Soren Jorvang
949b873dc8
Further *BSD portability.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5958 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-07-23 23:51:34 +00:00
Soren Jorvang
a2b1f829cb
Get rid of a number of unnecessary env.Clones.
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Use SCons' convenient # shorthand for the root of our tree.
Also various minor cleanup of SConscripts.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5915 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-07-19 03:42:37 +00:00
NeoBrainX
378d3aaa52
Make FIFO watermark tightness configurable instead of hardcoding it.
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To change it, right click the affected game in the iso list, select Properties, and enter some constant for "Watermark tightness". Reasonable values range from 20 to 200.
FIFO seems unoverflowable on my computer no matter what I set this value to, so test whether tuning the value helps you ;P
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5907 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-07-18 15:47:28 +00:00
NeoBrainX
da4c3a5f29
Committing some cleanups by avindra:
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- fix numerous warnings
- make some variables unsigned
- remove redundant code and header inclusions
- make code more compact in lots of cases
Committing some additional changes by myself:
- additional header cleanups
- cleanup DX11 initialization/shutdown process (hinted at by avindra)
- Remove the cgD3D9 stuff from Externals since it's no longer needed
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5903 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-07-18 10:11:34 +00:00
Soren Jorvang
b0041f00a3
I missed some cases in r5901:
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Because we only ever call Pos_ReadDirect (and through that, DataRead<T>)
from JIT generated code, the compiler may not get the heads-up to properly
prepare for run-time instantiation of those template functions.
Explicitly instantiating Pos_ReadDirect gets around that issue.
Also force DataRead* inline as gcc didn't always do that itself when the
DataRead functions in turn were called from (other) template functions.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5902 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-07-18 08:30:40 +00:00
Soren Jorvang
faf586e8f1
Because we only ever call Pos_ReadDirect (and through that, DataRead<T>)
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from JIT generated code, the compiler may not get the heads-up to properly
prepare for run-time instantiation of those template functions.
Explicitly instantiating Pos_ReadDirect gets around that issue.
Also force DataRead* inline as gcc didn't always do that itself when the
DataRead functions in turn were called from (other) template functions.
I am far from a C++ language lawyer, so I cannot speak learnedly about the
correctness of this solution, but it works.
Dolphin.app built on OS X 10.6 now actually works on 10.5 as well.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5901 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-07-18 05:31:51 +00:00
Rodolfo Osvaldo Bogado
f78133f261
big changes here:
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- 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
Soren Jorvang
4b1a3152b6
Plugin_VideoOGL has been using an old duplicate of VertexLoaderManager.cpp.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5895 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-07-17 23:36:03 +00:00
NeoBrainX
aa88d8b790
Since apparently no one feels like fixing SMG FIFO overflows, commit iceman4love77's fix. No idea if it works or what it does, he seemed pretty confident that it works though.
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Only fail once if EFB pokes are requested in DX9/DX11.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5888 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-07-16 21:51:35 +00:00
Rodolfo Osvaldo Bogado
665d83ed45
some more minor optimizations introduced by aavindraa, i only corrected evaluation order using some ().
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5883 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-07-16 12:36:55 +00:00
luisr142004
c2ee89b170
include the MP compiler option, which will allow for faster compiling + some minorly stuff :p
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5882 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-07-16 09:22:53 +00:00
Rodolfo Osvaldo Bogado
9cb41e7c70
hopefully fixed zww issue with new efb to ram.
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implemented new efb to ram in opengl
modified TextureConversionShader preparing the implementation of new efb to ram in dx11
please test for regressions
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5874 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-07-12 19:30:25 +00:00
Rodolfo Osvaldo Bogado
d0c9a38681
2 commits in one:
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fix frame dumping and screenshots in d3d9 and opengl
some improvements to the new efb to ram
please test to see if the issues introduced by the new efb to ram are solved by this commit
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5862 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-07-09 20:56:16 +00:00
Rodolfo Osvaldo Bogado
539f63b58b
ok, here goes a really experimental commit:
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replace efb to ram implementation by a hybrid approach.
explanation:
when copying from efb to texture, instead of make a copy to a texture or to the ram, copy the data to both, in hi quality to the texture and in native quality to the ram.
then instead of re-decoding the data from ram (very slow) use the data in the texture.
to improve this even more, test if the cpu has modified the data in the ram copy, if so, update the texture in memory and mark it as dynamic to avoid redundant work in future frames.
having all this implemented this is what is archived:
sms: full quality with scaled efb copies and fully functional goop cleaning :)
ztp: efb to texture speed with full map support.
nsmbw: this is a hard to emulate game, as it make a lot of shading and texture modification in cpu. it only have 35 fps in my system with new efb to ram but is 10 fps faster than normal efb to ram.
this game also show me another unimplemented feature, copy efb to multiple textures at the same time (is used to animate coins and other things in the world).
this is a remaining todo in efb to texture.
a lot of games should improve, so please test and let me know any regresion caused by this commit.
if everyone likes this the next step is, implement efb to multilpe textures and merge efb to ram and efb to texture.
then port to the other plugins.
enjoy.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5846 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-07-06 22:27:13 +00:00
Rodolfo Osvaldo Bogado
0f5998d358
little fix for error introduced in shader generator in R5842
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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
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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:
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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
2455037d26
little fix for an error introduced in my last commit, thanks to Soren for pointing the error
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5817 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-07-01 12:51:55 +00:00
Rodolfo Osvaldo Bogado
a52d2f0ccc
little fix for may last commit
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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:
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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
Orphis
8315aa1432
Fix some projects to include CLRun/include to find the OpenCL headers.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5809 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-06-29 09:15:29 +00:00
Orphis
685bae34e5
Dynamically load OpenCL on Windows with CLRun. There shouldn't be the need to make a separate build now or download a big SDK to link Dolphin.
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If compilation fails, rebuild the whole solution as Visual Studio struggles with the not so complex project dependencies.
ATI users still need to install the Stream SDK as it's the only way to have an OpenCL driver.
NVidia users just have to install a recent driver (version 197 is tested and working).
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5808 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-06-29 02:23:09 +00:00
Soren Jorvang
8c3ed5dc46
Lint.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5796 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-06-26 13:12:28 +00:00
Marcos Vitali
f94eed887b
Uncomment Ayuanx patch, this was commented in my last commit by error, My apologize...
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5784 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-06-25 00:13:06 +00:00
Marcos Vitali
10b5d2371c
My first commit :D
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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
2010-06-24 13:28:54 +00:00
nodchip
5cf491af64
VideoCommon: A minor speed up.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5772 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-06-23 03:02:15 +00:00
xsacha
21fb4cb96c
Add a toggle option for OpenCL in Config (in Advanced Settings). Default is off.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5768 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-06-22 13:17:01 +00:00
Orphis
2cc5b98f07
Added OpenCL texture decoding to RGBA usable by DX11 for formats RGB565, RGBA8, RGB5A3 and CMPR
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5765 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-06-22 03:10:43 +00:00
Orphis
c2e32371f6
Refactor and prepare the OpenCL texture decoder for decoding textures to RGBA format required by DX11.
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Fix the decoder codepath when OpenCL is enabled and the DX11 plugin is used.
Added the DX11 plugin to the Dolphin project dependencies.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5764 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-06-22 00:52:17 +00:00
hrydgard
6a88241e64
D3D9: Delete some long dead code. Also add one more statistic: number of compiled shaders that actually have unique code (not accurate unless you delete the shader cache before running). This stat clearly shows that in f-zero we create 5x as many pixel shaders as we should, so there's clearly a problem with the shader ID generation.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5754 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-06-20 22:23:34 +00:00
Rodolfo Osvaldo Bogado
4ab0e4b8a0
fix for rbga8 decoding that causes problems in nsmbw
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fix for screen clearing in opengl and d3d
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5749 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-06-19 21:12:09 +00:00
hrydgard
ccbc1feb0b
D3D9: Fix issue where the shader caches were lost whenever the render window was resized. Add some error logging to LinearDiskCache. + some minor cleanup.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5747 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-06-19 16:22:24 +00:00
Rodolfo Osvaldo Bogado
8c6ae1f6f4
add a path to texture decoder to produce only rgba textures, this will make texture loading in dx11 a lot easier and give a little performance boost to.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5746 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-06-19 13:31:40 +00:00
luisr142004
ab1e5f8537
apply a patch done by xsacha :) + some minor stuff :p
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what changes do: cmpr decoding is fixed and rgb5a3 is re-enabled
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5744 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-06-19 07:59:53 +00:00
ayuanx
221e722284
Linux build fix.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5725 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-06-16 14:22:17 +00:00
Soren Jorvang
ce3eb2a13b
Automatically detect and use shared library packages for
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LZO/SFML/SOIL as already done for GLEW/SDL/zlib.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5723 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-06-16 12:42:49 +00:00
luisr142004
4f8a6a1573
apply some speedup to dx11 plugin + some minor stuff
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5721 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-06-16 10:12:57 +00:00
ayuanx
9b6ccb4d77
Alleviate FIFO overflown situation a bit.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5719 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-06-16 07:22:47 +00:00
ayuanx
4464c11457
Sorry, I forgot to implement LoWatermark code for SC, now both SC & DC are working.
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By now I'm pretty sure some games are written in multi-thread, and they depend on Watermark to suspend/resume their threads.
So without Watermark, they will never work.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5709 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-06-15 14:24:01 +00:00
ayuanx
40d87e0f8f
Oops, the HiWatermark interrupt latency is too long for game to react.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5707 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-06-15 11:20:05 +00:00
ayuanx
105f64359a
Games like "Star Fox Adventures" which were enabled in r5681 are now InGame, though the watermark slows the emulator a bit.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5706 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-06-15 10:58:14 +00:00
ayuanx
64299206d1
I was wrong on the CPEnd issue, which reveals CPBreakpoint > CPEnd is possible and that explains why some BPs could never be achieved before.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5705 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-06-15 09:58:43 +00:00
ayuanx
673b9ac179
Implemented accurate BP and accurate Watermark, this should eventually retire FAKE_Watchdog.
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AbortFrame is not implemented yet.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5699 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-06-14 21:55:40 +00:00
ayuanx
857f1f4d38
Fixed GPFifo out of bounds by 32 bytes
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Fixed incorrect FIFO out of bounds check
plus a bit optimization of CheckPipe()
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5692 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-06-14 16:32:40 +00:00
Rodolfo Osvaldo Bogado
fc12291806
some fixes to my last commit and ....
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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
NeoBrainX
a0f1797e46
Revert even more stuff from r5681.
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I have no idea how all this stuff works, but this fixes at least some (if not all) games which worked before r5681.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5689 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-06-14 09:05:47 +00:00
Rodolfo Osvaldo Bogado
41266b5ed0
fast fix for pixel shader compilation in dx11
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5687 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-06-14 03:09:44 +00:00
ayuanx
7e27914b45
Revert r5681
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5685 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-06-13 23:26:22 +00:00
ayuanx
f7a91ff3cd
Unleash the beast.
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Improved dual core mode for "Metroid Prime 2", "Star Fox Adventures", etc.
I should have committed this long time ago, but I don't have every game to test compatibility... Any way, better late than never.
PS: If any regression observed, feel free to revert this rev.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5681 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-06-13 20:06:29 +00:00
NeoBrainX
3ea2a1387c
Add a DX11 video plugin.
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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
Rodolfo Osvaldo Bogado
20e3919033
apply James333 patch to make dx9 plugin use wxwidgets.
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some other minor warning fixes.
thanks to James333 nice patch :)
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5679 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-06-13 19:41:07 +00:00
NeoBrainX
a6ebc8234f
Preparing stuff for DX11:
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- 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
ce3c2700e7
This commit is separate in two parts:
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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
2010-06-12 12:36:33 +00:00
Soren Jorvang
404c625622
Simplify the SCons build:
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On OS X, build all code as Objective-C(++).
Centralize framework handling.
Cleanup.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5645 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-06-10 14:18:21 +00:00
Rodolfo Osvaldo Bogado
9d792d4673
added ssaa and efb scale as separate configurations:
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efb scale :
auto fractional: the original scaling way, will grant a 1:1 pixel mapping between efb and screen giving the best image quality even in non standard resolutions
at the cost of glitches in some games.
auto integral: automatic but only int values for the scale, no glitches but only the correct pixel scaling when using some resolutions.
the rest are the fixed scales.
enjoy.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5639 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-06-09 15:33:01 +00:00
Shawn Hoffman
4a0c8fc0c9
Hg:
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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
2010-06-09 01:37:08 +00:00
luisr142004
2e783d9769
space changes, merge #defines, language fix, and code reorder/cleanup :P
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5614 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-06-05 01:38:22 +00:00
Rodolfo Osvaldo Bogado
c98f8a96d2
HUGE commit :)
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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
hrydgard
12a4c25e9f
Port InputPluginCommon to use the original IniFile code, get rid of Billiard's.
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a few minor warning/compile fixes.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5604 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-06-04 20:03:03 +00:00
hrydgard
a3c96ac42c
Warp back to 5578. Sorry for the lost changes, please re-apply. Reason: 5579 is a complete disaster.
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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
2010-06-03 18:05:08 +00:00
Shawn Hoffman
e4085f0f04
Merge GCPadNew into Dolphin. This takes place in three segments: Core, InputCommon, and InputUICommon. From now on it can be referred to just as "GCPad".
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Switch to Billiard's IniFile implementation throughout Dolphin (it's faster!!).
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5579 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-06-03 04:55:39 +00:00
Soren Jorvang
30e437f9e3
Fix some cases of variables being used uninitialized. Also some unused
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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
2010-06-02 20:35:12 +00:00
Soren Jorvang
664cea45c7
Meta:
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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
2010-06-02 18:00:22 +00:00
Jordan Woyak
ceabf90bda
Improve iterator usage.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5528 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-05-28 23:14:16 +00:00
Rodolfo Osvaldo Bogado
66914c7ae4
lets apply some mathematical magic:
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* 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.
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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
Soren Jorvang
810e6d53f0
For these assertions to trip, enums in CPMemory.h which seem pretty much set
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in stone would have to change.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5496 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-05-26 21:05:42 +00:00
Soren Jorvang
f2609d1af3
#if 0 work-in-progress code.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5488 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-05-26 20:52:44 +00:00
Soren Jorvang
57a22f670f
Remove unused variables.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5480 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-05-26 20:43:16 +00:00
pierre
2e12bd5e34
Fix a few compiler/valgrind warnings, kill check for 17th texenv registers,
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and one problem reading a truncated sram file.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5474 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-05-24 14:53:27 +00:00
pierre
b73b77014f
Rework the logic for avoiding lerp() in shader code
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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
Rodolfo Osvaldo Bogado
782d9111e5
let's keep experimenting:
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almost fixed real xfb in d3d, i say almost because there are some minor scalling problems. hope will fix them soon.
implemented a more intelligent index generator to emulate more accurately the behavior of the gc.
please give me feedback on this changes.
enjoy :)
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5465 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-05-22 21:58:43 +00:00
pierre
b1a79b822d
Use symbolic names instead of numbers and bump cache version
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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
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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
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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
2c7a08fc61
after a good commit lets make some experiments:
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implemented fixed efb scale to improve alignment and discard some error caused by incorrect scale.
make both plugins work similar. this must improve opengl image quality a lot.
also implemented dynamic resizing in opengl, this way the resolution math the windows resolution on resize.
this is highly experimental so please test a lot.
implemented shader dumping on error thinking in future experiments with shaders.
enjoy :)
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5458 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-05-19 03:15:36 +00:00
Rodolfo Osvaldo Bogado
7947543d98
a little optimization in shaders constants setting , based on the same idea of nodchip changes.
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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
0ea01d8462
fast commit :
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make native mips loading an option to prevent performance lost in game that not need this functionality.( thanks to dorian.fevrier for point the performance lost.)
added a patch from pierre@pirsoft.de to avoid vertex drops when index array is full in opengl implementation that do not support large index arrays
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5432 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-05-04 14:43:30 +00:00
Glenn Rice
140332c02e
Move fullscreen display resolution control to the GUI with the rest of the fullscreen toggling code. This removes redundancy of code that was in several places through the various video plugins. Unfortunately it means the fullscreen resolution setting also had to be moved to the main configuration dialog. I am sure that will meet some resistance.
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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
2010-04-22 04:28:34 +00:00
skidau
7a7d1a7b55
Re-added Skies of Arcadia projection hack. Fixes issue 2514.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5372 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-04-15 09:23:59 +00:00
nitsuja-
22551a0a8a
a few minor code fixes.
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also added a user file that should simplify running from VS for newcomers
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5338 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-04-12 02:00:15 +00:00
Glenn Rice
33a64d5db0
Big restructuring of how the video plugin works. In linux and windows you shouldn't see a change in the functionality; however, there are changes in how render to main or not, and fullscreen modes, and such are handled. Input is largely restructured for the video plugin. It is now handled by the host. Keys for pausing and changing fullscreen are configurable. More will probably be later. This is probably classified as highly experimental.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5336 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-04-12 01:33:10 +00:00
nodchip
32794fc028
VideoCommon: Fixed the bug that some texture become black in SSSE3.1 codes.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5309 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-04-10 01:37:51 +00:00
nodchip
956b8eb54d
VideoCommon: Added automatic selection routines for SSSE3/SSE4.1 codes. It selects SSSE3/SSE4.1 codes only if a proper preprocessor definition is defined and the target cpu supports SSSE3/SSE4.1. The selection routines in VertexLoader_* use function pointers. TextureDecoder uses a combination of "#if" and "if" statements.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5302 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-04-09 15:13:42 +00:00
nodchip
6136c94de5
VideoCommon: merged SSSE3/SSE4.1 codes. Added some additional SSSE3/SSE4.1 codes which will be used in "The Legend of Zelda: Twilight Princess".
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These codes don't work unless "_M_SSE=0x301", for SSSE3, or "_M_SSE=0x401", for SSE4.1, is defined as a preprocessor definition.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5300 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-04-09 03:02:12 +00:00
Jordan Woyak
758bcf17cb
Tweaked the widescreen hack: It now "hacks" to and from any aspect ratio, not just from 4:3 to 16:9. When "Stretch to Window" is chosen, the aspect ratio will be adjusted to 5:4, 16:10, or anything (whatever the aspect ratio of the window is). Works for 4:3 and 16:9 games.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5280 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-04-04 22:52:27 +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.
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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
skidau
962fef0626
Fixed bug where the projection hack setting was not being saved in the Game Properties dialog.
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Removed the obsolete projection hacks:
* Final Fantasy CC Echo of Time
* Harvest Moon Magical Melody
* Baten Kaitos
* Baten Kaitos Origin
* Skies of Arcadia
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5271 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-04-02 21:28:56 +00:00
Sonicadvance1
e0b4cbcdae
Another one bites the dust
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5263 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-04-01 10:06:43 +00:00
donkopunchstania
70627c5652
Extend the OGL virtual XFB to handle games that use multiple XFBs to make a frame. This should allow games that require the XFB to work without using a real XFB in RAM which is slow and limited to the original resolution. To use this enhancement you must check Use XFB in the options. The previous option was renamed Use Real XFB. I don't think this works with the aspect settings yet.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5185 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-03-10 06:45:13 +00:00
Glenn Rice
c455673f87
Added scons options "shared_libname=true" to link agains the system shared libraries for lzo, sfml, and soil. For example add the scons option "shared_lzo=true" for lzo. This will check for the system libraries and then fall back to building and linking statically against the Externals if not found. You must have liblzo2-dev, libsoil-dev, and libsfml-dev installed. Note that you need version 1.5 or later for sfml. Currently scons doesn't check the version for you.
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If you are having trouble with segmentation faults in linux try "shared_soil=true". That seems to fix the problem. How do we fix this for the static build?
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5182 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-03-09 22:17:33 +00:00
donkopunchstania
cc7c6cd35f
Texture coordinates are stored in fixed point format in TEV which allows overflows to be emulated correctly. Added logic to calculated texture LOD and use the correct mip. Dumping textures will now dump all mip levels. Added line rendering. Changed data stored in vertex from float arrays to vectors for cleaner math.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5178 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-03-09 04:38:07 +00:00
Glenn Rice
beba3b7f5b
Removed more compiler warnings in linux.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5170 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-03-07 22:48:37 +00:00
nodchip
2dabcb881c
Fixed the crazy code in r5161.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5163 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-03-06 10:07:37 +00:00
nodchip
d69478e539
Reverted the comparison function to r5159 and rewrote map to hash_map. I confirmed that the code can be compiled and run under Visual Studio 2008. And I confirmed the code can be compiled under gcc 4.4.0 (mingw). I could not confirm that the code run under linux.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5161 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-03-06 02:07:48 +00:00
nodchip
1b61742b53
Rewrote a object-comparison code using a standard function. It's a tiny refactoring.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5160 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-03-05 12:04:09 +00:00
nodchip
2941bef44b
Fixed a wrong type in r5140.
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Commited code that I forgot to commit in r5140.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5141 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-02-28 12:14:40 +00:00
nodchip
1c34052266
Refactored VertexLoader::CompileVertexTranslator(). Now texture coordinates loaders are also selected from a function table. I will add a hack to increase the speed in the next commit.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5140 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-02-28 11:36:00 +00:00
nodchip
d348c33bf2
Refactored VertexLoader::CompileVertexTranslator(). Now the vertex position loader is selected from a function table. I will apply the same kind of refactoring to texture coordinates loader. This is a pre-preparation to optimize texture coordinates loaders.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5139 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-02-28 08:41:02 +00:00
Rodolfo Osvaldo Bogado
6b1ca64428
experimental commit: simplify even more the params. please test and if theres something wrong will revert asap
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thanks for the comments in the prev commit they make my re think the approach.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5136 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-02-26 22:14:29 +00:00
Rodolfo Osvaldo Bogado
02189ec5e0
Simplify the params for the safe texture cache
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after some test the more relevant parameters were the color samples and the tlut max size.
so delete the rest of the parameters and define 3 modes:
Safe : the two values are set to 0 meaning all the texture data and all the tlut data are hashed this is the most correct and slowwwwwwwwwww way
Normal: 37 samples are taken from the color textures an the firs 4096 bytes of the tlut are hashed, is a lot faster than safe mode but in some games i observe small glitches.
Fast: 8 samples are taken from the color textures an the first 1024 bytes are hashed from the tlut, is a little slower than the unsafe cache but at least all the games i tested have correct text output and fast frame rate. the glitches in dinamyc color textures are more noticeable in this mode
this values could be improved, if you find a better combination please post it and the game it fixes and i will update the source.
for the moment, as my time is limited by a lot of work, only implemented the d3d gui, if someone can implement the opengl gui will be a lot of help for me.
please test a lot and let me know the results.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5135 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-02-26 12:54:08 +00:00
nodchip
609151c6e8
Reverted because of some processor and performance issue. I will develop in a branch about SSSE3/SSE4.1.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5123 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-02-24 23:58:48 +00:00
nodchip
47fb73b71a
Added SSSE3/SSE4.1 code for speed up. The code does not work in this revision because cpu_info is not initialized properly. I will fix the issue in another commit.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5119 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-02-24 09:56:41 +00:00
Glenn Rice
1d40b8a5ae
Systematically eliminating compiler warnings.
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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
3cc5d8ce6f
First a bugfix:
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fixed a misbehavior in the clear code that causes depth clear problems in reference hardware (Intel as example).
add 6 parameters to optimize Safe Texture Cache:
SafeTextureCacheColorSamples, SafeTextureCacheIndexedSamples, SafeTextureCacheTlutSamples:
this 3 parameters gives the number of samples taken to calculate the final hash value, less samples = more speed, more samples = more accuracy
if 0 is specified the hash is calculated using all the data in the texture.
SafeTextureCacheColorMaxSize, SafeTextureCacheIndexedMaxSize, SafeTextureCacheTlutMaxSize:
this parameters limits the amount of data used for the hash calculation, it could appear as redundant but in some games is better to make a full hash of the first bytes instead of some samples of all the texture.
color, indexed, tlut : define the texture type, full color data, indexed, and the tlut memory.
the parameters are available in the config , no GUI at this time, if the test are OK will add it to the GUI.
if someone needs it will give more examples on how to configure the values for specific games.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5116 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-02-23 21:52:12 +00:00
sl1nk3.s
ae58a743cb
Some tiny fix, fixed a crash when activating "overlay some statistics" on OGL plugin (which actually overlays a whole book + 400 chapters of statistics and, indeed, overflows and crash) + memleak fix on LLE plugin and little fix on GBAlink shutdown code.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5113 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-02-23 01:57:26 +00:00
Glenn Rice
303769d31c
Revert commit 5105 until we sort out how we want this to work in linux.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5110 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-02-22 16:10:08 +00:00
Glenn Rice
73d575c5c2
On linux don't compile and link against lzo, soil, and sfml "Externals."
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Instead use system libraries liblzo2-dev, libsoil-dev, and libsfml-dev
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5105 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-02-22 00:39:38 +00:00
Glenn Rice
154bc956ad
Some code clean up, and take care of some compiler warnings.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5090 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-02-20 04:18:19 +00:00
Sonicadvance1
c63446827f
Fix crash when stopping and starting a game with OpenCL enabled
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5047 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-02-13 10:09:54 +00:00
Sonicadvance1
0ab6c117c1
Fix a memory leak in OpenCL
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5044 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-02-12 17:20:01 +00:00
Sonicadvance1
89c276c962
Fix a Memory leak in CoreAudio backend, around 2MB. Stops OpenCL from trying to decode CMPR textures, as it fails horribly. Fixes a memory leak in EXI devices, where the destructor wouldn't be called, causing a 32MB leak with memory cards(if you have two), and maybe a bit more from the other EXI devices
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5042 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-02-12 16:40:13 +00:00
j4ck.fr0st
e4dcdf796f
OSX build fix.
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Fixes Issue 2260
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5039 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-02-11 17:54:16 +00:00
Rodolfo Osvaldo Bogado
6200c99dd4
test commit: please test if this improve the performance with the safe texture cache
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5038 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-02-10 15:55:24 +00:00
Rodolfo Osvaldo Bogado
e93e777ffb
second try to implement a more correct safe texture cache, implemented full hashing of tlut textures as they are the more problematic, this should solve virtually all the problems with characters in all the games that have them.
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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
2010-02-08 23:23:04 +00:00
j4ck.fr0st
43051ffe41
some cleanup, housekeeping for error cases and increased a few buffer sizes that are overflown by its content.
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Thanks to Fatalis for the initial patch and pointing us to cppcheck.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5004 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-02-03 20:29:49 +00:00
Rodolfo Osvaldo Bogado
a319a77be4
sorry forget one file :)
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5002 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-02-03 14:17:03 +00:00
Rodolfo Osvaldo Bogado
e98a273b54
fixes for my last commit:
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chage the global format of the screenshots to bmp, is correctly supported by both plugins and is faster.
reverted the changes in safe texture cache, will try to make them more stable then commit them, this should fix compilation in linux and macand error introduced in MP games
corrected all the issues commented by ector, thanks for the comments alway is good that the code is revised by others to find missed spots.
please report any remaining issue to solve them.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5001 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-02-03 14:13:03 +00:00
Rodolfo Osvaldo Bogado
9e2bbec47f
a lot of modifications here :)
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first fixed scaling when updating backbuffer to make it friendly with encoders, now frame dumping must work without errors in any codec.
clean screenshot and frame dumping code now is more correct, faster and stable.
improve safe texture cache, improving the distribution of the hash algorithm, including tlut hash in the final hash of the texture, and making use of a 64 bit hash to make it more accurate.
clean a lot of code and corrected some missused vertex formats when drawing full screen quads.
and biggest change last:
implemented pseudo antialiasing: a image post-process algorithm that mimics antialiazing and is fare more easier to implement in this scenario.
you can change the intensity of the effect changing the values of the antialiasing combo. the right value depends on the game.
for example mkwii looks awesome with 8x.
please try all the changes and let me know the results.
if something is broken, please let me know and will fix it asap.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5000 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-02-03 03:52:50 +00:00
Glenn Rice
feba09f7a3
Linux global build. At least the basic footwork is done here.
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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
2010-02-02 21:56:29 +00:00
ayuanx
8b129fca0c
Fies Issue 1584
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OSD and Hotkey to do quick config toggling
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4984 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-01-29 07:44:21 +00:00
skidau
1f37bb2177
Reverted the FIFO thread change
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4937 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-01-23 21:06:12 +00:00
skidau
35b6e71f03
Experimental FIFO thread. Speeds up the emulator by moving FIFO to its own thread. This will work best with quad cores, though there is a noticeable improvement on my dual core.
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Enable the thread by adding this line to the video plugin ini files, "User\Config\gfx_dx9.ini" and "User\Config\gfx_opengl.ini":
UseFIFOThread = True
The line should be added under the UseXFB line.
To disable the FIFO thread, use this line:
UseFIFOThread = False
If the line is not in the ini file, the default is disabled (i.e. False).
The FIFO thread causes an error when the OpenGL plugin is used. The D3D plugin works.
Only top left quarter of the screen can be seen when rendering to main window. The entire screen can be viewed when running in a window.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4930 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-01-23 12:50:56 +00:00
hrydgard
a43428253b
Kill the last timeGetTime calls.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4921 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-01-21 21:27:52 +00:00
hrydgard
9893122a58
Attempt at fixing the colors of loaded "hi-res" replacement textures in D3D. Fixes issue 2074. Delete some obsolete commented-out code.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4916 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-01-21 19:31:48 +00:00
hrydgard
576990c5a3
JitIL is no longer a separate .exe/binary - it's now a simple option, Dolphin.exe now contains both cores.
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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
2010-01-19 19:28:27 +00:00
Rodolfo Osvaldo Bogado
c4c809f6b1
Small fixes:
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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
donkopunchstania
896850b176
Disable change made in 4801.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4876 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-01-18 06:32:16 +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.
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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
ayuanx
734b0f5dd4
Fixed a stupid error left by me.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4860 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-01-16 22:37:38 +00:00
Rodolfo Osvaldo Bogado
8de76f8fe8
ok big changes here:
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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
ayuanx
571a47ef9a
This could alleviate the suffering of dual core synchronization a bit.
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But I doubt you would notice it in most cases.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4830 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-01-14 10:52:14 +00:00
hrydgard
2db709aeb6
Add "Auto Aspect Ratio" to both graphics plugins. It's the new default, so you can forget about switching aspect manually from now on. In the Auto mode, aspect ratio is automatically set depending on whether it's a Wii or GC game, and whether the global Wii Widescreen setting has been set. There is still the possibility to override, which can be useful for the very few GC games that do support widescreen.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4828 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-01-13 21:11:02 +00:00
ayuanx
429691ce96
This should settle the FIFO BP critical games like Metroid Prime 2
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G2ME01.ini
[Video]
FIFOBPHack = 1
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4823 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-01-13 11:42:04 +00:00
ayuanx
ecdcffc7cf
Fixes Issue 1997
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This also makes the CP FIFO hack obsolete.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4821 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-01-13 09:03:55 +00:00
hrydgard
a81efdb597
D3D: Fix some texture wrapping issues by setting the texture state for every texture used at draw time. Hopefully there will not be a noticable slowdown, thanks to the state caching. Also some minor cleanup. Should fix issues like repeated shadows. TODO: In theory it should have worked without this, so I should investigate why this change was needed.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4815 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-01-12 23:40:30 +00:00
Rodolfo Osvaldo Bogado
532ab905c4
this is a dev commit, a cleanup in the pixel shader generator to make the generate code a lot cleaner and readable, and a little fill rate optimization when using alpha test, i don't thing any game is limited by fill rate but the code looks more cleaner and is ordered in the same way is executed in hardware.
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please test, if any problem apears let me know
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4812 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-01-12 03:39:14 +00:00
hrydgard
9012d4f4b8
Fix missing shading in NSMBWii etc in the D3D plugin. Now, I'm not entirely sure why the existing code didn't work properly, but hey, this fixes it :)
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4810 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-01-12 00:08:02 +00:00
donkopunchstania
a19be73be3
Do special handling of texture coordinate generation if there is only a position and texture coordinate present.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4801 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-01-11 00:44:40 +00:00
ayuanx
81afdbe4f4
Compilation fix for r4795
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Nunchuck gravity fix for r4794 (as sanchez instructed)
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4797 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-01-08 22:56:27 +00:00
ayuanx
a3cfafcd12
1. Expanded Framelimit range from 20 to 120 in case someone wants to run a little faster than full speed but still controllable not like wild OFF.
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2. Fixed a bug (for Win 32bit) that reports "No possible memory base pointer found!" even when there IS valid memory base found.
3. Made Metroid Prime 2 (maybe also other games) boot
PS: There is definitely some initialization problem with Dolphin (not found exact location yet), which prevents Metroid Prime 2 from first time booting (If you boot some other GC game first, stop it, then MP2 can boot without problem).
So I added an instant BP hack that can make MP2 boot even at first time.
And I've tested all my games to guarantee it won't break any game that already boots before this hack.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4795 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-01-08 21:57:31 +00:00
ayuanx
9cbd508181
1. This should fix Issue 1625 (Bizarre Auto Frame Limit)
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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
2010-01-07 20:01:41 +00:00
ayuanx
e80078dc3c
What we should think about:
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"VideoFifo_CheckEFBAccess()" & "VideoFifo_CheckSwapRequest()" should be moved to a more suitable place than inside function "Fifo_EnterLoop()", which wastes considerable amount of CPU time (exhausting one core completely even when paused) and also makes VPS inaccurate.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4778 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-01-03 18:58:50 +00:00
ayuanx
a3c258cf9c
Fixed Issue 1921
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This also fixed Ikaruga, not sure whether it could fix Metriod Prime. If not, how about disabling EFB copy?
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4777 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-01-03 16:04:40 +00:00
Rodolfo Osvaldo Bogado
ded7a2921d
I'm back, after two weeks pure work and nothing of dolphin, take a look at the code and discover this very small fix, apply color clamping before alpha test, the way is done in the software plugin, have some nice effects, this will fix some things and brake others but the feedback is needed.
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if you want to know where to start testing look at SMS :)
HAPPY 2010 for everyone
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4775 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-01-02 21:09:12 +00:00
ayuanx
92ef4f1156
1. Fixed the freeze issue in "Super Mario Galaxy" and other games, which was introduced since r4762
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2. Fixed Issue 1909
Multi-Nunchuck control problem
3. Updated SYSCONF, which should enable games that require MotionPlus, such as "Wii Sports Resort"
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4773 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-01-02 05:15:36 +00:00
ayuanx
6e87ef943f
Sorry, this is the working fix for r4759
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4762 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-12-31 20:49:04 +00:00
ayuanx
40f4dd30c2
Fixed Issue 1711 (a bug that prevents some games from booting)
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Thanks to chuvit's help
Added safety check for CFrame::Update
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4759 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-12-31 16:25:12 +00:00
ayuanx
151ff28ab7
Fixed mem leak caused by not releasing pad & wiimote plugin when shutdown
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Fixed main frame crash after shutdown
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4755 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-12-30 14:37:12 +00:00
sl1nk3.s
bf6ed51b87
Fix an issue with BPMEM_LOADTLUT, thanks to revned @ issue 1831, also fix a speed issue int the FIFO loop introduced recently (ZWW was ~20% slower)
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4739 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-12-28 19:13:06 +00:00
death2droid
a1fefe870c
DX9: - Add hires texture loading.
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- Add an option to enable the EFB scaled copy *TODO find a better place for it to go.
SOIL - Update stb_image to the latest version (1.16 to 1.18)
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4716 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-12-22 06:47:42 +00:00
fgfemperor
acb9e7ca29
NSMB background fix. Fixes 1654.
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There was a problem with the fog calculations... Now NSMB shows the background, while the fog still works!
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4714 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-12-21 20:30:01 +00:00
ayuanx
b0ef811786
Disabled thread synchronization check so the speed should be back, and theoretically should be even faster than r4698.
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Hope it is safe to do so.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4701 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-12-17 04:01:34 +00:00
ayuanx
0ae7be2c1c
Since we have been employing the FIFO BP hack for so long time, at least let's make it a decent hack.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4699 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-12-16 17:05:30 +00:00
Rodolfo Osvaldo Bogado
9c930f0825
nice little hack to make efb copies scaled with the efb so everything will look a more HD, for now there is no GUI i'm with a lot of work at home. if everyone likes this change will add it to the GUI. for now just use the config file.
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it brakes sms goop so in that game avoid this . test and let me know.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4696 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-12-15 01:40:54 +00:00
ayuanx
66b1eb1f08
Does anyone know any game that requires the "Clear FIFO BP on Rising Edge"?
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Because commenting out this behavior fixes Silent Hill Shattered Memories.
If this commit breaks any game, please report.
PS: There is a EnterCriticalSection in fifo.cpp, which performs the Read Access, but there is no EnterCriticalSection in CommandProcessor.cpp which performs the Write Access, so how can we guarantee the Write Access is atomic?
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4694 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-12-14 15:50:31 +00:00
Rodolfo Osvaldo Bogado
0bc7fa7bf5
Small fix for the last commit, and a little fix for disable fog to really disable it :)
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4662 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-12-09 13:51:28 +00:00
Rodolfo Osvaldo Bogado
d02426a8e9
mixed commit:
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in D3D and Opengl:
fixed one nasty bug in texture loading where if a dynamic texture keeps his format but the tlut format is changed, the try or reloading the texture in the same texture could cause a hang if the size of the resulting texture is different than the original (size in bytes)
Applied a ugly temporal hack to the texture conversor to solve efb to ram misalignments and effect distortions.
in D3D:
Pseudo implementation of logic ops using basic blending: the first 8 operations are "good approximations", the remaining 8 are bullshit :) if someone have a better approximation to emulate this logic please let me know.
please test if i don't break anything in the process and test Mario kart wee you will get a nice surprise.:)
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4656 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-12-07 18:48:31 +00:00
hrydgard
0f0c77c299
minor code cleanup
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4645 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-12-05 14:01:29 +00:00
hrydgard
f0bba97070
Delete the misnamed GlobalControl.cpp/h, move the (ugly) projection hack code that was there into VertexShaderManager where it belongs.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4644 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-12-05 13:56:23 +00:00
donkopunchstania
e6d51e8ff4
Fixed 24 bit depth copies to RAM. 24 and 16 bit depth copies are now more accurate. Added an offset to DX copies to RAM and made half sized copies to a texture linearly filtered.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4635 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-12-02 04:17:18 +00:00
luisr142004
60352d92eb
Wiimote: reapply the Upright wiimote option
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D3D: add the EFB Copy option to complete Rodolfo's commit plus add the Overlay FPS and the Disable Fog options
also change the config dialog's behaviour a bit
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4622 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-11-28 05:59:46 +00:00
Rodolfo Osvaldo Bogado
5e31f22e50
small code reorganization.
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Now efb to ram display correctly but still is misaligned by one pixel
please test and give me feedback
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4618 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-11-27 19:42:27 +00:00
Rodolfo Osvaldo Bogado
55dc7efaa4
corrected viewport and scissor test behavior in both plugins.
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some code cleanup in d3d.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4605 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-11-23 14:08:08 +00:00
Rodolfo Osvaldo Bogado
19d7bb2c84
big commit, implemented depth textures with hardware support in D3D, so now they will be correct as in opengl. please test a lot because i only tested the ati path, nvidia path is "Theoretical" :).
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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
2009-11-22 02:37:00 +00:00
donkopunchstania
6e7395cef1
Try to do Z textures better. Z texturing does not work if early z or no z update. Corrected the Z texture bias used on 8 and 16 bit textures.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4596 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-11-21 02:49:46 +00:00
Rodolfo Osvaldo Bogado
802c112ad9
Well this commit has 2 parts:
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first part if fixing, fixed, i thing, the flickering that everyone has reported, at least in my case i only have flickering in the one texture in one game and now is fixed. The other fix is not for an reported issue, is more a correctness fix, running dolphin with pix to review debug errors, result in a ton of warnings and error, now with this commit, at least for ati, there no more error or warnings, this means, correct management and state change, no accurate emulation, for this still a lot of work to do.
for this part of the commit please give me feedback and let me know of remaining issues
Te second part is the partial implementation of efb to ram copy in d3d, this won't brake anything because is commented but i commit this to ask for help from ector and donko in some errors remaining in the implementation related to differences between opengl an d3d.
if you want to test this you have to uncomment line 150 to 155 of bpstruct.cpp
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4594 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-11-20 18:46:30 +00:00
Rodolfo Osvaldo Bogado
fe1a5142a7
a minor cleanup in xf registers, an some small bug fixes. please test and give me feedback
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4589 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-11-19 02:28:41 +00:00
bztdlinux
f796d4d747
STAND BACK - NEWLINE POLICE
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gcc spams warnings when newlines are not at the end of files.
reason: http://gcc.gnu.org/ml/gcc/2001-07/msg01120.html
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4582 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-11-15 22:26:39 +00:00
donkopunchstania
f992fc6949
EFB to RAM in OGL and software plugin now work correctly when texture in RAM is a different size than the source. Corrected some block heights in texture decoder to fix copying certain EFB formats.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4580 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-11-15 20:14:03 +00:00
Rodolfo Osvaldo Bogado
f8c2dcaa4e
fix for re missing characters in both plugins, thanks to autoran for the testing. also modified depth efb copy behavior to work accordantly to this change.
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in opengl efb copy, set the destination texture format and not use argb always.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4575 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-11-14 23:15:09 +00:00
Shawn Hoffman
4622bd0c8b
reapply changes from 4550-4551,4556-4559 correctly...sigh...some files were ignored by tortoisesvn, and myself :|
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4570 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-11-14 17:50:51 +00:00
Shawn Hoffman
06aa62504c
revert to r4531, but keep the changes from the following revisions: 4533,4550-4551,4556-4559
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4566 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-11-14 17:08:32 +00:00
Rodolfo Osvaldo Bogado
e56ca08b4f
some minor changes preparing for future commits, and a correction to texture alignment that must solve the efb misalignments in various games
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4556 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-11-13 11:55:14 +00:00
donkopunchstania
dee90fa7aa
The WGP does not loop if the write pointer is set beyond the end of the fifo. Updated the video plugins this time.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4531 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-11-12 01:51:40 +00:00
Rodolfo Osvaldo Bogado
c2a4e33313
Implemented secondary path for hardware with no multiples render target support, so please a lot of testing from people with problems in the last release.
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corrected a little depth textures still broken but now at least i discover the reason, the ultra bad news for d3d lover is, the only correct way to implement depth textures will be do a firs depth only pass disabling blending.
This is because blending is affecting the values stored in the depth texture, so to store the true values, blending mus be deactivated.
this will degrade performance but is the only "Correct" way in d3d 9. the other possibility is dx10 but that's a complete different story ;)
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4526 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-11-10 12:45:03 +00:00
Rodolfo Osvaldo Bogado
0ac07e8aa8
Big Commit this will break a lot, fix a lot, but i thing is a good step:
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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
2009-11-08 20:35:11 +00:00
Rodolfo Osvaldo Bogado
78fa929c70
Some errors in the values passed to e pixel shader caused the menu error, no they are fixed, thanks to LordMark for help me with the testing.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4490 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-10-31 13:40:53 +00:00
Rodolfo Osvaldo Bogado
ec77ba3e99
fixed z textures, don't know where this is used but a fix is a fix
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4486 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-10-31 03:35:36 +00:00
Rodolfo Osvaldo Bogado
9a59619560
Extra small commit but ...
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Fix Paper mario and any games that uses SETZSCALE or SETZOFFSET
c# is making me soft i don't see the cast error
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4485 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-10-30 22:28:59 +00:00
Rodolfo Osvaldo Bogado
dd7f6f991f
small code cleanup, and little fixing of errors introduced by mi in my first commit :(
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fixed scissor test in direct 3d
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4480 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-10-30 04:14:43 +00:00
Shawn Hoffman
31e61da40d
fix Jit64::fmrx (well, fixes soul calibur 2 SPS at least) cottonvibes wrote this :)
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fmrx can do some different behavior depending on the current mode of the fpr, but we *seem* to not have a problem ignoring this behavior...
add a tiny comment to the PECopy register - some sources call the half_scale bit "mipmap"
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4476 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-10-29 04:01:31 +00:00
Rodolfo Osvaldo Bogado
7602f7ab3e
rewrite the tev stages generator to make it more hardware like, thanks to godisgovernment for he documentation. Also make it faster using lockup tables.
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thinking going to get a lot of -1 for this one but is the only for of really test it.
hope this fix something and don't break to much ;)
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4475 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-10-29 03:28:38 +00:00
Rodolfo Osvaldo Bogado
a31eb24955
small commit,but should fix 2 big issues:
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* clear and flicker problem in d3d, backbuffer clearing was commented out, (if this was on right let me know and I'll revert).
* alpha problem introduced by my modifications to the tev, must been sleeping when i wrote that code, should be fixed now.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4471 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-10-28 02:00:13 +00:00
Rodolfo Osvaldo Bogado
08b2686d90
as sl1nk3.s say make the updates directly to the viewport and let the scale fixed in 2^24.
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please test specially in paper mario and Killer 7 that where games where supposedly this was used.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4470 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-10-26 02:38:23 +00:00
Rodolfo Osvaldo Bogado
0511d6e185
some work on zscale and zoffset, don't know if this is correct but at least it seem to fix one or two games.
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thanks a lot to chaoscode he make possible to test this on nvidia. please test this a lot and give me feedback :)
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4468 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-10-25 23:10:30 +00:00
Rodolfo Osvaldo Bogado
227d363881
small code clean up:
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d3d: remove the depth texture path it will not work so for now only lockable textures were available. i thing the only way will be a use a secondary render target and do a depth pass to mimic depth textures.
opengl: minor cleanup here and there and a possible fix to issue 1509, but not tested because in my system the errors remarked in the issue don't show.
commond: code reorganization an optimization in the pixel shader generator, trying to understand the tev stages, make some changes to make the generator faster (not much only started for the alpha test and fog).
this changes try start solving the diferences bethen the hardware plugins and the soft plugin.
i hope with i don't brake nothing but please test this a lot.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4465 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-10-25 02:35:21 +00:00
Shawn Hoffman
ac157105c5
small code cleanup: rename "dual core" stuff to CPUThread, bOnThread, etc.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4455 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-10-23 15:26:35 +00:00
Shawn Hoffman
520a2a68ac
Change some default settings:
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Core:
bLockThreads = false
m_EXIDevice[2] = EXIDEVICE_NONE
Video:
bKeepAR43 = true
iMaxAnisotropy = 1
bCopyEFBToRAM = true
Trying to find good high compatibility settings for default setup.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4453 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-10-23 05:48:54 +00:00
sl1nk3.s
833341696b
Fix issue 1549, issue 1400, a crash when pressing reset while no game were running and better fix for issue 1556
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4451 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-10-22 19:13:22 +00:00
Orphis
7a2bad4efb
OpenCL: Fixed and enabled CMPR decompression
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4448 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-10-22 01:42:21 +00:00
LPFaint99
767818bcb2
update OpenCL.rules to work on paths that include spaces
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4443 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-10-21 01:00:27 +00:00
sl1nk3.s
4c3e405c47
Revert the the Fifo changes from r3984 (Pokemon XD still somewhat works) this should fix hangs/desyncs in a couple of games (burnout, metroid, spyro, soulcalibur, nightfire...) see issue 1524
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4442 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-10-21 00:01:07 +00:00
Orphis
094c73a080
OpenCL: Moved the OpenCL code from the compiled source to a separate file TextureDecoder.cl and added a .rules files to copy the updated version to the build directory.
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Fixed RGB5A3 decoding with alpha
New CMPR decoding, blocks with no alpha are great, still have to figure the problems with transparent blocks. Disabled for now.
Added a better error reporting to the base OpenCL functions
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4439 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-10-20 00:55:07 +00:00
XTra.KrazzY
540f59ef07
OpenCL: More formats (thanks, orphis) RGBA8, RGB565, RGB5A3. Optimized the buffer creation. There is a visible performance boost.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4422 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-10-14 22:28:23 +00:00
nakeee
9f8a2986a2
Videocommon: setlocale for shader compilation, should fix problem with runaway , in certain locales.
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Please test issues 1533 and 1496
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4418 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-10-14 01:58:39 +00:00
XTra.KrazzY
fb60b10c7b
OpenCL: Implemented I4 and corrected IA8 (huge thanks to Orphis for fixes, implementation and optimization)
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4417 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-10-13 21:51:27 +00:00
XTra.KrazzY
9da9346274
OpenCL: Kernels are now more general...
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4402 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-10-11 22:21:36 +00:00
XTra.KrazzY
fc1c77b60d
OpenCL: Set up ground for more texture formats. Implemented the IA8 format (still buggy, no transparency)
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4401 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-10-11 21:14:02 +00:00
XTra.KrazzY
449abdb01d
OpenCL: Solved the IA4 case (some byteswapping was necessary, hope there's a vectorized function for that). Some \n fixing I guess
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4399 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-10-11 20:03:55 +00:00
donkopunchstania
56214e9103
Moving pixel engine and command processor from core to video common. This will break previous save states. Adds decoding single pixels to texture decoder.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4391 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-10-10 21:19:39 +00:00
hrydgard
8af6280af2
Fix saving of the new d3d efb access option.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4385 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-10-08 21:59:40 +00:00
XTra.KrazzY
e6f20f07f5
OpenCL: Vectorized I8 texture decoding and added a (too intense?) IA4 decoding method.
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Not sure what's wrong with IA4 there...
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4382 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-10-07 22:51:32 +00:00
XTra.KrazzY
f52851ab9f
OpenCL: Texture decoding is now two dimensional
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4381 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-10-07 21:51:40 +00:00
XTra.KrazzY
98db1a0ca3
OpenCL: More windows support and some unfinished work
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4380 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-10-07 21:30:36 +00:00
Sonicadvance1
5523f28b51
Better TF_I8 decoding via OCL. Can still get way better though. Seems XFB speed boost was a fluke
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4379 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-10-07 21:10:39 +00:00
hrydgard
9c45ac7e35
EFB Reads are so slow in D3D that I think we need an option for it. Here it is.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4378 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-10-07 19:54:56 +00:00
Sonicadvance1
16c6ec6e7e
Woops, that is why getting work group size failed
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4372 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-10-07 07:44:35 +00:00
Sonicadvance1
059970e971
Fix XFB converting, silly mistake. Disable Texture converting ATM since it fails. And if can't read work group size, fall to 64, which is what my 8600GTS does. Tested XFB in Melee intro, got around 10FPS faster tPS faster then with CPU side
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4371 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-10-07 04:00:29 +00:00
Sonicadvance1
dde693afb8
Fix a few things I missed
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4370 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-10-07 03:11:52 +00:00
Sonicadvance1
0146f3f58f
More OpenCL work, got XFB converting which needs more optimization. I haven't checked for FPS changes. My desktop isn't the best to test on anyway (Phenom 1, 32 stream processors). The package check doesn't work for me, so I just checked true if you compile with opencl=true. Requires a bit of cleanup still
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4369 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-10-07 02:48:21 +00:00
Rodolfo Osvaldo Bogado
19b8e6bc08
Sps fixed in all the games tested, code cleanup and reordering
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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
2009-10-06 14:24:10 +00:00
Rodolfo Osvaldo Bogado
9d67518f71
I hope you all like this. Changes:
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Opengl:
Reorder the rendering path to make it more generic, and a little bit faster i think.
Reduce the index Buffer size to make it more Friendly to older video hardware.
get rid of the remaining annoying sps (I hope).
D3D:
Implement the same path as opengl to make the plugins more similar and maintainable.
Fixed Peek_Z this means, Pushing stars in SMG Now Works.
Please give heavy testing to this changes and compare the performance with the old path.
Thanks to hrydgard for let me participate :).
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4353 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-10-02 14:03:07 +00:00
XTra.KrazzY
c6f0335b62
OpenCL: More work on centralization (need SCons reflection)
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4351 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-09-30 21:01:34 +00:00
XTra.KrazzY
4499444a86
OpenGL and OpenCL are NOT related! (Committed here are some scons fixes)
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4349 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-09-30 12:58:02 +00:00
nakeee
ffe12ec752
OpenCL: added opencl=true option to scons and fixed the case on the way.
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Add ifdef for osx ocl include.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4348 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-09-30 06:49:08 +00:00
XTra.KrazzY
aa1fd81e37
OpenCL: A bit more work.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4347 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-09-30 00:39:32 +00:00
Sonicadvance1
fb258e3ca5
Base of OpenCL code
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4346 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-09-30 00:28:27 +00:00
hrydgard
e6b30e574e
Let's try rodolfo's fix of 4322
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4343 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-09-29 18:27:41 +00:00
Marko Pusljar
d1f0294053
DSPLLE + 2 small fixes, many GC AX games are almost perfect (sound wise, ex. Super Monkey Ball 1/2), if PC is fast enough (3GHz C2D+), Zelda type games too slow to be testable
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4340 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-09-28 16:39:29 +00:00
hrydgard
e102fdaac3
r4322 commented out an important Flush() call - restore that.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4323 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-09-26 21:00:04 +00:00
hrydgard
29808cdde2
OpenGL: commit rodolfoosvaldobogado's (what a name!) speedup patches.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4322 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-09-26 12:39:12 +00:00
hrydgard
7a8f6bdd6d
D3D various: "Safe texture cache" option, texture replace instead of destroy/create when possible, a commented out "optimization" that didn't speed things up (use DrawPrimitive instead of DrawIndexedPrimitive when possible), reduce code duplication in Flush(), don't periodically clean out the shader caches since it's not really beneficial - shaders are cheap to keep. some code cleanup.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4302 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-09-19 13:14:55 +00:00
hrydgard
dae1a68bfc
D3D: minor vs constant-setting optimization, remove a stupid memcpy that doesn't do anything, don't see much benefit though :/ At least the PIX logs will be cleaner.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4301 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-09-19 10:46:25 +00:00
XTra.KrazzY
a8270d50ee
Tiny shader syntax fix that was here for a while now.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4285 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-09-16 06:33:05 +00:00
hrydgard
20922cf3f0
D3D: More reset fixes
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4282 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-09-15 21:49:15 +00:00
LPFaint99
ca7a5b36dc
only load gameini settings if they exist
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change D3D to use char[] for resolution settings in ini
warning fixes for FrameAui.cpp
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4273 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-09-15 08:13:45 +00:00
nakeee
b7d6259405
Videcommon: removed double settings (how did full/window res work so
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far?)
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4272 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-09-15 06:14:45 +00:00
Shawn Hoffman
a08c801256
psyjoe's patch to shader compilation. ector/some "shader person" check this please :) looks reasonable to me though.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4267 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-09-14 06:25:00 +00:00
hrydgard
c7431401be
D3D: Fix 8-bit signed normals. Fixes lighting problems in Super Smash Bros Melee. misc tiny things
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4265 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-09-13 21:18:04 +00:00
hrydgard
a7c70ddb66
D3D: Eliminate black borders, add 4:3 and 16:9 settings, and the widescreen hack. Unfortunately this temporarily breaks MSAA (in d3d only) until I have time to fix it.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4263 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-09-13 17:46:33 +00:00
hrydgard
73d2b3e968
more uninteresting cleanup, fixed a minor race condition when toggling efb copy mode
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4261 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-09-13 10:18:01 +00:00
hrydgard
2d93c654f0
Rename Config.cpp/h to VideoConfig.cpp/h.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4260 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-09-13 09:23:30 +00:00
hrydgard
512053fa5e
Kill some horribly ugly hackery :( It's just not right to pass entire IniFile objects across DLLs. Only POD (plain-old-data, like int, float, char, char[] etc) are safe to pass across DLL boundaries.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4257 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-09-13 08:54:46 +00:00
hrydgard
700f2ff694
Lots of code and warning cleanup. OGL/D3D: Moved to a shared config class in VideoCommon. This lets VideoCommon code read the config without ugly hacks. Fixed various config race conditions by keeping a copy (g_ActiveConfig) of the g_Config struct which is updated once per frame.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4256 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-09-13 08:21:35 +00:00
hrydgard
52ea8a0fd1
D3D supports setting multiple shader constants at once, so let's add support for that. Very tiny speedup. Also remove the annoying black window in the background when configuring D3D before starting a game. Also make sure to write all values when converting normals - might help the cpu's write gather cache.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4255 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-09-12 15:00:08 +00:00
rice1964
e1a0f8884a
D3D: Projection hack feature. Have also moved related functions and constant definitions from OGL to VideoCommon, will clean up the code better if it works for D3D.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4252 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-09-11 05:50:02 +00:00
rice1964
c046c27815
D3D: Minor bug fix and some code cleanup for DirectX API call reduction.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4244 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-09-10 03:36:32 +00:00
hrydgard
0a576c7508
Linux: Tons of warning cleanup plus workaround a nasty crash problem in StatusBarMessage.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4234 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-09-08 21:16:05 +00:00
Shawn Hoffman
3b76f6dc80
get rid of the '¯' chars in source code...non ascii chars are not really good to have floating around for no reason. http://google-styleguide.googlecode.com/svn/trunk/cppguide.xml?showone=Non-ASCII_Characters#Non-ASCII_Characters
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4231 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-09-08 16:07:13 +00:00
John Peterson
1320e21ded
OpenGL: OSD menu live resolution change fixes
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4212 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-09-06 15:11:21 +00:00
rice1964
c30ed92e75
Add some command line options to directly specify plugins. You can use "dolphin /V Plugins/Plugin_Video???.dll" in the command line to start Dolphin with the ??? plugin. This can be done also for other plugins. There are a couple of reasons to do so. For example, Dolphin compiled in DEBUG would often crash if loaded with non-DEBUG plugins. Therefore, you may want use to DEBUG plugins when running the DEBUG dolphin by giving all the command switches.
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Also add some code to show the version of the plugin in the plugin configuration window title, so we can see clearly which version of the plugin we are using.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4208 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-09-06 02:55:14 +00:00
sl1nk3.s
5a21d72693
Fix screen flickering with frameskip on D3D plugin, also fix occasional hang when turning frameskip off
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4194 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-09-04 06:09:21 +00:00
hrydgard
efc74c77a9
D3D: Basic EFB copy-to-texture support. Fixes star domes in SMG (but does not fix the pull star, need EFB reads for that) and some other things.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4188 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-09-03 21:56:08 +00:00
hrydgard
baede3a7f3
Moving more things out of GL into VideoCommon...
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4187 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-09-03 20:37:35 +00:00
hrydgard
2b1022f152
More tidying up - share the stats print between the two plugins, etc
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4184 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-09-03 19:42:45 +00:00
hrydgard
562a4e25ac
Some housecleaning around the D3D plugin, start of preparations to share even more code with the GL plugin.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4183 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-09-03 19:24:16 +00:00
hrydgard
97af2f1126
GL/D3D: slightly more accurate and faster DXT decoding, thanks to Orphis
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4172 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-09-02 21:30:54 +00:00
death2droid
2be5d013e0
Add the wide screen hack by <---Does the person even have a user name?
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4171 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-09-02 21:30:19 +00:00
hrydgard
1e016dd522
Fix a vertex shader generation bug that crashed Super Monkey Ball. Better shader error handling. Random warning fixes.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4170 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-09-02 21:19:35 +00:00
Marcus Wanners
50593397f3
Got rid of all of jp's ////////////////////////////// lines (nearly 500 of them)!
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Yes, I used a script :D
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4169 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-09-02 21:00:45 +00:00
hrydgard
c64b1ca5dc
D3D: Fix nonpow2 textures (simply turn off the rect texture stuff since it's not necessary under D3D). some cleanup. Add a TODO (tip from Orphis)
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4168 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-09-02 19:59:41 +00:00
hrydgard
e97bc516e6
Warning fixes/suppressions(aui), assorted code cleanup, d3d vertex shader cache expiration interval increased.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4165 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-09-02 18:55:36 +00:00
nakeee
b2533a5ef2
Fixed various warning fixes and potencial POD/crash bugs
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4156 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-09-02 07:59:06 +00:00
hrydgard
2599659022
D3D: Fix bugs in the shader cache, fixes crashes on x64. added some debugging stuff (only active in debug builds). assorted code cleanup.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4145 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-09-01 19:48:45 +00:00
hrydgard
0b5c993076
Misc : build fix for debug x64, assorted cleanup.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4127 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-08-31 22:42:10 +00:00
hrydgard
d65fb1a30a
D3D: Fix alpha test (I think, not tested much, no pun intended)
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4124 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-08-31 21:47:39 +00:00
hrydgard
4968f6c29a
GL/D3D: Attempt to fix problem with bad colors when starting a 2nd game.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4120 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-08-31 20:58:57 +00:00
rice1964
0dcf03b898
This should fix the per-vertex PositionMatrix, the famous "Posmtx" problem, for DX9. My DX9 plugin still crashes, for some other reasons. Verified with Luigi's Mansion, it almost works.
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BTW, this is Rice from emutalk, one of the 1964 emulator authors, and author of Rice video plugin for N64 emulators.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4115 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-08-31 06:35:43 +00:00
rice1964
718c88ff6a
Some optimization on the pixel and vertex shader generators. As tested on Zelda TP, these changes should be able to reduce the number of lines in the compiled pixel shader program by 20% to 30%, for example, from 38 lines to 28 lines after the generated cg/HLSL pixel shader compiled by the cg/HLSL compiler. These could means slightly faster rasterization on slower video cards.
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Also fixed shader compilation errors for DX9 plugin by using correct pixel/vertex attribute names that are compatibile with DX9 HLSL shader compiler. Now the generated vertex or pixel shader programs will compile correctly in either OGL or DX9.
However, DX9 plugin is still not fixed, even though the shader programs can be compiled now.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4113 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-08-31 04:23:30 +00:00
hrydgard
8827c22c60
vertex shader generator: don't multiply z by two in d3d mode (thanks drk|razi)
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4098 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-08-29 12:15:59 +00:00
sl1nk3.s
5831c95151
Re-enable CPU swap on XFB mode only, to avoid flickering in a couple of games
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Fix for a dumb mistake from r4042 and doing it lazy-right :p
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4063 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-08-25 18:30:15 +00:00
omegadox
984988c5d3
GFX: revert of r4044
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4051 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-08-24 23:36:28 +00:00
omegadox
1427024a21
GFX: Possible fix for depth range
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4044 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-08-24 06:48:00 +00:00
sl1nk3.s
944844bfba
Fix Pikmin PAL not booting thanks to LordMark for figuring it out ! :D
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Added "AccurateFCMP" ini setting which fixes Nights, Paper Mario games...
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4042 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-08-24 04:04:10 +00:00
sl1nk3.s
652639d1c4
Fix GXPeekARGB, this fixes Killer 7, and Wind Waker's pictograph quest :D
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4034 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-08-22 13:22:35 +00:00
omegadox
d29088773b
and its header...
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3986 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-08-15 07:39:07 +00:00
omegadox
00ee24b451
...
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3985 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-08-15 07:36:24 +00:00
omegadox
b71b0e3da2
GFX:
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- FIFO changes - minor cleanup, code organization based on Nolan's changes
- Minor code cleanup
- CommandProcessor changes - Allow BP IRQ clearing for either raising or falling edges.
- Revived old SetFifoIdle code
Gets Pokemon XD to run, but will crash to any CPU-GPU desync. Other games like Metroid Prime, look happy with the new FIFO changes.
Please report any problems.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3984 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-08-15 07:33:35 +00:00
omegadox
5ac7105b66
GFX: New GlobalControl system - cleaner way to control hacks and for possible control over other parts of the video code (video debugger control).
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3982 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-08-15 07:20:37 +00:00
omegadox
7aede7309f
GFX: Cleanup - Move OGL's GetBlockHeightInTexels and GetBlockWidthInTexels code into VideoCommon.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3962 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-08-11 20:36:13 +00:00
omegadox
bcf7b2112b
Small fix for TexDecoder_GetBlockHeightInTexels, but see no noticeable changes.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3961 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-08-11 13:58:35 +00:00
Shawn Hoffman
5be34cd7e5
random small fixes - fix debug builds, dump ucodes on PAD_BUTTON_X, get rid of a never-closed FILE*
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3959 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-08-11 00:35:07 +00:00
nakeee
9f81006bda
make DLCache compile on linux, required some weird casting so tell me
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if something broke
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3957 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-08-10 06:18:10 +00:00
hrydgard
6003c9ecd2
Frameskipping more aggressive (minor speedup, plz report any serious problems). Initial display list cache implementation, disabled for now. Various cleanup.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3952 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-08-09 11:03:58 +00:00
XTra.KrazzY
51ddedf512
Frameskipping! Complete with GUI! Even my most naive approach resulted in great speeds, even with graphic-intensive games such as Pikmin.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3949 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-08-08 01:39:56 +00:00
nakeee
45a71bf3ef
DSPLLE: fix some comments, returned andc and orc (according to tests)
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but andc'ls still behaves strange and we couldn't merge them together.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3915 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-07-31 15:21:35 +00:00
Nolan Check
8ab4814d73
Don't use lookup tables. It's better to use CPU registers and reduce memory accesses.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3909 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-07-30 20:29:52 +00:00
XTra.KrazzY
c86d2e5129
Now ALL copyright dates are fixed to the legally correct year: The year in which the project began. Now we don't have to change it every year :)
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3898 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-07-28 21:32:10 +00:00
death2droid
73a7686044
Fix up all copyright dates.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3886 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-07-26 11:51:40 +00:00
omegadox
7f00960a32
Log unknown fog types in Warn log, and tiny code cleanup.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3885 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-07-26 11:13:56 +00:00
omegadox
e4a9faeba4
GFX: updated Dates, code formatting cleanup, code cleanup / organization, some unknown BPs uncovered, fixed OGL's config dialog bug, added another shader
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DSPHLE: Some warning fixes and added some logging for unknown voice cases
Please report if anything has broken.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3884 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-07-26 09:52:35 +00:00
Nolan Check
2ab09ecf57
Hell, just switch to fifo.cpp from r3854.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3877 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-07-23 22:32:21 +00:00
Nolan Check
758d5c234d
Corrections to r3875.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3876 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-07-23 22:02:03 +00:00
Nolan Check
ce8b679d76
Revert most of r3855.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3875 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-07-23 21:17:14 +00:00
XTra.KrazzY
3c9b5bbf7b
Fixed the load-state memory leak, also fixed various other savestate issues. Found (probably) the cause of load-state crashing Dolphin: BPWrites. Tried to put a CriticalSection around BPWritten but it only causes Dolphin to hang when loading a state. Can someone find why it hangs?
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3873 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-07-22 22:50:52 +00:00
Nolan Check
5b6b732378
Simplify fifo code
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3855 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-07-20 01:10:00 +00:00
daco65
d703b01f0c
do the rounding in the if, shouldn't cause trouble afaik. (pso kept spamming logs under, cause xfblines was 574.205566)
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3851 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-07-19 11:03:31 +00:00
Nolan Check
6f28539ccc
Rename scale_something to scale_invert. Plus, sneak in a tiny Thread.h change.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3845 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-07-19 08:24:30 +00:00
hrydgard
fd70f99f04
Roll back r3833 for render targets but keep it for static textures. Most mirroring issues are OK and we shouldn't see any slowdown.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3844 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-07-19 08:17:41 +00:00
Nolan Check
bddb8c8b97
Seems to fix issue 1131. Please test Real XFB mode.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3838 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-07-18 20:38:35 +00:00
hrydgard
3ad0db6830
GL: Delete code for GL_TEXTURE_RECTANGLE_ARB in case of non-pow2 textures - all modern GFX cards that can run Dolphin should support non-pow2 textures anyway. This removes some complexity and reduces the numbers of pixel shaders that need to be generated in some situations. Also fixes some texture mirroring problems. Let me know if this breaks things on ATI for some reason.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3833 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-07-18 11:26:58 +00:00
Nolan Check
ccfc004161
CP: Replace a couple spin-waits with event signals.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3828 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-07-18 06:16:24 +00:00
Nolan Check
a5d65b3b22
No more SleepCurrentThreads in Command Processor. Some Fifo cleanup.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3822 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-07-17 22:57:02 +00:00
omegadox
a73dd21ee9
Some minor changes to VideoCommon, improved SawWave sound, the denied sound in ZWW sounds better (compared it to real HW to be sure).
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3810 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-07-15 21:26:49 +00:00
sl1nk3.s
3bc8eb7eaf
Fixed one of the two remaining crash on Stop (issue 600), and removed some setup defines which are now useless anyway.
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There's an attempt to implement Peek_Color too, probably done wrong :P
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3799 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-07-15 15:09:20 +00:00
Nolan Check
f338d5c44c
Code cleanup. Juggling rectangles. I'm about to investigate the problems with Real XFB's in PAL games, so I wanted to make sure all our rectangles were cleaned up and organized.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3794 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-07-15 00:51:24 +00:00
Nolan Check
d779554ff3
Atomic operations library.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3775 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-07-13 05:38:34 +00:00
Nolan Check
d85f5a6937
Rearrange LogManager includes. The main purpose is to make it possible to modify Thread.h without recompiling the whole entire project.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3770 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-07-12 21:58:32 +00:00
Nolan Check
ffb1f411d8
Use events and memfences for EFB accesses. Also, Single-Core mode now works again.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3750 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-07-11 16:52:34 +00:00
Nolan Check
dc7d9ab998
Switch to Video_BeginField; hopefully fix or reduce some video stability problems by using Events.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3740 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-07-11 02:34:16 +00:00
LPFaint99
a41c1b2d0a
add *.user, Win32, and x64 build dir to ignore list for DebuggerUICommon and Unit Tests
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add *.aps to ignore list for DolphinWX dir
add eol-style native to 120 or so files
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3689 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-07-06 02:10:26 +00:00
hrydgard
90a2096a24
Assorted cleanup, perf counter logging, and minor fixes that have been accumulating on my hdd :p
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3663 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-07-03 18:33:28 +00:00
sl1nk3.s
936225eee4
Fix a nasty dualcore hang in EFB read (see r3658 comment...)
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Also fix an issue reported by baby.lueshi (issue 1074) in nJoy related to half press button being always pressed when unset.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3661 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-07-03 15:35:31 +00:00
XTra.KrazzY
3ddbb094ab
1. Savestates should now be super-stable (but you have to save AND load)
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2. AccessEFB will probably not hang (tell me if it does)
3. Stopping should be a little bit faster
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3658 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-07-03 10:00:09 +00:00
hrydgard
50ccffd0a6
OpenGL: Fix flickery crap graphics in Mario Galaxy. Was an uninitialized variable in the shader.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3654 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-07-02 23:16:30 +00:00
XTra.KrazzY
7a05aafe39
EFB Access now works from both Dual Core and Single Core modes. Thread-safe.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3644 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-07-02 10:16:06 +00:00
Nolan Check
c2e0225aa3
Move to new Virtual XFB system which correctly handles games which store multiple XFB's in memory. More OpenGL cleanup.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3591 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-06-29 07:30:48 +00:00
Nolan Check
5717f1f15b
Grok EFB pixel format to determine whether render target has alpha, thus fixing the "Stage Clear" screen in SSBM.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3588 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-06-29 00:52:54 +00:00
hrydgard
3d9279a73f
Graphics: (faked) bounding box support. Helps some Paper Mario effects although they're still a bit glitchy. Might also help other games? Enable with the #define in VideoCommon.h. Since there might be a speed hit it's off by default.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3580 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-06-28 20:04:07 +00:00
hrydgard
dfdfbd4a6a
Delete some obsolete junk, in zelda ucode and in gl plugin.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3577 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-06-28 17:58:52 +00:00
Nolan Check
ade9479005
Display buffer flips are now triggered by the CPU thread through the Video_UpdateXFB function. This is a fairly significant change of behavior, but it improves performance.
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Also, render target code is cleaned up. Post-processing shaders now work with multisampling and Real-XFB mode.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3545 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-06-26 08:57:53 +00:00
nakeee
6b2855de5e
revert last 2 commits
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3533 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-06-22 09:31:30 +00:00
omegadox
5bcf69cbd6
Forgot to add the source files...
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3532 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-06-22 07:44:20 +00:00
omegadox
6de0cd1e4b
They should be called SU Registers (Setup Unit/Rasterization). BP (Bypass) is really the name of the commands that are passed in.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3531 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-06-22 07:40:28 +00:00
omegadox
cfe3f77ccf
Some commenting and added some unknown cases to BPStructs, see: http://code.google.com/p/dolphin-emu/issues/detail?id=360#c90
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3530 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-06-22 01:46:58 +00:00
Nolan Check
91ec07a049
Remove delay in Fifo when CP/GP distance is 0. It's a bad idea to sleep for a whole MILLISECOND when we only have about 17 milliseconds to complete a frame.
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This fixes slowdown in Wind Waker's Deku Tree room in dual-core mode.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3513 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-06-20 13:07:55 +00:00
nakeee
75045807a7
linux compile fix, I'm not sure it was right of me to remove the mmsystem include (was it used?) but if it's
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for the timer function please put it in Timer.h and not in each seperate file.
(And yes, I have a script that does that).
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3448 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-06-15 06:39:26 +00:00
John Peterson
5c04af50a4
Attempt to calculate actual refresh rate (i.e. a CPU-GPU synced Mhz), no real success. Anybody have any ideas?
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Is there no indication from the game when the screen refresh should occur? No, not what I could find, we currently calculate the refresh rate and m_VBeamPos from the CPU ticks progress. That works perfectly if the CPU and GPU is perfectly synced as in the single core and no-idle skipping mode. So I guess it's possible that the game doesn't indicate when the screen should be refreshed, but rather that the hardware calculate that from the CPU ticks progress. That leaves us with a problem in the dual core and idle skipping modes to calculate a CPU-GPU synced CPU ticks progress.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3447 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-06-15 04:30:02 +00:00
donkopunchstania
77c7161e7d
Add projection hack back. The previous commit helped, but did not fix all the problems. Projection hack values may need to be changed.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3428 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-06-13 19:36:19 +00:00
donkopunchstania
fcd7fa997b
Possible fix for projection hacks
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3427 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-06-13 17:44:14 +00:00
John Peterson
33a0f0838b
Debugging: Added 'insert nop' to menu, added 'show history' code for interpreter mode
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3388 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-06-09 05:26:39 +00:00
John Peterson
3b55c26367
OpenGL: Changed the AVIDump framebuffer source to the same as for screenshots
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3374 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-06-08 10:16:08 +00:00
Marcus Wanners
4f057ecb0b
Compile fix :p
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3323 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-06-04 16:33:48 +00:00
Marcus Wanners
475b4afb1f
Got rid of warning (see http://code.google.com/p/dolphin-emu/issues/detail?id=360#c92 ).
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3322 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-06-04 16:25:53 +00:00
death2droid
254edc3813
Some more modification of texture dumping and loading.
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They now use gameID instead of game name for the folders.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3247 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-05-16 01:21:57 +00:00
death2droid
b6cfaf5653
Added features to hires loading and texture dumping so it now dumps the files into a specific folder like for Mario Party 7 the textures will be dumped into a folder named Mario Party 7.
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For texture loading it now only checks the folder with the same name as the game.
Like same as before moddified texture of Mario Party 7 would go in the folder named Mario Party 7 :P
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3241 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-05-15 12:28:32 +00:00
death2droid
80e2052372
Make some updated to hires texture loading ect.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3235 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-05-15 07:07:24 +00:00
donkopunchstania
14a67bc8bc
Changing where depth is read. Trying to use the same depth buffer GL uses when copying depth to a texture. This eliminates some quirky code and gets depth copies working in AA, but may not work on older graphics cards.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3234 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-05-15 02:39:55 +00:00
death2droid
d0653aa53a
A attempt for a fix for the Zelda TP Bloom hack
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3228 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-05-14 06:28:10 +00:00
omegadox
136dc16f94
Possible fix for S3TC Texture Decoding (Grass in ZWW is now properly alpha tested), and some code formatting cleanup.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3224 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-05-13 23:37:26 +00:00
death2droid
5cefdb2c4f
Small tiny fix to repair some of the hacks.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3216 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-05-13 13:32:00 +00:00
death2droid
03b0936fa1
Clean up of OpenGL hacks.
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Removed now useless code.
Also fixed a problem with the iso properties.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3215 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-05-13 13:28:49 +00:00
Nolan Check
dcad8a779d
TextureDecoder now indicates I4 and IA4 texture formats. It also decodes paletted textures more efficiently.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3213 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-05-13 02:06:02 +00:00
hrydgard
e7af5a31bd
Disable PC-native DXT texturing. Too many problems for now.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3203 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-05-11 19:04:46 +00:00
death2droid
7011b9c1e4
Newer version OpenGL game hacks by val532.(Has a lot better way of handling specific game hacks)
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3196 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-05-11 06:40:03 +00:00
death2droid
be45b223bb
A fix by baby.lueshi that fixes the problems with rev 3187
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3190 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-05-09 07:55:30 +00:00
death2droid
8e535bf2c0
Revert r3187 causes games to return lots of errors.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3189 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-05-09 06:25:03 +00:00
Nolan Check
b277102796
Use correct width and height for compressed textures
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3187 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-05-08 23:33:23 +00:00
Shawn Hoffman
79aa90b876
really fix SOIL-related troubles, i think :p
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3183 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-05-08 16:41:08 +00:00
death2droid
1d593069b5
x64 SOIL fix thanks to baby.lueshi
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3180 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-05-08 13:16:30 +00:00
death2droid
49b527cc6e
Fix problem caused by my attempted revert.
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Sorry everyone....
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3179 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-05-08 12:03:54 +00:00
death2droid
6c09fe5217
Revert some changes again :P
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3178 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-05-08 11:35:47 +00:00
death2droid
08179aa16c
Fix windows build problem with SOIL
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3177 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-05-08 11:20:27 +00:00
nakeee
1e07b26356
Move soil to external, this breaks windows build until deathroi will commit the windows part
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3175 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-05-08 09:31:57 +00:00
Shawn Hoffman
9414d02011
add missing file HiresTextures.h
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3171 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-05-07 18:46:07 +00:00
death2droid
14f9d84e60
Forgot to upload some files crucial to SOIL
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3169 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-05-07 09:32:26 +00:00
death2droid
58058311f4
Fix some problems :)
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3168 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-05-07 08:56:20 +00:00
death2droid
d0304dc997
Add hires texture support to OpenGL
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Currently still only dumps files as .tga but supports loading as .png, .bmp,.tga , .dds
This is by baby.lueshi
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3166 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-05-07 07:43:56 +00:00
Nolan Check
3ba23768e8
Add PC-native DXT1 support to VideoCommon and VideoOGL. Thanks to XTra.KrazzY and death2droid.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3159 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-05-06 02:10:07 +00:00
Shawn Hoffman
c25346773d
revert r3060, instead call RecomputeCachedArraybases() once on init.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3065 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-04-24 16:40:58 +00:00
Shawn Hoffman
6c29abe2ef
fix existenze demo! warning: this may be a bad hack :( paging ector
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3060 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-04-24 03:59:32 +00:00
donkopunchstania
93348abc18
Created a free look utility which only works on win32 right now. It lets the user fly around with the mouse and keyboard. Had to add some ugly matrix functions to the math utilities.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3005 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-04-19 10:10:45 +00:00
donkopunchstania
66ca49d3b8
revised how texture scaling is handled. it now works correctly when adding output together from indirect stages which use power 2 and non power 2 textures and it is simpler.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2972 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-04-15 03:55:38 +00:00
nakeee
5f862cf297
more scons build fixups
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2960 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-04-12 21:30:22 +00:00
hrydgard
f6474b98a8
DSP assembler: Error message improvements.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2956 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-04-12 13:12:42 +00:00
donkopunchstania
2b2c2afa3c
Did clean up of indirect texture look up and fixed some bugs related to indirect unit.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2954 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-04-11 07:05:57 +00:00
nakeee
e84ec7855a
smg projection hack, taken from http://forums.dolphin-emu.com/thread-165-page-3.html
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maybe we should just make configurable linear trasnformation hack;)
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2949 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-04-10 10:25:53 +00:00
omegadox
449aa57de3
Some commenting fixes and use INFO_LOG again.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2923 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-04-08 01:20:52 +00:00
omegadox
d1c9d2463c
More commenting.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2921 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-04-07 21:17:15 +00:00
omegadox
13ac45db1a
More commenting and cleanup and added another BP Function.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2903 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-04-06 18:20:28 +00:00
XTra.KrazzY
e3e7c88ff1
Added separate log for DSP LLE.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2901 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-04-06 17:12:05 +00:00
omegadox
80d48a08d8
Change "BreakPoint" to "Bypass", YAGD says BP REG is a "Bypass Raster State Register"
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Also some cleanup in BPStructs and I think this should be SETTLUT not LOADTLUT, because there is already a LOADTLUT earlier in the reg list.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2898 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-04-06 16:10:45 +00:00
omegadox
67834f960e
Direct3D9 plugin now uses BPFunctions and removed its BPStructs. Some cleanup and commenting in BPStructs.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2897 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-04-06 15:24:40 +00:00
omegadox
1ad5c7c9aa
VideoCommon: Fixed a case when in debug build.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2887 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-04-05 20:14:23 +00:00
omegadox
1578e3e195
Recoded and moved BPStucts to VideoCommon. Some cleanup in PixelShaderManager. TODO: Have DX use BPFunctions. Note: Compiling DX plugin will not work atm.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2870 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-04-05 10:49:19 +00:00
Shawn Hoffman
ec8548dc00
last commit missed AVIDump.h
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2782 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-03-28 21:27:48 +00:00
Marcus Wanners
711f08c29b
Added support for dumping avi files (thanks baby.lueshi). Use Microsoft Video 1 codec for starters. Make sure to check the dump rendered frames box in the video plugin settings, or it won't work.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2781 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-03-28 21:07:16 +00:00
hrydgard
d046b55d1b
Change a bunch of project settings to reduce the flood of warnings you get when building in debug mode. Tweak bootup logging a bit.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2706 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-03-20 22:54:59 +00:00
hrydgard
7d910a5e4a
Assorted cleanup and comments.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2693 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-03-20 18:13:31 +00:00
nakeee
2d167fa3f0
remove some unused files
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2678 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-03-18 20:24:08 +00:00
Shawn Hoffman
2301d072a6
nakee's new logmanager. added a console window for windows builds (prints to parent console on non-win32). also fix some random wxw bugs: main window's position is saved when using debugger, disabling windows from the tools menu are saved settings, some other small fixes
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2675 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-03-18 17:17:58 +00:00
omegadox
845204c227
Added option "Show EFB Copy Regions" to find out which games are heavy on EFB-Copy. Changed Dst Alpha Pass option to "Disable Dst Alpha Pass".
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2665 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-03-16 07:54:44 +00:00
donkopunchstania
90254bd924
Change destination alpha handling. The blending method introduced in rev 1921 was not the correct way to do it. This way was suggested by hrydgard in October and I should have listened. A simple pixel shader as hrydgard suggested cannot be used because the alpha is not set if the pixel is discarded due to failing depth (after z texture) or alpha (result of tev stages) tests. There is a bit of a performance hit so there should be an option to disable the second render pass which sets the alpha because it is probably not needed most of the time.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2662 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-03-16 02:47:48 +00:00
hrydgard
b1b2868c8b
Fix the nasty black fringes seen around alpha tested DXT textures in some games.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2661 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-03-15 11:34:52 +00:00
hrydgard
c70a472522
A fix to D3D NativeVertexFormat. Might not fix much, but should be a step in the right direction. Other misc bits and bobs.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2644 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-03-10 22:51:17 +00:00
XTra.KrazzY
05d06090fd
Minor D3D changes
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2625 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-03-08 23:19:02 +00:00
hrydgard
c6ffcec991
First version of MSAA code added. No UI yet. No CSAA yet. Doesn't work in Zeldas and Metroids for unknown reason.
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Automatic texture invalidation when using copy efb to ram (fixes weird flickery scanner in metroid 2).
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2617 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-03-08 19:19:51 +00:00
XTra.KrazzY
148934ff99
Fixed texture overlay, clarified CPMemory STATE_TO_SAVE
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2614 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-03-08 01:19:33 +00:00
XTra.KrazzY
c674e6330f
Allow for self shutdown from video plugins.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2611 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-03-07 23:34:16 +00:00
LPFaint99
3f44ccb75e
eol-style native update, small warning fix in EXI_Channel.h
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2591 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-03-07 08:35:01 +00:00
omegadox
5ce9ffeab7
Projection fix, Projection 1 hack changed to ZTP Bloom hack. That bloom is a bugged because of something else, not because of the projection. The proj hacks happens to makes it show.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2573 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-03-06 21:56:13 +00:00
hrydgard
02a4b49df1
just some compiler warning cleanup.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2562 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-03-05 22:35:06 +00:00
Marcus Wanners
c0cf641779
Linux compile fix.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2559 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-03-05 15:58:14 +00:00
Marcus Wanners
432ea89b49
Compiler Warnings: Mismatch edition. Also fixed some conversion warnings.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2557 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-03-05 15:16:50 +00:00
donkopunchstania
cb121dab66
Fix more cases where shader compilation can fail if there are no tex gens.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2556 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-03-05 05:10:25 +00:00
nakeee
0708677b53
Added LOGLEVEL support, release will now defined LOGLEVEL 2 (errors and warnings)
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LOGGING should not be affected.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2550 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-03-04 22:29:03 +00:00
hrydgard
9ef42aefac
Revert to slightly tweaked version of "old" safe texture hash. Hopefully fixes issue 636. Does somewhat break pokemon colosseum w/ safe texture hash, but that games works fine with the unsafe texture hash.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2532 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-03-02 23:01:18 +00:00
daco65
44ada0c514
i think i forgot something
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2528 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-03-02 21:21:42 +00:00
daco65
4cb7f2f490
lets retry that change from omega but this time keep the projection hacks >_>
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2527 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-03-02 21:17:16 +00:00
omegadox
56becf28db
Revert 2521.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2524 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-03-02 19:38:38 +00:00
omegadox
17814912e5
Some cleanup, projection hacks remove, the projections might be correct now. ZTP Bloom works and MP1 Heat Visor works, I tested many games, and good results. Please test more and report back. Also added in fix for Issue 677.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2521 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-03-02 13:04:50 +00:00
nakeee
4e9746877e
an attempt to clean up the logging a bit
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1) The new ERROR, WARN, INFO, DEBUG _LOG macros were used
ERROR, // Bad errors - that still don't deserve a PanicAlert.
WARNING, // Something is suspicious.
INFO, // General information.
DEBUG, // Strictly for detailed debugging - might make things slow.
2) Made all LOG macro use into some of the logging level supporting macros
LOG is commented out on linux can someone try it on windows? (it's in Log.h)
3) Added ERROR_lOG next to each panic alert
I hope I helped making the logs a bit more useful/readble
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2510 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-03-02 01:49:16 +00:00
hrydgard
7607d6dc6a
revert the mess i made in the d3d plugin. Add way to use HLSL directly without going through Cg. Not that the results look much better... i do see shadows of spinning cars in Burnout 2 after clicking around in the dark. Then it crashes.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2504 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-03-01 12:07:34 +00:00
donkopunchstania
e004800e68
An alert is displayed once per run if pixel shaders or vertex shaders fail to compile. Resources are cleaned up if shader compilation fails. Tev coords are zeroed in the pixel shader if there are no tex gens.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2493 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-03-01 00:57:39 +00:00
XTra.KrazzY
7d4e374c21
forgot a file (I hate it when it happens)
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2489 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-02-28 23:17:54 +00:00
XTra.KrazzY
d5df9f638b
Fixed D3D booting. Now for the VS/PS compilation errors
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2488 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-02-28 23:15:10 +00:00
Shawn Hoffman
1577dc6893
more build fixin'
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2487 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-02-28 23:02:46 +00:00
hrydgard
5e06540245
revert a small change that broke gl. i'll find a generic solution later.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2485 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-02-28 22:35:34 +00:00
hrydgard
ecbfec2a13
THIS BREAKS THE D3D PLUGIN FOR THE NEAR TERM. Resurrect an old patch that moves D3D over to the common shader generator framework. Needs a lot more work.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2484 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-02-28 22:10:38 +00:00
hrydgard
1a2a320652
Increased render target size to the true EFB height of 528.
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This changes fixes the bloom effect in Beyond Good and Evil.
It also makes the AutoScale feature almost mandatory since it looks silly without :)
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2475 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-02-28 19:02:37 +00:00
hrydgard
6dc4194767
OGL plugin: +Autoscale option (attempts to remove borders, even without XFB). Lots of cleanup, especially around aspect ratio and similar stuff. MP2 scanner still broken, wonder when that happened?
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2470 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-02-28 16:33:59 +00:00
hrydgard
4bdb4aa0d1
Merge large parts of nakeee's "Soap" branch into trunk, after fixing a few crash bugs in FileUtil.cpp.
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Not really anything interesting, just some better comments, some slightly more portable/cleaner code in places.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2459 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-02-28 01:26:56 +00:00
omegadox
8c93e39ddd
Linux build fixes and some warning cleanup for GCC
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2406 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-02-24 05:20:52 +00:00
hrydgard
3b7875bf3f
just some minor cleanup (texdecoder, dsoundstream)
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2394 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-02-23 19:47:58 +00:00
LPFaint99
473cd01181
UUpdate svn:eol-style=native ( r1438 ) for Source/*.h
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2385 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-02-23 06:17:57 +00:00
LPFaint99
578c402d2c
Update svn:eol-style=native ( r1442 ) for Source/*.cpp
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2384 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-02-23 06:15:48 +00:00
hrydgard
68f5cc1873
Attempt to workaround some stop hangs by using MsgWait instead of Wait. change order of dsp / video shutdown. some comments.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2379 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-02-22 22:49:42 +00:00
John Peterson
927815bc9b
Core Stop and Start: Added alternative separate thread timer/loop based waiting, instead of same thread loop waiting. You can try it with the SETUP_TIMER_WAITING option in Setup.h.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2375 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-02-22 21:16:12 +00:00
XTra.KrazzY
16584c83d1
(Itsy Bitsy) Reindentation.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2373 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-02-22 18:15:31 +00:00
XTra.KrazzY
0a3f193cbc
(Tiny) Collapsing
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2372 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-02-22 18:13:50 +00:00
John Peterson
42101f0ce6
OpenGL: Added a Setup.h option to avoid another annoying WaitForSingleObject() hanging. WaitForSingleObject() in Fifo_ExitLoop() would hang the thread it was waiting for when it arrived at Callback_PeekMessages(). Can't these waiting loops be replaced by a timer somehow? They are pretty ineffective if they hang the loop they are waiting for all the time.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2359 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-02-22 06:47:27 +00:00
XTra.KrazzY
691be5eec4
naming conventions...
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2354 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-02-22 03:49:50 +00:00
omegadox
2b48640441
small cleanup in OGL/VideoCommon and small fix to ARCodeAddEdit by slink
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2346 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-02-21 23:56:10 +00:00
XTra.KrazzY
ca47268669
Vertex Shading / Projection Matrix done right (D3D)
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2343 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-02-21 17:17:24 +00:00
hrydgard
a1685984a0
Forgot to check in this.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2338 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-02-21 13:48:22 +00:00
hrydgard
28cbd0a6ba
CPlugin had a non-virtual destructor. This fixes that, plus reindents a bunch of code.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2332 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-02-21 12:07:03 +00:00
donkopunchstania
5a66927610
Fog uses depth from z texture if it is available.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2330 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-02-21 06:59:44 +00:00
omegadox
228652b070
Some cleanup in OGL plugin and VideoCommon
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2329 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-02-21 02:42:35 +00:00
hrydgard
e6ca85c059
Fix for a single core mode stop-hang. Fix a build error in IL mode.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2328 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-02-21 00:54:52 +00:00
hrydgard
6cd34b318f
The Mega Change Of Doom - or, fixing Stop. Almost. At least it's better than before. However, the OpenGL plugin seems to lose textures a lot between game restarts :P I think the GL plugin needs to do a lot more cleanup.
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This change also includes tons of minor code formatting cleanup. Yeah, should've separated it ... sorry :(
Kills the old CPUCompare support. I'll resurrect it if I need it again, right now it mostly clutters the code.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2321 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-02-20 22:04:52 +00:00
John Peterson
5746ed490c
OpenGL: Trying a new function to fix glScissor() and glViewport() when bpmem.copyTexSrcWH is not 640x480. It's only enabled with g_Config.bStretchToFit and without g_Config.bKeepAR to test how it works. Hopefully I have not broken all other modes.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2310 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-02-19 06:52:01 +00:00
donkopunchstania
14ab646978
fog is done in pixel shader but needs to factor x adjustment
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2309 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-02-19 04:41:58 +00:00
XTra.KrazzY
c5aed83513
Fixed texture overlays. Can I remove the OVERLAY_TEXFMT definition? It just makes the code look messy.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2306 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-02-19 01:24:33 +00:00
XTra.KrazzY
767d54d56f
Fixed back the r844 projection hack. If it's called "r844" then it should stay AS IT WAS in r844! :)
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2299 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-02-17 22:54:30 +00:00
XTra.KrazzY
f33997e686
TGA Header Fix in Linux
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2296 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-02-17 22:23:06 +00:00
magumagu9
1e150bccdf
Build fix for r2283.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2285 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-02-17 02:42:21 +00:00
omegadox
7a276e687e
Added more overlay stats options.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2268 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-02-15 20:49:59 +00:00
hrydgard
c49f969563
vertexloader_pos cleanup - remove the branch per vertex. not much of a speedup though.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2256 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-02-15 14:46:17 +00:00
hrydgard
6deb87c176
VertexLoader: Change some pointer arithmetic to array syntax. should have no effect on performance.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2255 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-02-15 13:45:03 +00:00
hrydgard
4f471ffeb6
color vertexloader: make read24 safer, speedup direct 8888 a tiny bit
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2253 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-02-15 13:08:21 +00:00
hrydgard
232e961b6f
Sort vertex loader debug statistics by number of verts loaded - now easy to identify the heaviest vertex loader in games.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2252 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-02-15 12:38:25 +00:00
omegadox
71d9832004
Linux compile fixes.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2246 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-02-15 05:43:48 +00:00
XTra.KrazzY
efa5fe5eb7
New compact texture type for OGL/D3D: IA4. Thanks for the IA4->IA8 unpacker hyperiris! Too bad that D3D supports IA4 natively while OGL is a bit buggy (treats LUM4_ALPHA4 as LUM8_ALPHA8).
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2238 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-02-14 09:04:40 +00:00
XTra.KrazzY
acb3d1b23d
New compact texture type for OGL/D3D: IA8
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2233 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-02-13 14:14:45 +00:00
XTra.KrazzY
0f8c866612
Tiny: Unnecessary function removal
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2226 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-02-12 22:35:05 +00:00
XTra.KrazzY
e557e090dd
New compact texture type for OGL/D3D: RGB565
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2225 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-02-12 22:32:33 +00:00
XTra.KrazzY
d2d097fba5
Committing magumagu9's work on texture decoding transferral to OGL, I added DX9 support. Speed seems to have increased but I'm not sure. See issue 581 for more info.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2222 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-02-12 13:54:08 +00:00
hrydgard
e979db862c
Convert some ugly macros to templates.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2189 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-02-09 21:24:32 +00:00
hrydgard
d209d4a577
Cache vertex array pointers, a la magumagu's idea. Misc other stuff. Should give very minor speed boost.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2185 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-02-09 20:35:30 +00:00
donkopunchstania
f5f99e8f04
clip space coordinates are now available in fragment shader because depth needs to be computed there instead of the vertex shader. computing it in the vertex shader causes incorrect results sometimes. worked on z textures but 8 bit z texture still is not correct because it breaks SSBM. RE0 now looks ok.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2163 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-02-08 22:08:20 +00:00
hyperiris
c450e44b08
optimize memory access. reduce Memory_Read_U##_type call(it uses Memory::GetPointer, which is complex), and gain speed, may be 1 or more fps faster, I've tested on zelda tww,tp, starfox assault only.
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Please review and may be the code need clean.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2144 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-02-08 13:08:58 +00:00
hrydgard
1d0e8ddf84
more info in the vertex loader debug display
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2128 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-02-06 19:52:23 +00:00
nakeee
7bb2aee235
compile fix
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2112 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-02-04 17:46:22 +00:00
nakeee
ad88b27c76
attempt to get rid of another __LOG crash
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2110 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-02-04 17:29:12 +00:00
XTra.KrazzY
77215fd27c
Joined work of nakee and mine, cleanup the logging code a bit.
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This solves the random __Log symbol and crash problem on linux
Please tell us if you find problems in the logging code
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2109 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-02-04 15:28:39 +00:00
memberTwo.mb2
ac80c04eab
XFB in SC reverted back to its previous behavior (thx donko). But still hacked in DC (still a FIXME).
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2019 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-01-27 20:59:27 +00:00
nakeee
2e92b94e4a
Compile fix on linux
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2005 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-01-24 22:24:44 +00:00
memberTwo.mb2
2a13bedfc8
break my BOOLs
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2002 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-01-24 22:02:27 +00:00
memberTwo.mb2
1e7655b5db
1) XFB in DC proposal. This impact video plugin interface. WARNING: XFB_Draw is not CPU->VI dependent anymore. It's up to GP now. Except for some 2D homebrews which never use GPfifo&CP but direcly XFB. Well, in other words: emulated VSync is uncorrelated with CPU timings now. Tell me if it's too much hacky.
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2) DC/GPfifo work: GP quicker to react. PeekMessages at a more steady rate.
3) Fix XFB address to avoid crash like with Animal Crossing gc. TODO: VI regs need proper typedef and logic.
4) Few misc. changes on the fly.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2001 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-01-24 14:43:17 +00:00
omegadox
8f98f0b778
Some warning and code cleanup.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@1998 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-01-24 00:45:46 +00:00
magumagu9
7d3dbde234
Don't skip the bottom half of the texture; fixes the text in
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Gamecube Tales of Symphonia with safe textures on. I haven't looked too
carefully at exactly which textures are affected, though.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@1900 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-01-17 20:46:18 +00:00
memberTwo.mb2
acc062a2c1
More work on texture cache. Texture address is most of the time the cacheEntry index (as it was before r1871) to help CopyRenderTargetToTexture (fix it still a TODO). But not when texture format is tlut dependent to fix MP1 perf issue.
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Fix tlut overrun.
Change TexDecoder_GetSafeTextureHash to fix Pokemon Colosseum and improve speed (we may need to tweak hardcoded value there -> TOTEST).
Few notes too and I let my debug stuff for a while.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@1880 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-01-16 16:28:33 +00:00
Shawn Hoffman
ba8c2aa7e4
nakee's work on dolphin events. Also get wxw out of logmanager. This commit wants your comments
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@1875 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-01-15 06:48:15 +00:00
memberTwo.mb2
e8edc685ba
1) fix texture caching issue (ie. MP1 "Main menu" fps drop).
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2) "fix" Pokemon Coloseum font issue in SafeTextureCache mode. We should kill the unsafe one. TODO: get why it works :p
3) readjust FAKE_GP_WATCHDOG_PERIOD for omega's ZTP to boot in DC.
Too late to split, sorry.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@1871 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-01-14 23:55:55 +00:00
nakeee
87e6f0b18c
ifdefed the sse3 code just to make sure
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@1869 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-01-14 13:00:25 +00:00
XTra.KrazzY
b252be40cf
Added S-SSE3 implementation of one perf. critical texture decoder, please notify me if it breaks anything. Thanks.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@1868 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-01-14 11:28:48 +00:00
magumagu9
b5367bea46
Unconditionally activate SSE code for texture conversion; this should
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only affect 32-bit non-Windows platforms, and I've tested 32-bit Linux,
so I think it's pretty safe. It's a slight performance improvement when
it kicks in.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@1865 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-01-14 07:31:24 +00:00
XTra.KrazzY
ee3646cfb4
Linux 64-bit fix by tinctorius, please verify!
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@1845 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-01-10 23:10:33 +00:00
John Peterson
cbdad3495d
OpenGL: Changed printf to DEBUG_LOG to avoid that it's always shown in the console window
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@1801 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-01-06 01:50:57 +00:00
hrydgard
3db9fb4fc1
More renaming.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@1696 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-12-26 17:33:53 +00:00
hrydgard
8bf3d83107
rename some files
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@1695 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-12-26 17:26:18 +00:00
hrydgard
2a552421a5
moar cleanup
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@1694 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-12-26 17:02:46 +00:00
nakeee
acd0e0d8da
linux/debug builds fix
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@1693 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-12-26 13:19:27 +00:00
hrydgard
95a341a4e9
GL Vertex loader moved to VideoCommon.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@1692 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-12-26 13:09:16 +00:00
hrydgard
ab01e9e853
Prepare vertexloaders for the move...
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@1691 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-12-26 13:03:50 +00:00
hrydgard
fe3cd168f0
Move parts of VertexManager.h to VideoCommon. Opens for moving the VertexLoader to VideoCommon.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@1689 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-12-26 12:56:56 +00:00
hrydgard
2ec3cd6694
Move VertexShaderManager too.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@1688 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-12-26 12:47:32 +00:00
hrydgard
d585d26393
Move PixelShaderManager, ImageWrite to VideoCommon.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@1686 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-12-26 12:27:58 +00:00
hrydgard
afc87eb5ae
cut dependencies, clean code
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@1685 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-12-26 12:24:15 +00:00
hrydgard
fa9f5c44fb
More code movin' .. split Vertex/Pixelshadermngr into xxCache and xxManager.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@1677 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-12-26 10:43:18 +00:00
hrydgard
358333b94b
and more boring moving and cleanup ...
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@1661 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-12-25 21:44:56 +00:00
hrydgard
17a601958c
OpcodeDecoding.cpp now shared.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@1660 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-12-25 20:11:42 +00:00
hrydgard
65e702030a
Some gfx code reorg, make the two OpcodeDecoding.cpp identical - next change will move them to videocommon
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@1659 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-12-25 20:07:13 +00:00
hrydgard
dcc48d6c41
just a bunch of random code cleanup i did on the train bored, plus a d3d implementation of NativeVertexFormat which isn't actually used yet.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@1658 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-12-25 15:56:36 +00:00
Sonicadvance1
f2686589e9
Just a few spelling mistakes in both the DX9 and GL shader, probably won't change anything for games, but it's best to be correct in the code
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@1555 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-12-16 03:34:06 +00:00
hrydgard
522752c77d
small speedup of logmanager, minor logging improvements, misc code standard improvements, replace a crash with an error message in ppcanalyst
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@1521 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-12-13 16:58:06 +00:00
hrydgard
4e1e220e71
Cleanup, some BOOL removal. tested to work, unlike a certain other change :p
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@1515 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-12-12 17:59:33 +00:00
hrydgard
e450578710
TLB hack plus some project changes. I only get a Konami logo though in MGS. Sonic1, plz fix :p
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@1467 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-12-09 22:20:50 +00:00
bushing
49cfded60b
set svn:eol-style=native for **.cpp
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@1442 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-12-08 05:30:24 +00:00
bushing
30c883bcfc
set svn:eol-style=native for **.h
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@1438 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-12-08 04:46:09 +00:00
memberTwo.mb2
bc3a7bdce3
Better tlut hash for fixing MPs font. Didn't notice any slowdown for now.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@1402 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-12-04 22:55:17 +00:00
memberTwo.mb2
83e4bd2e5f
Fix MP1 & MP2 texture font issue. Not very robust but the general idea is there :p
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@1401 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-12-04 20:21:32 +00:00
memberTwo.mb2
aa05c2173e
correct TexDecoder_GetTextureSizeInBytes.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@1397 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-12-04 15:51:53 +00:00
memberTwo.mb2
f66b7999d8
Fix windows build. Fix InterlockedIncrement for old gcc. TOTEST on linux.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@1394 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-12-04 13:43:03 +00:00
nakeee
b64877d464
merged windows/linux atomic operations,
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please test on windows
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@1391 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-12-04 10:58:45 +00:00
nakeee
8777917177
warning fixes
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(may break sound on wii, look in the changelog of
Source/Plugins/Plugin_DSP_HLE/Src/UCodes/UCode_AXWii.cpp
if you wish to know why)
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@1306 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-11-26 19:42:22 +00:00
hrydgard
d0a48f654a
Improve safe texture cache - now using sparse CRC to identify textures. Far less video glitches - metroid intro looks good.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@1298 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-11-25 23:56:57 +00:00
hrydgard
b9c6f7cb89
Hacky fix for weird video hangs in Metroid Prime 1. May think of something better later.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@1290 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-11-24 19:31:49 +00:00
memberTwo.mb2
0f13d327b8
DC + fifo: small fix/correction ;). Remove old stupid OnIdleDC stuff. Interesting: DSPnull with DC + IdleSkipping show invalid read addr sometimes.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@1286 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-11-24 16:33:38 +00:00
hrydgard
5c58227702
Optimize vertex loader with a mini JIT (only first step, more optimizations may follow). Some various error message and warning fixes.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@1276 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-11-23 17:46:14 +00:00
magumagu9
eab369321c
Linux build fixes.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@1248 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-11-22 20:11:26 +00:00
memberTwo.mb2
36bf2fedf6
More CP/GPFifo work. Fix Super Monkey Ball SC/DC. SMB force us to hack CP differently: CPU really thinks the fifo is always empty and on idle now.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@1242 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-11-22 15:25:04 +00:00
memberTwo.mb2
e069e5997a
DC fix: Since game's frame-finish-watchdog have nothing to do with RTC, the faked GP watchdog moved in scheduler. DC should work for everyone now, we just may need to adjust FAKE_GP_WATCHDOG_PERIOD. TODO if it worth it: the actual re-scheduling of the new callback is stupid, so... + Some clean up. + Remove the unused GPUCallBack.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@1210 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-11-18 13:08:46 +00:00
nakeee
db6f69c010
warning fix
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@1207 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-11-18 08:58:31 +00:00
nakeee
e2de566546
-dist is now -distToSend
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@1185 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-11-15 22:32:20 +00:00
memberTwo.mb2
b1563afa8d
DC "fix": "Better" watchdogThread. Need to be tested on others PC specs. Everything works with for me (nice Q6600 + 8800GT owners :p ). We may have to put some hardcoded value in GUI for helping debug on other PCs. If it doesn't work and if someone have time, tweak a bit the threshold "FourMsCount" in "GPWatchdogThread" and let me know.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@1184 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-11-15 21:54:46 +00:00
nakeee
2a06f76f81
porting 1180 to linux
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@1182 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-11-15 20:01:24 +00:00
memberTwo.mb2
ab1774b28a
DC fix/hack: 1) now a GP-watchdog thread on core 2 locks CPU in gatherpipe (TODO better). 2) Video_SendFifoData send full fifo to GP (should be faster by avoiding the decoder to stall).
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@1178 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-11-14 22:33:48 +00:00
memberTwo.mb2
5e261fbec3
GP fifo reset fix (ZWW reset in DC at least). revert r1051 for ppl who don't own quadcore :p
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@1057 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-11-03 09:01:14 +00:00
nakeee
a1454f4f05
continue instead of sleep (please review)
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@1051 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-11-02 17:23:26 +00:00
donkopunchstania
342c559719
fixed an off by one error I created in the texture copy function in bpstructs.cpp. SSBM no longer has black on ground. sorry about that ;p
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noticed the real HW doesn't clip some things it should. modified the projection matrix to account for this.
changed normal loader to better handle 1 or 3 index NBT data which fixed an underrun.
added missing z component in biasing section of indirect texturing.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@1048 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-11-02 05:07:14 +00:00
nakeee
9b05e301e9
removed unneeded critical section to match windows
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@1019 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-10-30 20:46:12 +00:00
Sonicadvance1
0ab16c6af0
Added InterlockedExchange to Linux side
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@1018 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-10-30 19:48:26 +00:00
memberTwo.mb2
a5ca940d64
A bit more proper GP fifo emulation: some DC fixes, some hacks too, more comments and TODOs.
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TODO: the linux part.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@1017 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-10-30 18:13:13 +00:00
hrydgard
22e1ecbb51
Make it possible to turn off the tiny vertex format setup JIT, may help macosx compatibility work (pretty useless, a jit for the actual vertex loading would have been much more useful)
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@993 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-10-28 21:04:14 +00:00
hrydgard
5129341a9c
Aligned all vertex components to 4 byte boundaries - maybe ATI likes that? Renamed and reorganized misc things.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@981 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-10-27 21:38:30 +00:00
hrydgard
f77624147d
Cachable vertex loaders. Not a very big speedup in itself, but makes it easier to speed up vertex loading in the future.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@960 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-10-25 15:53:43 +00:00
hrydgard
2f6d41e413
Move moving things around and preparing for the next step (cached vertexloaders).
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@957 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-10-25 13:27:28 +00:00
hrydgard
bc79d22f5e
Move pipeline back into VertexLoader. Started work on VertexLoaderManager, which will cache VertexLoaders. (yep, the design plan changed a little bit).
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@956 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-10-25 12:35:55 +00:00
Maarten ter Huurne
7be6725459
Include PluginSpecs.h so __cdecl is defined on non-Windows.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@954 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-10-25 11:12:03 +00:00
hrydgard
f14fca914d
OpenGL - Don't cache pointer to compiled code - cache pointer to NativeVertexFormat instead.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@950 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-10-25 09:59:00 +00:00
hrydgard
72d8c3344b
Code movin' and cleanup again, in the GL plugin. Planning to turn NativeVertexFormat into something cachable, instead of locked to each VertexLoader.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@948 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-10-24 23:08:46 +00:00
nakeee
0422864245
fixed marco to accept useless arg
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@943 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-10-23 09:07:06 +00:00
hrydgard
4d169987c2
Fix debug mode build, fix some profile stuff to not get compiled when profiling is off, cleaned a bit.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@941 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-10-22 22:35:29 +00:00
hrydgard
39df6c5624
Move out Cg shader generators to VideoCommon (hope to use this in the DX plugin in the future). Also move out stats code. Comment a lot and cleanup. Kill DX9 Globals.cpp.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@938 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-10-22 20:54:40 +00:00
hrydgard
7bbd6fda63
more gl plugin cleanup, code moving
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@900 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-10-17 12:08:28 +00:00
hrydgard
dcbc8e78d4
Massive style & comment cleanup of (mostly) GL plugin - also split some large files. A minor speedup for BP writes - merged the two switch()-es.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@899 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-10-17 11:30:14 +00:00
hrydgard
caf0d58047
Further tiny XFB speedup: baked the bias constants into the R tables, and switched to aligned writes, and made sure efb_buffer is aligned.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@890 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-10-16 08:11:03 +00:00
hrydgard
db3a5e3822
More XFB speedup. It's all SSE now.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@886 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-10-15 22:22:54 +00:00
hrydgard
34a4fee1c5
Substantial XFB speedup. There's more to get though, for example by using a shader for color conversion instead - but i like having a fast CPU implementation too. Also adds some sanity checks. PAL games still have problems.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@885 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-10-15 21:29:44 +00:00
donkopunchstania
bbbe898839
added option to use XFB in GL, but XFB support still needs work. modified viewport to include scissor offset.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@879 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-10-15 14:07:03 +00:00
fires.gc
8e3bd6781e
added compile time assertion for _SECURE_SCL=0. It is very important that all libraries are compiled with the same _SECURE_SCL if you want to share STL functions between libraries.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@876 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-10-15 12:40:31 +00:00
Sonicadvance1
2df982a503
Yay, comments
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@818 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-10-09 21:26:21 +00:00
Sonicadvance1
f7fa972a50
Changed to checking for 32bit linux and I also missed a texture
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@816 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-10-09 21:18:27 +00:00
Sonicadvance1
e1eb51a010
Fix Building in Linux, removed the define for _T() in Common.h so now we can have wx headers after including Common.h. Also, InterlockedExchange isn't in Linux so I just made it assign the variable
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@809 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-10-09 08:51:57 +00:00
hrydgard
77899058e9
Fix some project settings (set SECURE_SCL=0 more consistently). Should prevent crash when playing with symbols in Win32 Release build, and maybe others.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@800 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-10-08 20:15:05 +00:00
Sonicadvance1
5c53460817
Made the SSE work with GCC 4.3 and above, may also work with 4.2 and above
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@793 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-10-08 16:43:40 +00:00
memberTwo.mb2
0464cba75e
Bunch of fix for DC mode (Metroid starts now,etc.). Look stable now but need to be seriously tested. CriticalSection shouldn't be needed anymore. TODO: linux and fix that High/LowWaterMark problem (CPU waste is time waiting for an empty fifo for now)
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@791 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-10-07 21:39:50 +00:00
memberTwo.mb2
037e3d0442
reverted r782 for linux only due to sse misalignment with gcc
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@784 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-10-06 13:31:19 +00:00
memberTwo.mb2
2cc477b7d5
"as is" sse in some cases in TextureDecoder.cpp
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@782 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-10-05 21:38:06 +00:00
memberTwo.mb2
407bd39d8b
fix savestates in SC mode at least
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@779 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-10-05 11:52:44 +00:00
memberTwo.mb2
adb549254e
reverted r777 (bad sunday morning quick commit) but the general id is there :p
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@778 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-10-05 08:12:27 +00:00
memberTwo.mb2
7a6c46d8a6
oops savestate in SC mode should be fixed now (bug from 760).
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@777 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-10-05 07:56:16 +00:00
memberTwo.mb2
8d0f6d40f4
DataReader inline for OGL/DX9 and moved to VideoCommon. Large clean up.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@760 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-10-03 22:05:28 +00:00
nakeee
d00ea2cf43
Added logging files to SConscript
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@753 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-10-03 05:51:55 +00:00
nakeee
3d6d64c632
Get rid of locks added InterlockedExchangeAdd function in thread.cpp
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@748 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-10-02 21:40:20 +00:00
memberTwo.mb2
d15d6d2b5e
r729 fix
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@746 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-10-02 18:43:56 +00:00
nakeee
29fdb6837a
Making sure nothing broke on windows
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@745 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-10-02 17:12:47 +00:00
nakeee
4923da76d7
all this to make stop work without message passing
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@744 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-10-02 17:03:24 +00:00
nakeee
55226f7ec4
reverting 64 bit as it doesn't work properly.
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Well can't say I didn't try :-)
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@743 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-10-02 14:25:03 +00:00
nakeee
d6219e73bd
converted to 64bit (please check on windows)
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@741 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-10-02 13:04:32 +00:00
nakeee
dc3fd905c9
experimental multi-core support on linux
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- Input seems not to work for some reason (please check and tell me if it's not only me)
- Skip frames is not supported
Report to me of other problems
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@740 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-10-02 10:43:32 +00:00
memberTwo.mb2
df9eba79b2
DataReader migration to faster one: first step.
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TODO: doing it for DX9, move DataReader to VideoCommon, remove dirty debug #def if ok
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@729 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-09-29 17:29:25 +00:00
fires.gc
55867c169a
update to vs2008
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@664 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-09-24 17:09:29 +00:00
memberTwo.mb2
da088e62ad
DC idle skipping part 2: video thread is woken up when "OnIdle".
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For testing purpose only (I can't test with lots of games) because it may break some sync. Besides, I'm not satisfied with the way things are done.
So just uncomment "//#define THREAD_VIDEO_WAKEUP_ONIDLE" in thread.h in order to test it.
Works fine with movies, 2D and simple 3D in ZWW at least.
If it's ok I'll clean up the code.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@658 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-09-24 10:52:58 +00:00
nakeee
e0291e735c
cleaned up SConscripts
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@602 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-09-21 19:54:29 +00:00
nakeee
3e2419776f
fixed scons=parsing
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@591 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-09-20 22:06:22 +00:00
XTra.KrazzY
7c3f715f19
More fog emulation groundwork both in OpenGL and DX9. Needs more fog format researching.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@586 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-09-20 14:43:10 +00:00
nakeee
0f4c4b6e1c
SConscript made all the rest of env.Copy into env.Clone
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@542 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-09-16 16:50:09 +00:00
hrydgard
81e937041f
fix 64-bit build too on Platform SDK 6.0, fix project file.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@453 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-09-07 11:07:55 +00:00
hrydgard
5a69fca0be
Add some missing GPL headers, fix building with Platform SDK 6.0, delete unused HTTP code.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@452 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-09-07 10:29:46 +00:00
masken
012041bab5
Added puts() HLE, WIIMOTE logging section and experimental virtual connection request.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@427 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-09-01 21:29:27 +00:00
XTra.KrazzY
10eef7f60e
Build fix
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@423 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-09-01 13:31:24 +00:00
nakeee
4bbfff3cac
many warning fixes
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@422 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-09-01 12:11:08 +00:00
Maarten ter Huurne
0bebbcb5f4
Replaced type "BYTE" by "u8", except where "BYTE" is used to access the Windows API.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@408 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-08-31 14:32:35 +00:00
hrydgard
09406d76c4
Fix/workaround at least one class of buffer underruns in the GL plugin. Fix some bad deletes (instead of delete []). etc.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@404 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-08-31 13:36:52 +00:00
hrydgard
718a1c6a3f
missing files, sorry
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@391 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-08-30 22:15:37 +00:00
hrydgard
005cbbb379
Basic VBA-style save state system implemented - kb shortcuts only working on Windows. Keyboard shortcut system added. More cleanup in GFX plugins.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@390 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-08-30 22:06:53 +00:00
hrydgard
85565688d7
New SaveState folder for states. Removed some outdated code. Removed an unnecessary level of indirection for plugin calls. Assorted cleanup.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@389 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-08-30 19:19:40 +00:00
hrydgard
e4825be7a8
more statesave bugfixes...
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@387 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-08-30 16:24:45 +00:00
hrydgard
4608333a56
State saving progress. Most core state seems to be saved/loaded correctly, not so for video yet unfortunately.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@386 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-08-30 16:05:32 +00:00
XTra.KrazzY
95eb8f9ef3
Save states now work (to some extent). Please report special cases which cause crashes or anything of the sort. Also removed debug messages from state management
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@385 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-08-30 15:54:44 +00:00
hrydgard
ff0a613427
Cleaning up XK's mess, added a simple profiler, minor disasm fix. Too lazy to split it up into individual changes. Savestates not yet working.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@381 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-08-30 12:11:25 +00:00
XTra.KrazzY
2e760d69fe
Added save/load state support in the UI
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@375 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-08-28 21:30:13 +00:00
XTra.KrazzY
f8b4311b66
Final typo and error fixes and include reordering
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@372 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-08-28 09:19:46 +00:00
XTra.KrazzY
e05e2179c3
I have broken something, but more may be broken
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@369 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-08-28 08:00:40 +00:00
XTra.KrazzY
051c2e0784
A lot of save state groundwork. Please notify if compilation breaks because
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I haven't compiled
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@368 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-08-28 07:58:04 +00:00
XTra.KrazzY
a0ae17c5ff
Fixed message box calls (they aren't even necessary, just checking whether the saving made it into the VideoCommon library
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@345 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-08-27 10:01:46 +00:00
Maarten ter Huurne
f8d7231be8
Fixed "no newline at end of file" warnings.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@342 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-08-27 09:27:57 +00:00
Maarten ter Huurne
4aa233f1f6
Only include <windows.h> when compiling for Windows.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@340 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-08-27 09:07:02 +00:00
Maarten ter Huurne
7d0bf8a101
Fixed "no newline at end of file" warning.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@339 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-08-27 09:05:52 +00:00
daco65
f55722e288
Fix for XK's commit. XK, if its wrong punch me in the face
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@337 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-08-27 01:45:31 +00:00
XTra.KrazzY
7a2cdef912
Preliminary video save state support. More work is necessary, this is just some infrastructure for inter-project communication.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@332 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-08-26 23:40:18 +00:00
Maarten ter Huurne
59974dfb5b
Only use "-fPIC" for compiling objects that will be part of dynamic libs. Make SConscripts inherit the compile flags from the top level instead of overriding them.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@329 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-08-26 22:28:42 +00:00
Maarten ter Huurne
4871626af8
Fixed "no newline at end of file" warnings issued by GCC 4.2.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@303 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-08-24 21:50:41 +00:00
hrydgard
c0c6fc9e6d
Ok, part 2/2 of the symbol code rewrite. You can now create and use function signature files. A monkey ball signature file included. Now to add some cooler features...
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@294 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-08-24 18:50:51 +00:00
hrydgard
f44a06465a
Change some project settings. Reorganize the symbol database code, step 1/2.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@292 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-08-24 15:46:08 +00:00
masken
ae5b59747a
Turned on Warnings as Errors for all vcprojs. Fixed almost all of the warnings in win32. Added many SVN Ignore settings.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@283 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-08-23 15:28:24 +00:00
hrydgard
9e3747e2f3
SaveState preparations #1 - Annotate all(?) state. (NO SCHEDULE PROMISE!)
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@257 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-08-21 18:23:10 +00:00
hrydgard
92031705cd
Forgot some defines.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@256 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-08-21 17:57:26 +00:00
hrydgard
3ef0eb979d
Move some code out of the plugins into VideoCommon. No functional change.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@255 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-08-21 17:49:06 +00:00
hrydgard
683ba7ecae
Minor speedup in texdecoder. More informative fifo error messages.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@249 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-08-20 18:31:48 +00:00
hrydgard
d1723cae4a
fix bug in giga's resampler,
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@230 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-08-16 23:53:00 +00:00
hrydgard
aa3fee8c60
Audio system update - HLE plugin submitted, homebrew has sound, and also Mario movies!! (this was very unexpected). This also acts as a frame limiter. Might provide an option to turn it off in the future.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@227 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-08-16 21:58:07 +00:00
hrydgard
b4d7ce0197
Some cleanup, extracted XFB convert code into VideoCommon, added non-activated support to gl plugin. + a minor bugfix with no effects seen so far in gl plugin :P
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@209 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-08-14 21:34:39 +00:00
hrydgard
627695c667
Fix windows choppiness
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@155 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-08-08 21:00:05 +00:00
gigaherz
6b8d9e1bb0
TextFmt Overlay v4. :p
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@151 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-08-08 17:30:47 +00:00
Shawn Hoffman
8e443bad3e
update to the texture format overlay, thanks to giga (see issue 112)
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@150 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-08-08 10:23:17 +00:00
hrydgard
b370386983
static-ified a lot of vars to prevent name collisions with plugins, other cosmetic stuff, prep for jit debug
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@147 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-08-07 21:29:15 +00:00
hrydgard
ac366022f4
Fix linux build and a crash. hrm, how did it work before...
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@146 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-08-07 19:20:51 +00:00
hrydgard
84b3522c24
Fix build on linux (grr), minor ABI fix.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@142 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-08-06 20:23:53 +00:00
Shawn Hoffman
a44e94a594
added overlay that displays texture formats (thanks to gigaherz!)
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@139 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-08-06 01:08:02 +00:00
Sonicadvance1
c33cf08a2f
Linux: Fixes a few things, Should Compile in Linux. Ran Crazy Taxi horribly
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@38 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-07-21 01:27:13 +00:00
hrydgard
461077b1a1
More GFX plugin cleanup, still no visible changes.
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New right-click popup menu in game list - allow editing patch files easily.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@31 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-07-20 12:26:32 +00:00
Sonicadvance1
c7795c41b7
Linux: Fix ups for people running Linux. If it breaks anything, punch me in the face.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@30 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-07-20 11:02:41 +00:00
fires.gc
2c6baf9abb
fixes for the video projects
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@28 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-07-19 09:57:42 +00:00
hrydgard
b3c55018a6
More common things moved out from the GFX plugins. No visible changes.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@27 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-07-18 19:33:55 +00:00
hrydgard
711b1e0016
Started to extract common parts of the two gfx plugins into a new library (VS2008 users, sorry :)
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@22 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-07-17 20:29:04 +00:00