Commit Graph

2597 Commits

Author SHA1 Message Date
Markus Wick e47e4c677a Merge pull request #2097 from mimimi085181/find-textures-by-hash
Search the texture cache for small textures by address and hash
2015-06-09 10:12:05 +02:00
Jules Blok d5788f75a3 Merge pull request #2533 from degasus/syncgpu
Fifo: Rewrite SyncGPU
2015-06-09 09:43:26 +02:00
NanoByte011 06d1b8c63a VideoSW: rewrite lighting attenuation
- Fixes remaining lighting issues (Mario Tennis, etc)
- Apply same fixes to Software Renderer
- Corrected zero length light direction vector to resolve with normal direction (essentially becomes LIGHTDIF_NONE which was what I was after)
2015-06-08 23:20:27 +02:00
degasus d31bed8b79 Fifo: Rewrite SyncGpu
The new implementation has 3 options:
 SyncGpuMaxDistance
 SyncGpuMinDistance
 SyncGpuOverclock

The MaxDistance controlls how many CPU cycles the CPU is allowed to be in front
of the GPU. Too low values will slow down extremly, too high values are as
unsynchronized and half of the games will crash.
The -MinDistance (negative) set how many cycles the GPU is allowed to be in
front of the CPU. As we are used to emulate an infinitiv fast GPU, this may be
set to any high (negative) number.

The last parameter is to hack a faster (>1.0) or slower(<1.0) GPU. As we don't
emulate GPU timing very well (eg skip the timings of the pixel stage completely),
an overclock factor of ~0.5 is often much more accurate than 1.0
2015-06-08 23:16:24 +02:00
comex 5c7caf1f22 Merge pull request #2517 from comex/netplay-timebase-rb
[rebased] Compare timebase of netplay users to detect desyncs.
2015-06-07 17:47:53 -07:00
Ryan Houdek 10bd68936c [AArch64] Implement ZFreeze cache 2015-06-07 12:13:01 +02:00
Tillmann Karras 5ddd2cef6c zfreeze: cache vertex positions
Suggested by degasus.
2015-06-07 12:13:00 +02:00
Tillmann Karras 9e2f4dd7da VertexLoaderX64: revert 9da86092ae
I can't reproduce that it's actually faster and it will definitely be
slower with position caching for zfreeze.
2015-06-07 12:13:00 +02:00
comex 9c63b78397 Fix indeterminism in GPU thread mode. 2015-06-06 02:14:06 -04:00
Jules Blok ef1dfa8bcb VideoBackends: Allow the viewport to use the full depth range. 2015-06-06 03:37:46 +02:00
mimimi085181 3b9020dc9b Search the texture cache for small textures by address and hash
This fixes issue 6563:
https://code.google.com/p/dolphin-emu/issues/detail?id=6563

This PR adds a 2nd map to texture cache, which uses the hash as key. Cache entries from this new map are used only if the address matches or if the texture was fully hashed. This restriction avoids false positive cache hits. This results in a possible situation where safe texture cache accuracy could be faster than the fast one.

Small textures means up to 1KB for fast texture cache accuracy, 4KB for medium, and all textures for safe accuracy.

Since this adds a small overhead to all texture cache handling, some regression testing would be nice. Games, which use a lot of textures the same time, should be affected the most.
2015-06-05 21:30:39 +02:00
comex 78e0e78671 Merge pull request #2516 from comex/hires-oops
Undo accidental screwup of some HiresTextures code from project-moration
2015-06-04 16:13:05 -04:00
JosJuice 95a2abc1ce Use PanicAlertT instead of PanicAlert when appropriate
I tried to change messages that contained instructions for users,
while avoiding messages that are so technical that most users
wouldn't understand them even if they were in the right language.
2015-06-04 13:25:06 +02:00
comex 830a4e4f8f Undo accidental screwup of some HiresTextures code from project-moration.
This is why I should wait for people to review, even if I get annoyed
that nobody seems to care. :duncecap:
2015-06-04 02:52:41 -04:00
Tillmann Karras 7a6a5e2791 VertexLoaderX64: generate PIC
Address static memory relative to a base register, analog to what we're
doing with PPCSTATE in the CPU JIT. This allows executable memory for
the vertex loader JIT to be allocated anywhere, not just within 2 GiB of
static data.

Fixes issue 8180.
2015-06-03 02:27:37 +02:00
comex 0c5aa54606 Merge pull request #2470 from degasus/syncgpu
Common: Blocking Loop (extracted from Fifo.cpp)
2015-06-02 20:19:00 -04:00
comex a3b3f0522b Merge pull request #1556 from comex/project-moration
Rudimentary version of Wii IPC determinism.  Ported from my old udpnet branch.
2015-06-02 18:38:19 -04:00
Markus Wick aa2576a2c7 Merge pull request #2480 from phire/GamesDoWeirdShit
Fix invalid pointer errors in Burnout 2.
2015-05-31 23:26:55 +02:00
flacs a806feb10e Merge pull request #2474 from Tilka/zfreeze
zfreeze: fix 2-component positions
2015-05-31 06:35:21 +02:00
degasus bfa61105d5 Common: Update BlockingLoop to only use one atomic.
This merges two atomic<bool> into one atomic<int>.
We did move the bit from one bool to another, now we can use operator--.
2015-05-30 12:58:09 +02:00
degasus 02a3a063c3 Fifo: Extract syncing loop
It's now a new helper function within common.
2015-05-30 12:58:09 +02:00
Scott Mansell 7df6982973 Add a dirty flag for arraybases.
Only loop through and call getPointers when something has actually
changed.
Worth about 2-4% speedup un SMG over the previous commit.
2015-05-30 04:39:48 +12:00
Scott Mansell f57517f1a0 Clean up cached_arraybases. Update VideoSW to new scheme.
Move ownership of cached_arraybases from CPMemory to VertexLoaderManager
to better match it usage.
2015-05-30 04:09:27 +12:00
Tillmann Karras 4943b36259 zfreeze: fix 2-component positions 2015-05-29 13:43:12 +02:00
Scott Mansell 6d916762fb Fix invalid pointer errors in Burnout 2.
Yet another story of games loading weird shit into registers.

For some reason, Burnout 2 would (in rare situations) load invalid
addresses into cp_state.array_bases. What would the real hardware
do in this situation? Who knows, Burnout 2 doesn't actually enable
the vertex array with the invalid address so nothing kinky happens.

But dolphin tries to optimise things and starts using the address
as soon as it is loaded into memory. This causes GetPointer (which is
now much more vocal) to throw an error.

The Fix:  We don't call GetPointer until we are sure the vertex array
has been enabled.
2015-05-29 18:51:17 +12:00
Ryan Houdek cdbdff436b Merge pull request #2478 from degasus/fix_prefetching
HiresTexture: Fix prefetching with broken textures
2015-05-29 01:42:48 -04:00
degasus c69cc91f00 HiresTexture: Fix prefetching with broken textures 2015-05-29 07:31:11 +02:00
Lioncash ac26f8e79f Pass strings by const reference where possible 2015-05-28 20:54:55 -04:00
comex a225426510 Rewrite FileSearch and improve ScanDirectoryTree.
- FileSearch is now just one function, and it converts the original glob
  into a regex on all platforms rather than relying on native Windows
  pattern matching on there and a complete hack elsewhere.  It now
  supports recursion out of the box rather than manually expanding
  into a full list of directories in multiple call sites.

  - This adds a GCC >= 4.9 dependency due to older versions having
  outright broken <regex>.  MSVC is fine with it.

- ScanDirectoryTree returns the parent entry rather than filling parts
  of it in via reference.  The count is now stored in the entry like it
  was for subdirectories.

- .glsl file search is now done with DoFileSearch.

- IOCTLV_READ_DIR now uses ScanDirectoryTree directly and sorts the
  results after replacements for better determinism.
2015-05-28 19:14:42 -04:00
Lioncash 1ba3b4e7ac CommandProcessor: Replace volatile usages with atomics
Also remove said variables from being globals.
2015-05-27 03:53:29 -04:00
Lioncash ec03196267 PixelEngine: Replace volatile usages with atomics
Also removes two unused volatile variables.
2015-05-27 02:39:55 -04:00
Markus Wick a6b327751a Merge pull request #2463 from lioncash/fifo
Fifo: Replace usages of volatile with atomics
2015-05-27 08:03:39 +02:00
Lioncash 4cb55cc427 Fifo: Replace usages of volatile with atomics 2015-05-27 00:42:56 -04:00
Matthew Parlane 3135b4f3e4 Merge pull request #2461 from lioncash/barrier
Thread: Remove unused Barrier class
2015-05-27 13:21:14 +10:00
Lioncash 23c11b3f27 Thread: Remove unused Barrier class 2015-05-26 19:25:59 -04:00
galop1n 2975e53091 D3D: Depth range inversion.
Credits go to Galop1n for designing this technique and to BhaaLseN for cleaning up the commit.
2015-05-26 15:31:31 +02:00
Markus Wick a6412fb41e Merge pull request #2162 from degasus/prefetch_tex
CustomTexture: prefetch all available textures
2015-05-26 13:30:26 +02:00
Ryan Houdek 061848457a Merge pull request #2382 from RisingFog/vfwfix
Fix video dumping incorrect lengths for some games in Windows
2015-05-25 23:46:22 -04:00
Ryan Houdek dad5d8e13d Merge pull request #2357 from degasus/ogl_efb_poke_merge
ogl: efb poke merge
2015-05-25 23:26:39 -04:00
Ryan Houdek 69963dc4b0 Merge pull request #2274 from degasus/disable_bbox
Disable bbox
2015-05-25 08:46:12 -04:00
Tillmann Karras 30ebb2459e Set copyright year to when a file was created 2015-05-25 13:22:31 +02:00
Tillmann Karras cefcb0ace9 Update license headers to GPLv2+ 2015-05-25 13:22:31 +02:00
Tillmann Karras 268f52e054 Add missing license headers 2015-05-25 13:11:47 +02:00
degasus 7e127da791 VideoCommon: Warn if bbox is disabled but used 2015-05-25 09:33:34 +02:00
degasus 029912681e VideoCommon: return 0 if bbox is disabled
Through just returning the last written value sounds better, this crashes Paper Mario.
In my opinion, gfx issues are fine on older GPUs, but crashes should not happen.
2015-05-25 09:33:34 +02:00
degasus 6b2a1e57e2 BBox: remove now unreachable SW bbox implementation 2015-05-25 09:33:34 +02:00
degasus acd074e291 VideoCommon: Make BBox emulation optional 2015-05-25 09:33:34 +02:00
Jules Blok e31982474c OGL: Depth range inversion. 2015-05-22 23:52:22 +02:00
Jules Blok 88cc91030e VertexShaderGen: Use correct depth output when glClipControl is supported. 2015-05-22 23:52:21 +02:00
degasus c7bae5ad11 VideoCommon: Merge EFB pokes 2015-05-20 10:39:21 +02:00