Commit Graph

2754 Commits

Author SHA1 Message Date
degasus c375111076 Options: merge SCoreStartupParameter into SConfig 2015-06-12 19:07:45 +02:00
Markus Wick be1d1e2798 Merge pull request #2024 from RisingFog/irgui
Add UI Support for up to 8x Internal Resolutions
2015-06-11 15:47:39 +02:00
Fog 6e7fedd4d0 Add UI Support for up to 8x Internal Resolutions 2015-06-10 20:17:30 -04:00
degasus 20ec5867ec GameIni: Remove default Projection Hack 2015-06-10 19:31:10 +02:00
Jules Blok fd637030e4 GeometryShaderGen: Consistently use xfmem just as the vertex shader.
There are very rare conditions in which xfmem can actually desync from bpmem.
2015-06-10 16:13:54 +02:00
Jules Blok 4cbaddb7ad GeometryShaderGen: Don't use `centroid in` for input variables. 2015-06-10 16:04:32 +02:00
mimimi085181 4d5fdb74be Code cleanup for FreeTexture after merging PR #2097 2015-06-09 21:45:09 +02:00
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
Jules Blok ef78941042 VideoBackends: Clamp depth to uint24 range. 2015-05-18 23:22:28 +02:00
degasus 562b9d4a9f VideoCommon: Abort texture prefetching on low RAM
There is no nice way to correctly "detect" the "used" memory, so we just say
we're fine to use 50% of the physical memory for custom textures.

This will fix out-of-memory crashes, but we still might run into swapping issues.
2015-05-16 15:39:36 +02:00
degasus 242f7d964d CustomTexture: prefetch all available textures 2015-05-16 15:12:07 +02:00
degasus 3d98f6ab9f PixelShaderGen: apply zfreeze before ztextures
The zfreeze option freezes the depth plane of the rasterization.
So this is done before the TEV stages, where the z-textures are applied.
2015-05-13 20:06:23 +02:00
Fog 16081a23f1 Fix video dumping incorrect lengths for some games 2015-05-09 02:28:48 -04:00
Jules Blok 1d745d632a PixelShaderGen: Clamp zCoord to the depth range. 2015-05-08 14:43:43 +02:00
Jules Blok d04af15ad4 TextureConversionShader: Use floating point values in clamp(). 2015-05-08 14:32:24 +02:00
Jules Blok 5dbb43ae1d PixelShaderGen: Use new multiplier everywhere and directly cast to int instead or rounding. 2015-05-08 14:32:23 +02:00
Jules Blok 0f2c72f0f8 VideoCommon: Clamp integer conversions. 2015-05-08 14:32:16 +02:00
Jules Blok c4f85a38e6 VideoBackends: Use proper floating point depth precision. 2015-05-08 14:29:29 +02:00
Markus Wick a76bfb1f55 Merge pull request #2356 from Armada651/dump-efb
VideoCommon: Implement EFB dumping for both backends.
2015-05-02 13:27:38 +02:00
Jules Blok 54f4443971 VideoCommon: Implement EFB dumping for both backends. 2015-05-02 13:23:33 +02:00
Ingve Skåra 5799824b22 Fix dead link 2015-05-01 21:42:50 +02:00
comex bac4167ff5 Merge pull request #2319 from comex/linted-fix-qualcomm-fail
(lint issues fixed) Fix OpenGLES 3.0 on Qualcomm's crappy driver, it can't bitshift sometimes.
2015-04-29 17:09:56 -04:00
Lioncash 8e59987d46 TextureDecoder_Common: Add missing algorithm include
It was being indirectly included, causing VS to syntactically mark std::min/max usages as being undefined (however it still compiled fine, of course)
2015-04-27 23:17:41 -04:00
skidau 4bf4778cd7 Merge pull request #2312 from comex/shutdown-race-condition
Exit ReadDataFromFifoOnCPU, PushFifoAuxBuffer early if shutting down (GpuRunningState=false)
2015-04-27 19:47:00 +10:00
Dwayne Slater ae83a1b821 Fix OpenGLES 3.0 on Qualcomm's crappy driver, it can't bitshift sometimes.
[fixed lint issues and grammar ~comex]
2015-04-23 16:33:12 -04:00
comex 74c30d1784 Fix code broken by merge 2015-04-23 02:07:45 -04:00
comex ad95454d04 Merge pull request #2223 from phire/imm
Cleanup OpArg, make immediates more explicit.
2015-04-23 01:53:18 -04:00
comex 06dd0ba3b4 Exit ReadDataFromFifoOnCPU, PushFifoAuxBuffer early if shutting down (GpuRunningState=false)
This was causing a race condition where the "absurdly large aux buffer"
panic alert would be triggered in the last bit of fifo processing on the
CPU thread in deterministic mode (i.e. netplay).  SyncGPU is supposed to
move the auxiliary queue data to the beginning of the containing buffer
so we don't have to deal with wraparound; if GpuRunningState is false,
however, it just returns, because it's set to false by another thread -
thus it doesn't know whether RunGpuLoop is still executing (in which
case it can't just reset the pointers, because it may still be using the
buffer) or not (in which case the condition variable it normally waits
for to avoid the previous problem will never be signaled).  However,
SyncGPU's caller PushFifoAuxBuffer wasn't aware of this, so if the
buffer was filling at just the right time, it'd stay full and that
function would complain that it was about to overflow it.  Similar
problem with ReadDataFromFifoOnCPU afaik.  Fix this by returning early
from those as well; other callers of SyncGPU should be safe.  A
*slightly* cleaner alternative would be giving the CPU thread a way to
tell when RunGpuLoop has actually exited, but whatever, this works.
2015-04-21 22:33:29 -04:00
Lioncash 9eb608c9da Merge pull request #2301 from lioncash/const
General: Apply the const specifier where applicable
2015-04-16 23:13:39 -04:00
Lioncash 63393570fb PerfQueryBase: Move common implementation variables into base class 2015-04-15 19:22:16 -04:00
Lioncash b0613bb1c8 General: Apply the const specifier where applicable 2015-04-15 02:04:03 -04:00
degasus 74795b4553 Fifo: rewrite Fifo_PauseAndLock
This lock isn't required any more as our FlushGpu garanty to block until the GPU is idle
2015-04-06 12:35:35 +02:00
degasus b1ffd32f5f Fifo: only touch the SIMD state once in the single core loop 2015-04-06 12:35:35 +02:00
degasus d2c62b1744 Fifo: only sleep once within every ms of emulated time 2015-04-06 12:35:35 +02:00
degasus b020ae1c5d Fifo: rewrite sync on idle skipping hack
Now it's done without a busy loop
2015-04-06 12:35:35 +02:00
degasus 9bdaa00e2d Fifo: use the outer loop on sync GPU 2015-04-06 12:35:35 +02:00
degasus 279c657cda Fifo: Replace busy loop with condition variable 2015-04-06 12:35:27 +02:00
Tillmann Karras 9da86092ae VertexLoaderX64: use common code for FORMAT_FLOAT 2015-03-18 12:12:21 +01:00
Tillmann Karras 7030542546 VertexLoaderX64: support SSE2 as a fallback
With suggestions by Fiora and magumagu.
2015-03-18 12:12:21 +01:00
Tillmann Karras 8d90ecda7f VertexLoaders: make positions more compact 2015-03-18 12:09:06 +01:00
Scott Mansell 858ff69c01 Make OpArg.offset and operandReg private.
Also cleaned up WriteRest function.
2015-03-17 18:49:30 +13:00
magumagu 629fb8fb49 Merge pull request #2222 from Tilka/fix_warnings
Fix warnings
2015-03-16 17:41:46 -07:00
Tillmann Karras f82afd1b2f Fix warnings 2015-03-16 19:02:30 +01:00
Shawn Hoffman ad64336137 quiet some warnings which appear on vs2015.
quieted warnings include shadowed variable names and integer extensions.
2015-03-15 19:28:47 -07:00
skidau cdff138c67 Show no more than one FIFO error per session. 2015-03-13 23:25:15 +11:00
Tillmann Karras 3987725217 VertexLoaderX64: fix harmless off-by-one error 2015-03-08 04:43:59 +01:00
degasus 35373c5185 TextureCache: load all mipmap levels from custom textures
This drops the "feature" to load level 0 from the custom texture
and all other levels from the native one if the size matches.
But in my opinion, when a custom texture only provide one level,
no more should be used at all.
2015-03-02 00:09:09 +01:00
magumagu 7f7973efa5 Merge pull request #2148 from Tilka/fifo_cleanup
Small FIFO-related cleanup
2015-03-01 13:06:43 -08:00
degasus 7ca24f90d1 TexCache: increase TEXTURE_KILL_THRESHOLD
Xenoblade uses more than 40 textures alternately per frame for eg water effects.
So don't try to drop them as aggressive.
2015-03-01 13:41:14 +01:00
Tillmann Karras 9493c713dd Fifo: small cleanup 2015-02-28 15:40:01 +01:00
Tillmann Karras e28c97f6bd Fifo: drop unused functions 2015-02-28 15:40:00 +01:00
Lioncash d10571a86a PixelShaderManager: Remove unnecessary casts.
EFBToScaledXf and EFBScaledYf return a float, so the cast isn't needed here.
2015-02-28 00:04:05 -05:00
Lioncash 7408de7e79 Merge pull request #2058 from Stevoisiak/Codemaid-Cleanup-Take2
Basic Formatting/Whitespace Cleanup
2015-02-25 18:07:56 -05:00
Stevoisiak 93b16a4a2d Formatting/Whitespace Cleanup
Various fixes to formatting and whitespace
2015-02-25 10:48:21 -05:00
degasus 967eaad8df VideoCommon: rename efb2tex and efb2ram 2015-02-24 23:10:13 +01:00
degasus 1313d3461f VideoCommon: always enable efb copy 2015-02-24 23:01:01 +01:00
Tillmann Karras e2fec13ab6 Fix some -Wsign-compare warnings 2015-02-24 10:29:59 +01:00
Tillmann Karras f298f00e1b Clean up the intrinsics #ifdef mess 2015-02-24 01:02:36 +01:00
skidau 593563e16c Merge pull request #2087 from Armada651/epsilon-3d
VertexShaderManager: Turn the epsilon hack back on for 3D Vision.
2015-02-23 13:12:55 +11:00
skidau f8e51a1a26 Merge pull request #2050 from Tilka/reset_vertex_loader_stats
VertexLoaderManager: reset stats properly
2015-02-23 13:10:38 +11:00
degasus b35fa222f5 VideoCommon: perf querys by async events 2015-02-22 08:41:15 +01:00
degasus edbd402101 VideoCommon: bbox by async events 2015-02-22 08:41:15 +01:00
degasus ad7264da7d VideoCommon: implement swap requests in the full async way 2015-02-22 08:41:15 +01:00
degasus bc248f8941 VideoCommon: use a new async event system for efb access 2015-02-22 08:41:15 +01:00
Jules Blok ff4127cf50 VertexShaderManager: Turn the epsilon hack back on for 3D Vision.
The bug is fixed in version 347.52 of the drivers.
2015-02-21 12:09:49 +01:00
Jules Blok 139ad3b2b9 TextureConversionShader: Use a Texture2DArray to match the shader resource view. 2015-02-21 11:50:20 +01:00
Markus Wick 6bbf774507 Merge pull request #2075 from magumagu/titantron-fix
Partially fix WWE12 titantron videos.
2015-02-21 10:09:47 +01:00
Scott Mansell 355be1719e Fix regression with directx when zfreeze=true and ztest=false. 2015-02-21 10:52:29 +13:00
magumagu 074397c12d Explicitly set up AllocateTexture configuration for palette conversion.
No functional change.
2015-02-19 15:57:05 -08:00
magumagu ddc815dd7a Remove TextureAddress struct. 2015-02-19 15:36:32 -08:00
magumagu c0a4760f0e Decode EFB copies used as paletted textures.
A number of games make an EFB copy in I4/I8 format, then use it as a
texture in C4/C8 format.  Detect when this happens, and decode the copy on
the GPU using the specified palette.

This has a few advantages: it allows using EFB2Tex for a few more games,
it, it preserves the resolution of scaled EFB copies, and it's probably a
bit faster.

D3D only at the moment, but porting to OpenGL should be straightforward..
2015-02-19 15:09:27 -08:00
magumagu 4cdf9f543f Partially fix WWE12 titantron videos.
The obvious question here is, why does it matter if we round or truncate?
The key is that GC/Wii does fixed-point interpolation, where PC GPUs do
floating-point interpolation. Discarding fractional bits makes the conversion
from floating-point to fixed point give more consistent results.

I'm not confident this is really the right fix, or that my explanation is
completely correct; ideally, we don't want to depend on floating-point
interpolation at all.
2015-02-18 19:41:00 -08:00
mimimi085181 2f8e0c9bb9 Allow multiple texture cache entries for textures at the same address
This is the same trick which is used for Metroid's fonts/texts, but for all textures. If 2 different textures at the same address are loaded during the same frame, create a 2nd entry instead of overwriting the existing one. If the entry was overwritten in this case, there wouldn't be any caching, which results in a big performance drop.

The restriction to textures, which are loaded during the same frame, prevents creating lots of textures when textures are used in the regular way. This restriction is new. Overwriting textures, instead of creating new ones is faster, if the old ones are unlikely to be used again.

Since this would break efb copies, don't do it for efb copies.

Castlevania 3 goes from 80 fps to 115 fps for me.

There might be games that need a higher texture cache accuracy with this, but those games should also see a performance boost from this PR.

Some games, which use paletted textures, which are not efb copies, might be faster now. And also not require a higher texture cache accuracy anymore. (similar sitation as PR https://github.com/dolphin-emu/dolphin/pull/1916)
2015-02-18 23:54:40 +01:00
Ryan Houdek 3aa605236d Merge pull request #2041 from Sonicadvance1/AArch64_vertex_loader
[AArch64] Vertex loader and things
2015-02-17 00:51:51 -06:00
Ryan Houdek ed008c3a69 [AArch64] Change the vertex loader over to using unscaled loadstores.
In nearly all direct loadstore cases we can use unscaled loadstores.
Still have a fallback in case we hit a situation that we /can't/ do a unscaled loadstore.
2015-02-16 22:03:09 -06:00
Ryan Houdek b4b03641b3 [AArch64] Implement vertex loader recompiler.
Shows a noticeable reduction in time spent in the vertex loader.
2015-02-16 16:51:32 -06:00
Pierre Bourdon 3500740dd4 Windows AVIDump: support "silent" frame dumping
When enabled, the silent option will avoid popping up dialog boxes for
overwrite confirmation or codec selection. The codec selection defaults to
uncompressed RGB.

This is required for FifoCI on Windows which needs to drive Dolphin from the
command line exclusively.
2015-02-14 23:38:14 +01:00
Markus Wick 405444d4fe Merge pull request #1803 from lioncash/rgb
OnScreenDisplay: Allow for different colored messages
2015-02-14 10:47:47 +01:00
Tillmann Karras 1a52cff1c9 VertexLoaderManager: reset stats properly 2015-02-14 02:30:05 +01:00
Ryan Houdek 15e41c67f8 Change RunVertices' function arguments.
This reduces some dumb state shuffling when calling the emitted vertex loaders.
2015-02-13 12:16:06 -06:00
degasus c404e87226 ShaderGen: Fix pixel offset correction
We want to move the vertex by 1/12 pixel, but the old code
did miss the perspective division. So by multiplying with pos.w,
the position is moved correctly after the perspective division.
2015-02-11 20:54:15 +01:00
magumagu d9988ee9b5 Merge pull request #1987 from magumagu/thread-safety
Cleanup usage of atomic/threadsafe functions
2015-02-10 13:48:12 -08:00
Lioncash 9d5c6c55fe OnScreenDisplay: Allow for different colored messages 2015-02-07 17:35:21 -05:00
Lioncash e07679114b Use emplace_* functions where in-place construction is preferable 2015-02-04 11:39:08 -05:00
magumagu 57d94de2ad Fix regression for D3D EFB depth copies.
On D3D, we read from the depth buffer using the format
DXGI_FORMAT_R24_UNORM_X8_TYPELESS (essentially, the "r" component contains
the depth, and the other components contain nothing).
2015-02-03 11:27:27 -08:00
Markus Wick 3c475b91ea Merge pull request #1993 from Armada651/line-perspective
GeometryShaderGen: Perspective divide the line coordinates before comparing the angle.
2015-01-31 23:45:54 +01:00
Jules Blok 8c55ec0d51 GeometryShaderGen: Perspective divide the line coordinates before comparing the angle. 2015-01-31 23:32:23 +01:00
Tillmann Karras 1aac65f988 VertexLoaderManager: assimilate GetVertexSize() 2015-01-31 09:23:50 +01:00
magumagu 47be9d8e6b Clean up usage of ScheduleEvent_Threadsafe. 2015-01-30 14:48:23 -08:00
degasus 20628b6e5d OpcodeDecoder: Calculate decoding time for vertices 2015-01-29 19:55:28 +01:00
Gabriel Corona a4adfe194a JitRegister: overload Register with a [start,end) variant 2015-01-28 09:50:19 +01:00
Markus Wick beaa9905a6 Merge pull request #1966 from magumagu/unify-efb-encode
Unify EFB encoding shader generation
2015-01-27 23:14:18 +01:00
Markus Wick 43605f8716 Merge pull request #1948 from magumagu/remove-efb-cache
Remove EFB to RAM cache, and simplify code.
2015-01-27 09:42:15 +01:00
Tillmann Karras 3dbd6cd384 VertexLoaderX64: save XMM0 if the ABI requires it 2015-01-26 22:24:06 +01:00
Tillmann Karras 8416a86b6d VertexLoaderBase: fix crash on invalid formats 2015-01-26 22:24:06 +01:00
Tillmann Karras 66f28707e7 VertexLoader: small clean up 2015-01-26 22:24:06 +01:00
magumagu b56025e6eb Don't use boolean negation. 2015-01-25 23:28:59 -08:00
magumagu 92189823f3 Fix RGBA8 encoding. 2015-01-25 22:53:30 -08:00
magumagu b0b99b6922 Fix shader so it's possible to use with D3D Map().
Well, that's not strictly true, but trying to memcpy between two buffers
using different row lengths and different strides is at minimum extremely
unintuitive.
2015-01-25 19:57:09 -08:00
magumagu 6c1bdfe04c More work. 2015-01-25 19:57:07 -08:00
magumagu ef75f3005d WIP. 2015-01-25 15:49:35 -08:00
Jules Blok 5c4ee2f71e PostProcessing: Move default pixel shader to PostProcessingShaderConfiguration.
Reduces code complexity and fixes a bug where the shader is not properly invalidated.
2015-01-25 23:08:49 +01:00
Jules Blok 262c3b19ec PostProcessing: Add support for user-supplied anaglyph shaders.
There are lots of different anaglyph glasses out there and there may be even more creative uses for stereoscopic post-processing shaders.
2015-01-25 22:07:03 +01:00
Scott Mansell 61215e7180 Fix a buffer underrun in CalculateZSlope. 2015-01-25 20:31:20 +13:00
Lioncash 9cdfe889af Coding style cleanup from the zfreeze merge 2015-01-24 15:16:48 -05:00
Markus Wick ae514cb0f2 Merge pull request #1955 from degasus/master
TexCache: Rewrite the texID generation for paletted textures
2015-01-24 15:37:25 +01:00
degasus 51990fcdfa TexCache: Rewrite the texID generation for paletted textures
This changes the behavior if both texture are available. The old code did
try to load the modfied texID, the new code tries the unmodified texID first.
2015-01-24 13:58:20 +01:00
Markus Wick 4f6d0049a7 Merge pull request #1951 from Sonicadvance1/Remove_old_defines
Remove an old GLES define that I missed.
2015-01-24 13:38:26 +01:00
Tony Wasserka 43036af944 Merge pull request #1812 from phire/real_zfreeze
Add proper zfreeze support.
2015-01-24 13:29:57 +01:00
Scott Mansell 14baf038e7 Stop doing nastly shit to OpenGL stream buffers.
Instead we keep the loaded vertices in CPU memory.
2015-01-24 14:41:51 +13:00
Ryan Houdek 189528171b Remove an old GLES define that I missed. 2015-01-23 14:30:23 -06:00
magumagu 6659c15bed Remove EFB to RAM cache, and simplify code. 2015-01-23 10:48:15 -08:00
Scott Mansell 5510c86b81 Move Zfreeze code out individual backends into videoCommon
Also:
 * Implement support for per-vertex PosMatrixIndex
 * Only update zslope constant once when zfreeze is activated.
 * Added a bunch of comments.
2015-01-24 03:22:27 +13:00
Scott Mansell daf760b202 A few small cleanups based on code review. 2015-01-23 04:38:36 +13:00
Scott Mansell e88c02dece Ensure that ZSlopes save/restore state correctly.
Had to re-do *ShaderManager so they saved their constant arrays
instead of completly rebuilding them on restore state.
2015-01-23 03:32:31 +13:00
Scott Mansell 128d303656 Reduce number of divisions in screenspace transform.
This is closer to what the hardware does anyway.
2015-01-23 03:32:31 +13:00
NanoByte011 add59b3bea Fixes Mario Tennis Gimmick Courts and adds support for FastDepthCalc
- Calculate ZSlope every flush but only set PixelShader Constant on Reset Buffer when zfreeze
- Fixed another Pixel Shader bug in D3D that was giving me grief
2015-01-23 03:32:31 +13:00
Scott Mansell 6d5065c58d Fix pixelshader constant offsets. 2015-01-23 03:32:31 +13:00
Scott Mansell 88c7afd315 Make zfreeze use screenspace coordinates independant of IR.
OpenGL requires the y coordinates to be flipped.

Also refactored PixelGen code to remove duplicate code.
2015-01-23 03:32:31 +13:00
Scott Mansell 418296961c Fix various issues with zfreeze implemntation.
Results are still not correct, but things are getting closer.

 * Don't cull CULLALL primitives so early so they can be used as reference
        planes.
 * Convert CalculateZSlope to screenspace coordinates.
 * Convert Pixelshader to screenspace coordinates (instead of worldspace
        xy coordinates, which is totally wrong)
 * Divide depth by 2^24 instead of clamping to 0.0-1.0 as was done
        before.

Progress:
 * Rouge Squadron 2/3 appear correct in game (videos in rs2 save file
         selection are missing)
 * Shadows draw 100% correctly in NHL 2003.
 * Mario golf menu renders correctly.
 * NFS: HP2, shadows sometimes render on top of car or below the road.
 * Mario Tennis, courts and shadows render correctly, but at wrong depth
 * Blood Omen 2, doesn't work.
2015-01-23 03:32:31 +13:00
NanoByte011 613781c765 Cleanup and refactor of zfreeze port
Based on the feedback from pull request #1767 I have put in most of
degasus's suggestions in here now.

I think we have a real winner here as moving the code to
VertexManagerBase for a function has allowed OGL to utilize zfreeze now
:)

Correct use of the vertex pointer has also corrected most of the issue
found in pull request #1767 that JMC47 stated.  Which also for me now
has Mario Tennis working with no polygon spikes on the characters
anymore!  Shadows are still an issue and probably in the other games
with shadow problems.  Rebel Strike also seems better but random skybox
glitches can show up.
2015-01-23 03:32:31 +13:00
NanoByte011 937844b9e3 Initial port of zfreeze branch (3.5-1729)
Initial port of original zfreeze branch (3.5-1729) by neobrain into
most recent build of Dolphin.

Makes Rogue Squadron 2 very playable at full speed thanks to recent core
speedups made to Dolphin. Works on DirectX Video plugin only for now.

Enjoy!  and Merry Xmas!!
2015-01-23 03:31:54 +13:00
skidau d27bd9d291 Merge pull request #1885 from degasus/custom_texture
CustomTexture: new name format
2015-01-23 00:43:39 +11:00
NanoByte011 0a9257ad37 Cleaned up whitespace
Fixed Directional Attenuation (assumed, data was light dir vector already, but it was not!)
2015-01-21 22:30:41 -07:00
NanoByte011 f475e367f2 Lighting Attenuation Fixes 2015-01-21 15:55:32 -07:00
degasus 7cf4dd63e4 CustomTexture: fix texture format 2015-01-21 23:33:42 +01:00
degasus 1d0557a5e6 CustomTexture: use xxhash 2015-01-21 21:47:18 +01:00
degasus 84c8645d22 CustomTexture: Convert old format automatically 2015-01-21 21:22:55 +01:00
degasus f9ced4eb13 CustomTexture: also support the legacy format 2015-01-21 21:22:55 +01:00
degasus 62402efa6c CustomTexture: Mark textures with mipmaps 2015-01-21 21:22:55 +01:00
degasus ee9d05d67f CustomTexture: Use another file name with wildcards 2015-01-21 21:22:55 +01:00
degasus a353ead3cb CustomTexture: Use always safe texture hash 2015-01-21 21:22:55 +01:00
degasus eeaad06a07 CustomTexture: check for min/max index on paletted textures 2015-01-21 21:22:55 +01:00
Ryan Houdek 1c62c2f935 Merge pull request #1924 from degasus/xxhash
VideoCommon: xxhash
2015-01-21 14:19:35 -06:00
Ryan Houdek 80e6367e46 Merge pull request #1869 from Stevoisiak/GeneralConsistency
Minor consistency changes
2015-01-21 13:46:53 -06:00
Ryan Houdek 50d495b581 Merge pull request #1916 from mimimi085181/master
Make efb to texture less broken for paletted textures that are efb copies
2015-01-21 13:40:36 -06:00
Ryan Houdek 7fba4856ce Merge pull request #1931 from Sonicadvance1/Fix_PP_Config
Fix the Post Processing shader configuration dialog.
2015-01-21 13:29:01 -06:00
degasus 402fb4bd20 xxhash: Add cmake + VS files
Based on riking's PR.
2015-01-21 07:35:34 +01:00
Ryan Houdek d348bfea46 Fix the Post Processing shader configuration dialog.
On locales that don't use period as a separator this would break us.
For vector values in a configuration, we use comma as a separator which causes the configuration to balloon to massive sizes due to never saving them
correctly. Loading would then break since it would load a million configuration options.
Fixes issue #7569.
2015-01-20 16:40:46 -06:00
Jules Blok f40cd04a29 PixelShaderGen: Fix uninitialized variables. 2015-01-20 23:15:01 +01:00
Tillmann Karras 1dcf49237b VertexLoaderX64: support VAT.ByteDequant=0 2015-01-20 09:23:15 +01:00
Tillmann Karras 46ab5d63d6 VertexLoader: never reset alpha in 8888 colors
Fixes the opening menu of Xenoblade Chronicles.
2015-01-20 09:22:55 +01:00
Tillmann Karras 80617ec6bd VertexLoader: remove weird line 2015-01-20 01:53:52 +01:00
Tillmann Karras 873902b4a3 VertexLoader: remove non-JIT SSE code 2015-01-20 01:51:07 +01:00
Markus Wick 0d0f7ec662 Merge pull request #1894 from Armada651/exclusive-fix
D3D: Fix Dolphin immediately exiting exclusive fullscreen.
2015-01-19 23:29:43 +01:00
Jules Blok 332d5888eb VideoConfig: Add exclusive mode flag.
Allows the UI to easily check the current exclusive mode state.
This simplifies a few checks and prevents the user from ever getting stuck in fullscreen.
2015-01-19 22:55:21 +01:00
Tillmann Karras 804341d4fe VertexLoader: fix position offset bug 2015-01-19 17:38:40 +01:00
Tillmann Karras 4b323096ec VertexLoader_Position: remove old JIT ideas 2015-01-19 17:36:24 +01:00
Ryan Houdek 7e64869185 Merge pull request #1887 from Tilka/vertex_loader_jit
VertexLoader: rewrite x64 JIT
2015-01-18 19:48:14 -06:00
mimimi085181 0d3343d093 Make efb to texture less broken for paletted textures that are efb copies
Don't change the texID depending on the tlut_hash for paletted textures that are efb copies and don't have an entry in the cache for texID ^ tlut_hash. This makes those textures less broken when using efb to texture.

This is not really fixing those textures, but it's a step forward. The mini map in Twilight Princess for example is in grayscales with this and is more or less usable.
2015-01-19 01:31:41 +01:00
Tillmann Karras d3f49097c5 VertexLoaderX64: register symbol for code page 2015-01-18 23:20:44 +01:00