Now OGL doesn't rely on WX for PNG saving.
FlipImageData supports (pixel data len > 3) now.
TextureToPng is now in ImageWrite.cpp/h
Video Common depends on zlib and png.
D3D no longer depends on zlib and png.
Revert "Actually, filename really does need to be a parameter because of some random debug thing."
Revert "fix non-HAVE_WX case"
Revert "Handle screenshot saving in RenderBase. Removes dependency on D3DX11 for screenshots (texture dumping is still broken)."
This reverts commits 00fe5057f1, 74b5fb3ab4, cd46138d29 and 5f72542e06 because taking screenshots in D3D still crashed for me so there was no point in the code changes (which I found ugly anyway).
This reverts commit 6cece6b486.
In fact, there was a _huge_ speedup on lots of games (mostly on nvidia+ogl), but there are some crashes on D3D.
I have to fix this crash and then I'll commit something like this again :-)
Conflicts:
Source/Core/VideoCommon/Src/TextureCacheBase.cpp
We often need the same native texture objects for new textures. This commit
try to avoid destroying and creation of this textures by pooling them.
This should be a big performance gain for some efb2ram games as they may
overwrites partially a cached texture (which would be deleted) and afterwards
try to read it.
Creating/destroying sounds like an easy task, but it isn't. eg the nvidia ogl
driver synchonize their threads do avoid use-after-free issues.
D3D doesn't allow bigger viewports than rendertargets. But flipper does, so the viewport will be clipped and the transformation matrix will be changed.
This was done in the D3D backend itself. This is now moved into VideoCommon. This don't reduce code, but in this way, VideoCommon doesn't depend on the backends.
This isn't needed for both OGL+D3D11 as they support sample shading directly. So we
could use the common MSAA util shaders instead of writing custom ones.
* Currently there is no DEBUGFAST configuration. Defining DEBUGFAST as a preprocessor definition in Base.props (or a global header) enables it for now, pending a better method. This was done to make managing the build harder to screw up. However it may not even be an issue anymore with the new .props usage.
* D3DX11SaveTextureToFile usage is dropped and not replaced.
* If you have $(DXSDK_DIR) in your global property sheets (Microsoft.Cpp.$(PlatformName).user), you need to remove it. The build will error out with a message if it's configured incorrectly.
* If you are on Windows 8 or above, you no longer need the June 2010 DirectX SDK installed to build dolphin. If you are in this situation, it is still required if you want your built binaries to be able to use XAudio2 and XInput on previous Windows versions.
* GLew updated to 1.10.0
* compiler switches added: /volatile:iso, /d2Zi+
* LTCG available via msbuild property: DolphinRelease
* SDL updated to 2.0.0
* All Externals (excl. OpenAL and SDL) are built from source.
* Now uses STL version of std::{mutex,condition_variable,thread}
* Now uses Build as root directory for *all* intermediate files
* Binary directory is populated as post-build msbuild action
* .gitignore is simplified
* UnitTests project is no longer compiled
D3D9 only supports 8 texcoords. But we need a new one for ppl, so we just store it in the first 4 texcoords in the free 4th component.
This isn't needed for both d3d11 and ogl3, so just remove it.
This isn't needed in VertexShaderManager as it's still in the old dirty flag way.
But it's very importend for PixelShaderManager as some float4s aren't initialized as 0.0f
The old way was to use a dirty flag per setter. Now we just update the const buffer per setter directly.
The old optimization isn't needed any more as the setters don't call the backend any more.
The follow parts are rewritten:
Alpha
ZTextureType
zbias
FogParam
FogColor
Color
TexDim
IndMatrix
MaterialColor
FogRangeAdjust
Lights
The upload in the backend isn't done, it's just pushed by the mostly removed SetMulti*SConstant4fv.
Also no optimizations was done on VideoCommon side, but I can start now :-)
Sorry for the hacky way, but I think this is a nice (working) snapshot for a much bigger change.
It changes the string in the Android backend select to just OpenGL ES.
Adds a check in the Android code to check for Tegra 4 and to enable the option to select the OpenGL ES backend.
Adds a DriverDetails bug under BUG_ISTEGRA as a blanket case of Tegra 4 support.
The changes that effects most lines in this change. Removing all float suffixes in the pixel/vertex/util shaders since OpenGL ES 2 doesn't support float suffixes.
Disables the shaders for reinterpreting the EFB format since Tegra 4 doesn't support integers.
Changes GLFunctions.cpp to grab the correct Tegra extension functions.
Readds the GLSL 1.2 'hacks' as GLSLES2 'hacks' since they are required for GLSL ES 2
Adds a GLSLES2 to the GLSL_VERSION enum.
Disable the SamplerCache on Tegra since Tegra doesn't support samplers...
Enable glBufferSubData on Tegra since it is the only mobile GPU to correctly work with it.
Disable glDrawRangeElements on Tegra since it doesn't support it, This uses glDrawElements instead.
- Call ABI_AlignStack even on x86-64.
- Have ABI_AlignStack respect the difference in current alignment
between the root JIT function, which has a prolog, and
ProtectFunction thunks, which do not. This was causing many games
to crash on start on OS X. Since this might otherwise mean changing
the stack pointer before every call...
- Have one prolog/epilog function rather than two (one of which
definitely did not do what it was thought to do), and make it
actually work like a normal one, so that the stack frame shows up
properly in the debugger. There should be no performance impact.
attn is sometimes very big (eg 1e27), so attn*attn doesn't fit into a float.
So the funny part here is: 0.0 * (1e27*1e27) = 0.0 * Inf = NaN
As the shader compiler is allowed to change the order of multiplications,
this issue isn't fixed completely.