Commit Graph

97 Commits

Author SHA1 Message Date
rodolfoosvaldobogado eaa1ea71c1 Implement the new buffer approach in opengl. sadly in my machine it gives my only 2 more fps and if your hardware does not support ARB_map_buffer_range is even slower than plain vertex arrays.
change naming in all the backends vertex managers to make more easy to continue with the merge an some future improvements.
please test this as i'm interested in knowing the performance in linux and windows with the different hardware platforms.
2012-10-26 11:34:02 -03:00
rodolfoosvaldobogado 72cb1734ee Some code cleaning for my last commit.
the amount and size of the buffer is now changed to "new hardware" frienly values and will fall back to the right values if hardware does not support them.
my next commit will be to a branch, with my ogl work.
2012-10-22 19:37:26 -03:00
rodolfoosvaldobogado@gmail.com 5230146c73 Hey, long time no commits :).
So to compensate lets bring back some speed to the emulation.
change a little the way the vertex are send to the gpu,
This first implementation changes dx9 a lot and dx11 a little to increase the parallelism between the cpu and gpu.
ogl: is my next step in ogl is a little more trickier so i have to take a little more time.
the original concept is Marcos idea, with my little touch to make it even more faster.
what to look for: SPEEEEEDDD :).
please test it a lot and let me know if you see any problem.
in dx9 the code is prepared to fall back to the previous implementation if your card does not support the amount of buffers needed.
So if you did not experience any speed gains you know where is the problem :).
for the ones with more experience and compression of the code please test changing the amount and size of the buffers to tune this for your specific machine.
The current values are the sweet spot for my machine.
All must Thanks Marcos, I hate him for giving good ideas when I'm full of work.
2012-10-20 10:22:15 -03:00
NeoBrainX 08a9c66037 Revert the recent zcomploc changes including the Graphic_Fixes merge.
Reason:
- It's wrong, zcomploc can't be emulated perfectly in HW backends without severely impacting performance.
- It provides virtually no advantages over the previous hack while introducing lots of code.
- There is a better alternative: If people insist on having some sort of valid zcomploc emulation, I suggest rendering each primitive separately while using a _clean_ dual-pass approach to emulate zcomploc.

This reverts commit 0efd4e5c29.
This reverts commit b4ec836aca.
This reverts commit bb4c9e2205.
This reverts commit 146b02615c.
2012-08-10 20:12:02 +02:00
skidau 0efd4e5c29 Skipped the ZCompLoc pass if the result can be determined at compile time. Brings back the speed lost by r146b02615c07. 2012-08-06 09:29:01 +10:00
NeoBrainX b5ad382b07 Fast mipmaps deserves to die!! 2012-06-08 00:22:57 +02:00
rodolfoosvaldobogado 6a446efd5f Second Stage: re implement zcomplock and correct all the logic error in PixelShaderGen.cpp. i disable fastzcomlock for the moment to avoid confusions.
please test for regressions
2012-04-03 00:08:36 -03:00
rodolfoosvaldobogado a0d60210fd First Stage:
Fix depth related errors in dstalpha pass.
best place to test: water splash effect in super mario galaxy
2012-04-02 14:26:12 -03:00
NeoBrainX 460610ea0e Revert Rodolfo's recent zcomploc commits until they actually work correctly.
This reverts commit 402006a83a.
This reverts commit 48d8d71391.
This reverts commit 450dcc9d2c.
2012-03-30 01:57:53 +02:00
rodolfoosvaldobogado 402006a83a more fixes to zcomplock and opengl implementation 2012-03-29 18:26:58 -03:00
rodolfoosvaldobogado 48d8d71391 Fix for my last commit, this must fix the problem in the algorithm pointed by neobrain. thanks 2012-03-27 23:14:59 -03:00
rodolfoosvaldobogado 450dcc9d2c As requested, this is my implementation of zcomploc using a multi-pass algorithm. My apologize to the others devs for committing in the main branch but is the only way to get this tested as soon as possible.
please test for regressions, speed and for other issues fixed, as a example, the black color in water splash in super mario galaxy are fixed with this rev.
please as soon as yo find a bug let me know.
2012-03-27 15:44:58 -03:00
NeoBrainX fee98b426b Revert r41bcf657f89d, r3a9fed0ba285, r9adc119e3c2f and re58692653afd (all of them are wrong). 2012-03-24 15:58:44 +01:00
NeoBrainX 9adc119e3c PixelShaderGen: For custom textures and scaled EFB copies, use correct texel to pixel mapping when sampling textures
(D3D9 only)

This is basically the same as revision e58692653a, just for scaled textures and with a LOT more work...
2012-02-20 20:32:08 +01:00
NeoBrainX eb01a110c9 Implement texture preloading 2012-02-03 21:21:13 +01:00
NeoBrainX c5008fe9de TextureCache: Renaming some variables
OGL: Fix a possible bug at texture dumping
OGL: Add a TODO about a possible bug
2012-01-31 18:09:34 +01:00
NeoBrainX 7dc3a6cc92 D3D9/11: Fix that "Disable Dest. Alpha Pass" option...
Thanks to NaturalViolence for reporting ;)

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7244 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-02-25 18:22:04 +00:00
hrydgard ee6d20e83a build fixin'
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6939 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-01-27 22:52:17 +00:00
Soren Jorvang 955e3abe9e Clean out the long since bit-rotted video profiling code.
Profiler.{cpp,h} also happened to be the only dupliated
filenames left in Source, the absence of which should make
link-time optimization easier to get working.


git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6935 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-01-27 21:57:36 +00:00
NeoBrainX 0371f15c23 DX9: Only enable dst alpha pass if the EFB format has an alpha channel.
Guess it would be better if we made bpmem.blendmode.alphaupdate private to prevent improper usage...

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6932 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-01-27 17:01:24 +00:00
NeoBrainX e0c6092721 DX11 code maintenance, part 4:
Move blend state management from EmuGfxState to Renderer.


git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6905 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-01-24 10:42:43 +00:00
NeoBrainX 7854bd7109 Merged the D3D9 debugger into VideoCommon/VideoUICommon:
Separated UI from debugger functionality. Generally cleaned up that stuff.
Most functionality needs to be reimplemented now, but will be available to D3D9, D3D11 as well as OpenGL then.


git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6523 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-12-05 14:15:36 +00:00
Jordan Woyak 159ed43f67 Move some shared gfx plugin code into VideoCommon. Changed "Renderer" class to use virtual functions. (setting stuff up for video plugin merging)
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6433 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-11-18 02:21:26 +00:00
Nolan Check 95cfca08e2 Put infrastructure in place so that other plugins may support dual-source blending.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6296 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-10-21 05:22:18 +00:00
Nolan Check 0e534dd033 Clarify texture cache code. Previously, there were THREE sets of texture dimensions, and it was hard to tell which set was for what purpose.
Now, there are two:
Real dimensions: Width and height of the original GameCube texture
Virtual dimensions: Width and height of the texture used by dolphin-emu's renderer

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6291 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-10-20 00:39:45 +00:00
Jordan Woyak cf05cca7a6 Merged common texture cache code from video plugins into VideoCommon. (DX11 native mipmaps currently broken, disabled) Hopefully everything else should still be working.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6288 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-10-19 22:24:27 +00:00
baby.lueshi d57b0a14d0 Fixed hires textures not scaling. Also increased max size of custom textures to 2048x2048.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6254 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-10-04 01:54:51 +00:00
Jordan Woyak 841583b8f3 Merged identical VertexManager code from DX9/DX11/OGL plugins into VideoCommon. Still need to merge VertexManager::Flush (will be easier after TextureCache is merged). Purposely using a class/virtualfuncs rather than a namespace so multiple VertexManager can be in one plugin (VideoMergeNew? :p).
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6249 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-10-03 00:41:06 +00:00
skidau 88cd9f3df1 Minor code formatting:
First step to bring a level of consistency between the video plug-ins - variable names, spacing, function names, function order, comments, file names.  This will help us identify common code for VideoMerge.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6235 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-09-28 02:15:02 +00:00
Rodolfo Osvaldo Bogado e641323de2 i know still a lot to fix and much work to do but sometimes experiments are fun :)
for all the plugins implemented per pixel lighting, this will make games that uses lighting  a lot nice. (just look at mario sunshine and compare :))
for dx9: implemented temporal anaglyph stereo: just grab your red-cyan glasses  and enjoy.
stereo calibration: use stereo separation ( distance of the point from you are looking) and Focal Angle: the angle necessary to focus in one particular object.
this settings are different in every games as they use different depth ranges.
please for any regression and bug introduced by this commit.
if you ask why i did not implement stereo in dx11 and opengl the reason is one: they don't work right when i have more time will try to find a way to make them work.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6224 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-09-23 02:17:48 +00:00
Nolan Check 6a695eff49 Remove more obsolete code
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6153 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-08-30 04:05:06 +00:00
Rodolfo Osvaldo Bogado 3e7dafbbd7 fully implemented display list cache with vertex data included and added in all the plugins.
still experimental, not totally optimized but must bring a nice speed up
please test for regressions an error. an please Linux people fix scons :)

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6149 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-08-29 23:08:56 +00:00
Nolan Check 4229d9e01e Remove a bunch of freshly-obsolete code
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6148 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-08-29 19:34:54 +00:00
pierre e5f629da37 Fix saving states on mesa3d and clean up the handling of asynchronous requests
(those originating from a thread other than the gpu thread)

glxMakeCurrent is supposed to error out when the context is
still current in another thread. NVIDIA handles that, but mesa3d errors.



git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6054 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-08-04 21:02:32 +00:00
Rodolfo Osvaldo Bogado f78133f261 big changes here:
- 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
Rodolfo Osvaldo Bogado d511b50612 this commit is divided in 4 parts:
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
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.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5754 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-06-20 22:23:34 +00:00
luisr142004 4f8a6a1573 apply some speedup to dx11 plugin + some minor stuff
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5721 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-06-16 10:12:57 +00:00
Rodolfo Osvaldo Bogado f0d178122e revert my last change to vertex manager as the performance difference is negligible an causes performance drop in higher definitions
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5658 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-06-12 15:38:42 +00:00
Rodolfo Osvaldo Bogado ce3c2700e7 This commit is separate in two parts:
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
Rodolfo Osvaldo Bogado b20c04aa45 git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5629 8ced0084-cf51-0410-be5f-012b33b47a6e 2010-06-06 14:44:35 +00:00
luisr142004 2e783d9769 space changes, merge #defines, language fix, and code reorder/cleanup :P
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 :)
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
Rodolfo Osvaldo Bogado 782d9111e5 let's keep experimenting:
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
Rodolfo Osvaldo Bogado 0ea01d8462 fast commit :
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
Rodolfo Osvaldo Bogado a25dfc47b4 fixed xfb bumping introduced by my last commit.
implemented loading of native mips, see sms water :).

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5366 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-04-14 13:57:16 +00:00
Rodolfo Osvaldo Bogado 9ec5ee94b4 this was a hard fix to found:
if a degenerated primitive is passed to the VertexManager treat it as a compatible primitive, for example if a 5 vertex quad is passed treat it as a triangle fan.
as crazy at this seems it fix the sun glare in ZWW, please test an d let me know if it make a difference in other games

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4931 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-01-23 12:56:07 +00:00
Rodolfo Osvaldo Bogado 8c2bae9802 some minor bug fixes to my last commit and uncommented one line that was commented by error
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4922 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-01-21 22:32:24 +00:00
Rodolfo Osvaldo Bogado 8de76f8fe8 ok big changes here:
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
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.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4815 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-01-12 23:40:30 +00:00