- 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
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
Thanks soren for the macosx fixes, this fixes the windows build and eliminates some warning from the same.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5643 8ced0084-cf51-0410-be5f-012b33b47a6e
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
hotkey configuration working with wx 2.9, but it turned out to be
too tempting to use it to hack up OS X keyboard support using wx
key events in the "old" input plugins.
It was with some reluctance that I used PAD_Input (and copied it
for Wiimote as well) as that is clearly a deprecated interface,
but this way the hack is contained within the old plugins for when
the switchover to ControllerInterface happens.
The idea is to provide stable keyboard support on OS X for both
GCPad and Wiimote while we debug HID keyboard and real 'mote code.
It works pretty well, although the wx approach does impose a few
limitations like no arrow keys and left/right side modifier keys
are considered equivalent.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5622 8ced0084-cf51-0410-be5f-012b33b47a6e
just the basename like libPlugin_foo.dylib. Dolphin then loads the
plugins relative to the compiled-in plugins directory.
This means that you won't have to reselect the plugins when running
different builds (in different directories) and is most obviously
beneficial on OS X where application bundles are not (should not) be
expected to stay in the place where they are first installed.
This is tested on OS X and Linux with local/global build options, but
not Windows. I don't anticipate any problems on Windows, but that OS
does have slightly different semantics with regard to path component
separators and file suffixes, so it's something to watch out for.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5621 8ced0084-cf51-0410-be5f-012b33b47a6e
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
Have lint mean -Werror at least until the issue with
-Warray-bounds and -Wunused-result can be resolved.
Avoid producing empty object files:
CoreRecording.cpp is not configured through the build system,
so just give it a dummy symbol when it's not compiled in.
ChunkFile.cpp and DSPBreakpoints.cpp are no longer used.
ExtendedTrace.cpp is Windows-only.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5592 8ced0084-cf51-0410-be5f-012b33b47a6e
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
CoreRecording.cpp is not configured through the build system,
so just give it a dummy symbol when it's not compiled in.
ChunkFile.cpp and DSPBreakpoints.cpp are no longer used.
ExtendedTrace.cpp is Windows-only.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5587 8ced0084-cf51-0410-be5f-012b33b47a6e
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
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
initialization failure, so help it along a little by also considering
the CPU as an OpenCL device.
Use CL_DEVICE_TYPE_DEFAULT rather than CL_DEVICE_TYPE_ALL as that will
give preference to the spiffy GPU if one is present. Implementations
of OpenCL are likely to put a GPU as the first device in the list, but
there is no guarantee of this and this code currently only picks the
first device in the list.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5547 8ced0084-cf51-0410-be5f-012b33b47a6e
* 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
strcasecmp is provided by Source/Core/Common/Src/CommonFuncs.h
and vswprintf is overloaded in C++ to take the same parameters as
vsnwprintf, according to MSDN.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5470 8ced0084-cf51-0410-be5f-012b33b47a6e
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
For some reason something in (or included in) Frame.h messes up the SFML inclusion in NetPlay.cpp.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5426 8ced0084-cf51-0410-be5f-012b33b47a6e
made Lua run on the CPU thread to fix unreliable script execution issues
several fixes so the Lua savestate functions can actually work
added Lua function savestate.verify to help with catching desyncs
implemented FailVerifyAtFrameBoundary in Lua interface
added a Clear button to the LuaWindow
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5382 8ced0084-cf51-0410-be5f-012b33b47a6e
Enable it by uncommenting the defines in JitBase.h. For breakpoints to work in JIT mode, the block cache must be disabled. The PPC instruction trace, regs, fpu regs, flags, generated x86 binary and generated x86 disasm are logged in the Dynamic Recompiler log.
Fixes issue 1052.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5314 8ced0084-cf51-0410-be5f-012b33b47a6e
And to help test things like that: DSPJitTester (use with caution on x64, most likely fails there; r5250 might be why)
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5306 8ced0084-cf51-0410-be5f-012b33b47a6e
Changed the default font for the log window to the local font (why was a Japanese font the default?). Also fixed an issue that prevented the log windows settings from being saved properly. Lots more needs to be done with the AUI manager. That stuff doesn't work.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5213 8ced0084-cf51-0410-be5f-012b33b47a6e
SysConf: removed the Save call in the dtor, this crashes on linux trying to read m_Filename (which might be already freed).
Common: set eol-style native, again.
Fixes Issue 2332
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5082 8ced0084-cf51-0410-be5f-012b33b47a6e
sorry to tell but this will bring a speed drop, so let you decide if this change stay or not.( used the fastest open source hash algorithm i know)
do not apply full hashing to other format because it kills the performance.
for popular request added 9x SSAA believe me will kill your graphic card even if is the best but the image quality is exceptional.
as always please test and let me know the results.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5034 8ced0084-cf51-0410-be5f-012b33b47a6e
implement proper window handling (d3d/sw) which i believe fixes a hang that occurs when a game is stopped (plz test this :)) + some minor stuff
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5030 8ced0084-cf51-0410-be5f-012b33b47a6e
Basic usage: "sudo scons install=global install"
Hopefully this doesn't break builds on Macs. I have tested this on linux and windows.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4994 8ced0084-cf51-0410-be5f-012b33b47a6e
Advantages:
* Less confusion for users
* No need to build twice to make sure you didn't break something
* Easier to switch between the cores for testing
Disadvantages:
* None, as far as I can tell :) Maybe some extra code complexity, but not much.
Also break some include chains that caused <windows.h> to get included into everything, slowing down the build on Windows. There's more to do here though, there's still a lot of files that get it included that don't need it at all.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4891 8ced0084-cf51-0410-be5f-012b33b47a6e
in opengl correct an error introduced by mi in efb to ram alignment, it's seems to fix SMS but it missalign a lot of other games, so revert to the default. must solve truncated coins in NSMB.
revert alpha testing values to the values in rev 4812 as they fix some games.
in d3d dynamized the Render target size so it will change at runtime when viewport exceed it size, in the worse case it will cause a missing frame when resizing but in the games I tested is not noticeable at all
This must solve all the remaining viewports problems in nvidia cards, in ati this is not needed.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4888 8ced0084-cf51-0410-be5f-012b33b47a6e
* must use a truncating float-to-int conversion, for example.
* introduce optimized variants of the single value psq_st operation (JIT only).
* fix bug in SafeWriteRegToReg when swap = false
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4861 8ced0084-cf51-0410-be5f-012b33b47a6e