8166620 Use IOFile for TextureToPng to support non-ascii
Changed save texture/screenshot uses to std::string
Removed unneeded new/delete calls when dealing with temp data.
2013-11-17 11:14:38 +13:00
Matthew Parlane 71d70d896f Api was too confusing for people. 2013-11-17 10:34:34 +13:00
Matthew Parlane 3a13dfdd9b [OGL] Textures now save to PNG not TGA 2013-11-16 15:59:59 +13:00
Ryan Houdek b9d7bb9012 [Android] Broken UBOs has been fixed in Adreno driver v53, so update the comment in DriverDetails.h. Also enable dynamic UBO array member access with that version since there is a high chance of it being fixed. Dynamic UBO member access is commonly noticed with character models being terrible looking. 2013-11-15 16:51:07 -06:00
Matthew Parlane c712fb7356 Fix introduced ImageWrite warning. 2013-11-15 17:58:57 +13:00
Ryan Houdek 117bf435b0 Fix GUI-less build. Also potentially OS X. We now require libpng due to our screenshot code relying on it now. WXWidgets links in libpng by itself so it isn't noticed in a wxwidgets build. OS X seems to not have libpng linked in from wxWidgets so just link in libpng at all times. 2013-11-15 01:09:38 +00:00
Matthew Parlane ba71cdcc51 Goto crosses initialization error.
Sorry.
2013-11-15 13:05:03 +13:00
Matthew Parlane 033ed9477e Reworked Screenshot saving.
Now OGL doesn't rely on WX for PNG saving.
FlipImageData supports (pixel data len > 3) now.
TextureToPng is now in ImageWrite.cpp/h
Video Common depends on zlib and png.
D3D no longer depends on zlib and png.
2013-11-15 13:00:38 +13:00
Jordan Cristiano 39a4d4329d more warning fixes 2013-11-14 02:19:15 -05:00
Jordan Cristiano f96e9e1ae4 warnings and code formatting 2013-11-13 04:03:46 -05:00
Tony Wasserka 0b02880b76 Revert "Be less dumb."
Revert "Actually, filename really does need to be a parameter because of some random debug thing."
Revert "fix non-HAVE_WX case"
Revert "Handle screenshot saving in RenderBase.  Removes dependency on D3DX11 for screenshots (texture dumping is still broken)."

This reverts commits 00fe5057f1, 74b5fb3ab4, cd46138d29 and 5f72542e06 because taking screenshots in D3D still crashed for me so there was no point in the code changes (which I found ugly anyway).
2013-11-10 00:22:33 +01:00
degasus 8923968b47 Revert "VideoCommon: create native texture pool"
This reverts commit 6cece6b486.

In fact, there was a _huge_ speedup on lots of games (mostly on nvidia+ogl), but there are some crashes on D3D.
I have to fix this crash and then I'll commit something like this again :-)

Conflicts:
	Source/Core/VideoCommon/Src/TextureCacheBase.cpp
2013-11-07 21:16:36 +01:00
degasus ea2d8bf328 VideoCommon: fix custom textures
This fix a regression by revision 6cece6b486

delete pointer must not do anything if pointer==NULL.
2013-11-07 15:55:34 +01:00
Pierre Bourdon 954be9e2d9 Handle BP mask register better to avoid useless BP writes (causing flushes)
Patch from konpie: http://forums.dolphin-emulator.com/showthread.php?tid=24658
2013-11-07 03:06:53 +01:00
degasus 6cece6b486 VideoCommon: create native texture pool
We often need the same native texture objects for new textures. This commit
try to avoid destroying and creation of this textures by pooling them.

This should be a big performance gain for some efb2ram games as they may
overwrites partially a cached texture (which would be deleted) and afterwards
try to read it.

Creating/destroying sounds like an easy task, but it isn't. eg the nvidia ogl
driver synchonize their threads do avoid use-after-free issues.
2013-11-05 12:21:22 +01:00
degasus 045efdfc3e ogl: drop all %f from TextureConversionShader 2013-11-04 12:38:55 +01:00
Matthew Parlane e15f628935 Fix {Read,Write}FileToString.
We should be using binary always.
2013-11-05 00:33:41 +13:00
comex c579637eaf Run code through the advanced tool 'sed' to remove trailing whitespace. 2013-11-03 20:54:05 -05:00
comex 965b32be9c Run code through clang-modernize -loop-convert to create range-based for loops, and manually fix some stuff up. 2013-11-03 20:54:01 -05:00
comex 74b5fb3ab4 Actually, filename really does need to be a parameter because of some random debug thing. 2013-11-02 22:44:27 -04:00
comex cd46138d29 fix non-HAVE_WX case 2013-11-02 22:23:29 -04:00
comex 5f72542e06 Handle screenshot saving in RenderBase. Removes dependency on D3DX11 for screenshots (texture dumping is still broken). 2013-11-02 22:19:21 -04:00
comex 82729fcc8f Merge remote-tracking branch 'shuffle2/vc12'
Conflicts:
	Source/Core/Common/Common.vcxproj
	Source/Core/Common/Common.vcxproj.filters
2013-10-31 16:51:56 -04:00
degasus 92fdac412b VideoCommon: drop UpdateViewportWithCorrection
It's only used once in BPFunction which itself is also only used once.
So the setter is moved to BPStructs like all other ones.
2013-10-29 18:55:50 +01:00
degasus 2118c1d3c3 VideoCommon: remove constants.depthparams[2+3] as they aren't used in the shader at all 2013-10-29 18:55:50 +01:00
degasus f4a9deefa8 ogl: remove some unneeded includes 2013-10-29 18:55:50 +01:00
degasus 3151d8709c VideoCommon: move ViewportCorrection into VideoCommon
D3D doesn't allow bigger viewports than rendertargets. But flipper does, so the viewport will be clipped and the transformation matrix will be changed.
This was done in the D3D backend itself. This is now moved into VideoCommon. This don't reduce code, but in this way, VideoCommon doesn't depend on the backends.
2013-10-29 18:55:50 +01:00
degasus b253d60f04 VideoCommon: Drop D3D9 SSAA implementation
This isn't needed for both OGL+D3D11 as they support sample shading directly. So we
could use the common MSAA util shaders instead of writing custom ones.
2013-10-29 18:20:07 +01:00
Shawn Hoffman ccd30024b3 Update to VS2013 and a slew of build-related updates. Notes:
* Currently there is no DEBUGFAST configuration. Defining DEBUGFAST as a preprocessor definition in Base.props (or a global header) enables it for now, pending a better method. This was done to make managing the build harder to screw up. However it may not even be an issue anymore with the new .props usage.
* D3DX11SaveTextureToFile usage is dropped and not replaced.
* If you have $(DXSDK_DIR) in your global property sheets (Microsoft.Cpp.$(PlatformName).user), you need to remove it. The build will error out with a message if it's configured incorrectly.
* If you are on Windows 8 or above, you no longer need the June 2010 DirectX SDK installed to build dolphin. If you are in this situation, it is still required if you want your built binaries to be able to use XAudio2 and XInput on previous Windows versions.
* GLew updated to 1.10.0
* compiler switches added: /volatile:iso, /d2Zi+
* LTCG available via msbuild property: DolphinRelease
* SDL updated to 2.0.0
* All Externals (excl. OpenAL and SDL) are built from source.
* Now uses STL version of std::{mutex,condition_variable,thread}
* Now uses Build as root directory for *all* intermediate files
* Binary directory is populated as post-build msbuild action
* .gitignore is simplified
* UnitTests project is no longer compiled
2013-10-26 17:55:38 -07:00
Lioncash 97cd42f5c3 Remove some unnecessary includes as well as simplifying exisiting ones if possible. 2013-10-19 19:58:56 -04:00
comex de1773affb Basic precompiled header support for Linux/OS X. Shaves 20-30% off full rebuild time on my system. 2013-10-17 00:07:35 -04:00
Ryan Houdek f0bf5aa113 Fix rendering on Adreno and Mali. This adds a new DriverDetails bug to know if the bufferstreaming is broken. Thanks degasus for fixing this. 2013-10-16 11:27:58 +00:00
degasus b1afb32188 ShaderGen: fix for commit bd80de14f4 2013-10-15 14:48:40 +02:00
degasus bd80de14f4 ShaderGen: drop PerPixelLighting + 8Texcoord hack
D3D9 only supports 8 texcoords. But we need a new one for ppl, so we just store it in the first 4 texcoords in the free 4th component.

This isn't needed for both d3d11 and ogl3, so just remove it.
2013-10-15 14:38:26 +02:00
degasus f62579761c ShaderGen: remove nonsense for() if() {} 2013-10-15 14:31:02 +02:00
comex 390760bd75 Perf: Use unordered_map instead of map in very slightly hot function.
Incrementing an unordered_map's iterator is a bit faster.
2013-10-13 15:31:42 -04:00
comex 1570558789 Remove unused variable waitingForPEInterruptDisable. 2013-10-13 14:00:38 -04:00
NeoBrainX 59ae93d04e PixelShaderGen: Refine the comment from revision 3fbe1b1ccd. 2013-10-13 14:59:59 +00:00
degasus 3fbe1b1ccd VideoCommon: Update FastDepth's comment 2013-10-13 16:14:30 +02:00
degasus 6798a4763e VideoCommon: revert the ViewPort changes
xfregs isn't written when calling this function, so we have to use such an invalid flag :-(
2013-10-13 15:41:11 +02:00
degasus 2754c1132e VideoCommon: reimplement Dirty() in PixelShaderManager
This isn't needed in VertexShaderManager as it's still in the old dirty flag way.

But it's very importend for PixelShaderManager as some float4s aren't initialized as 0.0f
2013-10-12 20:31:59 +02:00
degasus 50c404ce4a VideoCommon: fix dstAlpha 2013-10-12 20:31:59 +02:00
degasus 0b2fb548c3 VideoCommon: remove SetVSConstant4f 2013-10-12 20:31:59 +02:00
degasus 5de7ac4791 OGL: update ubo workaround 2013-10-12 20:31:59 +02:00
degasus cc6c454898 VideoCommon: refactor PixelShaderManager setters
The old way was to use a dirty flag per setter. Now we just update the const buffer per setter directly.
The old optimization isn't needed any more as the setters don't call the backend any more.

The follow parts are rewritten:

Alpha

ZTextureType

zbias

FogParam

FogColor

Color

TexDim

IndMatrix

MaterialColor

FogRangeAdjust

Lights
2013-10-12 20:31:25 +02:00
degasus 15ed0ea9cf videoCommon: remove not supported constant types
I'm pretty sure GPUs can read u8 values, but this isn't exported by the API.

But hey, see unpackSnorm4x8 :-)
2013-10-12 20:29:56 +02:00
degasus 6e2fe72b8f D3D: also uses VideoCommon constant buffer handling
As now both backends uses the VideoCommon one, the old setting API was removed.
2013-10-12 20:29:56 +02:00
degasus 7c14463d11 ogl: implement useful constant buffer upload
this will remove the additional memcpy introduced in my last commit
2013-10-12 20:29:56 +02:00
degasus 4377618438 VideoCommon: keep a copy of the const buffer in VideoCommon
The upload in the backend isn't done, it's just pushed by the mostly removed SetMulti*SConstant4fv.
Also no optimizations was done on VideoCommon side, but I can start now :-)

Sorry for the hacky way, but I think this is a nice (working) snapshot for a much bigger change.
2013-10-12 20:29:56 +02:00
Jasper St. Pierre a7c7208103 Put Plugins/ in Core/, rename to VideoBackends 2013-10-07 10:37:01 -04:00
Ryan Houdek c054049712 Fix PixelShaderGen from the previous commit. 2013-10-06 21:54:09 -05:00
Ryan Houdek 26c38648ec [Android] Missed a few things for PowerVR544MP3 'support.' It doesn't actually get any video output on it just like Tegra 4. 2013-10-06 21:51:41 -05:00
Ryan Houdek d4bd5fde71 Only emit the texgens if they are used, not every single time do all of them. 2013-10-06 21:32:05 -05:00
Tony Wasserka ed88cf6cad Removing more references to D3D9. 2013-10-06 13:37:10 +02:00
Tony Wasserka 5de6726658 Remove another D3D9 reference. 2013-10-06 13:30:59 +02:00
Tony Wasserka d198fee21b Remove more references to D3D9... 2013-10-06 13:30:59 +02:00
Tony Wasserka 61ed40749f Shader generators: Remove any references to D3D9 and cleanup the affected code. 2013-10-06 13:30:56 +02:00
Tony Wasserka 0e2e71e483 Remove some now unused VideoConfig settings. 2013-10-06 13:28:46 +02:00
Lioncash 0d4df39e1f Remove D3D9 related files.
Cf. issue 6167 for a list of shortcomings that made us decide on removing the backend.
2013-10-06 13:28:41 +02:00
Ryan Houdek 6bdcde9dd6 [Android] Tegra 4 'support.' This brings up the OpenGL backend to support Tegra 4 to the point where it will run games but it doesn't have any video output for some reason. This is a large change that doesn't actually change much functionally. Walking through the changes.
It changes the string in the Android backend select to just OpenGL ES.
Adds a check in the Android code to check for Tegra 4 and to enable the option to select the OpenGL ES backend.
Adds a DriverDetails bug under BUG_ISTEGRA as a blanket case of Tegra 4 support.
The changes that effects most lines in this change. Removing all float suffixes in the pixel/vertex/util shaders since OpenGL ES 2 doesn't support float suffixes.
Disables the shaders for reinterpreting the EFB format since Tegra 4 doesn't support integers.
Changes GLFunctions.cpp to grab the correct Tegra extension functions.
Readds the GLSL 1.2 'hacks' as GLSLES2 'hacks' since they are required for GLSL ES 2
Adds a GLSLES2 to the GLSL_VERSION enum.
Disable the SamplerCache on Tegra since Tegra doesn't support samplers...
Enable glBufferSubData on Tegra since it is the only mobile GPU to correctly work with it.
Disable glDrawRangeElements on Tegra since it doesn't support it, This uses glDrawElements instead.
2013-10-06 03:12:29 -05:00
comex f57ff0a569 Support a gcm revision-specific game ini for cheats + partially fix gecko codes in default ini.
The local ini is not revision-specific because it would require renaming
everything.  Meh.
2013-09-28 23:38:25 -04:00
Ryan Houdek 4efc3e6c8f Quick build fix. 2013-09-26 07:50:24 +00:00
Ryan Houdek feaf65f2ae [Android] The dynamic UBO access isn't actually fixed, contrary to what rev cd646d8e236 said. I presumed it fixed with v4x drivers, but I didn't have the LG G2 with me to test 100% at the time. This won't afflict any Adreno device with v4x drivers since UBOs are disabled for them since they are _broken_. 2013-09-26 07:46:56 +00:00
Ryan Houdek cd646d89e2 [Android] The issue with the dynamic UBO access on Adreno platforms was fixed with v41 of the video drivers. v41 and above of the video drivers fix the spiky polygon problems that are noticed ingames. 2013-09-25 01:50:02 +00:00
Scott Mansell 0696fc93b2 Merge branch 'fix-field-ordering'
Fixes 6387
Closes 6635
2013-09-24 13:47:20 +12:00
Ryan Houdek 96a77f9feb [Android] Fix the ability to stop the game and start another. 2013-09-23 01:43:18 -05:00
Scott Mansell 440353a3a1 Remove all refrences of field ordering from video backends.
They were unused.
2013-09-23 18:29:31 +12:00
degasus 573dbfd494 ogl: drop glsl120 support 2013-09-22 23:45:14 +02:00
comex 6209067daa Fix stack misalignment fix. 2013-09-22 15:48:27 -04:00
Rachel Bryk 9a6f28fce4 Revert "Fix stack misalignment issues."
This reverts commit d334a9bc23.

This breaks single core.
2013-09-22 14:29:35 -04:00
comex d334a9bc23 Fix stack misalignment issues.
- Call ABI_AlignStack even on x86-64.

- Have ABI_AlignStack respect the difference in current alignment
  between the root JIT function, which has a prolog, and
  ProtectFunction thunks, which do not.  This was causing many games
  to crash on start on OS X.  Since this might otherwise mean changing
  the stack pointer before every call...

- Have one prolog/epilog function rather than two (one of which
  definitely did not do what it was thought to do), and make it
  actually work like a normal one, so that the stack frame shows up
  properly in the debugger.  There should be no performance impact.
2013-09-20 16:46:48 -04:00
Pierre Bourdon 86f6e8cc1e Better fix for issue 6614: ISOProperties should store integer settings for PHack booleans. INIFile is stupid, please kill it with fire. 2013-09-18 12:33:57 +02:00
Pierre Bourdon 7aa98a3830 Fix loading of the 'projection hack enabled' gameini setting
Fixes issue 6614.
2013-09-18 12:23:46 +02:00
Ryan Houdek 24a44ecfb8 [ANDROID] Add two new DriverDetails bugs for Adreno. V45 of the driver has broken shader compilation with UBOs in the shaders, this is most likely fixed with V53 found in the Nexus 5. Add a bug for issue surrounding on screentext and doing a glClear after swap causes screen swizzling and zero frames rendered respectively. On the Java side, pass in the dimensions of the screen swapped since there is an issue with Adreno where it rotates the output 90 degrees for some reason. Disable the GLSL shader cache on Android for now due to the inability to cleanly exit the emulator, this tends to cause the cache to get corrupted. All this together fixes rendering with Adreno 3xx GPUs with driver version v14 and above. In particular my Galaxy S4 still resets with this without the root commands, but my HTC Droid DNA and LG G2 is fine. This must be due to particular 'enhancements' that the Samsung kernel has over the other ones. The speed on Adreno has yet to be optimized, so it will most likely be slow still. Faster than the software rasterizer in any case. The ARMJIT is still broken in at this point, so not much fun can be had. 2013-09-18 02:37:10 -05:00
degasus 75f2738f5c VideoCommon: fix ogl lighting bug which happens because of NaN emulation
attn is sometimes very big (eg 1e27), so attn*attn doesn't fit into a float.
So the funny part here is: 0.0 * (1e27*1e27) = 0.0 * Inf = NaN

As the shader compiler is allowed to change the order of multiplications,
this issue isn't fixed completely.
2013-09-16 17:10:19 +02:00
Pierre Bourdon 501eafb407 Overlay local gameinis over global gameinis instead of copying.
Huge megacommit because a lot of things needed to be modified to make this
possible.
2013-09-14 17:46:41 +02:00
NeoBrainX d1e96c7282 Display warning OSD messages when a game ini is overriding any settings. 2013-09-14 06:08:31 +02:00
Pierre Bourdon 91a758b342 Move TextureDecoder.cl from User to Sys 2013-09-14 06:08:30 +02:00
degasus 3fcdf5e25b VideoCommon: use memcmp to compare shader uid 2013-09-11 17:34:23 +02:00
degasus 3ec9f9b64a videoCommon: also reset logicOp on mode switch 2013-09-09 02:30:44 +02:00
Pierre Bourdon 7acee71c0c Move swapModeTable to a local variable, avoids shader uid generation writing to it 2013-09-04 23:23:29 +02:00
Pierre Bourdon 175707739e Move LightingUidData to the LightingShaderGen header 2013-09-04 23:23:29 +02:00
Ryan Houdek 2897619ddb Removal of my terrible idea. 2013-09-02 05:31:48 -05:00
Ryan Houdek 831963616f [Android] Make texture loading/deleting/drawing backend non-specific by making them happen in the backend instead of somewhere else. Just a clean up commit really. 2013-09-02 01:40:05 -05:00
comex 35b8dfbe0c A few more warnings. 2013-09-01 23:33:35 -04:00
degasus 15df7b3445 ogl driverdetails: add flag to disable hacked and pinned memory
pinned memory is broken for index buffers
hacked buffer crashes the amd driver
2013-08-26 19:45:19 +02:00
degasus 1cbc8f8182 sync gpu: check disable flag before volatile
This could be an optimizing as this condition could be moved out of the loop.
So we save an atomic load.
But I don't know if it matters at all
2013-08-24 18:43:07 +02:00
Rodolfo Bogado dbcc677922 Merge remote-tracking branch 'remotes/origin/dx9-ssaa-fix' 2013-08-23 22:43:03 -03:00
Rodolfo Bogado 40243a4fe7 Indentation Fix 2013-08-23 22:28:17 -03:00
Pierre Bourdon 9303b57db1 Refactor VideoCommon/OnScreenDisplay.
Use strings internally, use a multimap and std::function for callbacks (instead
of a flat vector + loop over the vector to find the right callback type), fix
coding style issues. Simplify MainAndroid code a bit.
2013-08-24 02:13:54 +02:00
Pierre Bourdon 367d6dfd65 Add an OSD message when taking screenshots in D3D9/D3D11
Fixes issue 6486.
2013-08-24 01:41:17 +02:00
degasus 7a5374258e ogl: rework DriverDetails framework + detect UBO mesa bug 2013-08-23 10:52:29 +02:00
Ryan Houdek 1eb1ba8c3d Typo + Add Lima to the driverdetails. 2013-08-21 05:41:32 -05:00
Ryan Houdek 1910f5851f Make us capable of supporting driver specific issues(OSS versus official) 2013-08-21 05:34:52 -05:00
Pierre Bourdon a3a4f21284 Remove some spurious endlines at the end of log messages 2013-08-21 00:19:50 +02:00
degasus 814c1c9572 pixelShaderGen: also execute alpha test for always fail with late z test
This should fix issue 6493, but maybe no real issue as this rendering just do nothing
2013-08-19 21:27:54 +02:00
Pierre Bourdon d6fe9c639b Add an OSD message to remind the user if Shader Debugging is enabled
Fixes issue 6497.
2013-08-17 23:48:06 +02:00
Ryan Houdek 7934df3879 Remove a redundant check in the fifo. 2013-08-17 01:27:08 +00:00
Rodolfo Bogado 979718484f Merge branch 'master' of https://code.google.com/p/dolphin-emu into dx9-ssaa-fix 2013-08-15 00:21:28 -03:00
Pierre Bourdon 7622d5b354 Only call SetGenerationMode from BPWritten if the cull mode changed.
Should decrease CPU usage on the GPU thread by a bit in the OGL backend.
2013-08-15 00:26:03 +02:00
Pierre Bourdon 26f58e1ba5 Add an option to enable performance queries in gameini files, disable it by default 2013-08-14 23:16:46 +02:00
Pierre Bourdon ffdd79df36 Move VideoBackendBase from Common to VideoCommon 2013-08-14 23:16:46 +02:00
NeoBrainX 0cd94b5bc7 VertexShaderGen: Cleanup. 2013-08-14 11:47:23 +00:00
Rodolfo Bogado 9e0fc8b42d Merge branch 'master' of https://code.google.com/p/dolphin-emu into dx9-ssaa-fix 2013-08-12 21:32:25 -03:00
NeoBrainX c05aa0141d ShaderGen: Optimize out most function calls for uid generation. 2013-08-12 18:30:42 +02:00
NeoBrainX fe2ca814c5 LightingShaderGen: Use macro magic instead of snprintf. Should fix performance problems. 2013-08-12 18:30:42 +02:00
NeoBrainX 22d9736787 ShaderGen: Static inline everything. 2013-08-12 18:30:42 +02:00
NeoBrainX 69a5a79c03 PixelShaderGen: Optimize shader uid data order. 2013-08-12 18:30:42 +02:00
NeoBrainX 7a1940020d VertexShaderGen: Optimize shader uid data order. 2013-08-12 18:30:41 +02:00
Rodolfo Bogado 5948665cd6 Merge branch 'master' of https://code.google.com/p/dolphin-emu into dx9-ssaa-fix 2013-08-12 10:30:19 -03:00
NeoBrainX 4c22e1264e PixelShaderGen: Do not write depth in pixel shader if depth testing (and thus writing) is not enabled. Should improve performance quite a bit in some cases.
Fixes issue 6474.
2013-08-12 09:33:36 +00:00
Rodolfo Bogado f4000b6b42 Add the ability to force Dual Source Blending in the configuration file.
this way everyone can check if their hardware support this feature in dx9
2013-08-11 18:48:31 -03:00
NeoBrainX eed36cbf78 D3D11: Implement zcomploc for hardware supporting D3D 11.0. 2013-08-09 22:20:35 +02:00
degasus a6fd2c8227 fix lightning for inconsitent config
It's possible to configure to use the vertex color as lightning source without enabling the vertex color at all.
The old implementation will use zero, but it seems to be wrong (prooven by THPS3), more likely is to disable
the lightning and just return the global color.
This fixes THPS3 on OpenGL, but it isn't verifed on hardware
2013-08-07 14:22:15 +02:00
Rachel Bryk a33b1fcdc6 Make hotkeys for togglign IR, AR, efb copies and fog settings configurable. 2013-07-30 05:49:02 -04:00
degasus 4987f89ecc simplify my last commit 2013-07-29 23:26:18 +02:00
degasus d029fc2f9f remove printf in shader uid generation 2013-07-29 20:52:24 +02:00
Ryan Houdek 4aba0135e1 [Android] Qualcomm Swap hack isn't needed anymore due to the new StreamBuffer type. 2013-07-26 21:49:48 -05:00
Ryan Houdek b6e9a75bdf Good Job Windows. Fixes compiling... 2013-07-27 00:53:53 +00:00
Ryan Houdek f786f0f0c6 Remove the broken buffers bug on Mali hardware since it isn't needed anymore using the glBufferData route in the StreamBuffer class. 2013-07-27 00:41:38 +00:00
Ryan Houdek e0a5f7842e Fix Mali-T604 shader compilation 2013-07-25 16:13:33 +00:00
Ryan Houdek 672871b3be Add in the Mali driver bug so we can call glFlush every flush. It seemingly is quicker calling flush every time instead of every n times. 2013-07-25 05:44:20 +00:00
degasus 0ba6d12e9d fix a small uid awsome bug 2013-07-23 02:13:40 +02:00
degasus 15b8ac64ef Implement zcomploc on OpenGL4.2+ 2013-07-22 12:02:16 +02:00
Jasper St. Pierre 3c7f223aa1 Add "Q" / "E" as freelook keybindings
To move the view up and down.
2013-07-22 00:14:42 -04:00
Jasper St. Pierre 52482115e1 Move in-game keybinding handling to a central location
Instead of handling it separately in every backend.
2013-07-21 23:17:16 -04:00
Jasper St. Pierre 4981b7cdd3 VertexShaderManager: Make ProjectionHack private
There's no reason to make this public, and it prevents a build
issue with the next commit.
2013-07-21 17:56:20 -04:00
Ryan Houdek 82f7b20b91 There. Fix all the issues where we are using integers when we should be using floats in the texture conversion shaders. 2013-07-21 12:00:20 +00:00
Ryan Houdek 83a79c28ca Continuation of the previous commit. I missed a integer. 2013-07-21 11:27:26 +00:00
Ryan Houdek 6194234a54 Fix a issue in the texture conversion shaders that was multiplying an integer with a float. 2013-07-21 11:17:21 +00:00
Ryan Houdek 7d6b36bf73 Fix most ARM warnings 2013-07-05 19:56:15 -05:00
NeoBrainX 1f92ccc228 ShaderGen: Use u8 as uid storage base type. Fixes an off-by-one error introduced in revision bdc28106ee that caused some lighting issues. 2013-07-02 14:48:08 +02:00
NeoBrainX c34c82e7ae VertexShaderGen: Fix a potential bug where vertex shader uids don't change when
pixel lighting is toggled.

Same as revision f524312fd1 but done properly (why is our shader gen code this dumb?).
2013-06-30 14:27:04 +02:00
NeoBrainX b8b5427ba4 VertexShaderGen: Fix a dumb regression from revision f524312fd1. 2013-06-30 11:36:45 +00:00
NeoBrainX eb153cfded PixelShaderGen: Fix a small early-ztest related bug. 2013-06-29 23:14:08 +02:00
NeoBrainX 99301bd158 PixelShaderGen: Store early_ztest as part of shader uid. 2013-06-29 23:01:42 +02:00
NeoBrainX f524312fd1 VertexShaderGen: Fix a potential bug where vertex shader uids don't change when pixel lighting is toggled. 2013-06-29 23:01:42 +02:00
NeoBrainX e3c0a39d5d Merge branch 'shader-uids-awesome-after-hours'. 2013-06-28 17:45:19 +02:00
NeoBrainX 166a9c5637 Finishing touches. 2013-06-28 17:43:53 +02:00
NeoBrainX ba310ce096 PixelShaderManager: Revert code introduced mainly in revision 0fdeb81038.
The shader constant usage profile functionality is still buggy and the code using it wasn't ever meant to be merged to master.
2013-06-25 13:37:38 +02:00
NeoBrainX 597a6b34cb Compactify VertexShader uid struct. 2013-06-23 19:29:02 +02:00
degasus a2e132dd4b small index generator optimiztions
- rewrite loops to not use divisions and multiplications
- remove warnings as the current implementations seems to be correct (ignore additional vertices)
2013-06-23 14:38:25 +02:00
NeoBrainX bdc28106ee Optimize shader uid checks by checking the number of uid values which are actually used. 2013-06-22 21:47:22 +02:00
NeoBrainX 16ada5fa3d Compactify generated UID generator assembly and generally cleanup code by storing tev stage hash values in a struct. 2013-06-22 21:47:22 +02:00
Ryan Houdek 02cbcc8ec4 [Android] When running OpenGL ES 3 backend, we've got to switch the screen coordinates or bad things happen. Adds a Driver bug that causes swap every single flush. Hard requirement currently to see /anything/ on screen. 2013-06-18 12:44:06 -05:00
NeoBrainX c4eb659fec BPMemory: Assign a more descriptive name to a field in the genmode register. 2013-06-18 17:25:16 +02:00
Ryan Houdek 6143594db6 [Android] Qualcomm glGetShaderInfoLog returns a max of 1024 bytes(tested) for the log, and glGetShaderiv with GL_INFO_LOG_LENGTH /always/ returns 0 on compile failure. 2013-06-18 10:24:36 -05:00
Ryan Houdek 7df8a9cae8 Partial revert of 0247b2a97a. I'll add a work around for Qualcomm in a bit. Qualcomm shader compiler failing was only due to floating suffixes not whole function defines. Qualcomm video driver devs seem to have a good response time when it comes to OpenGL ES 3 issues. 2013-06-18 07:52:36 -05:00
degasus c57a90c5b5 don't define clipPos twice
fix issue 6378
2013-06-17 23:24:54 +02:00
NeoBrainX 8816369144 PixelShaderGen: Add some TODOs.
Totally the perfect commit message for a final commit before merging :p
2013-06-17 13:17:25 +02:00
NeoBrainX f724b47f45 PixelShaderGen: Fix more critical issues, some of which are regressions of revision 32b78a85. 2013-06-17 13:08:38 +02:00
NeoBrainX 2b2ca5260f PixelShaderGen: Fixed some bugs, removed unused shader uid fields. 2013-06-17 13:03:38 +02:00
NeoBrainX 7a01ceba73 PixelShaderGen: Fix various merge conflicts and a critical regression from revision 32b78a85. 2013-06-17 12:51:57 +02:00
NeoBrainX c505260ec1 Fix some merge conflicts. 2013-06-17 12:29:47 +02:00
NeoBrainX ca22872dae Merge 'master' into shader-uids-awesome.
Conflicts:
	Source/Core/VideoCommon/Src/LightingShaderGen.cpp
	Source/Core/VideoCommon/Src/PixelShaderGen.cpp
	Source/Core/VideoCommon/Src/PixelShaderGen.h
	Source/Core/VideoCommon/Src/VertexShaderGen.cpp
2013-06-17 12:05:47 +02:00
NeoBrainX f0ea525d3b PixelShaderGen: Change a comment slightly. 2013-06-17 11:39:50 +02:00
NeoBrainX 20719081df PixelShaderGen: Move RegisterStates from global storage to stack. 2013-06-17 11:37:41 +02:00
NeoBrainX 7e0db58b1e Fix stuff 2013-06-17 10:50:16 +02:00
NeoBrainX 32b78a8572 First steps of making the pixel shader uid struct more compact. 2013-06-17 10:50:12 +02:00
Armada 9594cac42c Build fix: Android NDK doesn't support any locale switching.
Also, Mac OS X doesn't support DX9.
2013-06-16 14:51:38 +02:00
Armada fc7099a905 Set the locale per-thread instead of globally when generating shaders. Add cross-compatible versions of newlocale, uselocale and freelocale.
This commit fixes a rare race condition when generating shaders because setlocale is global.
2013-06-16 12:33:13 +02:00
Ryan Houdek fa4ad82878 Fix Windows Compiling? 2013-06-12 03:14:13 -05:00
Ryan Houdek 9df3dbe13c Build Fix 2013-06-11 08:38:45 -05:00
Ryan Houdek 703a51e4c0 [Android] Start of *working* GLES3 support. Needs to be able to compile in Windows still. 2013-06-11 08:33:56 -05:00
skidau 196d152ad7 Invalidate the texture cache using the GPU thread when the CPU thread makes a request.
Fixes issue 6350.
2013-06-08 11:28:54 +10:00
degasus a51d6a6ddd add new statistics for gpu buffer streaming 2013-05-23 21:07:01 +02:00
Rachel Bryk 10d1d19409 Set graphics settings while playing a movie in UpdateActiveConfig(), so settings can't be changed for a frame. 2013-05-21 19:20:22 -04:00
degasus a905b18ef1 Merge branch 'ppd' - per pixel depth
use always ppd is a huge gpu performance drop: 20%-50%
and always disable it cause some rendering issues
so there is an option again
But this time it's called "Fast Depth Calculation"
2013-05-12 07:29:31 +02:00
Ryan Houdek bf67378812 Fix the integer compare in our GLSL fmod function 2013-05-11 00:16:20 -05:00
NeoBrainX f348712d3a BPMemory: Fix a small documentation mistake from revision 9365187f89. 2013-05-10 11:47:06 +00:00
degasus f7c3cacb5c ppd: fix small issues in my last commit 2013-05-10 12:51:06 +02:00
degasus 89be1cbf51 recreate "per pixel depth" option and renamed it to fast depth calculation 2013-05-09 17:48:48 +02:00
degasus c7486609fa fix underflow in IndexGenerator::AddFan
fix issue 6282

The Last Story seems to render a fan with two vertices. It is non-sense as it
shouldn't do anything, but the code underflows at (u32)numVerts-3
2013-05-09 10:17:12 +02:00
NeoBrainX 9365187f89 BPMemory: Add register documentation for texture source adress and EFB configuration. 2013-05-06 22:20:17 +02:00
Ryan Houdek 0247b2a97a [Android] More GLES3 things. Disable Framedumping and MSAA rendering. Remove the HLSL->GLSL shader defines since Qualcomm doesn't support this in their shader compiler. Now they get chosen in our shader generator instead. 2013-05-06 06:43:04 -05:00
NeoBrainX 2c7ed2a793 Apply color mask when alpha test parameters change. Required to make the changes in revision be706a3977 work properly.
Fixes issue 6080.
2013-05-01 11:50:37 +02:00
NeoBrainX 9cb263ad48 PixelShaderGen: Set some uid fields that I missed before. 2013-04-29 21:19:48 +02:00
NeoBrainX 02afec5076 Polish shader uid checking. 2013-04-29 21:00:39 +02:00
NeoBrainX 77dae3496a PixelShaderGen: Cleanups. 2013-04-29 19:52:12 +02:00
NeoBrainX adab4e37f7 Fix some mistakes from the master merge; some cleanups. 2013-04-29 19:37:32 +02:00
NeoBrainX 5e6b712651 Merge 'master' into shader-uids-awesome.
Conflicts:
	Source/Core/VideoCommon/Src/BPMemory.h
	Source/Core/VideoCommon/Src/LightingShaderGen.cpp
	Source/Core/VideoCommon/Src/PixelShaderGen.cpp
	Source/Core/VideoCommon/Src/PixelShaderGen.h
	Source/Core/VideoCommon/Src/PixelShaderManager.cpp
	Source/Core/VideoCommon/Src/VertexShaderGen.cpp
	Source/Core/VideoCommon/Src/VertexShaderGen.h
2013-04-25 14:05:54 +02:00
NeoBrainX eef95fa4c5 ShaderGenCommon: Adding documentation. 2013-04-25 13:30:41 +02:00
Lioncash 8da425b008 Formatting cleanup for VideoCommon.
Block braces on new lines.

Also killed off trailing whitespace and dangling elses.

Spaced some things out to make them more readable (only in places where it looked like a bit of a clusterfuck).
2013-04-24 09:21:54 -04:00
degasus 4a48485482 Revert "Revert "Fix performance issues on certain legacy graphics hardware that isn't capable of copying an integer.""
This reverts commit 8b7141d3de.

GLSL120 can't handle integer attributes :-(
2013-04-24 03:03:52 +02:00
lioncash d244bca1f5 Fix a bunch of random typos in comments and logging.
Also update the comment headers for two functions in GCMemcard.cpp.
2013-04-19 09:21:45 -04:00
Lioncash bab9963b00 New license header introduced for DiscIO, AudioCommon, InputCommon, VideoCommon, and Common projects. 2013-04-17 23:09:55 -04:00
Ryan Houdek 48927c17d2 Good job Windows. Stop choosing the same names as I do. 2013-04-13 00:54:11 -05:00
Ryan Houdek 39a7096711 Extend our OSD class to support callbacks on init, onframe, and shutdown. 2013-04-13 00:48:53 -05:00
degasus 7e630ba920 Merge branch 'primitive_restart' 2013-04-11 14:01:58 +02:00
NeoBrainX 7480f5dfd6 ShaderGenCommon: Clean up. 2013-04-10 14:55:46 +02:00
NeoBrainX e7a5847c30 ShaderGen: Build fix. 2013-04-10 14:44:09 +02:00
NeoBrainX abde070f63 LightingShaderGen: Use a float4 array for lights instead of a struct (uniform management in the non-UBO path is a mess otherwise).
Also fix a small bug (cf. revision  154c533e76).
2013-04-10 14:25:18 +02:00
NeoBrainX 154c533e76 VertexShaderGen: Fix a small GLSL regression in emboss mapping. 2013-04-10 11:44:49 +00:00
NeoBrainX fab4f1d0a5 LightingShaderGen: Improve code flexibility. 2013-04-10 13:38:31 +02:00
NeoBrainX 31d2cab8d3 Add ShaderGenCommon to vcproj file list. 2013-04-10 12:55:42 +02:00
NeoBrainX ec08914905 Move Shader UID mismatch checking to VideoCommon. 2013-04-10 12:54:22 +02:00
degasus 1aa10b579a fix triangle_fan size calculation
wasn't updated for the new primitive restart implementation
2013-04-10 12:45:44 +02:00
degasus a6412f7bd4 render a triangle for a 3 vertice quad
fix issue 6214
2013-04-10 12:36:59 +02:00
NeoBrainX ec5f596b31 VertexShaderGen: More per-pixel-lighting fixes. 2013-04-10 12:17:28 +02:00
Jordan Woyak 385d8e2b15 ChunkFile has allowed me to accidentally "Do" a non-POD for the last time! 2013-04-09 19:02:22 -05:00
degasus b0108631f6 use templates for primitive restart 2013-04-08 19:39:43 +02:00
degasus 4dca133745 small cleanups 2013-04-08 17:58:23 +02:00
degasus 80b56ddd17 convert triangle_fan to triangle_strip 2013-04-08 17:22:16 +02:00
degasus 702198f39b Merge branch 'master' into primitive_restart
Conflicts:
	Source/Core/VideoCommon/Src/VideoConfig.h
	Source/Plugins/Plugin_VideoDX9/Src/main.cpp
	Source/Plugins/Plugin_VideoOGL/Src/Render.cpp
2013-04-08 15:57:51 +02:00
degasus 4c40e70b8a ogl: support glsl120 2013-04-08 14:50:58 +02:00
Rachel Bryk deece78e19 Seriously, someone kill me. 2013-04-08 03:11:45 -04:00
Rachel Bryk 48f3e962d6 Kill me now.
Fixes issue 6227.
2013-04-08 03:05:12 -04:00
Lioncash 195336021f Fix a few typos in the comments/logging in VideoDX9, VideoCommon, and VideoSoftware projects.
See Render.cpp, PixelShaderGen.cpp, and PixelShaderManager.cpp for most of the changes.

See VertexShaderManager.cpp for a logging typo fix.

See SWRenderer.cpp for a small typo fix for a message that gets swprintf'd in DrawDebugText.

See SWVertexLoader.cpp for a typo fix of an assert message.

Should slightly improve the readability of some of those files.
2013-04-07 17:11:29 -04:00
Pierre Bourdon 0ca7ea6c3f D3D11: Fix glitched polygon edges when MSAA is enabled (this time without breaking OpenGL) 2013-04-07 20:58:48 +02:00
Rachel Bryk 4d81e0739d Use an enum for efb scale values. 2013-04-06 01:49:13 -04:00
Rachel Bryk ee163d1e49 Someone take my commit rights away. 2013-04-05 17:26:56 -04:00
Rachel Bryk 6a5a522bba Hastily committing untested code without making sure i didn't miss anything first? I would never! 2013-04-05 17:20:34 -04:00
Rachel Bryk e531970052 Round IR scale down to whole number if using 1.5x/2.5x IR, if game ini specifies -1 for EFBScale.
Fixes issue 6210.
2013-04-05 17:13:48 -04:00
lioncash a7c05dc922 Remove an unused variable in VideoConfig.cpp and SWVideoConfig.cpp 2013-04-04 09:32:28 -04:00
Grant Paul 9f8841e960 Revert "D3D11: Fix glitched polygon edges when MSAA is enabled."
This reverts commit 61c327ba8b.
2013-04-03 21:17:09 -07:00
NeoBrainX 61c327ba8b D3D11: Fix glitched polygon edges when MSAA is enabled. 2013-04-03 18:56:33 +02:00
Jordan Woyak 4ba12be669 We can use unordered_map without pain now! 2013-04-01 19:25:32 -05:00
Lioncash 58159a1693 Some more logging typos and clarifications. Missed these in my last commit.
This commit mainly elaborates on some messages a little more. Also fixes some typos that slipped through the last commit.

A large change in text can be seen in EXI_DeviceMemoryCard.cpp. I added more info as to why a write to a memory card may fail. (This actually was a reason I was unable to write to a memcard recently).

Elaborations can be seen in WGL.cpp

I did change some comments in some files that I was correcting logging messages in, however this is only if I spot a typo or if an abbreviation is lower-cased. Even in that case, the amount of changes done to comments is very minimal.
2013-04-01 00:10:54 -04:00
Lioncash f432d6038e Fix some typos and correct some capitalizations in the log messages.
Makes the logging look more orderly and less spammy when spitting out things.
2013-03-31 19:13:30 -04:00
Rodolfo Bogado 45651098f6 Use a brute force approach to test for Dual source blend support.
Sorry for a direct commit to the main branch but i need fast feedback, and i don't want to leave problematic code in the main branch for a long time.
if this approach does not work for the drivers with problems will transform dual source blend to an option in the D3D9 backend.
I appreciate the help of the people that tested my last commit and thanks to neobrain for pointing this solution.
2013-03-31 20:02:13 -03:00
NeoBrainX a60e1a3db8 ShaderGen: Remove some TODOs and fix an issue with per pixel lighting. 2013-03-31 23:57:39 +02:00
NeoBrainX f57b902d33 PixelShaderGen: Cleanups. 2013-03-31 23:53:46 +02:00
NeoBrainX f6d65a636e ShaderGen: Fix per pixel lighting. 2013-03-31 23:29:33 +02:00
NeoBrainX 248d56d930 ShaderGen: Small optimization. 2013-03-31 20:55:57 +02:00
NeoBrainX cdddb26bba Apparently override is less fun than I thought. 2013-03-29 22:29:37 +01:00
NeoBrainX 2afd892e46 ShaderGen: More interface cleanups. Less wtfs :) 2013-03-29 22:24:49 +01:00
NeoBrainX e31c2aa601 ShaderGen: Cleanup uid data writing. 2013-03-29 21:53:57 +01:00
NeoBrainX 9eccd56ef0 PixelShaderGen: Some cleanups. 2013-03-29 20:59:03 +01:00
NeoBrainX 3c02f227db PixelShaderManager: Disable constant cache (won't work in the non-UBO path of the opengl backend).
ShaderGen: Replace typeid usage with more general code.
2013-03-29 20:35:31 +01:00
NeoBrainX 41c4108ce6 OpenGL: Reimplement shader uid debugging. 2013-03-29 14:56:01 +01:00
NeoBrainX f2a8fbb314 PixelShaderGen: Slightly reduce the number of redundant shader compilations. 2013-03-29 14:54:13 +01:00
degasus ca8554e7d1 first try of primitive restart index generator
Convert all quads+triangles into trangle_strip and uses primitive restart to split them.
Speed up triangle_strip, but slows down all others primitive formats.
Only implemented in ogl.
2013-03-29 14:27:33 +01:00
Rodolfo Bogado c743e75d92 fixes for my last commit 2013-03-29 00:41:36 -03:00
Rodolfo Bogado 40d919b352 Implement dual source blending to avoid unneeded alpha pass.
this implementation does not work in windows xp (sorry no support for dual source blending there).
this should improve speed on older hardware or in newer hardware using super sampling.
disable partial fix for 4x supersampling as I'm interested in knowing the original issue with the implementation to fix it correctly.
remove the deprecation label from the plugin while I'm working on it.
2013-03-28 20:08:51 -03:00
NeoBrainX c10d9ea87a Clean up blending code a bit. 2013-03-28 23:00:19 +01:00
NeoBrainX a171525df6 Fix Windows crash. 2013-03-27 01:33:27 +01:00
NeoBrainX 11fae2e1cb Fix Windows build, try 4. 2013-03-27 00:17:46 +01:00
NeoBrainX 364a5093d9 ShaderGenCommon: Replace the GenOutput enum by using typeid instead. 2013-03-26 23:21:08 +01:00
NeoBrainX 0e31943216 ShaderGenCommon: Introduce a common shader generator interface to make stuff less confusing. 2013-03-26 23:03:10 +01:00
NeoBrainX 3253603ae7 Merge 'master' into shader-uids-awesome.
Conflicts:
	Source/Core/VideoCommon/Src/LightingShaderGen.cpp
	Source/Core/VideoCommon/Src/PixelShaderGen.cpp
	Source/Core/VideoCommon/Src/PixelShaderGen.h
	Source/Core/VideoCommon/Src/PixelShaderManager.cpp
	Source/Core/VideoCommon/Src/VertexShaderGen.cpp
	Source/Core/VideoCommon/Src/VertexShaderGen.h
	Source/Plugins/Plugin_VideoOGL/Src/PixelShaderCache.cpp
	Source/Plugins/Plugin_VideoOGL/Src/PixelShaderCache.h
	Source/Plugins/Plugin_VideoOGL/Src/VertexManager.cpp
	Source/Plugins/Plugin_VideoOGL/Src/VertexShaderCache.cpp
	Source/Plugins/Plugin_VideoOGL/Src/VertexShaderCache.h
2013-03-26 22:21:19 +01:00
NeoBrainX b75a617d8a VertexShaderGen: De-uglify VS output structure writing 2013-03-26 19:36:59 +01:00
NeoBrainX 30f1a4b4fe Partially revert "Now CG plays nice with this new stuff."
This reverts commit 3943840d5c.

Suppport for old GLSL versions has been dropped, so to make things less ugly we can use a structure for lights again.
2013-03-26 19:36:59 +01:00
NeoBrainX 0994a5828d VideoSoftware: Improve fog range adjustment by using less magic and more comments. 2013-03-26 00:57:45 +01:00
skidau b00201dcbd Merge branch 'Fast-EE'
* Fast-EE:
  Forced the exception check only for ARAM DMA transfers. Removed the Eternal Darkness boot hack and replaced it with an exception check.
  Reverted rd76ca5783743 as it was made obsolete by r1d550f4496e4.
  Removed the tracking of the FIFO Writes as it was made obsolete by r1d550f4496e4.
  Forced the external exception check to occur sooner by changing the downcount.
2013-03-26 08:24:21 +11:00
skidau 0ccaaee38c Forced the exception check only for ARAM DMA transfers.
Removed the Eternal Darkness boot hack and replaced it with an exception check.
2013-03-26 08:23:20 +11:00
NeoBrainX ae146e8bc7 VideoSoftware: Implement fog range adjustment, fixing issue 6147. 2013-03-25 21:13:31 +01:00
degasus d4fadf4b6f implement 4xSSAA for OGL
I don't think it's needed, but its requested often
2013-03-25 15:45:10 +01:00
degasus 3d5e0a6d3d move ogl-only settings into backend 2013-03-25 15:14:24 +01:00
skidau 1d550f4496 Forced the external exception check to occur sooner by changing the downcount.
Fixes issue 5825.
2013-03-25 00:47:44 +11:00
degasus 470c9ff08a check for overflow vertex indices, fixes issue 6135
thx @ JMC47 for identifying the reversion, creating a useful bug report with fifo log :-)
2013-03-23 00:18:35 +01:00
lioncash edd9d0e0ef Clean up more space/tab mismatches in AudioCommon, Common, and VideoCommon.
Not planning to touch Core since it's the most actively changed part of the project.
2013-03-19 21:51:12 -04:00
Rachel Bryk 7c2c4662a7 Disable Vsync while holding tab to disable the frame limit, and allow toggling vsync while emulation is running in OGL.
D3D9 still doesn't support changing vsync while emulation is running.

Fixes issue 6111.
2013-03-18 20:42:18 -04:00
Jordan Woyak 98fa5006fd Fix some warnings. 2013-03-16 18:53:34 -05:00
degasus 4a929f85b6 GLSL: fix transparency issues on dual source blend. fix issue 6104 2013-03-17 00:36:13 +01:00
James Dunne f1ef51abc8 Removing `Core::IsGPUThread()` and `Core::IsCPUThread()` calls in favor of simple `bool isCPUThread` parameter value. 2013-03-15 19:42:42 -05:00
James Dunne 4137fc0023 Removed calls to YieldCPU from RunGpuLoop. 2013-03-15 19:42:38 -05:00
degasus 6962929356 GLSL: fix nfs-hp2 2013-03-15 23:32:01 +01:00
Ryan Houdek 8c1091a21f Merge branch 'master' into GLSL-master
Conflicts:
	Source/Core/VideoCommon/Src/PixelShaderGen.cpp
	Source/Plugins/Plugin_VideoDX11/Src/VertexManager.cpp
	Source/Plugins/Plugin_VideoDX9/Src/VertexManager.cpp
2013-03-15 11:19:52 -05:00
NeoBrainX e877b5019b PixelShaderManager: Reload fog range adjustment shader constants upon viewport change.
Fixes issue 5618.
2013-03-15 15:08:51 +01:00
skidau afb6f9127a Corrected a typo. 2013-03-15 19:32:47 +11:00
NeoBrainX 203b1748a3 PixelShaderGen: Force depth textures to be emulated when the result is needed for fog calculation. 2013-03-15 01:01:00 +01:00
degasus 2c84c32ddc decrease d3d vertex buffer size 2013-03-12 17:48:20 +01:00
degasus 382be2aabd Merge branch 'master' into GLSL-master
Conflicts:
	.gitignore
2013-03-12 11:28:56 +01:00
skidau 83fc5f4747 Merge branch 'FIFO-BP'
# By skidau (30) and Pierre Bourdon (1)
* FIFO-BP: (31 commits)
  Set g_bSignalTokenInterrupt on the main thread.  Fixes the random hang in Harry Potter: Prisoner of Azkaban.
  Used a scheduled event to generate the ARAM DMA interrupt if the DMA is greater than a certain size.  Fixes NFS:HP2 GC.
  Bumped up the disc transfer speed enough to prevent audio stuttering in Gauntlet: Dark Legacy.
  Enabled Synchronise GPU on "SPEED CHALLENGE - Jacques Villeneuve's Racing Vision".  Required to go in-game.
  Added direct GameCube controller commands to the Serial Interface emulation.  Fixes the controls in MaxPlay Classic Games Volume 1 and the Action Replay disc.
  Increased the FIFO buffer size to 2MB from 1MB.  Fixes Killer 7's Angel boss.
  Used an immediate GenerateDSPInterrupt when transferring data from ARAM to MRAM and a scheduled DSP interrupt when transferring data from MRAM to ARAM.
  Fixes the audio cutting in and out in the Resident Evil GC games using DSP HLE. Triggered the ARAM interrupt by the scheduler instead of directly in function.
  Implemented proper timing for the sample counter in the AudioInterface, removing the previous hack. Cleaned up some of the audio streaming code.
  Skipped the EE check if there is a CP interrupt pending.
  Disabled "Speed up disc transfer" from the ZTP GC game ini.
  Removed the disc seek times for GC games and removed the disc speed option on Wii games. Checked for external exceptions only in mtmsr.
  Delayed the interrupts in the EXI Channel.
  Merge aram-dma-fixes (r76a13604ef49b522281af75675f044d59a74e871)
  Added a patch that bypasses the FIFO reset code in Wallace and Gromit: Project Zoo, allowing it to go in-game.
  Made vertex loading take constant time.
  Increased the cycle time of the vertex command.  Fixes "Speed Challenge: Jacques Villeneuve's Racing Vision".
  Moved the setting of the Finish interrupt signal back to the main thread as it was causing Wii games like Resident Evil 4 (Wii) to hang.
  Profile stores, fp stores and ps stores only to the fifo write addresses list.  This should make the JIT a little faster as it will not be checking for external exceptions unnecessarily.
  ...

Conflicts:
	Source/Core/VideoCommon/Src/PixelEngine.cpp
2013-03-12 19:47:59 +11:00
skidau d3e431af9e Set g_bSignalTokenInterrupt on the main thread. Fixes the random hang in Harry Potter: Prisoner of Azkaban. 2013-03-07 22:16:00 +11:00
degasus 5dd502df3b Merge branch 'master' into GLSL-master
the only commit on master is to fix vertexloader, so disable jit for osx
2013-03-06 19:07:15 +01:00
degasus 7158c14d7a fix vertexloader without jit 2013-03-06 18:58:15 +01:00
degasus a1c5e90083 Merge branch 'master' into GLSL-master
Conflicts:
	CMakeLists.txt
	Source/Core/DolphinWX/CMakeLists.txt
	Source/Core/DolphinWX/Src/GLInterface.h
	Source/Core/VideoCommon/Src/PixelShaderGen.cpp
	Source/Core/VideoCommon/Src/TextureCacheBase.cpp
	Source/Core/VideoCommon/Src/VertexManagerBase.cpp
	Source/Plugins/Plugin_VideoDX11/Src/VertexManager.cpp
	Source/Plugins/Plugin_VideoDX9/Src/VertexManager.cpp
	Source/Plugins/Plugin_VideoOGL/Plugin_VideoOGL.vcxproj
	Source/Plugins/Plugin_VideoOGL/Plugin_VideoOGL.vcxproj.filters
	Source/Plugins/Plugin_VideoOGL/Src/GLUtil.h
	Source/Plugins/Plugin_VideoOGL/Src/PixelShaderCache.cpp
	Source/Plugins/Plugin_VideoOGL/Src/TextureCache.cpp
	Source/Plugins/Plugin_VideoOGL/Src/VertexManager.cpp
	Source/Plugins/Plugin_VideoOGL/Src/VertexShaderCache.cpp
	Source/Plugins/Plugin_VideoOGL/Src/main.cpp
2013-03-06 15:59:29 +01:00
degasus 8d5299c20b Merge branch 'vertex-loader-cleanup' 2013-03-06 14:08:02 +01:00
degasus 10983b0eae fix VertexManager::GetRemainingIndices
the old implementation returns the amound of primitives fit into index buffers
but also gc needs more than one index per primitve
2013-03-06 12:33:02 +01:00
Jordan Woyak f3f89e1d00 Merge branch 'master' into vertex-loader-cleanup
Conflicts:
	Source/Core/Common/Src/CommonFuncs.h
	Source/Core/VideoCommon/Src/VertexLoader.cpp
2013-03-04 15:47:56 -06:00
Jordan Woyak bf58c70e9b Move copy-pasted code into function. 2013-03-04 15:35:29 -06:00
degasus 642eab92bc disable per pixel depth if depth textures aren't used 2013-03-04 20:12:58 +01:00
Jordan Woyak b1a2915304 Merge branch 'master' into windows-unicode 2013-03-03 15:05:10 -06:00
Ryan Houdek a01f793f59 Fix ARM build. 2013-03-03 07:37:22 +00:00
Jordan Woyak 2b1af36900 Merge branch 'master' into windows-unicode 2013-03-02 15:33:32 -06:00
skidau 5bb6ac8164 Increased the FIFO buffer size to 2MB from 1MB. Fixes Killer 7's Angel boss.
Fixes issue 5415.
2013-03-02 16:18:55 +11:00
NeoBrainX 008fdc7310 Merge branch 'perfqueries'.
Adds support for PE performance metrics.
Used in Super Mario Sunshine's "Scrubbing Sirena Beach" level to determine when enough goop has been cleaned up to finish the level.
Also used in TimeSplitters: Future Perfect to determine the appearance of flares around light sources (e.g. sun).

OpenGL and D3D11 only. D3D9 support unlikely to be added unless anyone bothers to do the work.
Initial work and D3D11 support by me. Kudos go to Billiard for adding the OpenGL support and reviving development of this branch that way :D

Slightly (~7%) decreases performance when performance metrics are used (and only then).

Fixes issue 1498.
Fixes issue 5368.
2013-03-02 00:17:37 +01:00
NeoBrainX 4058b4c38a Add documentation to PerfQueryBase interface.
Remove the config field for perf queries (wasn't used for the new interface anyway).
Few other cleanups.
2013-03-01 23:02:11 +01:00
NeoBrainX 5a7bb2abfa D3D11: Port perf queries code to the PerfQueryBase interface.
Remove deprecated PerfQuery methods from RenderBase.
Windows build fix.
2013-03-01 19:30:37 +01:00
degasus ef7083d78c also don't cleanup efb copys on efb2ram
these may be upscaled and this high res textures would be lost
2013-03-01 11:31:52 +01:00
skidau 73da6f4f3f Merge branch 'master' into FIFO-BP
# By Jordan Woyak (46) and others
# Via Jordan Woyak (2) and others
* master: (70 commits)
  Fixes two memory leaks, one is pretty bad for OSX. Yell at pauldachz if this doesn't work. Or... say thanks.
  Added a BluetoothEnumerateInstalledServices call so that the wiimote remembers the pairing.
  Make ARMJit core default CPU core on ARM architecture
  Fix a StringUtil regression from the arm-noglsl merge
  Small improvement to cmpli/cmpi in ARMJit.
  Merge latest ArmEmitter changes from ppsspp while we're at it.
  Ah. I blame vim on this typo entirely.
  Add disabled code for authenticating wiimotes on Windows.
  Add the missing FPR cache
  Buildfix.
  Yell at the user if they change window size while dumping frames, and some other avi dumping stuff.
  Not sure if this is the right way to handle this, but it makes the save states perfectly stable. That's all that really matters, right?
  Abort loading states from incompatible graphics backends.
  ARM Support without GLSL
  Improve VideoSoftware save states. They are fairly stable, but not perfect. OpcodeDecoder::DoState() needs to be fixed.
  Begin implementing save states to video software. Kind of works, sometimes.
  Make error message for loading save state with wrong dsp engine shorter.
  Abort load state if it uses a different dsp engine, instead of crashing.
  Update the gameini of F-zero. Efb to Ram is no longer the default choice.
  fix last commit by neobrain
  ...

Conflicts:
	Source/Core/VideoCommon/Src/Fifo.cpp
2013-03-01 20:12:56 +11:00
Jordan Woyak dea1e2827d Open std::fstream in a unicode-safe manner. 2013-02-28 19:33:39 -06:00
NeoBrainX b94f65b666 Remove two incorrect lines. How did those even get there?! 2013-03-01 01:37:47 +01:00
NeoBrainX cbf5efe191 Some cleanups.
PE perf metrics officially declared unsupported for the D3D9 project (out of pure laziness, anyone who cares can implement them :P).
2013-03-01 01:31:57 +01:00
NeoBrainX 7682ed22c6 Merge branch 'master' into perfqueries.
Conflicts:
	Source/Core/VideoCommon/Src/VideoConfig.h
	Source/Core/VideoCommon/VideoCommon.vcxproj.filters
	Source/Plugins/Plugin_VideoDX11/Src/VertexManager.cpp
	Source/Plugins/Plugin_VideoSoftware/Src/Rasterizer.cpp
	Source/Plugins/Plugin_VideoSoftware/Src/Tev.cpp
2013-03-01 01:07:34 +01:00
Rachel Bryk 0c16489c39 Merge branch 'VideoSoftware-savestates' 2013-02-28 13:36:29 -05:00
Jordan Woyak 6b80e6f83c Tweak Vertex/Index buffer handling a bit. 2013-02-27 01:57:02 -06:00
Ryan Houdek 692e39d1bb Merge branch 'arm-noglsl' 2013-02-27 02:22:08 +00:00
Jordan Woyak a680d17eef Buildfix. 2013-02-26 19:59:33 -06:00
Jordan Woyak f1c990069c Yell at the user if they change window size while dumping frames, and some other avi dumping stuff. 2013-02-26 20:47:48 -05:00
Rachel Bryk 08fe3c213a Abort loading states from incompatible graphics backends. 2013-02-26 18:28:56 -05:00
degasus a650ae8c7b workaround for base vertex. damn old nvidia driver 2013-02-26 23:15:55 +01:00
Ryan Houdek 717b976875 ARM Support without GLSL 2013-02-26 13:49:00 -06:00
degasus 8b7141d3de Revert "Fix performance issues on certain legacy graphics hardware that isn't capable of copying an integer."
This reverts commit 380f22ca0e.

Yeah, reverting a revert.
2013-02-26 08:57:35 +01:00
Jordan Woyak 380f22ca0e Fix performance issues on certain legacy graphics hardware that isn't capable of copying an integer.
This reverts commit 52dacaa3e3.
2013-02-25 20:52:30 -06:00
Jordan Woyak bd14ad5300 Merge branch 'master' into vertex-loader-cleanup 2013-02-25 17:55:44 -06:00
Jordan Woyak 46adbfa9ed Merge branch 'real-wiimote-scanning' 2013-02-25 17:33:34 -06:00
degasus d173d646de fix last commit by neobrain 2013-02-25 16:11:24 +01:00
NeoBrainX 73a0bdd379 Build fixing. 2013-02-25 12:42:52 +00:00
NeoBrainX 1141af64f6 TextureCacheBase: Do not assume EFB copies can safely be deleted when we think they're "unused".
Fixes issue 6040.
2013-02-25 12:36:50 +00:00
degasus c86b892f95 Revert "remove numTexGens=7 hack. only cg wasn't able to handle more then 8 texcoords"
This reverts commit 4653adecf1.

Also dx9 isn't able to hanlde more than 11 varying registers.
More frustrating is the lightning issue by this commit. I don't know why it happens...
2013-02-24 20:51:44 +01:00
Jordan Woyak 52dacaa3e3 Make the posmtx vertex attribute an int instead of converting to and from a float. 2013-02-23 20:54:30 -06:00
degasus 0a05fcade4 fix glsl compilation error on intel 2013-02-22 12:19:52 +01:00
degasus d9adc26332 real Star Fox fix 2013-02-22 12:14:39 +01:00
Jordan Woyak 86935ab4fd forceinline IndexGenerator::WriteTriangle 2013-02-22 03:22:20 -06:00
degasus e270c8b153 fix Star Fox 2013-02-22 09:54:19 +01:00
Jordan Woyak d3f1bb93f2 Use DataWrite in a few more places. 2013-02-22 02:19:59 -06:00
Jordan Woyak db1be085c2 VertexManager cleanup 2013-02-22 01:41:52 -06:00
Jordan Woyak 21bd5be753 Buffer size changes. 2013-02-21 23:12:53 -06:00
Jordan Woyak f16dcfe6f6 Remove logic from IndexGenerator which does not seem to match that of Video Software. 2013-02-21 21:02:49 -06:00
Jordan Woyak 368c78dd5c IndexGenerator cleanup. 2013-02-21 19:11:07 -06:00
Jordan Woyak 677c6229ad Experimental VertexLoader cleanup! 2013-02-21 14:41:06 -06:00
Jordan Woyak a92c93f870 Automate some calculations, with templates! 2013-02-21 13:29:05 -06:00
Jordan Woyak 7987d6babb Use templates for 8+16 bit indexed versions of SSSE3/SSE4 TextCoord reading. 2013-02-21 12:42:09 -06:00
degasus 40e17b4cb8 add option for hacked upload and disable it by default 2013-02-21 18:18:44 +01:00
degasus d0e8217714 remove intel pixel shader hack
did not work correctly and made warnings on dx11
2013-02-21 17:44:56 +01:00
degasus c7f4d6b9ac wrapper for s_pCurBufferPointer 2013-02-21 13:45:48 +01:00
degasus 4b4dce1bd9 build fix 2013-02-21 13:00:19 +01:00
degasus 76e6085e31 consistently usage of buffer pointers 2013-02-21 12:36:29 +01:00
degasus a849bb5242 Merge branch 'vertexloader_cleanup' into vertex-loader-cleanup
Conflicts:
	Source/Core/VideoCommon/Src/VertexLoader_TextCoord.cpp
2013-02-21 12:18:50 +01:00
degasus 66d0c1c301 small cleanups of s_pCurBufferPointer 2013-02-21 11:45:29 +01:00
degasus 0d33e20026 bbox: replace s_pCurBufferPointer with locale buffer, so it can be read without read from the writeonly buffer 2013-02-21 11:41:14 +01:00
degasus 7a89faf13f converting the last vertices again instead of copying from buffer on buffer split
for mapping, this buffer must be write only, so we cannot copy anthing.
converting again needs more cpu, but should happen rarely
2013-02-21 11:36:10 +01:00
Jordan Woyak dc776a19a0 Cleanup VertexLoader's Color functions a bit. 2013-02-21 02:49:17 -06:00
Jordan Woyak 660fc12927 Cleanup Position loader functions. 2013-02-21 02:19:06 -06:00
Jordan Woyak 5efdcef34a No longer have the signed/unsigned hack I guess. 2013-02-21 00:49:47 -06:00
Jordan Woyak 3938d3713b Fix what I broke. 2013-02-21 00:40:22 -06:00
Jordan Woyak 5b63472ad7 Templatify Normal Loader functions. 2013-02-21 00:10:06 -06:00
Jordan Woyak 5e78f8a176 Templatify TextCord Loader functions. 2013-02-20 20:43:53 -06:00
Jordan Woyak 8f256237a3 Templatify DataReader a bit. 2013-02-20 20:21:25 -06:00
skidau 36f2082a5f Made vertex loading take constant time. Fixes a hang in Gladius. 2013-02-20 23:38:25 +11:00
Jordan Woyak 6e6d8af6dd Revert "Don't load level 0 twice for 1-level textures in DX11." and fix it properly.
All backend TextureCaches now load level 0 in CreateTexture.

This reverts commit 294cb165ba.
2013-02-20 05:42:22 -06:00
Jordan Woyak eae20b77a8 Remove some unneeded sampler-related calls in BPStructs. 2013-02-20 02:01:54 -06:00
skidau 351c741906 Merge branch 'master' into FIFO-BP
# By Jordan Woyak (9) and others
* master:
  Fixed a buffer overflow in the OpenAL buffer.
  TextureCache: Fix D3D backends crashing when a game uses multiple 1x1-sized LODs.
  WII_IPC_HLE_Device_FileIO: don't rebuild the filename on every operation.
  Some cleanup of CWII_IPC_HLE_Device_FileIO: The real file was never kept open for longer than a single operation so there was no point in dealing with it in DoState. Saving the real path in the savestate was also probably a bad idea. Savestates should be a bit more portable now.
  Removing destination on rename when source isn't present doesn't make sense. IOCTL_RENAME_FILE still might not be totally correct.
  Change some CNANDContentLoader logic to what was probably intended. Kills some warn logs when opening Dolphin.
  Let's not CreateDir an empty string every time CreateFullPath is used, logging an error every time.
  Fix a memleak. Probably/maybe improve USBGecko performance.
  Remove the core count from the cpu info OSD message. It was often wrong and not rather important.
  Use omp_get_num_procs to set the number of OpenMP threads rather than our core count detection.
  Bulk send TCP data to the client with the emulated USB Gecko.
  Added the ability to reverse the direction of the force feedback by allowing negative range values.
  Changes/cleanup to TextureCache::Load and other mipmap related code. The significant change is what is now line 520 of TextureCacheBase.cpp: ((std::max(mipWidth, bsw) * std::max(mipHeight, bsh) * bsdepth) >> 1) to TexDecoder_GetTextureSizeInBytes(expanded_mip_width, expanded_mip_height, texformat);
2013-02-19 23:19:29 +11:00
degasus a629dea4dc Merge branch 'master' into GLSL-master
Conflicts:
	CMakeLists.txt
	Source/Core/DolphinWX/Dolphin.vcxproj
	Source/Core/DolphinWX/Src/GLInterface/WX.cpp
	Source/Core/DolphinWX/Src/GLInterface/WX.h
	Source/Core/VideoCommon/Src/TextureCacheBase.cpp
	Source/Core/VideoCommon/Src/TextureCacheBase.h
	Source/Plugins/Plugin_VideoDX11/Src/TextureCache.cpp
	Source/Plugins/Plugin_VideoDX11/Src/TextureCache.h
	Source/Plugins/Plugin_VideoDX9/Src/TextureCache.cpp
	Source/Plugins/Plugin_VideoDX9/Src/TextureCache.h
	Source/Plugins/Plugin_VideoOGL/Src/Render.cpp
	Source/Plugins/Plugin_VideoOGL/Src/TextureCache.cpp
	Source/Plugins/Plugin_VideoOGL/Src/TextureCache.h
	Source/Plugins/Plugin_VideoSoftware/Src/SWmain.cpp

damn mipmap_fixes ...
2013-02-18 18:49:20 +01:00
NeoBrainX 19ab5bf50d TextureCache: Fix D3D backends crashing when a game uses multiple 1x1-sized LODs. 2013-02-18 17:14:56 +01:00
degasus 4653adecf1 remove numTexGens=7 hack. only cg wasn't able to handle more then 8 texcoords 2013-02-17 22:37:00 +01:00
Jordan Woyak 537d5ea942 Use omp_get_num_procs to set the number of OpenMP threads rather than our core count detection. 2013-02-16 23:48:20 -06:00
Jordan Woyak 53aec6c476 Fix OGL perf queries and make them not slow! 2013-02-16 19:30:24 -06:00
skidau 0e2c3f3483 Increased the cycle time of the vertex command. Fixes "Speed Challenge: Jacques Villeneuve's Racing Vision". 2013-02-16 22:54:10 +11:00
skidau 45efced280 Moved the setting of the Finish interrupt signal back to the main thread as it was causing Wii games like Resident Evil 4 (Wii) to hang. 2013-02-16 18:30:20 +11:00
Jordan Woyak d994e56b60 Changes/cleanup to TextureCache::Load and other mipmap related code.
The significant change is what is now line 520 of TextureCacheBase.cpp:
((std::max(mipWidth, bsw) * std::max(mipHeight, bsh) * bsdepth) >> 1)
to
TexDecoder_GetTextureSizeInBytes(expanded_mip_width, expanded_mip_height, texformat);

Fixes issue 5328.
Fixes issue 5461.
2013-02-15 22:56:29 -06:00
skidau 9bff8e00c8 Added preliminary support to synchronise the timing of the CPU and GPU threads. A new option has been added to the game properties for this purpose. This option may help with random freezes in Dual Core mode.
Fixes Gladius and Baten Kaitos: Eternal Wings and the Lost Ocean

Fixes issue 5150.
2013-02-16 12:51:09 +11:00
skidau 51795d8811 Merge branch 'master' into FIFO-BP
# By Jordan Woyak (24) and others
# Via Jordan Woyak (3) and others
* master: (66 commits)
  Reduce some DI command delays. Fix DKCR hanging with DSP HLE. My other games continue to work.
  Video_Software: Fix ZComploc option breaking stuff.
  Video_Software: Fix the ZFreeze option doing nothing.
  Video_Software: Toggable zfreeze and early_z support for testing.
  Fix header guard and definitions not being set to 1
  Add the option to turn on only the EGL interface to use desktop OpenGL with it.
  Change the ugly "no banner" banner to the sexy "X" from the website.
  Fix a crash in the FifoPlayer dialog.
  Use different reply delays for various DI commands. Fixes issue 5983.
  Revert "[bugfix] DX9::TextureCache: Use max_lod instead of min_lod where necessary."
  Fix some potential issues when blending on EFB formats without alpha. Clean up state transition tables.
  Disable play and record buttons if an iso was selected, but is later deselected.
  Disable start/play recording buttons when no iso is selected.
  Only delay DI and fs IPC replies. Fixes issue 5982.
  Fix compilation with SDL2. (based on a patch from matthewharveys) Fixes issue 5971.
  "Fix" using SDL from externals.
  Clean up SDL includes a bit. Maybe fix an SDL2 problem.
  Number "unknown" axes in OSX rather than call them all "unk".
  Revert "Only delay DI command replies." Fix "Wii Party" again.
  Hopefully make wiimote speaker less crappy.
  ...
2013-02-16 11:10:03 +11:00
degasus 334bd52f2c NaNs handling in pixel shader 2013-02-15 15:46:31 +01:00
degasus 0325e37bfb merge glsl headers into one place 2013-02-13 21:34:48 +01:00
skidau 0cafc33eda Moved the token update to the CPU thread. 2013-02-10 18:24:30 +11:00
skidau 5f672baca3 Used Atomic functions to update variables shared between the CPU and GPU threads.
Changed the variables from bool to u32 to match the atomic functions.
2013-02-09 17:46:48 +11:00
Jordan Woyak 8ce58759e3 Remove some old nonsense. 2013-02-07 23:52:50 -06:00
NeoBrainX ed0abc9dc5 Merge branch 'mipmap_fixes'. 2013-02-07 20:40:33 +01:00
NeoBrainX 6870c1fdd5 Fix some potential issues when blending on EFB formats without alpha.
Clean up state transition tables.
2013-02-07 18:01:24 +01:00
degasus 10567cb23f always write to uv coords 2013-02-07 13:23:20 +01:00
degasus dae1226e1b workaround for division by zero on fog calculation 2013-02-07 02:21:30 +01:00
degasus e7a8d3f854 check for GL_ARB_sync, it's in ogl 3.2 2013-02-06 01:05:19 +01:00
degasus f677b8cba3 update to glew1.9, win binaries also from official release 2013-02-04 21:11:12 +01:00
skidau 2c8c8db731 Used AtomicStore to write to the signal interrupts. 2013-02-03 23:52:18 +11:00
skidau 9a4e9da7c2 Set the token and finish interrupt signal from the video thread. This fixes the inconsistent state caused by lag from the scheduler. Fixes Rayman 3: Hoodlum Havoc and Shamu's Deep Sea Adventures.
Fixes issue 5401.
Fixes issue 5589.
2013-02-03 18:05:46 +11:00
skidau 867bfaa696 Changed cmdidle to match the isGpuReadingData flag. Fixes the random freezes in The Last Story. 2013-02-02 20:50:40 +11:00
Jordan Woyak 0e04e0c305 Fix some shadowing warnings. 2013-01-29 16:43:22 -06:00
NeoBrainX 76148a52b8 Fix a few other things 2013-01-28 22:51:15 +01:00
NeoBrainX 9f1582843d PixelShaderManager: Reduce number of redundant shader constant updates 2013-01-28 22:15:23 +01:00
NeoBrainX 0fdeb81038 Add some code for generating a shader constant usage profile. 2013-01-28 22:15:23 +01:00
NeoBrainX 700cce9588 More work on making new pixel shader uids work 2013-01-28 22:10:07 +01:00
NeoBrainX 67be1e939a PixelShaderGen: Some more work... 2013-01-28 21:59:49 +01:00
NeoBrainX 8902c6e38b Some cleanups, add more fields to pixel shader uid. 2013-01-28 21:56:27 +01:00
NeoBrainX b519d37128 Move new lighting shader uids to LightingShaderGen.h 2013-01-28 21:52:03 +01:00
NeoBrainX dc0f470215 Added new shader cache uids for pixel shader gen. 2013-01-28 21:44:39 +01:00
NeoBrainX 3c8df842bb Moved some of the new shader uid stuff to a common header file. 2013-01-28 21:05:29 +01:00
NeoBrainX ca0e292dd4 Replace the shader uid system with a new one which quasi-automatically generates uids for shaders.
Currently used in the vertex shader only (had to fork lighting shaders for now).
2013-01-28 21:05:29 +01:00
degasus c5fa3e0f3d move RestoreAPIState and ResetAPIState into backends
it's a backend specific hack, so it should be here
should give a small speedup in dx11 efb2tex
2013-01-28 18:16:03 +01:00
Lioncash efe8c75424 Duplicate condition fix.
Thanks j4ck.fr0st
2013-01-25 21:30:29 -05:00
skidau 1b6240f7f9 Changed cmdidle to be idle on breakpoint.
Added low watermark interrupts generated by the gather pipe.

Fixes Gladius from not booting.

Fixes issue 5518.
2013-01-25 20:04:31 +11:00
degasus e0ffdda26e Merge branch 'immediate-removal' into GLSL-master
Conflicts:
	Source/Core/VideoCommon/Src/PixelShaderGen.cpp
	Source/Plugins/Plugin_VideoSoftware/Src/SWRenderer.cpp

immediate-removal is a new created branch seperated from master but reverted the revert of immediate-removal
so we get less conflicts by merging
2013-01-24 16:58:28 +01:00
degasus d60cc373d1 Revert "Revert 30dd9c2 e9d00bf db5f4c8 and bff0fae"
This reverts commit d0301ca89d.

Conflicts:
	.gitignore
2013-01-24 16:11:07 +01:00
lioncash 2db0c4270e Fix a potential memory leak on non-windows systems.
Also added a FIXME to BPStructs.cpp and BPMemLoader.cpp
2013-01-24 08:21:08 -05:00
degasus f69b6b595e change projection_type to u32
Fix issue 5740

thx @ erwan_taf for debuging all the week
2013-01-24 13:10:13 +01:00
degasus d5748ebaef fix small dx9 slowdown 2013-01-22 10:49:46 +01:00
degasus 6afc30240a partial revert of 8a6f747408
texture_rect isn't in core 3.0, so the long texture function must be used
2013-01-22 00:18:42 +01:00
NeoBrainX 6c0f6ffecf Fix a dumb regression from revision 4925a28f94. 2013-01-19 22:40:20 +01:00
degasus 8a6f747408 glsl: remove usage of old texture2D* function 2013-01-19 11:07:06 +01:00
degasus e7d5b274c0 add stage parameter for texture load, so ogl can bind to the correct sampler 2013-01-19 00:47:48 +01:00
degasus 074f73c641 move utils texture to sampler 8+9
rasterfont tex will aways bound to samp8.
efb copy utils will be done in samp9.
2013-01-19 00:39:31 +01:00
degasus 714ff50fdf set blending if dual source might be triggered 2013-01-18 00:44:35 +01:00
lioncash 0ef3bd9c77 Revert "Made several variables/parameters unsigned in the DX9, DX11 and OGL plugins. They make more sense like this (given their names)."
Turns out I was wrong in my previous commit. My bad.

This reverts commit 8743166663.
2013-01-16 15:46:11 -05:00
lioncash 8743166663 Made several variables/parameters unsigned in the DX9, DX11 and OGL plugins. They make more sense like this (given their names).
This also gets rid of some more typecasts in some cases.
2013-01-16 09:42:51 -05:00
lioncash ddf23094c2 Fix two unsigned/signed mismatch warnings. 2013-01-15 21:15:31 -05:00
Ryan Houdek 9165ac5a67 Fix clipPos not being declared in DX backends. 2013-01-15 10:48:01 -06:00
degasus ff889c0e65 use attrib pointers in nativeVertexFormat 2013-01-14 22:59:08 +01:00
degasus 2f78986e2c Merge branch 'Graphic_Update' into GLSL-master
Conflicts:
	Source/Core/VideoCommon/Src/VertexManagerBase.cpp
	Source/Plugins/Plugin_VideoOGL/Src/NativeVertexFormat.cpp
	Source/Plugins/Plugin_VideoOGL/Src/Render.cpp
	Source/Plugins/Plugin_VideoOGL/Src/VertexManager.cpp
2013-01-14 21:36:31 +01:00
degasus 5fe3def64c videoConfig cleanup 2013-01-14 20:00:33 +01:00
degasus 4c2dd093a3 fix d3d error 2013-01-14 19:17:07 +01:00
degasus b18c0a5d1b remove ubo for efb2ram 2013-01-14 12:37:31 +01:00
NeoBrainX f7b0c8684b BPMemory: Expose more register descriptions for FifoPlayer 2013-01-12 15:25:50 +01:00
Glenn Rice 2cd415dd83 Fix the signed/unsigned comparison warnings created by a recent commit. 2013-01-11 22:00:36 -06:00
Lioncash dfc0c4b08d Fix two signed/unsigned mismatch warnings.
Also tidied up SDCardUtil - made the variables make more sense (typewise)
2013-01-11 19:38:04 -05:00
NeoBrainX ad05d568b9 PixelShaderGen: Change error strings to be unique so that we can identify unexpected behavior more easily. 2013-01-11 15:49:20 +01:00
degasus 60b8e4fb1c vertex shader for texture converter 2013-01-11 11:59:42 +01:00
Lioncash f21f097e7a Redundant line of code in VertexShaderManager::Dirty()
Also cleaned it up.
2013-01-10 21:44:12 -05:00
NeoBrainX e7c883d6be VideoCommon: Implement proper RGBA8 texture loading from tmem. 2013-01-10 18:30:22 +01:00
NeoBrainX 304814e7cc Video_Software: Implement proper RGBA8 texture loading from tmem.
For RGBA8 textures, AR and GB tiles are stored in separate tmem banks. TextureDecoder did not support that previously.
2013-01-10 18:30:16 +01:00
degasus bff02b3b73 Merge branch 'arb_framebuffer' into GLSL-master
Conflicts:
	Source/Plugins/Plugin_VideoOGL/Src/FramebufferManager.cpp
	Source/Plugins/Plugin_VideoOGL/Src/RasterFont.cpp
	Source/Plugins/Plugin_VideoOGL/Src/Render.cpp
	Source/Plugins/Plugin_VideoOGL/Src/TextureCache.cpp
	Source/Plugins/Plugin_VideoOGL/Src/TextureConverter.cpp
2013-01-09 11:00:26 +01:00
Lioncash d9ea718559 Fix an issue where an iterator would become invalidated in TextureCache::ClearRenderTargets() 2013-01-08 23:46:30 -05:00
NeoBrainX d3882771aa Fix an assert that had been wrong for ages, apparently. 2013-01-08 18:56:01 +01:00
NeoBrainX 4925a28f94 PixelShaderGen: Shader uid maintainance 2013-01-08 18:56:01 +01:00
NeoBrainX be706a3977 Disable color writing when alpha test always fails. 2013-01-08 18:56:01 +01:00
NeoBrainX d26bcb0847 Move alpha pretest to BPMemory.h and rename a bunch of alpha testing related stuff 2013-01-08 18:56:01 +01:00
NeoBrainX c80f6e8b84 Reword a comment about early_ztest a bit. 2013-01-08 18:55:45 +01:00
NeoBrainX b06f30f845 Remove the per pixel depth option.
Depth calculations are always done in the pixel shader now.

Due to the unpredictability of our zcomploc hacks this commit probably changes the behavior of some games which use zcomploc.
2013-01-08 18:16:48 +01:00
NeoBrainX 876eee5e60 PixelShaderGen: Don't disable depth texture emulation if z writing is disabled (this is what VideoSoftware is doing). 2013-01-08 18:16:48 +01:00
NeoBrainX 09197e0ffc X11: Disable OSD hotkeys when the corresponding option is disabled. 2013-01-08 18:16:47 +01:00
Ryan Houdek 446d9279b1 Fix clearing of render targets. We were skipping every other one. 2013-01-08 11:14:53 -06:00
Ryan Houdek d0301ca89d Revert 30dd9c2 e9d00bf db5f4c8 and bff0fae 2013-01-07 13:47:34 -06:00
degasus b38b62afc6 remove glsl binding support. convert every shader to version 130 2013-01-02 16:56:08 +01:00
Ryan Houdek ff3b22e1ff Clear up some warnings that crop up from -Wextra 2012-12-30 03:28:50 -06:00
Ryan Houdek e5d5365bac Fix the last few warnings in Dolphin on my system. 2012-12-30 02:34:14 -06:00
Ryan Houdek ba6564b0b5 Missed a write to depth before discard in PreAlphaTest 2012-12-28 14:48:04 -06:00
Ryan Houdek 9e76a457ff Beautify the generate pixel shader code 2012-12-28 14:18:39 -06:00
Ryan Houdek 76fc1fe95a This discard was missing in the alpha pretest area. 2012-12-28 12:18:34 -06:00
Ryan Houdek 3eeebcae45 Another small bit of cleanup as I'm reading it 2012-12-28 12:05:43 -06:00
Ryan Houdek a25a00640e Very small cleanup in PixelShaderGen 2012-12-28 11:49:21 -06:00
degasus 48ede4dd30 switch to glsl 130, more than OpenGL 3.1 isn't needed 2012-12-28 16:05:14 +01:00
Ryan Houdek 7d93834cd8 Bit more cleanup from removing Nvidia CG 2012-12-27 22:53:07 -06:00
degasus 316a33d1e6 Merge branch 'master' into GLSL-master
Conflicts:
	Source/Core/DolphinWX/Src/VideoConfigDiag.h
	Source/Plugins/Plugin_VideoOGL/Src/GLUtil.h
	Source/Plugins/Plugin_VideoOGL/Src/Render.cpp
	Source/Plugins/Plugin_VideoOGL/Src/TextureCache.cpp
	Source/Plugins/Plugin_VideoOGL/Src/TextureConverter.cpp
2012-12-27 10:36:54 +01:00
degasus bff0faea2d Merge branch 'immediate-removal'
Conflicts:
	Source/Plugins/Plugin_VideoOGL/Src/Render.cpp
2012-12-25 12:39:00 +01:00
NeoBrainX e3e14af0dd Revert "VertexShaderGen: Fix a shader compilation error.". I'm an idiot :p
This reverts commit 4d868705fd.
2012-12-24 21:29:24 +01:00
NeoBrainX 4d868705fd VertexShaderGen: Fix a shader compilation error. 2012-12-24 19:50:16 +01:00
NeoBrainX 5a78351033 TextureCacheBase: Fix a potential bug when using custom textures. 2012-12-24 19:50:16 +01:00
Ryan Houdek 9209253e0d Initial removal of Nvidia CG. Still some more cleanup to go 2012-12-24 11:09:52 -06:00
degasus bd0abb3d2f revert last commit, add CheckInvalidState to VideoBackend 2012-12-23 13:32:23 +01:00
degasus ffddfd8662 do only invalid hashes instead of all textures on loading
this is a hack, but only the gpu thread is allowed to call ogl commands
suggestion: create an unused texture cache, so we can move all textures there
2012-12-22 17:30:13 +01:00
degasus 2df0c31d13 add invalid flag for BPStructs (fix issue 5790)
this flag will be set on loading a state and checked before every rendering.
2012-12-21 21:04:53 +01:00
degasus cf8f936abb fix efb2ram decoder 2012-12-19 23:43:05 +01:00
degasus 85ac76e8e2 fix gcc compilation 2012-12-19 23:42:22 +01:00
NeoBrainX 0811311604 TextureCacheBase: Delete textures completely instead of just invalidating them in ClearRenderTargets.
That's what would've been done in the next TCB::Load() call, anyway.
Fixes issue 5742.

Additionally, change efb copies to specify 1 as the number of mipmaps because that makes more sense than anything else.
2012-12-17 19:36:31 +01:00
degasus 8b62be2025 fix ShowEFBCopyRegions
those fancy colors were the result of the usage of non-allocated heap

Signed-off-by: Ryan Houdek <Sonicadvance1@gmail.com>
2012-12-13 15:27:49 -06:00
NeoBrainX c82136abdc PixelShaderGen: Drop some useless and potentially buggy code.
Thanks to glennrics for noticing.
2012-12-10 16:13:22 +01:00
Glenn Rice f6df3d1513 OSX build fix for the unordered_map/hash_map issue. 2012-12-10 08:40:27 -06:00
Glenn Rice e85438cba0 Clean up gcc/g++ compiler warnings that have accumulated. 2012-12-10 00:40:28 -06:00
NeoBrainX bed260aa14 VertexShaderManager: Fix redundant shader constant updates.
Thanks to konpie for spotting this.

Might give a fairly perceivable speedup in the D3D11 backend.
2012-12-01 14:23:24 +01:00
rog db458a234a Merge branch 'desync-fixes' into movie-fixes 2012-11-26 12:40:56 -05:00
rog 97f5b1665f what is this even... 2012-11-26 02:11:52 -05:00
NeoBrainX 0fcb246b7e Enable GFX debugger functionality in Release builds. 2012-11-20 17:54:48 +01:00
NeoBrainX 4f652c4086 Partially revert "Check if BP and XF changes actually change values before flushing". Dolphin code sucks too much to get optimizations.
This reverts commit 5a77cae2e3.

Fixes issue 5459.
Fixes issue 5606.
2012-11-19 21:09:31 +01:00
NeoBrainX 4ff9e03509 Merge branch 'efb_scaling_fixes'. 2012-11-19 13:18:57 +01:00
NeoBrainX b02bb7617f Fix some fractional EFB scaling issues. 2012-11-19 13:10:32 +01:00
XtraFear d6697d50c7 Added option to toggle the display of On-Screen Display messages in the Interface tab. 2012-11-16 23:54:48 +01:00
NeoBrainX f88e7d3b73 Fix an off-by-one error. 2012-11-16 14:29:11 +01:00
NeoBrainX a38bb488d2 Remove Renderer::xScale and Renderer::yScale. 2012-11-16 14:29:09 +01:00
NeoBrainX 78031c2d54 Move ComputeDrawRectangle() to Renderer::UpdateDrawRectangle(). 2012-11-16 14:25:49 +01:00
rodolfoosvaldobogado ee72852491 implement some code to reduce the amounts of calls to setup vertex format, in d3d9 it gives no noticeable speedup, in opengl it still does not work right.
thanks to neobrain for the idea
2012-10-26 23:18:09 -03:00
rodolfoosvaldobogado eaa1ea71c1 Implement the new buffer approach in opengl. sadly in my machine it gives my only 2 more fps and if your hardware does not support ARB_map_buffer_range is even slower than plain vertex arrays.
change naming in all the backends vertex managers to make more easy to continue with the merge an some future improvements.
please test this as i'm interested in knowing the performance in linux and windows with the different hardware platforms.
2012-10-26 11:34:02 -03:00
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