First step to bring a level of consistency between the video plug-ins - variable names, spacing, function names, function order, comments, file names. This will help us identify common code for VideoMerge.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6235 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
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
implemented donko's xfb in D3D:
the bad things:
*is solower in some cases, slower as opengl
*it do not work in dual core mode, it seems direct3d has serious synchronization problems, to the other devs please if you can take a look and help me :)
*real xfb still not working i have to give it more time to make it work.
the good:
*games that uses multiples xfbs will work now using the virtual XFB.
*implemented a more hardware like approach to scaling, now to calculate the pixel scaling i use the xfb size not the efb so the screen pixels relation is more correct now.
*simplified a little donko's virtual xfb to make it less memory consuming as xfb textures are the exact size of the scaled xfb and not full target width.
* when it works even real xfb will let us use super sampling.
I repeat this commit is totally unstable and in dual core mode it will for sure hang the emulator or at best give totally incorrect results.
Other devs please help as thread sync is not one of my strong points :)
i'll keep waiting for the comments an the -1 :)
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5195 8ced0084-cf51-0410-be5f-012b33b47a6e
Also reimplemented screen clearing as a color quad to support alpha blending when clearing as in the original hardware.
the funny thing is how is implemented peeking, as locking depth textures is not supported, implemented peeking copying the values form the depth texture to a r32f render target and then reading back the data.
please a lot of testing to this commit.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4599 8ced0084-cf51-0410-be5f-012b33b47a6e
Implemented all the correct format conversions in efb to texture copy.
replaced all the stretcrect calls with quad draws this must improve speed a bit.
A BIGGGGGGGGGG cleanup in the code and reorganization.
reimplemented zpeek using a secondary render target ( this still is buggy so many issues left)
please a lot off feedback.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4520 8ced0084-cf51-0410-be5f-012b33b47a6e
they are extremely hard/driver Dependant so your test is needed.
there plugin will automatically select the path thats work for your hard, need that everyone post the messages that the video init throw (yes all will hate me for the messages) but is the only way to see what is the optimal path. in the next commit will clean the unused paths.
i'm afraid thath the second path is Vista dependant (you need to include vista sdk to make it work).
the third path use lockable depth buffer so there is no change in that.
now peek color is fully working and is fast because the you never lock the the real color texture only the offscreen surface.
please if someone knows a game that use peek color please test it.
also fixed blending so SMS underwater must be fixed.
this work with d3d teach me that i love opengl :)
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4393 8ced0084-cf51-0410-be5f-012b33b47a6e
implemented buffer format fall back to allow hardware that don't support lockable formats to run the games with Z peeking disabled, applied as well the patch suggested in issue 1494 please give heavy test to this commit
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4365 8ced0084-cf51-0410-be5f-012b33b47a6e