Commit Graph

551 Commits

Author SHA1 Message Date
ayuanx f7a91ff3cd Unleash the beast.
Improved dual core mode for "Metroid Prime 2", "Star Fox Adventures", etc. 

I should have committed this long time ago, but I don't have every game to test compatibility... Any way, better late than never.

PS: If any regression observed, feel free to revert this rev.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5681 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-06-13 20:06:29 +00:00
NeoBrainX 3ea2a1387c Add a DX11 video plugin.
Might or might not work for you, yet.
Anyway, read the soon to be created forum thread on this plugin before asking any questions.

Huge thanks to rodolfoosvaldobogado for helping me out in various areas.
Also, thanks to everyone on IRC who supported me during development ;)


git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5680 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-06-13 19:50:06 +00:00
Rodolfo Osvaldo Bogado 20e3919033 apply James333 patch to make dx9 plugin use wxwidgets.
some other minor warning fixes.
thanks to James333 nice patch :)

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5679 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-06-13 19:41:07 +00:00
NeoBrainX a6ebc8234f Preparing stuff for DX11:
- be more strict with the input signature of generated pixel shaders
- replace the D3D parameter with an API_TYPE one, so that we can further distinguish between DX9 and DX11
- for what it's worth dx11 (using vs_4_0) doesn't support D3DCOLORtoUBYTE4; added a workaround for this
- add a "dx9-" prefix to the shader cache files to avoid conflicts with dx11 shaders

Apart from that we're calling CommandProcessor::Shutdown() in main.cpp,Shutdown() now.
Delete all files in User/ShaderCache if you want to save a few KB disk space :P


git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5659 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-06-12 15:49:21 +00:00
Rodolfo Osvaldo Bogado ce3c2700e7 This commit is separate in two parts:
Fix: fix for lighting equations , that must improve lighting in a lot of games (  test smg :) )
experimental speedup: implemented alpha pass using stencil buffer instead of a duplicate shader. i recommend to test this well as i dono if will work the same way in all the systems. i my system it gives a nice 2-5 fps improvement. if it brings problems in any system or game will revert asap.
enjoy

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5653 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-06-12 12:36:33 +00:00
Soren Jorvang 404c625622 Simplify the SCons build:
On OS X, build all code as Objective-C(++).

Centralize framework handling.

Cleanup.


git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5645 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-06-10 14:18:21 +00:00
Rodolfo Osvaldo Bogado 9d792d4673 added ssaa and efb scale as separate configurations:
efb scale :
auto fractional: the original scaling way, will grant a 1:1 pixel mapping between efb and screen giving the best image quality even in non standard resolutions
at the cost of glitches in some games.
auto integral: automatic but only int values for the scale, no glitches but only the correct pixel scaling when using some resolutions.
the rest are the fixed scales.
enjoy.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5639 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-06-09 15:33:01 +00:00
Shawn Hoffman 4a0c8fc0c9 Hg:
enable newline normalization
get revision number via `hg svn info` for svnrev.h
ignore incremental/generated binary files (windows/VS at least)
leave a comment if some files need native eol set in svnprops

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5637 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-06-09 01:37:08 +00:00
luisr142004 2e783d9769 space changes, merge #defines, language fix, and code reorder/cleanup :P
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5614 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-06-05 01:38:22 +00:00
Rodolfo Osvaldo Bogado c98f8a96d2 HUGE commit :)
in general cleanup and bugfix disable pierre  patch for the moment as it causes problem in some games and hopefully fix the remaining missing textures for nvidia users in opengl.
make the code in pixelshadergen looks nice and readable.
D3D: this is a ultra experimental commit please check for regressions or error.
make the efb Scale / super sampling level customizable to improve the output quality and let the user configure quality according to his hardware.
is everyone likes this change will translate it to opengl
please test


git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5612 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-06-05 00:01:18 +00:00
hrydgard 12a4c25e9f Port InputPluginCommon to use the original IniFile code, get rid of Billiard's.
a few minor warning/compile fixes.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5604 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-06-04 20:03:03 +00:00
hrydgard a3c96ac42c Warp back to 5578. Sorry for the lost changes, please re-apply. Reason: 5579 is a complete disaster.
Not only does it change tons of files to switch to a new and non-working (it doesn't parse my ini files, at least) ini parser, it also reshuffles a lot of code and removes a plugin. The latter part is fine, but doing these two major switches in one revision, one of which is broken, is completely unacceptable. I said to merge tiny changes, not massive reworkings.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5589 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-06-03 18:05:08 +00:00
Shawn Hoffman e4085f0f04 Merge GCPadNew into Dolphin. This takes place in three segments: Core, InputCommon, and InputUICommon. From now on it can be referred to just as "GCPad".
Switch to Billiard's IniFile implementation throughout Dolphin (it's faster!!).

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5579 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-06-03 04:55:39 +00:00
Soren Jorvang 30e437f9e3 Fix some cases of variables being used uninitialized. Also some unused
variables, writeable strings and dangerously shadowed variables.

index(), gamma(), exp() and y0() are POSIX functions and using those
names can cause namespace confusion.

A number of C files were missing the final newline required by ANSI C
and some versions of GCC are pedantic enough to complain about this.

These changes simply the scons build, allowing us to get rid of
filterWarnings which is simply more trouble than it's worth.


git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5574 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-06-02 20:35:12 +00:00
Soren Jorvang 664cea45c7 Meta:
Using Unix tools to operate on a tree containing filename with spaces in them
is really annoying, so rename the handful of instances where there were spaces.

Host.cpp has never been used.

Games tend to lookup the following directories that we don't yet have anything
to put in, so prepopulate them in Data/User/Wii:

title/00010001
title/00010002
title/00010003
title/00010004
title/00010005
title/00010006
title/00010007
meta
shared2/title
 
Set eol-style native on a number of text files which didn't already have it.


git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5572 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-06-02 18:00:22 +00:00
Jordan Woyak ceabf90bda Improve iterator usage.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5528 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-05-28 23:14:16 +00:00
Rodolfo Osvaldo Bogado 66914c7ae4 lets apply some mathematical magic:
* optimize may last commit to make it faster
* reorder the code to make it more readable
please test and enjoy


git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5520 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-05-27 21:43:07 +00:00
Rodolfo Osvaldo Bogado 253573ea02 ultra experimental commit. fixed tev functionality, now it must be almost perfect emulating native hardware.
please test as many games as you can this should impact a lot of games.
enjoy

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5511 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-05-27 03:05:43 +00:00
Soren Jorvang 810e6d53f0 For these assertions to trip, enums in CPMemory.h which seem pretty much set
in stone would have to change.


git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5496 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-05-26 21:05:42 +00:00
Soren Jorvang f2609d1af3 #if 0 work-in-progress code.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5488 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-05-26 20:52:44 +00:00
Soren Jorvang 57a22f670f Remove unused variables.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5480 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-05-26 20:43:16 +00:00
pierre 2e12bd5e34 Fix a few compiler/valgrind warnings, kill check for 17th texenv registers,
and one problem reading a truncated sram file.


git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5474 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-05-24 14:53:27 +00:00
pierre b73b77014f Rework the logic for avoiding lerp() in shader code
This should give the exact same shader code except for the cases of
SELA == SELB and SELC == 1, the latter only for the color combinder.
In these two cases the results of the shader should not change in any way.

It would have been possible to optimize the SELC == HALF case too, if
the actual factor had been 0.5f instead of 0.4980392f.


git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5472 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-05-23 22:46:13 +00:00
Rodolfo Osvaldo Bogado 782d9111e5 let's keep experimenting:
almost fixed real xfb in d3d, i say almost because there are some minor scalling problems. hope will fix them soon.
implemented a more intelligent index generator to emulate more accurately the behavior of the gc.
please give me feedback on this changes.
enjoy :)

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5465 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-05-22 21:58:43 +00:00
pierre b1a79b822d Use symbolic names instead of numbers and bump cache version
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5464 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-05-22 20:40:43 +00:00
pierre 78b7a95d3f Modify r5462 as requested by rodolfoosvaldobogado
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5463 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-05-22 19:55:07 +00:00
pierre e07a91930d The result of the last texenv stage is used regardless of destination register
The real hardware probably always sends the result of its computations
to the alpha test/fog units, in parallel to its registers, but those
only take the result of the last texenv stage.

This makes grass show up in ZTP, where the last texenv stage oddly writes to
reg #3 instead of #0.


git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5462 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-05-22 16:54:34 +00:00
Rodolfo Osvaldo Bogado 2c7a08fc61 after a good commit lets make some experiments:
implemented fixed efb scale to improve alignment and discard some error caused by incorrect scale.
make both plugins work similar. this must improve opengl image quality a lot.
also implemented dynamic resizing in opengl, this way the resolution math the windows resolution on resize.
this is highly experimental so please test a lot.
implemented shader dumping on error thinking  in future experiments with shaders.
enjoy :)

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5458 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-05-19 03:15:36 +00:00
Rodolfo Osvaldo Bogado 7947543d98 a little optimization in shaders constants setting , based on the same idea of nodchip changes.
a MAYORRRRRR change in pixel shader generation, please review all games you can and leave comments this must improve accuracy in graphic emulation a lot.
for example: mario eyes in super mario galaxy, water pod transparency an water transparency on game intro in super mario sunshine, etc.


git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5457 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-05-17 22:17:46 +00:00
Rodolfo Osvaldo Bogado 0ea01d8462 fast commit :
make native mips loading an option to prevent performance lost in game that not need this functionality.( thanks to dorian.fevrier for point the performance lost.)
added a patch from  pierre@pirsoft.de to avoid vertex drops when index array is full in opengl implementation that do not support large index arrays

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5432 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-05-04 14:43:30 +00:00
Glenn Rice 140332c02e Move fullscreen display resolution control to the GUI with the rest of the fullscreen toggling code. This removes redundancy of code that was in several places through the various video plugins. Unfortunately it means the fullscreen resolution setting also had to be moved to the main configuration dialog. I am sure that will meet some resistance.
Also added a window size setting for windowed mode.

Also pulled some X11 specific code out into a separate file.


git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5395 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-04-22 04:28:34 +00:00
skidau 7a7d1a7b55 Re-added Skies of Arcadia projection hack. Fixes issue 2514.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5372 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-04-15 09:23:59 +00:00
nitsuja- 22551a0a8a a few minor code fixes.
also added a user file that should simplify running from VS for newcomers

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5338 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-04-12 02:00:15 +00:00
Glenn Rice 33a64d5db0 Big restructuring of how the video plugin works. In linux and windows you shouldn't see a change in the functionality; however, there are changes in how render to main or not, and fullscreen modes, and such are handled. Input is largely restructured for the video plugin. It is now handled by the host. Keys for pausing and changing fullscreen are configurable. More will probably be later. This is probably classified as highly experimental.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5336 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-04-12 01:33:10 +00:00
nodchip 32794fc028 VideoCommon: Fixed the bug that some texture become black in SSSE3.1 codes.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5309 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-04-10 01:37:51 +00:00
nodchip 956b8eb54d VideoCommon: Added automatic selection routines for SSSE3/SSE4.1 codes. It selects SSSE3/SSE4.1 codes only if a proper preprocessor definition is defined and the target cpu supports SSSE3/SSE4.1. The selection routines in VertexLoader_* use function pointers. TextureDecoder uses a combination of "#if" and "if" statements.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5302 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-04-09 15:13:42 +00:00
nodchip 6136c94de5 VideoCommon: merged SSSE3/SSE4.1 codes. Added some additional SSSE3/SSE4.1 codes which will be used in "The Legend of Zelda: Twilight Princess".
These codes don't work unless "_M_SSE=0x301", for SSSE3, or "_M_SSE=0x401", for SSE4.1, is defined as a preprocessor definition.


git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5300 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-04-09 03:02:12 +00:00
Jordan Woyak 758bcf17cb Tweaked the widescreen hack: It now "hacks" to and from any aspect ratio, not just from 4:3 to 16:9. When "Stretch to Window" is chosen, the aspect ratio will be adjusted to 5:4, 16:10, or anything (whatever the aspect ratio of the window is). Works for 4:3 and 16:9 games.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5280 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-04-04 22:52:27 +00:00
Rodolfo Osvaldo Bogado a4736f7f6b back to limit vps instead of fps as this fix fps limit and now it works correctly as now the sync between the plug in and the core is almost correct.
fixed fps display in the top bar, now it shows the real fps of the game.
some code clean up and some corrections to make everything work right in the reference renderer.
multiples xfb now is broken even in single core as is was not an error caused by dual core, i really dono where the error is,everything looks correct but if you test a game with multiples xfb or the ipl you will see the error.
ector if you can take a look at he code and throw me some ideas i'll thank you.
please test.


git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5272 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-04-03 22:22:55 +00:00
skidau 962fef0626 Fixed bug where the projection hack setting was not being saved in the Game Properties dialog.
Removed the obsolete projection hacks:

* Final Fantasy CC Echo of Time
* Harvest Moon Magical Melody
* Baten Kaitos
* Baten Kaitos Origin
* Skies of Arcadia

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5271 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-04-02 21:28:56 +00:00
Sonicadvance1 e0b4cbcdae Another one bites the dust
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5263 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-04-01 10:06:43 +00:00
donkopunchstania 70627c5652 Extend the OGL virtual XFB to handle games that use multiple XFBs to make a frame. This should allow games that require the XFB to work without using a real XFB in RAM which is slow and limited to the original resolution. To use this enhancement you must check Use XFB in the options. The previous option was renamed Use Real XFB. I don't think this works with the aspect settings yet.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5185 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-03-10 06:45:13 +00:00
Glenn Rice c455673f87 Added scons options "shared_libname=true" to link agains the system shared libraries for lzo, sfml, and soil. For example add the scons option "shared_lzo=true" for lzo. This will check for the system libraries and then fall back to building and linking statically against the Externals if not found. You must have liblzo2-dev, libsoil-dev, and libsfml-dev installed. Note that you need version 1.5 or later for sfml. Currently scons doesn't check the version for you.
If you are having trouble with segmentation faults in linux try "shared_soil=true".  That seems to fix the problem.  How do we fix this for the static build?


git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5182 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-03-09 22:17:33 +00:00
donkopunchstania cc7c6cd35f Texture coordinates are stored in fixed point format in TEV which allows overflows to be emulated correctly. Added logic to calculated texture LOD and use the correct mip. Dumping textures will now dump all mip levels. Added line rendering. Changed data stored in vertex from float arrays to vectors for cleaner math.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5178 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-03-09 04:38:07 +00:00
Glenn Rice beba3b7f5b Removed more compiler warnings in linux.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5170 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-03-07 22:48:37 +00:00
nodchip 2dabcb881c Fixed the crazy code in r5161.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5163 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-03-06 10:07:37 +00:00
nodchip d69478e539 Reverted the comparison function to r5159 and rewrote map to hash_map. I confirmed that the code can be compiled and run under Visual Studio 2008. And I confirmed the code can be compiled under gcc 4.4.0 (mingw). I could not confirm that the code run under linux.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5161 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-03-06 02:07:48 +00:00
nodchip 1b61742b53 Rewrote a object-comparison code using a standard function. It's a tiny refactoring.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5160 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-03-05 12:04:09 +00:00
nodchip 2941bef44b Fixed a wrong type in r5140.
Commited code that I forgot to commit in r5140.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5141 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-02-28 12:14:40 +00:00
nodchip 1c34052266 Refactored VertexLoader::CompileVertexTranslator(). Now texture coordinates loaders are also selected from a function table. I will add a hack to increase the speed in the next commit.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5140 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-02-28 11:36:00 +00:00