Fix another minor issue with frame dumping.
Add the graphics config dialog button back to the main config.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7041 8ced0084-cf51-0410-be5f-012b33b47a6e
Initialize locale in each of the plugins on windows so that the plugin configuration dialogs are translated and the translators will get off my back.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6847 8ced0084-cf51-0410-be5f-012b33b47a6e
Whatever that means, it fixes that stupid Super Mario Sunshine glitch and possibly lots of other stuff, so test as many glitchy games as possible with this ;)
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6669 8ced0084-cf51-0410-be5f-012b33b47a6e
- Merge the EmuWindow class to VideoCommon.
- Implement free look in the D3D plugins. Seems like it had broken before though; only rotating the view works..
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6616 8ced0084-cf51-0410-be5f-012b33b47a6e
Separated UI from debugger functionality. Generally cleaned up that stuff.
Most functionality needs to be reimplemented now, but will be available to D3D9, D3D11 as well as OpenGL then.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6523 8ced0084-cf51-0410-be5f-012b33b47a6e
- Speed up MSAA by using custom resolve shaders instead of ID3D11DeviceContext::ResolveSubresource().
- Fix EFB access when MSAA is enabled.
- Implement the "force linear filtering" option.
- Compile shaders using shader model 4.1 or 5.0 if available.
- Some minor cleanups.
Who cares about DX9 and OGL anyway :P
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6481 8ced0084-cf51-0410-be5f-012b33b47a6e
- Add some info about a backend's feature set (MSAA, Real XFB, EFB to RAM, ..) to VideoConfig
- Gray out options if they aren't supported by the backend or if changing them doesn't affect anything (e.g. changing STC mode if STC is disabled)
- Allow signed bytes for D3D11. Not sure if this causes glitches, but it should work
- Call wxEvent.Skip() in the event function handlers, not sure if this fixes any bugs but the old code definitely caused bugs during development of this patch
- Fix a memory leak in the configuration dialog if D3D11 is used
- Other minor stuff that doesn't need to be mentioned or which I forgot
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6450 8ced0084-cf51-0410-be5f-012b33b47a6e
Fix the macosx build (perhaps).
This changes the JitIL timed profiling to using assembly language to obtain the time. It does seem to be faster. Not sure if it will work on macosx, but if it does it has the necessary precision that gettimeofday does not have.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6448 8ced0084-cf51-0410-be5f-012b33b47a6e
Games affected by this change: Mario Smash Football, Mario Strikers Charged Football, Monster Hunter Tri.
Other games possibly affected: Shaun White Snowboarding, Resident Evil Code: Veronica, Baten Kaitos.
This implementation will decrease performance if the game uses this feature, but the glitches will be gone. I'll add an option for this in a later commit. EFB pokes are somewhat slow in DX11 right now, speed should be okayish in DX9 though.
Other changes:
- SOMEWHAT cleaned up the EFB access code in DX9
- Fixed incompatible parameter list of AccessEFB and TVideo_AccessEFB.
- Fixed a theoretical bug in ReplaceRGBATexture2D, add support for STAGING textures
- Removed unused parameters in various DX9 functions
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6300 8ced0084-cf51-0410-be5f-012b33b47a6e
The "Enable Progressive Scan" option in the Wii menu now controls whether the Wii/GC will detect a progressive scan display. This affects the timing of some games (both GC and Wii). Usually, the checkbox should be unticked as progressive scan displays require higher bandwidth.
This fixes the slow speed in NBA JAM. This also fixes the hang in Megaman Network Transmission. This should fix Deadly Creatures (turn off progressive scan).
Fixes issue 3314.
Fixes issue 3066.
Fixes issue 2571.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6297 8ced0084-cf51-0410-be5f-012b33b47a6e
Renamed EFB Scale to Internal Resolution.
Removed Auto Scale option (it is now always on).
Added on-the-fly changing of the Internal Resolution in the OpenGL and Direct3D9 plug-ins.
Further consolidated the code in the video plug-ins.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6240 8ced0084-cf51-0410-be5f-012b33b47a6e
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
Use the debug option for conf.CheckWXConfig on OS X as on Unix.
Take care of a few compiler warnings.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6084 8ced0084-cf51-0410-be5f-012b33b47a6e
Really that happens because the fifo.CPReadWriteDistance is negative.
Example: CPReadWriteDistance: -864 CPEnd: 10092672 fifo.CPBase: 9568416
In SMG this is because PI_FIFO_RESET is writing and after fifo.CPReadWriteDistance will be setted to 0.
To Prevent that, I've Implemented AbortFrame function in the CommmandProcessor. It should fix overflown because of that.
Note: There is other issue (Issue 2846) where the fifo.CPReadWriteDistance is negative too but the effect is different.
I'm working to solve this.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6083 8ced0084-cf51-0410-be5f-012b33b47a6e
(those originating from a thread other than the gpu thread)
glxMakeCurrent is supposed to error out when the context is
still current in another thread. NVIDIA handles that, but mesa3d errors.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6054 8ced0084-cf51-0410-be5f-012b33b47a6e
Also added a DSPCORE_STOP state. The DSP-LLE debugger window segmentation faults if it is openned when a game is not running.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5931 8ced0084-cf51-0410-be5f-012b33b47a6e
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
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
Dual Core sync fix.
When the FIFO is processing data we must not advance the cpu cycles in CoreTiming because in this way the VI will be desynchronized. So, We are waiting until the FIFO finish and while we process only the events required by the FIFO.
This should fix Issue 2072 .
This affect to all games in dual core mode.
Please, You can test all games with VPS limiter auto, 60, 50 depending of the game and compare with prev revision.
For example now NSMB in the video Intro has 60 fps (prev 30 fps) :D or SMG does't need anymore FPS Limitter Hack to get 55-60 fps
Beside the slowdowns now are more softly and the fps more stables because the VI sync is almost perfect.
The Core Timing and Fifo modifications are delicated. Please report if this hang any game. Don't forget check with prev revision.
Enjoy it! Thanks to Rodolfo for teach me all about dolphin.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5777 8ced0084-cf51-0410-be5f-012b33b47a6e
fixed screen clearing and simplify drawClearQuad a little
put some nice code from dx11 that i like in dx9.
modify plugin spec preparing for implementing efb poke (is not used often but is a missing functionality so..)
please test.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5710 8ced0084-cf51-0410-be5f-012b33b47a6e
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
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
the problem is one strange behavior i found, in opengl when xfb is enable, frame limit causes the frame rate to be limited exact half the correct speed, so if you choose auto and the game uses 30 fps you get 15 fps
so in opengl, you have to limit to the exact double of the game speed, 100 to pal games and 120 to ntsc.
in d3d this not happened every time, it just happen when you change some time consuming setting like changing the ssaa or resizing the window, in that case you have to disable and re enable frame limit to get the correct fps
to all the devs please if you can help me debug this, will give you a lot of thanks as i'm short in time to debug this error and is driving me crazy not to find the source of the problem.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5249 8ced0084-cf51-0410-be5f-012b33b47a6e
applied mlkbouba patch to make Mario Strikers Charged Football work (i do not own the game so please test).
some minor tweaks to the plugins to improve performance. for game that do not use xfb the best settings are dual core enabled, audio throtle disabled, frame limit set to the desired value, and xfb off.
change the frameskip calculations to use fps instead of vps as in dual core vps != fps caused by unresolved sync problems, till this problems are fixed the best for game play is calculate times in base of fps.
please test and let me know the results
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5239 8ced0084-cf51-0410-be5f-012b33b47a6e
Fixed minor font issue with wiimote pad button dialog.
Removed unnecessary OpenGL_MakeCurrent call from DoState.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5209 8ced0084-cf51-0410-be5f-012b33b47a6e
Fixed a segfault in linux when a cd/dvd drive is empty or invalid and "Boot from DVD" or "Show Drives" are selected.
On all platforms if a game fails to load show the game list again.
The other things here are essentially code cleanup and won't be noticeable by most users.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5204 8ced0084-cf51-0410-be5f-012b33b47a6e
This changes the dependency in linux from libxxf86vm-dev to libxrandr-dev.
Use Alt-Return to toggle fullscreen mode (as in windows).
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5065 8ced0084-cf51-0410-be5f-012b33b47a6e
Removed X event loops from GCPad and Wiimote plugins, and implemented an asynchronous check for keyboard and mouse buttons.
Also added an X event loop in core that handles events while the emulator is paused. Prevents unexpected behavior from events that occur while the emulator is paused.
Now there is only one event loop running at a time (besides those hidden in SDL).
I will revert this commit if other devs are unhappy with it.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5048 8ced0084-cf51-0410-be5f-012b33b47a6e
Bit of cleanup/grouping, control creation is now a bit more separate from value setting and tooltip assignment which IMO cluttered the code as it was.
Removed something from main.cpp that looked like a hack to me.
Fixes Issue 2229
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5021 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
Now the frame limiter yields on CPU thread, not as before on GPU thread mistakenly
2. Fixed clear of VI interrupts
I guess VI interrupts are not used at all, because they were never cleared before
3. Made GPU thread 0% processor usage when paused whatever your active config is.
I tried the event approach but somehow the thread resume latency is excessively long (Who can tell me why?)
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4790 8ced0084-cf51-0410-be5f-012b33b47a6e
All you gotta do is Pause the emulation! That's useful for when your batteries run out during gameplay, for example...
But if you change the WiiMote source (between Emulated, Real or Inactive) you must disconnect and reconnect (Menu Tools -> Connect WiiMote) the WiiMotes affected by the change...
Thanks to jack.fr0st who did all the emulation state notification work!
Now every plugin has a way to know the current emulation state (paused, stopped or playing)
@ayuanx: I thought about doing a PostMessage(g_WiimoteInitialize.hWnd, WM_USER, WIIMOTE_DISCONNECT, current_number); so that the user gets asked to reconnect that WiiMote, trying to avoid having to disconnect and reconnect, but it didn't work because shooting that message only asks to reconnect, doesn't do a disconnect... Do you have any ideas on how to accomplish that?
Also, if anyone could check if Issue 1916 is finally fixed... Or at least when is the cursor being hidden or not...
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4789 8ced0084-cf51-0410-be5f-012b33b47a6e
Unbreak linux stop on Single Core, remove an unnecessary wait event, fix DSP HLE/DSP LLE/OGL plugin hang on stop when the config dialog has been opened (nJoy and Wiimote still need to be fixed), avoid the CpuThread to be stuck in the efb/swap loop by setting a flag before the thread is actually shutdown (contrary to r4756 which was setting it.. after :D)
Clear the status bar Framerate/Core message when the game is stopped.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4769 8ced0084-cf51-0410-be5f-012b33b47a6e
Code cleanup in nJoy i had around for a while, it also adds code to support SDL 1.3's force feedback API and is more stable (will not crash anymore on stop when rumble is enabled)
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4459 8ced0084-cf51-0410-be5f-012b33b47a6e