Commit Graph

96 Commits

Author SHA1 Message Date
donkopunchstania d5e5730fef If perspective divide is enabled and texture coordinate Z is 0 then leave texture coordinates alone. Fixes issue 3676.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6964 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-01-29 08:34:57 +00:00
Rodolfo Osvaldo Bogado 4c58c7ea03 initial implementation of fog range adjust, I don't think is correct or work right but is a start.
some tweaks and fixes.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6957 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-01-29 04:31:56 +00:00
Soren Jorvang 955e3abe9e Clean out the long since bit-rotted video profiling code.
Profiler.{cpp,h} also happened to be the only dupliated
filenames left in Source, the absence of which should make
link-time optimization easier to get working.


git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6935 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-01-27 21:57:36 +00:00
Rodolfo Osvaldo Bogado 4c704be0ed second try, a compilable :) fix for issue 3976 and some optimizations to color loading that will not mess with colors.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6917 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-01-25 22:30:15 +00:00
Shawn Hoffman efa9e81ca0 buildfix
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6912 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-01-25 05:57:49 +00:00
Rodolfo Osvaldo Bogado 4c47fd0d49 revert my optimizations until i fix some errors and really fix issue 3976
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6911 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-01-25 03:45:44 +00:00
Rodolfo Osvaldo Bogado 470ed118f5 little fix for issue 3976.
some optimization for vertex color loading, please test  for any change in game color, this is a optimization so nothing should change :)

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6908 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-01-24 21:26:39 +00:00
Rodolfo Osvaldo Bogado d47d2a05d2 some little optimizations and some cleaning.
now lighting should be fully functional again in SM 2.0 cards

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6794 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-01-09 14:13:24 +00:00
Rodolfo Osvaldo Bogado 9d30d1348e fix Issue 3539
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6622 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-12-19 22:24:19 +00:00
nitsuja- 98fe8437ae reduced frequency of dx9 ps_2_0 pixel generation errors, and made dx9 efb depth peek of 16-bit depth buffer not use 24-bit adjustment factor. shouldn't affect other the plugins.
(probably nobody else cares, but I need at least one video plugin that actually works on this computer)

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6618 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-12-19 20:59:23 +00:00
NeoBrainX aa226aaf41 Revert most stuff from r6517 and revert r6501.
PixelShaderGen changes broke Mario Kart Wii, ClearScreen changes broke Super Mario Sunshine.


git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6592 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-12-16 17:40:45 +00:00
Glenn Rice d171f7277b Fix the nogui build on linux. The software plugin config dialog should not be built.
Fix the default wiimote emulation mouse button settings on linux.
Fix a little c++ operator precedence issue.


git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6534 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-12-05 18:10:13 +00:00
Soren Jorvang f169def36f First pass at dealing with different size_t/off_t sizes in C90 environments.
Most of the code dealing with the LogTypes namespace was C which lead to a
lot of nonsensical casting, so I have dumbed LOG_TYPE and LOG_LEVEL down to
plain C even though the move of wiiuse into Source means we don't currently
call GenericLog from C.

Set logging threshold to MAX_LOGLEVEL at startup so debug builds will also
p  rint debugging messages before the GUI is running.

For some reason the way we use SetDefaultStyle doesn't play nice with wx 2.9
so we just get the default black text on a black background. Using a gray
background works around that problem, but I found it to also be much easier
on the eyes so I have switched the background color on all versions.


git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6528 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-12-05 15:59:11 +00:00
Rodolfo Osvaldo Bogado 6df84ddc31 little fix for r6517
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6520 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-12-05 03:36:37 +00:00
Rodolfo Osvaldo Bogado c8305a7b7d two fixes in this commit:
first fix for issues introduced in sms in r6501, please test for a regressions in The Calling
Second Fix for Issue 3539, by making pixel Dept calculation an option. in games with this issue Enabling pixel depth will solve the issue, in other games disabling the option will not cause speed lost
some cleanup in dlist cache

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6517 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-12-04 17:58:33 +00:00
donkopunchstania f91ac92895 Change comparison in specular light function. Fixes issue 1258.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6505 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-12-01 04:50:25 +00:00
donkopunchstania 1f660de7e5 Avoid repeatedly asserting in SWG plugin when matrix indices don't match. Small change to the transform unit to avoid some unnecessary work. Check if Q is zero before dividing UV coordinates by it. Fixes issue 3454.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6504 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-12-01 04:26:21 +00:00
NeoBrainX 76b9e975d5 DX11: Fix mipmaps. Someone forgot creating them at the proper time ;P
DX11: Fix a DX11 debug runtime error caused by the vertex shader output signature and the pixel shader input signature not matching if per-pixel lighting is disabled. Someone forgot disabling those pixel shader parameters ;P
DX11: Enable use of dynamic textures wherever possible.
DX9: Remove two unnecessary TODOs. Someone forgot removing those since they've been obsolete for a long time ;P

Anyway, at least working mipmaps and dynamic textures should increase DX11 performance a bit. And "a bit" is more than my usual "marginally" ;)

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6473 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-11-24 19:13:19 +00:00
gnick79 4267adbd5e Related FOG changes:
* revert back to proper upscale mantissa of parameters A and C
* properly downscale magnitude to 0.24 bits instead than ≡0.23
* Z Eyespace conversion for projection by original patent concept

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6463 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-11-23 13:57:01 +00:00
Nolan Check 2ec3db44ed OpenGL plugin: Support for dual-source blending, CURRENTLY DISABLED. It doesn't work yet. To fix it, we may need to convert all our shaders to GLSL so that we can use glBindFragDataLocation.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6306 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-10-23 19:55:19 +00:00
Nolan Check 95cfca08e2 Put infrastructure in place so that other plugins may support dual-source blending.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6296 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-10-21 05:22:18 +00:00
Nolan Check cb453a0fb3 DX11 plugin: Do destination-alpha in a single pass. No more drawing the same geometry twice! SMG is faster now because it uses destination-alpha extensively. This uses dual-source color blending, a DirectX 10-level feature. The equivalent OpenGL function comes from the GL_ARB_blend_func_extended extension, which was made core in OpenGL 3.3.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6294 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-10-20 03:11:22 +00:00
Rodolfo Osvaldo Bogado 7797b9d753 a little bugfix and a small optimization.
this should fix issue 3313 but i can't test it


git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6267 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-10-10 14:35:31 +00:00
Rodolfo Osvaldo Bogado e641323de2 i know still a lot to fix and much work to do but sometimes experiments are fun :)
for all the plugins implemented per pixel lighting, this will make games that uses lighting  a lot nice. (just look at mario sunshine and compare :))
for dx9: implemented temporal anaglyph stereo: just grab your red-cyan glasses  and enjoy.
stereo calibration: use stereo separation ( distance of the point from you are looking) and Focal Angle: the angle necessary to focus in one particular object.
this settings are different in every games as they use different depth ranges.
please for any regression and bug introduced by this commit.
if you ask why i did not implement stereo in dx11 and opengl the reason is one: they don't work right when i have more time will try to find a way to make them work.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6224 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-09-23 02:17:48 +00:00
Nolan Check 4229d9e01e Remove a bunch of freshly-obsolete code
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6148 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-08-29 19:34:54 +00:00
Rodolfo Osvaldo Bogado fb1c14e2cc long time no commits :).
fixed one of the last graphic problems in smg, now the glow in the plants and planets must be correct.
the error was caused by a error in lighting calculations. so it must affect other games.
please test and let me know the results.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6103 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-08-16 22:37:04 +00:00
Soren Jorvang 949b873dc8 Further *BSD portability.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5958 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-07-23 23:51:34 +00:00
Rodolfo Osvaldo Bogado f78133f261 big changes here:
- Eliminate the useless check for cpu modifications option from efb to ram as it must be enabled always
- use constant names in dx11 for buffer length calculation instead to simplify code reading
- implemented scaled efb copy in opengl, still bugy in some games, the option is not in the gui but will add it when it works perfect
- Change the depth calculation behavior:
if the game use z textures is exactly the same as before.
if the game do not use z texture calculate z values in the vertex shader. the advantage id this approach is that early z culling is applied,
improving fill rate. this mus speed up things, even with ssaa and msaa enabled.
please test for regression and enjoy.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5896 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-07-18 00:18:31 +00:00
Rodolfo Osvaldo Bogado 0f5998d358 little fix for error introduced in shader generator in R5842
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5844 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-07-06 17:21:24 +00:00
luisr142004 e9e12ff100 cleanup + some eolz
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5842 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-07-06 13:14:51 +00:00
Rodolfo Osvaldo Bogado 12a676c273 this is a pure optimization commit:
return to the  old values in constants in pixelshader, the old values give mi 3 or 4 fps more,(maybe some kind of compiler optimization) in some games and with the current algorithm i notice no difference with this values, please report any problem.
optimizes SSAA to make it a little faster and, the quality should be the same but with a little speedup.
change the way the frame is processed depending is xfb is enabled or not to make this a little faster.
please test and report any problem

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5820 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-07-02 17:09:53 +00:00
Rodolfo Osvaldo Bogado a52d2f0ccc little fix for may last commit
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5813 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-06-29 16:54:15 +00:00
Rodolfo Osvaldo Bogado d511b50612 this commit is divided in 4 parts:
1 - Optimize pixelshadergen to avoid redundant register overflow math, with this if a game don't need this will be not applied.
this must bring some fill rate back and improve speed a little in fill rate limited systems.
2- some corrections to vertexshadergen to avoid uninitialized texture coordinates, dono if is the correct way to fix it but t least it will make house of the dead overkill playable in dx11.
the bad thing: still missing geometri in dx9, in dx11 it works exactly as on opengl.
3 - some optimization made to improve fps a little wih the latests changes made to fifo.
* back to the original code in beginfield as now it will work right.
* check for efb access more often as a lot of time is lost waiting for efb access
4 - apply a little fix for missing textures in nvidia opengl tanks to  Wagnard28 for finding that nvidia does not like invalid shader id :)
please test for any regression

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5812 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-06-29 14:40:37 +00:00
Rodolfo Osvaldo Bogado fc12291806 some fixes to my last commit and ....
modify shader generator to produce native sm 4.0 code.
eliminate compatibility mode in dx11 so now all shader must work much better.
please test.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5691 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-06-14 14:36:01 +00:00
Rodolfo Osvaldo Bogado 41266b5ed0 fast fix for pixel shader compilation in dx11
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5687 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-06-14 03:09:44 +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
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 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
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
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
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 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 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
Glenn Rice 1d40b8a5ae Systematically eliminating compiler warnings.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5117 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-02-24 03:38:36 +00:00
Rodolfo Osvaldo Bogado c4c809f6b1 Small fixes:
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
2010-01-19 15:00:45 +00:00
hrydgard 3e01152793 Shader Disk Cache implementation for D3D. Saves generated shaders on disk. Eliminates "freeze jerks" in D3D plugin the _second_ and later times you play something.... not much to do about the first time. The D3D shader compiler is just slow.
Also assorted cleanup around the shader code.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4869 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-01-17 17:44:09 +00:00
Rodolfo Osvaldo Bogado 8de76f8fe8 ok big changes here:
in videocommon little fix for the alpha test values, return to the original values as they are more accurate.
in D3D:
huge change in state management, now all the state management is centralized and redundant state changes are eliminated.
Fixed the overlapped viewport error in non ati cards:
the error was caused by this: when a viewport is defined larger than the current rendertarget, an error is thrown and the last valid viewport is used, this is the reference behavior, in ati cards if a larger viewport is defined, no eror is returned, the rendering is valid and is rendered using the projection defined by the viewport but limited to the rendertarget are, exactly like opengl or the GC hardware.
to solve this in reference drivers defined a large rendertarget (2x the size of the original) and proceed to render in a centered quad insithe the larger rendertarget, in this way larger viewports always falls inside a valid rendertarget size, the drawback of this is the waste of resources. it can be dynamized, depending or games or changed at runtime when a oversized viewport is detected, but i live that to future commits.
please test this and let me know the results.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4841 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-01-15 15:52:08 +00:00