Commit Graph

3380 Commits

Author SHA1 Message Date
rog a5d210129d Add an on screen lag counter. 2012-11-11 17:57:06 -05:00
rodolfoosvaldobogado 53b62ab169 This should fix the bugs introduced by my last commit please retest the games that where showing graphical glitches. 2012-11-10 11:37:08 -03:00
NeoBrainX 6f21f5eb34 Video_Software: Implement texture preloading 2012-11-03 15:41:41 +01:00
Ryan Houdek fb92c338af Bit of cleanup and fixing of one issue that was noticeable in SMS with Mario's shadow. 2012-10-27 22:50:06 -05:00
Ryan Houdek dfb3c44d1a Remove glMatrixMode and glLoadIdentity calls in Render.cpp which do absolutely nothing. 2012-10-27 18:27:16 -05:00
Ryan Houdek 8c1d104ca3 Change EFB copy location rectangles over to a Vertex array 2012-10-27 18:10:31 -05:00
Ryan Houdek c1fd640964 Rebase immediate-removal on master 2012-10-27 17:22:48 -05:00
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
rodolfoosvaldobogado 72cb1734ee Some code cleaning for my last commit.
the amount and size of the buffer is now changed to "new hardware" frienly values and will fall back to the right values if hardware does not support them.
my next commit will be to a branch, with my ogl work.
2012-10-22 19:37:26 -03:00
NeoBrainX 52963584f0 [bugfix] Make sure to specify the correct max lod level. 2012-10-20 21:07:03 +02:00
NeoBrainX 9d5fc3d7f0 [bugfix] Properly decode lod_bias. 2012-10-20 21:07:03 +02:00
NeoBrainX 6c8a22de24 [bugfix] DX9::TextureCache: Use max_lod instead of min_lod where necessary. 2012-10-20 21:07:03 +02:00
NeoBrainX 0706050b74 [cleanup] Vastly clean up backend-specific sampler state logic. 2012-10-20 21:07:02 +02:00
NeoBrainX 069d949a57 [cleanup] TextureCache: Kill the autogen_mipmap parameter 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
Shawn Hoffman 1a8005d948 set ProgramShaderCache program format correctly. 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
Shawn Hoffman 210ecad15f let us try normal c++ static init instead... 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 5085cebaf3 These checks aren't needed when using CG. 2012-10-09 23:55:59 -05:00
Shawn Hoffman 108722bed0 oops, forgot to make sure the gl program is actually free'd. 2012-10-09 23:54:18 -05:00
Ryan Houdek e3854ded73 Woops, better not forget the ing 2012-10-09 23:54:18 -05:00
Ryan Houdek 4cd748bbec Remove some warnings in ProgramShadercache, Was using wrong variable for checking dual source blending. 2012-10-09 23:54:18 -05:00
Shawn Hoffman 4c1fef8f98 refactor ProgramShaderCache::PCacheEntry 2012-10-09 23:54:18 -05:00
Shawn Hoffman aaa405c973 Checking GLEW_VERSION_4_0 is superfluous since we check GL_ARB_get_program_binary, and it's a runtime variable anyways. 2012-10-09 23:54:18 -05:00
Shawn Hoffman 31a8424bcc fix formatting uglies introduced in glsl-master branch 2012-10-09 23:54:17 -05:00
Ryan Houdek c4e7a288e5 Add in the Windows fix. 2012-10-09 23:43:22 -05:00
Ryan Houdek ee529b7125 Only use explicit attribute locations when we are supporting GLSL > 1.2 since we need in/out instead of attribute variable types. This was brought to my attention from MESA. MESA supports GL_ARB_explicit_attrib_location, but yets to support GLSL 1.3, so basically useless extension to MESA right now? 2012-10-09 23:43:22 -05:00
Ryan Houdek 5c486587a6 Write all shaders to disk on emulator stop instead of constantly. Also change pair from u64 to u32. 2012-10-09 23:43:22 -05:00
Ryan Houdek 4eb227bd4c If user doesn't compile with glew 1.6, cut out program binaries so everything still compiles. 2012-10-09 23:43:22 -05:00
Ryan Houdek 189d12b61c If CG isn't available, still compile and fallback on GLSL 2012-10-09 23:43:22 -05:00
Sonicadvance1 7c91476650 Missed a if, don't want people crashing now do we? 2012-10-09 23:42:41 -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 ef1e157786 Go back to using glGetString with GL_EXTENSIONS because glew 1.7 is required to check for newer 4.2 extensions that way. 2012-10-09 23:42:40 -05:00
Ryan Houdek ac77bbd47b Move the GLSL extension checks over here so it is nicer. 2012-10-09 23:42:40 -05:00
Ryan Houdek 7cb3d86e31 Add a define back so we work without GLEW 1.6, Also I missed a line when I was fixing binding sampler locations last night when I was tired. 2012-10-09 23:42:40 -05:00
Ryan Houdek 1aad2e9e56 There we go, actually found the issue. 2012-10-09 23:42:40 -05:00
Ryan Houdek 6759ee701d This thing fails when we don't support binding. Not 100% sure why I need to set this multiple times. 2012-10-09 23:42:40 -05:00
Ryan Houdek 66a245dd68 Remove this silliness 2012-10-09 23:42:40 -05:00
Ryan Houdek 9c09e1973a Some shader programs don't come with Vertex shaders attached, don't try to bind a Vertex Uniform block then. 2012-10-09 23:42:40 -05:00
Ryan Houdek f8d0c28e53 Set Sampler values at program make time instead of every frame. Fix an issue when The user had UBO support but not Binding support. 2012-10-09 23:42:40 -05:00
Ryan Houdek ddd4360d6d Only delete this buffer if we support it. 2012-10-09 23:42:39 -05:00
Ryan Houdek 7aad45658e Add a GUI option to use GLSL shaders. Also fix a small typo. 2012-10-09 23:42:39 -05:00
Ryan Houdek 076c1a5aa7 Make sure not to try and bind UBO locations when it isn't supported 2012-10-09 23:41:49 -05:00
Ryan Houdek ba12c0b4f5 Instead of querying the vertex attribute location. Let's bind it to where CG expects it to be as well. Was causing problems when we were trying to activate the components below and they weren't available. This fixes cubivore with GLSL shader. Also any other game that uses 3 normal pointers. 2012-10-09 23:41:48 -05:00
Jordan Woyak d70726b035 glMapBuffer was slow, go back to glBufferSubData, single combined ps/vs ubo now 2012-10-09 23:41:48 -05:00
Jordan Woyak d9117ab6a1 try combining vs/ps ubo 2012-10-09 23:41:48 -05:00
Jordan Woyak e641ede232 make use of glMapBuffer to set ubo data 2012-10-09 23:41:48 -05:00
Ryan Houdek 04836705b7 Show a bit of information when using GLSL shaders. 2012-10-09 23:41:48 -05:00
Jordan Woyak 8e80771670 fix stupid indentation 2012-10-09 23:41:48 -05:00
Jordan Woyak 73a29bf6a1 have separate variables/functions for VS/PS ubo stuff, array was confusing. 2012-10-09 23:41:48 -05:00
Ryan Houdek a809feae1a Disable UBO buffer generation if hardware doesn't support it. 2012-10-09 23:41:48 -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 a5257c1a0a Actually have Dual Source blending work for people. Forgot about this change. 2012-10-09 23:41:06 -05:00
Ryan Houdek a304af75fd Make this pretty 2012-10-09 23:41:06 -05:00
Ryan Houdek 67687a7b6d Make sure our UBO buffers are always aligned correctly. 2012-10-09 23:41:06 -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 904adb9e3d More for Billiard <3 2012-10-09 23:41:05 -05:00
Ryan Houdek ce7a54f32a Firin ma lazer 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
LPFaint99 5f0f26ef35 add ProgramShaderCache.* to visual studio project files 2012-10-09 23:41:05 -05:00
Ryan Houdek d83ead5914 Support Dual Source Blending in OGL plugin with GLSL. 2012-10-09 23:39:16 -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 081ad949ce Welp, just fixed that problem. 2012-10-09 23:35:45 -05:00
Ryan Houdek 3c9c5de722 Missed a spot. Most games work now, Still have a problem with viewtiful joe. Destination Alpha pass doesn't work yet, going to use Dual source blending on that. 2012-10-09 23:35:45 -05:00
Ryan Houdek 3160da1289 This lets us see stuff with GLSL shaders. Just need to take care of some compile errors now. 2012-10-09 23:33:02 -05:00
Ryan Houdek 7cec31dbf3 Almost there. 2012-10-09 23:33:02 -05:00
Ryan Houdek 0fc755c4df More stuff 2012-10-09 23:31:31 -05:00
Ryan Houdek 7a4c080c70 mah 2012-10-09 23:29:30 -05:00
Ryan Houdek 411357b54a Compile 2012-10-09 23:29:30 -05:00
Ryan Houdek 34c7b3fd73 meh 2012-10-09 23:29:30 -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 8f5223d0e6 More cleanups. 2012-10-03 13:44:13 +02:00
NeoBrainX 6e4a61a991 Minor cleanups. 2012-10-03 13:44:04 +02:00
NeoBrainX ac2ce8b16e Video_DX11: Remove some redundant code. 2012-09-27 18:15:45 +02:00
plbl4ster 94e49c5044 Fix frame skipping on non-win32 systems missing libav
Fixes issue 4097.
2012-08-28 12:29:51 +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 c143e08b9a Recreate screenshot texture whenever the backbuffer resolution changes. Fixes crashes when taking screenshots after changing window size or switching to/from fullscreen mode. 2012-08-07 15:18:10 +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 d33e48319f Fix accesses to the 16 lower pixels of the EFB with OpenGL
The GL EFB cache did not clamp correctly the coordinates when computing
the rectangle it needed to cache, leading to negative values being used
as indexes and often crashes.

Fixes issue 5510.
2012-07-23 22:35:51 +02:00
NeoBrainX 1c8cdebc22 Set g_texture_cache to NULL upon shutdown. Fixes a crash introduced in previous commits. 2012-06-21 14:21:16 +02:00
NeoBrainX cc0523e55b TextureCache: Properly assign texture hashes when EFB to RAM is used without caching.
Fixes issue 5472.
2012-06-20 18:18:21 +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 372e00632d Fix changing internal resolution via hotkeys (settings above 1.5x weren't accessible anymore before). 2012-05-29 13:11:28 +02:00
skidau 146b02615c Merge rodolfoosvaldobogado's zcomploc code (Graphic_Fixes branch) 2012-05-26 13:47:07 +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
NeoBrainX 54aeec7a8f Dump the redundant "save textures" function. Use TextureCache's dumping feature instead. 2012-05-13 17:48:23 +02:00
NeoBrainX a5e68ab10e TextureCacheBase: Support dumping individual mipmaps. 2012-05-13 17:41:04 +02:00
skidau ec0ddb476e Fixed texture encoding in DX11. Thanks to wordmanwords for the patch. 2012-05-06 10:51:38 +10:00
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 6ee6d0088a Merge branch 'zfreeze-new' 2012-03-29 23:02:27 +02:00
Shawn Hoffman 2ee5e5cebc Merge branch 'scons-removal' 2012-03-28 00:02:04 -07:00
rodolfoosvaldobogado 48d8d71391 Fix for my last commit, this must fix the problem in the algorithm pointed by neobrain. thanks 2012-03-27 23:14:59 -03:00
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 d15740daf1 Merge branch 'wxw3-update' 2012-03-25 12:27:38 -07:00
NeoBrainX fee98b426b Revert r41bcf657f89d, r3a9fed0ba285, r9adc119e3c2f and re58692653afd (all of them are wrong). 2012-03-24 15:58:44 +01:00
NeoBrainX 2afe605069 D3D11: Disable mipmapping when no mipmap filter is selected. 2012-03-24 06:04:00 +01:00
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
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
Shawn Hoffman c5d746f3d8 remove scons files from VS projects 2012-03-18 06:41:12 -07:00
Shawn Hoffman c3d13b048c build against wxWidgets3 from Externals on Windows.
use Externals version of libpng on Windows.
2012-03-18 02:31:19 -07:00
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
NeoBrainX 9276b76fbc VideoSoftware: Implement zfreeze (GXSetCoPlanar).
Fixes Mario Golf: Toadstool Tour's menus.

Reference:
The OpenGL extension SGIX_reference_plane seems to provide the same functionality:
http://www.opengl.org/registry/specs/SGIX/reference_plane.txt
2012-03-02 18:43:44 +01:00
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 d068686a7f Revert revision f7d757b46e. 2012-02-20 11:51:40 +01:00
Matthew Parlane fc3eb7c6a7 Fixed a few warnings. 2012-02-09 17:18:46 +13:00
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 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 cc54ee7d94 TextureCache: Move EFB copy cache code from TextureConverter to TextureCache 2012-01-31 19:51:32 +01:00
NeoBrainX a02df43e6d TextureConverter (OGL/D3D9): Kill EncodeToRam because it wasn't used anywhere and it basically does the same as EncodeToRamFromTexture anyway 2012-01-31 18:09:35 +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 5239ba88c9 TextureCache: Remove unsafe texture cache 2012-01-31 18:09:35 +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
Shawn Hoffman f57f654b59 set ProgramShaderCache program format correctly. 2012-01-18 10:22:03 -08:00
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
NeoBrainX b33be736cd D3D9/11: Degrade a PanicAlert related to EFB format changes to an ERROR_LOG 2012-01-06 13:45:51 +01:00
nitsuja 39613a95a8 initialize the uninitialized 2012-01-04 01:36:09 -08:00
Shawn Hoffman bd5cf88686 let us try normal c++ static init instead... 2011-12-29 16:25:03 +01:00
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 fbbea9bb9b These checks aren't needed when using CG. 2011-12-29 00:01:50 -06:00
Shawn Hoffman c8d0c8e217 oops, forgot to make sure the gl program is actually free'd. 2011-12-26 10:27:18 -05:00
Ryan Houdek 6f729f8cbf Woops, better not forget the ing 2011-12-26 04:09:36 -06:00
Ryan Houdek 3773d29b6d Remove some warnings in ProgramShadercache, Was using wrong variable for checking dual source blending. 2011-12-26 03:54:44 -06:00
Shawn Hoffman 5f296d0be7 refactor ProgramShaderCache::PCacheEntry 2011-12-26 02:58:52 -05:00
Shawn Hoffman 16f9d8e06d Checking GLEW_VERSION_4_0 is superfluous since we check GL_ARB_get_program_binary, and it's a runtime variable anyways. 2011-12-26 00:43:47 -05:00
Shawn Hoffman 4bc14c3473 fix formatting uglies introduced in glsl-master branch 2011-12-26 00:15:54 -05:00
Ryan Houdek b607695103 Add in the Windows fix. 2011-12-25 12:21:31 -06:00
Ryan Houdek 8349cc2551 Only use explicit attribute locations when we are supporting GLSL > 1.2 since we need in/out instead of attribute variable types. This was brought to my attention from MESA. MESA supports GL_ARB_explicit_attrib_location, but yets to support GLSL 1.3, so basically useless extension to MESA right now? 2011-12-24 08:58:51 -06:00
Ryan Houdek aa2032af2c Write all shaders to disk on emulator stop instead of constantly. Also change pair from u64 to u32. 2011-12-24 02:19:30 -06:00
Ryan Houdek b90fa37c60 If user doesn't compile with glew 1.6, cut out program binaries so everything still compiles. 2011-12-24 00:37:13 -06:00
Ryan Houdek 9bc6b83fd0 If CG isn't available, still compile and fallback on GLSL 2011-12-24 00:24:13 -06:00
Sonicadvance1 7c558df283 Missed a if, don't want people crashing now do we? 2011-12-21 22:33:33 +00:00
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
Ryan Houdek 31a9b6c322 Go back to using glGetString with GL_EXTENSIONS because glew 1.7 is required to check for newer 4.2 extensions that way. 2011-12-20 23:07:42 -06:00
Ryan Houdek dc134b9bac Move the GLSL extension checks over here so it is nicer. 2011-12-20 21:55:11 -06:00
Ryan Houdek f6b33cf0be Add a define back so we work without GLEW 1.6, Also I missed a line when I was fixing binding sampler locations last night when I was tired. 2011-12-19 19:10:05 -06:00
nitsuja 3e773f093d fixed a freeze on emu shutdown in windows build 2011-12-19 15:13:26 -08:00
Ryan Houdek 9ce17a43ec There we go, actually found the issue. 2011-12-19 00:15:07 -06:00
Ryan Houdek 768a683f04 This thing fails when we don't support binding. Not 100% sure why I need to set this multiple times. 2011-12-18 23:31:00 -06:00
Ryan Houdek 636d6a915d Remove this silliness 2011-12-18 01:51:15 -06:00
Maarten ter Huurne ed1bfdf293 Merge branch 'cmake-osx2' 2011-12-17 16:30:02 +01:00
Ryan Houdek 4342efe712 Some shader programs don't come with Vertex shaders attached, don't try to bind a Vertex Uniform block then. 2011-12-17 01:17:11 -06:00
Ryan Houdek b837ae25fc Set Sampler values at program make time instead of every frame. Fix an issue when The user had UBO support but not Binding support. 2011-12-17 01:06:55 -06:00
Ryan Houdek 73c3f198f4 Only delete this buffer if we support it. 2011-12-16 23:37:22 -06:00
Ryan Houdek fe6fb55389 Add a GUI option to use GLSL shaders. Also fix a small typo. 2011-12-16 23:18:24 -06:00
Ryan Houdek 800e1c9e09 Let compiling work on OSX. 2011-12-16 00:00:08 -06:00
Ryan Houdek 9ff48ac6eb Make sure not to try and bind UBO locations when it isn't supported 2011-12-15 15:48:21 -06:00
Ryan Houdek ad13f2d23d Instead of querying the vertex attribute location. Let's bind it to where CG expects it to be as well. Was causing problems when we were trying to activate the components below and they weren't available. This fixes cubivore with GLSL shader. Also any other game that uses 3 normal pointers. 2011-12-11 06:18:01 -06:00
Jordan Woyak c908e1173d glMapBuffer was slow, go back to glBufferSubData, single combined ps/vs ubo now 2011-12-11 06:11:38 -06:00
Jordan Woyak a613012d08 try combining vs/ps ubo 2011-12-11 06:02:47 -06:00
Jordan Woyak 5ae1f674f5 make use of glMapBuffer to set ubo data 2011-12-11 05:29:15 -06:00
Ryan Houdek 16b58a8825 Show a bit of information when using GLSL shaders. 2011-12-11 05:15:08 -06:00
Jordan Woyak bcb2abbcf1 fix stupid indentation 2011-12-11 04:32:57 -06:00
Jordan Woyak 031c523fba have separate variables/functions for VS/PS ubo stuff, array was confusing. 2011-12-11 04:28:02 -06:00
Ryan Houdek fbef258dab Disable UBO buffer generation if hardware doesn't support it. 2011-12-11 04:19:11 -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 1724385c8c Actually have Dual Source blending work for people. Forgot about this change. 2011-12-11 03:10:03 -06:00
Ryan Houdek 2907ffd72c Make this pretty 2011-12-10 15:58:44 -06:00
Ryan Houdek c678172f32 Make sure our UBO buffers are always aligned correctly. 2011-12-10 15:52:20 -06:00
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
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 49664bff61 More for Billiard <3 2011-12-10 02:02:22 -06:00
Ryan Houdek 24336171f1 Firin ma lazer 2011-12-10 01:57:27 -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 4fe9792760 Merge branch 'GLSL-master' of https://code.google.com/p/dolphin-emu into GLSL-master 2011-12-09 17:30:50 -06:00
Ryan Houdek 8e5bb59cb6 Add in UBOs, doesn't work yet. Still debugging here. 2011-12-09 17:30:05 -06:00
LPFaint99 87c3c37ba7 add ProgramShaderCache.* to visual studio project files 2011-12-09 14:28:59 -08:00
Ryan Houdek 0ccba2b581 Support Dual Source Blending in OGL plugin with GLSL. 2011-12-08 05:09:48 -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 f77d54ff52 Welp, just fixed that problem. 2011-12-07 23:23:00 -06:00
Ryan Houdek 4c136c4efc Missed a spot. Most games work now, Still have a problem with viewtiful joe. Destination Alpha pass doesn't work yet, going to use Dual source blending on that. 2011-12-07 23:20:55 -06:00
Ryan Houdek ed18b82d2f This lets us see stuff with GLSL shaders. Just need to take care of some compile errors now. 2011-12-07 22:11:41 -06:00
Ryan Houdek 33c24f0a15 Almost there. 2011-12-07 22:04:34 -06:00
Maarten ter Huurne 8c3775ee6f Under OS X, link GL plugin against Cg framework instead of Cg library. 2011-12-05 01:12:09 +01:00
Pierre Bourdon 252093295b Do not fail with strict drivers when compiling a not SM2.0 shader
To enforce SM2.0 compatibility, the OpenGL plugin was made to crash when
compiling a shader which does not fit in the SM2.0a limits. However, on some
combinations of OS/drivers/GPU, our shaders already do not fit in these limits,
causing artificial failures only to try to keep a non existant SM2.0a compat.
Basically, this sucks.

This commit increases the artificial limit to SM3.0. If you're using a GPU
which does not support SM3.0 and Dolphin works properly, this should not cause
any problem at all.
2011-12-03 23:24:10 +01:00
Ryan Houdek 804938e9fc More stuff 2011-12-02 20:17:26 -06:00
Ryan Houdek 8a18a110b7 mah 2011-12-02 18:46:07 -06:00
Ryan Houdek 6882e00d5e Compile 2011-12-02 18:31:06 -06:00
Ryan Houdek 49b6e4beed meh 2011-12-02 18:26:15 -06:00
Jordan Woyak 575814895c Merge branch 'clearscreen-kill-immediate-mode' 2011-12-01 20:16:23 -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
Maarten ter Huurne 98981cc724 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).
2011-12-01 02:46:59 +01:00
Jordan Woyak 4fcd6994c6 fix wireframe setting toggling 2011-11-29 22:21:43 -06:00
Jordan Woyak 0dfca1cf2b remove now unnecessary glPolygonMode from ResetAPIState 2011-11-29 22:02:18 -06:00
Jordan Woyak 88700e817a make OpenGL ClearScreen use glClear 2011-11-29 21:50:31 -06:00
Pierre Bourdon 1e558aedeb Added an EFB peek cache to the GL video plugin
Most of the games using EFB peeks are suffering from major performance problems
when these peeks are not disabled in the graphics settings. This is an attempt
to fix this in the GL renderer by doing the glReadPixels in bulk: instead of
doing a lot of 1x1 pixel reads, read for 64x64 pixels at once and keep that in
a cache.

Deck menu in Baten Kaitos: 3FPS -> 54FPS
Character creation in Monster Hunter Tri: 7FPS -> 60FPS
2011-10-17 18:30:13 +02:00
Shawn Hoffman ad508ab8fb Let's go ahead and throw this in here, should bring support of Intel IGP back in with DX9.... I can't actually test this for an obvious reason, but I figure while Windows is broken anyway, go ahead with it.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7707 8ced0084-cf51-0410-be5f-012b33b47a6e

That should fix the seg faults on IGP chipsets.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7715 8ced0084-cf51-0410-be5f-012b33b47a6e

Compile fix.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7716 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-10-08 15:29:04 -07:00
Jordan Woyak d3e639a397 fix build issue with intel compiler and fix some unsafe string usages, patch by FilthyMonkey 2011-10-01 21:31:43 -05:00
NeoBrainX 7eb06430ed Only sync shader caches to disk on stop. 2011-09-29 23:16:42 +02:00
NeoBrainX 2b3b32872d Fix Windows build. 2011-09-29 22:54:52 +02:00
NeoBrainX 81c614fa07 Clean up various things. 2011-09-29 23:32:39 +02:00
NeoBrainX 08af37509e More buildfixes.. 2011-09-29 23:32:38 +02:00
Glenn Rice 6ccfd85f42 Build fix for the linux libav build. 2011-09-29 23:32:38 +02:00
NeoBrainX 913bc6d15f D3D11: Disable some redundant shader compilation errors. 2011-09-29 23:32:38 +02:00
NeoBrainX 6d8f641cc9 Fix D3D11 frame dumping. 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 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 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 3939f9595a Add runtime checks to make sure we aren't overoptimizing the pixel shader cache. 2011-09-07 21:15:09 +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
NeoBrainX 6845a1596c Fix various cases in scissor rect emulation.
Patch by delroth.
2011-09-05 11:10:23 -07:00
Shawn Hoffman 95517a9741 vs2010: Disable LTCG for realz 2011-09-05 09:43:23 -07:00
Ryan Houdek 5a6a2b2bec Do clearscreen and swap, probably won't do debug text nonsense since it looks like trash anyway. maybe later. 2011-08-25 05:20:41 -05:00
Ryan Houdek 31fd25bf61 Move on to XFB drawing 2011-08-25 04:41:45 -05:00
Ryan Houdek d021f9e3b6 Here we go with the texture cache 2011-08-25 04:28:29 -05:00
Ryan Houdek 12a8f590f8 Remove immediate mode from the Texture converter, probably need to redo this for texcache rewrite :/ 2011-08-25 04:02:11 -05:00
Ryan a5a2562e59 Put this hotfix in since some combination of hardware and drivers returns zero here. 2011-08-25 02:58:37 -05:00
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
Glenn Rice a5a45992ad Add a new type of message box (CRITICAL style) which can not be disabled. Then use that message box to display shader compilation errors in the OpenGL backend to maintain consistency with the behaviour of the DirectX backends.
Also fix the wxMessageAlert called from non-gui threads in the WXGTK build to use the passed caption.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7678 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-07-15 14:49:34 +00:00