degasus
ba8264c2ac
use VAO in VertexManager
...
to use VAO, we must use VBO, so some legency code was removed:
- ARB_map_buffer_range must be available (OGL 3.0), don't call glBufferSubData if not
- ARB_draw_elements_base_vertex also (OGL 3.2), else we have to set the pointers every time
- USE_JIT was removed, it was broken and it isn't needed any more
And the index and vertex buffers are now synchronized, so that there will be one VAO per
NativeVertexFormat and Buffer.
2012-12-15 14:43:01 +01:00
degasus
79a7ce4827
move glBindBuffer and glBindVertexArray out of VertexManager
...
Signed-off-by: Ryan Houdek <Sonicadvance1@gmail.com>
2012-12-13 15:28:52 -06:00
degasus
09274e2483
Check texture params before updateing them
...
Signed-off-by: Ryan Houdek <Sonicadvance1@gmail.com>
2012-12-13 15:28:48 -06:00
degasus
61836f8c51
helper for compiling glsl
...
Signed-off-by: Ryan Houdek <Sonicadvance1@gmail.com>
2012-12-13 15:28:44 -06:00
degasus
48812f7bf7
update the rasterfont shader to GLSL3.3 - so OGL 3.3 is needed
...
Signed-off-by: Ryan Houdek <Sonicadvance1@gmail.com>
2012-12-13 15:28:39 -06:00
degasus
1bd21f44b2
custom shader for RasterFont, fix color support
...
OpenGL2.0 compatible
Signed-off-by: Ryan Houdek <Sonicadvance1@gmail.com>
2012-12-13 15:28:36 -06:00
degasus
23a3336f9a
increase hash size to u64
...
Signed-off-by: Ryan Houdek <Sonicadvance1@gmail.com>
2012-12-13 15:28:32 -06:00
degasus
75dd48247f
initial release of new RasterFont without color support
...
this new design will once create a texture for all chars.
while rendering a string, a list of polygons (position on screen + texture)
for this string is generated on the fly and print at once by glDrawArrays.
atm, there is no support for colors, so everything will display white.
Signed-off-by: Ryan Houdek <Sonicadvance1@gmail.com>
2012-12-13 15:28:28 -06:00
degasus
c207422987
using of vao, warning: ARB_vertex_array_object is needed
...
Signed-off-by: Ryan Houdek <Sonicadvance1@gmail.com>
2012-12-13 15:28:25 -06:00
degasus
5c8800968a
also check for vbo updates in EncodeToRamUsingShader
...
Signed-off-by: Ryan Houdek <Sonicadvance1@gmail.com>
2012-12-13 15:28:22 -06:00
degasus
1f1b32b663
only update vbo on changes in XFBSource::Draw
...
Signed-off-by: Ryan Houdek <Sonicadvance1@gmail.com>
2012-12-13 15:28:19 -06:00
degasus
34b1451fbe
cache vbos in TextureCache::TCacheEntry::FromRenderTarget
...
Signed-off-by: Ryan Houdek <Sonicadvance1@gmail.com>
2012-12-13 15:28:15 -06:00
degasus
d0c4332d99
don't update vbo, if there are no changes in Renderer::Swap
...
Signed-off-by: Ryan Houdek <Sonicadvance1@gmail.com>
2012-12-13 15:28:13 -06:00
degasus
bbcb442983
in the end, also Renderer::Swap in vbo
...
two last draw-calls are missing:
VertexManager::Draw (see Graphic_Update branch)
RasterFont::printString (perhaps reimplement with an texture)
Signed-off-by: Ryan Houdek <Sonicadvance1@gmail.com>
2012-12-13 15:28:10 -06:00
degasus
b41c06a9ac
EncodeToRamUsingShader in vbo
...
Signed-off-by: Ryan Houdek <Sonicadvance1@gmail.com>
2012-12-13 15:28:05 -06:00
degasus
8ea2ddbc50
XFBSource::Draw in vbo
...
Signed-off-by: Ryan Houdek <Sonicadvance1@gmail.com>
2012-12-13 15:27:59 -06:00
degasus
d44228f1b7
TextureCache::TCacheEntry::FromRenderTarget as vbo
...
Signed-off-by: Ryan Houdek <Sonicadvance1@gmail.com>
2012-12-13 15:27:56 -06:00
degasus
6b3125728b
use vbo for ShowEFBCopyRegions
...
Signed-off-by: Ryan Houdek <Sonicadvance1@gmail.com>
2012-12-13 15:27:53 -06:00
degasus
8b62be2025
fix ShowEFBCopyRegions
...
those fancy colors were the result of the usage of non-allocated heap
Signed-off-by: Ryan Houdek <Sonicadvance1@gmail.com>
2012-12-13 15:27:49 -06:00
degasus
6864b40e26
reset glEnableClientState befor every draw
...
should be done with VAO, but atm, this is not possible :-(
this also partial revert the fix in fb92c338af
(activating texture0 globally).
Signed-off-by: Ryan Houdek <Sonicadvance1@gmail.com>
2012-12-13 15:27:46 -06:00
degasus
888b5fb061
remove usage of glMultiTexCoord2f
...
Signed-off-by: Ryan Houdek <Sonicadvance1@gmail.com>
2012-12-13 15:27:38 -06:00
Glenn Rice
e85438cba0
Clean up gcc/g++ compiler warnings that have accumulated.
2012-12-10 00:40:28 -06:00
rog
30718230b2
Fix some warnings.
2012-12-06 20:25:07 -05:00
rog
97f5b1665f
what is this even...
2012-11-26 02:11:52 -05:00
NeoBrainX
4ff9e03509
Merge branch 'efb_scaling_fixes'.
2012-11-19 13:18:57 +01:00
rog
3a8e8af2d5
Merge movie-fixes.
2012-11-16 12:07:22 -05:00
NeoBrainX
a38bb488d2
Remove Renderer::xScale and Renderer::yScale.
2012-11-16 14:29:09 +01:00
NeoBrainX
78031c2d54
Move ComputeDrawRectangle() to Renderer::UpdateDrawRectangle().
2012-11-16 14:25:49 +01:00
rog
14aa7150d9
Add option for author name for movies. Also, minor cleanup for previous options i've added.
2012-11-14 16:23:20 -05:00
rog
8fe5aa4ee8
movie cleanup
2012-11-12 20:40:11 -05:00
rodolfoosvaldobogado
0809ba79ae
fix for point rendering in dx9 backend, that will teach me to read the full documentation. if someone founs a games that use points a lot i will try to implement a faster path for point rendering.
...
now the map in twin snakes is functional in all the backends.
2012-11-12 19:37:08 -03:00
rodolfoosvaldobogado
3936c06ee8
more fixes for my last commit, player problem in twin snakes is fixed
2012-11-11 22:39:27 -03:00
rog
a5d210129d
Add an on screen lag counter.
2012-11-11 17:57:06 -05:00
rodolfoosvaldobogado
53b62ab169
This should fix the bugs introduced by my last commit please retest the games that where showing graphical glitches.
2012-11-10 11:37:08 -03:00
NeoBrainX
6f21f5eb34
Video_Software: Implement texture preloading
2012-11-03 15:41:41 +01:00
Ryan Houdek
fb92c338af
Bit of cleanup and fixing of one issue that was noticeable in SMS with Mario's shadow.
2012-10-27 22:50:06 -05:00
Ryan Houdek
dfb3c44d1a
Remove glMatrixMode and glLoadIdentity calls in Render.cpp which do absolutely nothing.
2012-10-27 18:27:16 -05:00
Ryan Houdek
8c1d104ca3
Change EFB copy location rectangles over to a Vertex array
2012-10-27 18:10:31 -05:00
Ryan Houdek
c1fd640964
Rebase immediate-removal on master
2012-10-27 17:22:48 -05:00
rodolfoosvaldobogado
ee72852491
implement some code to reduce the amounts of calls to setup vertex format, in d3d9 it gives no noticeable speedup, in opengl it still does not work right.
...
thanks to neobrain for the idea
2012-10-26 23:18:09 -03:00
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
NeoBrainX
52963584f0
[bugfix] Make sure to specify the correct max lod level.
2012-10-20 21:07:03 +02:00
NeoBrainX
9d5fc3d7f0
[bugfix] Properly decode lod_bias.
2012-10-20 21:07:03 +02:00
NeoBrainX
6c8a22de24
[bugfix] DX9::TextureCache: Use max_lod instead of min_lod where necessary.
2012-10-20 21:07:03 +02:00
NeoBrainX
0706050b74
[cleanup] Vastly clean up backend-specific sampler state logic.
2012-10-20 21:07:02 +02:00
NeoBrainX
069d949a57
[cleanup] TextureCache: Kill the autogen_mipmap parameter
2012-10-20 21:07:02 +02:00
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
Ryan Houdek
57426ee726
Forced commit
2012-10-13 13:00:04 -05:00
Shawn Hoffman
1a8005d948
set ProgramShaderCache program format correctly.
2012-10-09 23:56:00 -05:00
Ryan Houdek
eb7a0c485a
More "stuff" for SS, also a small fix in the program shader cache cache setup."
2012-10-09 23:56:00 -05:00
Shawn Hoffman
210ecad15f
let us try normal c++ static init instead...
2012-10-09 23:56:00 -05:00
Ryan Houdek
03b09bed5d
Get the program binary type correctly or else ATI makes massive (~400MB) shader caches. Also, don't need the line in the PixelShaderGen.
2012-10-09 23:56:00 -05:00
Ryan Houdek
2e15440896
Add support for Dual source blending to older ATI cards that don't support 420pack but do support GL_ARB_blend_func_extended. This is more proper as well anyways.
2012-10-09 23:56:00 -05:00
Ryan Houdek
5085cebaf3
These checks aren't needed when using CG.
2012-10-09 23:55:59 -05:00
Shawn Hoffman
108722bed0
oops, forgot to make sure the gl program is actually free'd.
2012-10-09 23:54:18 -05:00
Ryan Houdek
e3854ded73
Woops, better not forget the ing
2012-10-09 23:54:18 -05:00
Ryan Houdek
4cd748bbec
Remove some warnings in ProgramShadercache, Was using wrong variable for checking dual source blending.
2012-10-09 23:54:18 -05:00
Shawn Hoffman
4c1fef8f98
refactor ProgramShaderCache::PCacheEntry
2012-10-09 23:54:18 -05:00
Shawn Hoffman
aaa405c973
Checking GLEW_VERSION_4_0 is superfluous since we check GL_ARB_get_program_binary, and it's a runtime variable anyways.
2012-10-09 23:54:18 -05:00
Shawn Hoffman
31a8424bcc
fix formatting uglies introduced in glsl-master branch
2012-10-09 23:54:17 -05:00
Ryan Houdek
c4e7a288e5
Add in the Windows fix.
2012-10-09 23:43:22 -05:00
Ryan Houdek
ee529b7125
Only use explicit attribute locations when we are supporting GLSL > 1.2 since we need in/out instead of attribute variable types. This was brought to my attention from MESA. MESA supports GL_ARB_explicit_attrib_location, but yets to support GLSL 1.3, so basically useless extension to MESA right now?
2012-10-09 23:43:22 -05:00
Ryan Houdek
5c486587a6
Write all shaders to disk on emulator stop instead of constantly. Also change pair from u64 to u32.
2012-10-09 23:43:22 -05:00
Ryan Houdek
4eb227bd4c
If user doesn't compile with glew 1.6, cut out program binaries so everything still compiles.
2012-10-09 23:43:22 -05:00
Ryan Houdek
189d12b61c
If CG isn't available, still compile and fallback on GLSL
2012-10-09 23:43:22 -05:00
Sonicadvance1
7c91476650
Missed a if, don't want people crashing now do we?
2012-10-09 23:42:41 -05:00
Ryan Houdek
9996f27120
Give OSX users more of a chance of supporting Single pass DSB in the future.
2012-10-09 23:42:41 -05:00
Ryan Houdek
d012c75005
Implement Program shaders cache. Seems to reduce a small amount of stuttering when F-Zero starts. Did it because I can :|
2012-10-09 23:42:41 -05:00
Ryan Houdek
ef1e157786
Go back to using glGetString with GL_EXTENSIONS because glew 1.7 is required to check for newer 4.2 extensions that way.
2012-10-09 23:42:40 -05:00
Ryan Houdek
ac77bbd47b
Move the GLSL extension checks over here so it is nicer.
2012-10-09 23:42:40 -05:00
Ryan Houdek
7cb3d86e31
Add a define back so we work without GLEW 1.6, Also I missed a line when I was fixing binding sampler locations last night when I was tired.
2012-10-09 23:42:40 -05:00
Ryan Houdek
1aad2e9e56
There we go, actually found the issue.
2012-10-09 23:42:40 -05:00
Ryan Houdek
6759ee701d
This thing fails when we don't support binding. Not 100% sure why I need to set this multiple times.
2012-10-09 23:42:40 -05:00
Ryan Houdek
66a245dd68
Remove this silliness
2012-10-09 23:42:40 -05:00
Ryan Houdek
9c09e1973a
Some shader programs don't come with Vertex shaders attached, don't try to bind a Vertex Uniform block then.
2012-10-09 23:42:40 -05:00
Ryan Houdek
f8d0c28e53
Set Sampler values at program make time instead of every frame. Fix an issue when The user had UBO support but not Binding support.
2012-10-09 23:42:40 -05:00
Ryan Houdek
ddd4360d6d
Only delete this buffer if we support it.
2012-10-09 23:42:39 -05:00
Ryan Houdek
7aad45658e
Add a GUI option to use GLSL shaders. Also fix a small typo.
2012-10-09 23:42:39 -05:00
Ryan Houdek
076c1a5aa7
Make sure not to try and bind UBO locations when it isn't supported
2012-10-09 23:41:49 -05:00
Ryan Houdek
ba12c0b4f5
Instead of querying the vertex attribute location. Let's bind it to where CG expects it to be as well. Was causing problems when we were trying to activate the components below and they weren't available. This fixes cubivore with GLSL shader. Also any other game that uses 3 normal pointers.
2012-10-09 23:41:48 -05:00
Jordan Woyak
d70726b035
glMapBuffer was slow, go back to glBufferSubData, single combined ps/vs ubo now
2012-10-09 23:41:48 -05:00
Jordan Woyak
d9117ab6a1
try combining vs/ps ubo
2012-10-09 23:41:48 -05:00
Jordan Woyak
e641ede232
make use of glMapBuffer to set ubo data
2012-10-09 23:41:48 -05:00
Ryan Houdek
04836705b7
Show a bit of information when using GLSL shaders.
2012-10-09 23:41:48 -05:00
Jordan Woyak
8e80771670
fix stupid indentation
2012-10-09 23:41:48 -05:00
Jordan Woyak
73a29bf6a1
have separate variables/functions for VS/PS ubo stuff, array was confusing.
2012-10-09 23:41:48 -05:00
Ryan Houdek
a809feae1a
Disable UBO buffer generation if hardware doesn't support it.
2012-10-09 23:41:48 -05:00
Pierre Bourdon
3bcec51334
More coding style fixes because I suck at sed
2012-10-09 23:41:48 -05:00
Pierre Bourdon
3c6d0fc710
8 spaces indentation -> tabs
2012-10-09 23:41:48 -05:00
Ryan Houdek
a5257c1a0a
Actually have Dual Source blending work for people. Forgot about this change.
2012-10-09 23:41:06 -05:00
Ryan Houdek
a304af75fd
Make this pretty
2012-10-09 23:41:06 -05:00
Ryan Houdek
67687a7b6d
Make sure our UBO buffers are always aligned correctly.
2012-10-09 23:41:06 -05:00
Ryan Houdek
5b06bbf87d
Use UBOs in every shader. I had missed a few. Only cache Uniform locations if we aren't using UBOs.
2012-10-09 23:41:06 -05:00
Ryan Houdek
5bcbf92f43
Make sure to support everything even if GPU doesn't.
2012-10-09 23:41:06 -05:00
Ryan Houdek
d4a80ca3ec
yay, UBOs work 100% now.
2012-10-09 23:41:05 -05:00
Ryan Houdek
1f75ee49bf
UBO works for Pixel Shaders if Binding for UBO is zero, otherwise fails. Probably why Vertex shader UBO is failing. Too tired to investigate right now.
2012-10-09 23:41:05 -05:00
Ryan Houdek
904adb9e3d
More for Billiard <3
2012-10-09 23:41:05 -05:00
Ryan Houdek
ce7a54f32a
Firin ma lazer
2012-10-09 23:41:05 -05:00
Ryan Houdek
b105d70339
Firin ma lazer
2012-10-09 23:41:05 -05:00
Ryan Houdek
c82b92bfc2
Fix one error.
2012-10-09 23:41:05 -05:00
Ryan Houdek
2fbca145cb
Remove bSupportsGLSLLocation since it won't work how I expect it.
2012-10-09 23:41:05 -05:00
Ryan Houdek
4a84c6f742
Add in UBOs, doesn't work yet. Still debugging here.
2012-10-09 23:41:05 -05:00
LPFaint99
5f0f26ef35
add ProgramShaderCache.* to visual studio project files
2012-10-09 23:41:05 -05:00
Ryan Houdek
d83ead5914
Support Dual Source Blending in OGL plugin with GLSL.
2012-10-09 23:39:16 -05:00
Ryan Houdek
b24990ca28
Bit of cleanup. Clean up my massive hack in the ShaderManagerFiles. Almost feature parity with Nvidia CG now I think. Just need to do Alpha test with Dual source blending now.
2012-10-09 23:37:52 -05:00
Ryan Houdek
cf68cc0c61
Add support for GL_ARB_shading_language_420pack so we don't have to binding sampler locations. Also add support for GL_ARB_separate_shader_objects which doesn't currently work for some reason....investigating.
2012-10-09 23:37:52 -05:00
Ryan Houdek
081ad949ce
Welp, just fixed that problem.
2012-10-09 23:35:45 -05:00
Ryan Houdek
3c9c5de722
Missed a spot. Most games work now, Still have a problem with viewtiful joe. Destination Alpha pass doesn't work yet, going to use Dual source blending on that.
2012-10-09 23:35:45 -05:00
Ryan Houdek
3160da1289
This lets us see stuff with GLSL shaders. Just need to take care of some compile errors now.
2012-10-09 23:33:02 -05:00
Ryan Houdek
7cec31dbf3
Almost there.
2012-10-09 23:33:02 -05:00
Ryan Houdek
0fc755c4df
More stuff
2012-10-09 23:31:31 -05:00
Ryan Houdek
7a4c080c70
mah
2012-10-09 23:29:30 -05:00
Ryan Houdek
411357b54a
Compile
2012-10-09 23:29:30 -05:00
Ryan Houdek
34c7b3fd73
meh
2012-10-09 23:29:30 -05:00
Ryan Houdek
3943840d5c
Now CG plays nice with this new stuff.
2012-10-09 23:27:59 -05:00
Ryan Houdek
a357c77257
Add in GLSL setting again.
...
PS and VS making. Untested and won't work for now.
Add in program shader cache files.
Readd NativeVertexFormat stuffs.
Add in PS and VS cache things.
SetShaders in places.
Fixed EFB cache index computations in OpenGL renderer.
The previous computation was very likely to go out of array bounds,
which could result in crashes on EFB access.
Also, the cache size was rounded down instead of up. This is a problem
since EFB_HEIGHT (528) is not a multiple of EFB_CACHE_RECT_SIZE (64).
2012-10-09 23:23:37 -05:00
Pierre Bourdon
8cefcaa94c
Implement a simple benchmarking mode which logs FPS to a file
...
Very useful to compare performance between two builds, check the impact of
a configuration option, etc. FPS log is stored in User/Logs/fps.txt and is
reset each time you launch a game. Only enabled if you check the "Log FPS
to file" option in your graphics settings.
Could be improved a bit: currently logs only every 1s (so you can't really
see small variations), maybe output more infos to the fps.txt like
average/stddev (but Excel/Libreoffice/Google Docs can compute that easily
too).
2012-10-04 05:41:02 +02:00
NeoBrainX
035840e7b5
Move last XFB size from Render to FramebufferManager.
2012-10-03 13:44:35 +02:00
NeoBrainX
8f5223d0e6
More cleanups.
2012-10-03 13:44:13 +02:00
NeoBrainX
6e4a61a991
Minor cleanups.
2012-10-03 13:44:04 +02:00
NeoBrainX
ac2ce8b16e
Video_DX11: Remove some redundant code.
2012-09-27 18:15:45 +02:00
NeoBrainX
54947b1e22
Video_Software: Some more debugging logs.
2012-08-31 21:30:12 +02:00
NeoBrainX
3d56ce18fb
Video_Software: Fix moar stuff
2012-08-31 20:49:59 +02:00
plbl4ster
94e49c5044
Fix frame skipping on non-win32 systems missing libav
...
Fixes issue 4097.
2012-08-28 12:29:51 +02:00
NeoBrainX
49d1da5e7e
Video_Software: Fix stuff.
2012-08-27 23:51:35 +02:00
NeoBrainX
d734a5b486
More debugging logs for RDilux
2012-08-27 00:57:17 +02:00
NeoBrainX
87d8feb53d
Video_Software: Add some debugging logs for PE perf queries
2012-08-26 20:26:10 +02:00
NeoBrainX
4607ebea2a
Video_Software: Fix a small issue that prevented perf queries from working at all.
2012-08-26 20:26:10 +02:00
NeoBrainX
1c1ae63b69
Windows build fix.
2012-08-26 20:26:10 +02:00
NeoBrainX
26de63a8cd
Video_Software: Implement PE pixel metrics
2012-08-26 20:26:10 +02:00
NeoBrainX
cf8744cf2c
OGL: Implement pixel metrics (untested)
2012-08-26 20:26:10 +02:00
NeoBrainX
4d8d86bd6a
D3D11: Implement some PE pixel performance metrics.
...
Super Mario Sunshine is using a cool trick: To determine how much goop has been cleaned in ep. 6 of Sirena Beach, it counts the number of pixels that are input to the blending stage. For that it's using the PE performance registers ;)
Fixes issue 1498.
2012-08-26 20:26:10 +02:00
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
NeoBrainX
c143e08b9a
Recreate screenshot texture whenever the backbuffer resolution changes. Fixes crashes when taking screenshots after changing window size or switching to/from fullscreen mode.
2012-08-07 15:18:10 +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
Pierre Bourdon
d33e48319f
Fix accesses to the 16 lower pixels of the EFB with OpenGL
...
The GL EFB cache did not clamp correctly the coordinates when computing
the rectangle it needed to cache, leading to negative values being used
as indexes and often crashes.
Fixes issue 5510.
2012-07-23 22:35:51 +02:00
NeoBrainX
1c8cdebc22
Set g_texture_cache to NULL upon shutdown. Fixes a crash introduced in previous commits.
2012-06-21 14:21:16 +02:00
NeoBrainX
cc0523e55b
TextureCache: Properly assign texture hashes when EFB to RAM is used without caching.
...
Fixes issue 5472.
2012-06-20 18:18:21 +02:00
NeoBrainX
8bed27a3d1
Enable hires textures even when texture dumping is enabled.
...
Remove some deprecated code.
2012-06-20 18:18:17 +02:00
NeoBrainX
8d30ac462a
Instead of invalidating texcache whenever the graphics configuration dialog gets opened, clean up textures on configuration changes.
2012-06-20 18:18:05 +02:00
NeoBrainX
227580d1a5
Remove "Disable Textures".
2012-06-11 23:35:46 +02:00
NeoBrainX
1dd6b978c1
Remove "Disable Lighting".
2012-06-11 23:30:20 +02:00
NeoBrainX
b5ad382b07
Fast mipmaps deserves to die!!
2012-06-08 00:22:57 +02:00
NeoBrainX
372e00632d
Fix changing internal resolution via hotkeys (settings above 1.5x weren't accessible anymore before).
2012-05-29 13:11:28 +02:00
skidau
146b02615c
Merge rodolfoosvaldobogado's zcomploc code (Graphic_Fixes branch)
2012-05-26 13:47:07 +10:00
nitsuja
a81631b58e
made savestates synchronous and immediate. this allows saving or loading while the emulator is paused, fixes issues where savestate hotkeys would get ignored if pressed too close together, might speed up savestates in some cases, and hopefully makes savestates more stable too.
...
the intent is to replace the haphazard scheduling and finger-crossing associated with saving/loading with the correct and minimal necessary wait for each thread to reach a known safe location before commencing the savestate operation, and for any already-paused components to not need to be resumed to do so.
2012-05-26 13:09:38 +10:00
NeoBrainX
54aeec7a8f
Dump the redundant "save textures" function. Use TextureCache's dumping feature instead.
2012-05-13 17:48:23 +02:00
NeoBrainX
a5e68ab10e
TextureCacheBase: Support dumping individual mipmaps.
2012-05-13 17:41:04 +02:00
skidau
ec0ddb476e
Fixed texture encoding in DX11. Thanks to wordmanwords for the patch.
2012-05-06 10:51:38 +10:00
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
NeoBrainX
6ee6d0088a
Merge branch 'zfreeze-new'
2012-03-29 23:02:27 +02:00
Shawn Hoffman
2ee5e5cebc
Merge branch 'scons-removal'
2012-03-28 00:02:04 -07:00
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
Shawn Hoffman
d15740daf1
Merge branch 'wxw3-update'
2012-03-25 12:27:38 -07:00
NeoBrainX
fee98b426b
Revert r41bcf657f89d, r3a9fed0ba285, r9adc119e3c2f and re58692653afd (all of them are wrong).
2012-03-24 15:58:44 +01:00
NeoBrainX
2afe605069
D3D11: Disable mipmapping when no mipmap filter is selected.
2012-03-24 06:04:00 +01:00
Shawn Hoffman
56b1373baf
Remove scons-related files
2012-03-25 12:55:02 -07:00
Shawn Hoffman
f7423a0a4f
Merge branch 'master' into wxw3-update
...
Conflicts:
Source/Core/DolphinWX/Src/LogWindow.cpp
2012-03-22 17:57:38 -07:00
skidau
a60a0825a3
Merged 'FifoBusy' branch. Thanks
...
to marcosvitali.
Added an external exception check when the CPU writes to the FIFO. This allows
the CPU time to service FIFO overflows. Fixes random hangs caused by FIFO
overflows and desyncs like in "The Last Story" and "Battalion Wars 2". Thanks
to marcosvitali for the research.
Added some code to unlink invalidated blocks so that the recompiled block can be
linked (speed-up).
This release still fixed the hangs produced by fifo overflow without sacrifice
performance. For example you can test Tutorial moves at the beginning of The last history now
is fluid 30/60.
Fixed possibles random hangs in DC mode.
Fixed hangs in DC mode in (Simpsons, Monkey Island, Pokemon XD, etc)
Implemented accurate management of Pixel Engine Interrupts. Now the GPU loop
is stopped when a PE Interrupt needs to be managed and resumed when Pixel Engine
finish.
Fixed Metroid Prime 3 and 2 desync. And other games with desync because of
FIFO Reset. That happens because FIFO_RW_DISTANCE_HI must be written first, for checking
fifo.CPReadWriteDistance == 0, so some fifo resets was not managed in the right
way.
Fixed Super Monkey Ball in some cases when the game write the
WriteReadDistance need to be safe like the SafeCPRead.
Improved the CheckException for the GatherPipe writes in JIT, now only the
External Exceptions are processed.
Fixed definitely Pokemon XD in dual core mode. This game is doing something
not allowed. It attach to CPU the same fifo attached to the GPU in multibuffer
mode. I added a check to prevent overwrite the GPU FIFO with the CPU FIFO. If
the game do that on breakpoint the solution can fail.
Fixed ReadWriteDistance calc when CPRead > CPWrite.
Added Token and Finish cause to GP Jit checking.
Additional cleanup in CommandProcessor.
Fixes issue 5209
Fixes issue 5055
Fixes issue 4889
Fixes issue 4061
Fixes issue 4010
Fixes issue 3902
2012-03-20 19:37:25 +11:00
Shawn Hoffman
c5d746f3d8
remove scons files from VS projects
2012-03-18 06:41:12 -07:00
Shawn Hoffman
c3d13b048c
build against wxWidgets3 from Externals on Windows.
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use Externals version of libpng on Windows.
2012-03-18 02:31:19 -07:00
marcosvitali
b0f75f17ae
This release still fixed the hangs produced by fifo overflow without sacrifice performance.
...
For example you can test Tutorial moves at the beginning of The last history now is fluid 30/60.
Shuffle2: I've delete the hacky line, I think is not necessary anymore. Additional some clean in CommandProcessor.
Please test The Last Story and others games affected in the previous commits and give me a feedback.
2012-03-05 02:40:10 -03:00
Henrik Rydgard
f5d4fe0bfe
Fix some minor bugs pointed out by PVS Studio (thanks!)
2012-03-03 20:07:20 +01:00
NeoBrainX
9276b76fbc
VideoSoftware: Implement zfreeze (GXSetCoPlanar).
...
Fixes Mario Golf: Toadstool Tour's menus.
Reference:
The OpenGL extension SGIX_reference_plane seems to provide the same functionality:
http://www.opengl.org/registry/specs/SGIX/reference_plane.txt
2012-03-02 18:43:44 +01:00
NeoBrainX
3a9fed0ba2
PixelShaderGen: Fix a bug introduced in revision 9adc119e3c
.
...
D3D11: Fix shader constant mapping.
2012-02-21 12:51:41 +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
d068686a7f
Revert revision f7d757b46e
.
2012-02-20 11:51:40 +01:00
Matthew Parlane
fc3eb7c6a7
Fixed a few warnings.
2012-02-09 17:18:46 +13:00
NeoBrainX
eb01a110c9
Implement texture preloading
2012-02-03 21:21:13 +01:00
NeoBrainX
dabb35afce
Prepare texture preloading support
2012-02-03 21:20:34 +01:00
NeoBrainX
1446fb33d5
TextureCacheBase: Replace the efbcopy_state member variable of texture cache entries with a more general "texture type"
2012-01-31 19:52:02 +01:00
NeoBrainX
cc54ee7d94
TextureCache: Move EFB copy cache code from TextureConverter to TextureCache
2012-01-31 19:51:32 +01:00
NeoBrainX
a02df43e6d
TextureConverter (OGL/D3D9): Kill EncodeToRam because it wasn't used anywhere and it basically does the same as EncodeToRamFromTexture anyway
2012-01-31 18:09:35 +01:00
NeoBrainX
3b38295cbd
TextureCacheBase: De-uglify hybrid EFB copies (documentation needs updating though)
...
TextureCacheBase: Fixed dynamic EFB copies being set to normal textures.
2012-01-31 18:09:35 +01:00
NeoBrainX
5239ba88c9
TextureCache: Remove unsafe texture cache
2012-01-31 18:09:35 +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
Shawn Hoffman
f57f654b59
set ProgramShaderCache program format correctly.
2012-01-18 10:22:03 -08:00
Ryan Houdek
0b74ead13f
More "stuff" for SS, also a small fix in the program shader cache cache setup."
2012-01-11 04:10:43 -06:00
NeoBrainX
b33be736cd
D3D9/11: Degrade a PanicAlert related to EFB format changes to an ERROR_LOG
2012-01-06 13:45:51 +01:00
nitsuja
39613a95a8
initialize the uninitialized
2012-01-04 01:36:09 -08:00
Shawn Hoffman
bd5cf88686
let us try normal c++ static init instead...
2011-12-29 16:25:03 +01:00
Ryan Houdek
6a5b56d25f
Get the program binary type correctly or else ATI makes massive (~400MB) shader caches. Also, don't need the line in the PixelShaderGen.
2011-12-29 01:35:50 -06:00
Ryan Houdek
8a48b42e4c
Add support for Dual source blending to older ATI cards that don't support 420pack but do support GL_ARB_blend_func_extended. This is more proper as well anyways.
2011-12-29 00:32:06 -06:00
Ryan Houdek
fbbea9bb9b
These checks aren't needed when using CG.
2011-12-29 00:01:50 -06:00
Shawn Hoffman
c8d0c8e217
oops, forgot to make sure the gl program is actually free'd.
2011-12-26 10:27:18 -05:00
Ryan Houdek
6f729f8cbf
Woops, better not forget the ing
2011-12-26 04:09:36 -06:00
Ryan Houdek
3773d29b6d
Remove some warnings in ProgramShadercache, Was using wrong variable for checking dual source blending.
2011-12-26 03:54:44 -06:00
Shawn Hoffman
5f296d0be7
refactor ProgramShaderCache::PCacheEntry
2011-12-26 02:58:52 -05:00
Shawn Hoffman
16f9d8e06d
Checking GLEW_VERSION_4_0 is superfluous since we check GL_ARB_get_program_binary, and it's a runtime variable anyways.
2011-12-26 00:43:47 -05:00
Shawn Hoffman
4bc14c3473
fix formatting uglies introduced in glsl-master branch
2011-12-26 00:15:54 -05:00
Ryan Houdek
b607695103
Add in the Windows fix.
2011-12-25 12:21:31 -06:00
Ryan Houdek
8349cc2551
Only use explicit attribute locations when we are supporting GLSL > 1.2 since we need in/out instead of attribute variable types. This was brought to my attention from MESA. MESA supports GL_ARB_explicit_attrib_location, but yets to support GLSL 1.3, so basically useless extension to MESA right now?
2011-12-24 08:58:51 -06:00
Ryan Houdek
aa2032af2c
Write all shaders to disk on emulator stop instead of constantly. Also change pair from u64 to u32.
2011-12-24 02:19:30 -06:00
Ryan Houdek
b90fa37c60
If user doesn't compile with glew 1.6, cut out program binaries so everything still compiles.
2011-12-24 00:37:13 -06:00
Ryan Houdek
9bc6b83fd0
If CG isn't available, still compile and fallback on GLSL
2011-12-24 00:24:13 -06:00
Sonicadvance1
7c558df283
Missed a if, don't want people crashing now do we?
2011-12-21 22:33:33 +00:00
Ryan Houdek
8e0172374c
Give OSX users more of a chance of supporting Single pass DSB in the future.
2011-12-21 01:29:29 -06:00
Ryan Houdek
a10656b1b2
Implement Program shaders cache. Seems to reduce a small amount of stuttering when F-Zero starts. Did it because I can :|
2011-12-21 00:15:48 -06:00
Ryan Houdek
31a9b6c322
Go back to using glGetString with GL_EXTENSIONS because glew 1.7 is required to check for newer 4.2 extensions that way.
2011-12-20 23:07:42 -06:00
Ryan Houdek
dc134b9bac
Move the GLSL extension checks over here so it is nicer.
2011-12-20 21:55:11 -06:00
Ryan Houdek
f6b33cf0be
Add a define back so we work without GLEW 1.6, Also I missed a line when I was fixing binding sampler locations last night when I was tired.
2011-12-19 19:10:05 -06:00
nitsuja
3e773f093d
fixed a freeze on emu shutdown in windows build
2011-12-19 15:13:26 -08:00
Ryan Houdek
9ce17a43ec
There we go, actually found the issue.
2011-12-19 00:15:07 -06:00
Ryan Houdek
768a683f04
This thing fails when we don't support binding. Not 100% sure why I need to set this multiple times.
2011-12-18 23:31:00 -06:00
Ryan Houdek
636d6a915d
Remove this silliness
2011-12-18 01:51:15 -06:00
Maarten ter Huurne
ed1bfdf293
Merge branch 'cmake-osx2'
2011-12-17 16:30:02 +01:00
Ryan Houdek
4342efe712
Some shader programs don't come with Vertex shaders attached, don't try to bind a Vertex Uniform block then.
2011-12-17 01:17:11 -06:00
Ryan Houdek
b837ae25fc
Set Sampler values at program make time instead of every frame. Fix an issue when The user had UBO support but not Binding support.
2011-12-17 01:06:55 -06:00
Ryan Houdek
73c3f198f4
Only delete this buffer if we support it.
2011-12-16 23:37:22 -06:00
Ryan Houdek
fe6fb55389
Add a GUI option to use GLSL shaders. Also fix a small typo.
2011-12-16 23:18:24 -06:00
Ryan Houdek
800e1c9e09
Let compiling work on OSX.
2011-12-16 00:00:08 -06:00
Ryan Houdek
9ff48ac6eb
Make sure not to try and bind UBO locations when it isn't supported
2011-12-15 15:48:21 -06:00
Ryan Houdek
ad13f2d23d
Instead of querying the vertex attribute location. Let's bind it to where CG expects it to be as well. Was causing problems when we were trying to activate the components below and they weren't available. This fixes cubivore with GLSL shader. Also any other game that uses 3 normal pointers.
2011-12-11 06:18:01 -06:00
Jordan Woyak
c908e1173d
glMapBuffer was slow, go back to glBufferSubData, single combined ps/vs ubo now
2011-12-11 06:11:38 -06:00
Jordan Woyak
a613012d08
try combining vs/ps ubo
2011-12-11 06:02:47 -06:00
Jordan Woyak
5ae1f674f5
make use of glMapBuffer to set ubo data
2011-12-11 05:29:15 -06:00
Ryan Houdek
16b58a8825
Show a bit of information when using GLSL shaders.
2011-12-11 05:15:08 -06:00
Jordan Woyak
bcb2abbcf1
fix stupid indentation
2011-12-11 04:32:57 -06:00
Jordan Woyak
031c523fba
have separate variables/functions for VS/PS ubo stuff, array was confusing.
2011-12-11 04:28:02 -06:00
Ryan Houdek
fbef258dab
Disable UBO buffer generation if hardware doesn't support it.
2011-12-11 04:19:11 -06:00
Pierre Bourdon
df283a56a0
More coding style fixes because I suck at sed
2011-12-11 11:14:02 +01:00
Pierre Bourdon
014c474024
8 spaces indentation -> tabs
2011-12-11 11:08:18 +01:00
Ryan Houdek
1724385c8c
Actually have Dual Source blending work for people. Forgot about this change.
2011-12-11 03:10:03 -06:00
Ryan Houdek
2907ffd72c
Make this pretty
2011-12-10 15:58:44 -06:00
Ryan Houdek
c678172f32
Make sure our UBO buffers are always aligned correctly.
2011-12-10 15:52:20 -06:00
Ryan Houdek
97c3c156e6
Use UBOs in every shader. I had missed a few. Only cache Uniform locations if we aren't using UBOs.
2011-12-10 15:40:10 -06:00
Ryan Houdek
c72a244809
Make sure to support everything even if GPU doesn't.
2011-12-10 14:35:37 -06:00
Ryan Houdek
5925feb6e0
yay, UBOs work 100% now.
2011-12-10 08:07:13 -06:00
Ryan Houdek
7ab38cff68
UBO works for Pixel Shaders if Binding for UBO is zero, otherwise fails. Probably why Vertex shader UBO is failing. Too tired to investigate right now.
2011-12-10 07:38:30 -06:00
Ryan Houdek
49664bff61
More for Billiard <3
2011-12-10 02:02:22 -06:00
Ryan Houdek
24336171f1
Firin ma lazer
2011-12-10 01:57:27 -06:00
Ryan Houdek
126dfa073b
Firin ma lazer
2011-12-10 01:56:37 -06:00
Ryan Houdek
54a90d08ce
Fix one error.
2011-12-09 21:15:15 -06:00
Ryan Houdek
e8087aa1a9
Remove bSupportsGLSLLocation since it won't work how I expect it.
2011-12-09 19:14:02 -06:00
Ryan Houdek
4fe9792760
Merge branch 'GLSL-master' of https://code.google.com/p/dolphin-emu into GLSL-master
2011-12-09 17:30:50 -06:00
Ryan Houdek
8e5bb59cb6
Add in UBOs, doesn't work yet. Still debugging here.
2011-12-09 17:30:05 -06:00
LPFaint99
87c3c37ba7
add ProgramShaderCache.* to visual studio project files
2011-12-09 14:28:59 -08:00
Ryan Houdek
0ccba2b581
Support Dual Source Blending in OGL plugin with GLSL.
2011-12-08 05:09:48 -06:00
Ryan Houdek
cecc3c3873
Bit of cleanup. Clean up my massive hack in the ShaderManagerFiles. Almost feature parity with Nvidia CG now I think. Just need to do Alpha test with Dual source blending now.
2011-12-08 03:20:31 -06:00
Ryan Houdek
1201988fe4
Add support for GL_ARB_shading_language_420pack so we don't have to binding sampler locations. Also add support for GL_ARB_separate_shader_objects which doesn't currently work for some reason....investigating.
2011-12-08 01:51:08 -06:00
Ryan Houdek
f77d54ff52
Welp, just fixed that problem.
2011-12-07 23:23:00 -06:00
Ryan Houdek
4c136c4efc
Missed a spot. Most games work now, Still have a problem with viewtiful joe. Destination Alpha pass doesn't work yet, going to use Dual source blending on that.
2011-12-07 23:20:55 -06:00
Ryan Houdek
ed18b82d2f
This lets us see stuff with GLSL shaders. Just need to take care of some compile errors now.
2011-12-07 22:11:41 -06:00
Ryan Houdek
33c24f0a15
Almost there.
2011-12-07 22:04:34 -06:00
Maarten ter Huurne
8c3775ee6f
Under OS X, link GL plugin against Cg framework instead of Cg library.
2011-12-05 01:12:09 +01:00
Pierre Bourdon
252093295b
Do not fail with strict drivers when compiling a not SM2.0 shader
...
To enforce SM2.0 compatibility, the OpenGL plugin was made to crash when
compiling a shader which does not fit in the SM2.0a limits. However, on some
combinations of OS/drivers/GPU, our shaders already do not fit in these limits,
causing artificial failures only to try to keep a non existant SM2.0a compat.
Basically, this sucks.
This commit increases the artificial limit to SM3.0. If you're using a GPU
which does not support SM3.0 and Dolphin works properly, this should not cause
any problem at all.
2011-12-03 23:24:10 +01:00
Ryan Houdek
804938e9fc
More stuff
2011-12-02 20:17:26 -06:00
Ryan Houdek
8a18a110b7
mah
2011-12-02 18:46:07 -06:00
Ryan Houdek
6882e00d5e
Compile
2011-12-02 18:31:06 -06:00
Ryan Houdek
49b6e4beed
meh
2011-12-02 18:26:15 -06:00
Jordan Woyak
575814895c
Merge branch 'clearscreen-kill-immediate-mode'
2011-12-01 20:16:23 -06:00
Ryan Houdek
f8eb45637f
Now CG plays nice with this new stuff.
2011-12-01 00:33:12 -06:00
Ryan Houdek
b20176b74f
Add in GLSL setting again.
...
PS and VS making. Untested and won't work for now.
Add in program shader cache files.
Readd NativeVertexFormat stuffs.
Add in PS and VS cache things.
SetShaders in places.
Fixed EFB cache index computations in OpenGL renderer.
The previous computation was very likely to go out of array bounds,
which could result in crashes on EFB access.
Also, the cache size was rounded down instead of up. This is a problem
since EFB_HEIGHT (528) is not a multiple of EFB_CACHE_RECT_SIZE (64).
2011-11-30 22:02:25 -06:00
Maarten ter Huurne
98981cc724
Fixed EFB cache index computations in OpenGL renderer.
...
The previous computation was very likely to go out of array bounds,
which could result in crashes on EFB access.
Also, the cache size was rounded down instead of up. This is a problem
since EFB_HEIGHT (528) is not a multiple of EFB_CACHE_RECT_SIZE (64).
2011-12-01 02:46:59 +01:00
Jordan Woyak
4fcd6994c6
fix wireframe setting toggling
2011-11-29 22:21:43 -06:00
Jordan Woyak
0dfca1cf2b
remove now unnecessary glPolygonMode from ResetAPIState
2011-11-29 22:02:18 -06:00
Jordan Woyak
88700e817a
make OpenGL ClearScreen use glClear
2011-11-29 21:50:31 -06:00
Pierre Bourdon
1e558aedeb
Added an EFB peek cache to the GL video plugin
...
Most of the games using EFB peeks are suffering from major performance problems
when these peeks are not disabled in the graphics settings. This is an attempt
to fix this in the GL renderer by doing the glReadPixels in bulk: instead of
doing a lot of 1x1 pixel reads, read for 64x64 pixels at once and keep that in
a cache.
Deck menu in Baten Kaitos: 3FPS -> 54FPS
Character creation in Monster Hunter Tri: 7FPS -> 60FPS
2011-10-17 18:30:13 +02:00
Shawn Hoffman
ad508ab8fb
Let's go ahead and throw this in here, should bring support of Intel IGP back in with DX9.... I can't actually test this for an obvious reason, but I figure while Windows is broken anyway, go ahead with it.
...
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7707 8ced0084-cf51-0410-be5f-012b33b47a6e
That should fix the seg faults on IGP chipsets.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7715 8ced0084-cf51-0410-be5f-012b33b47a6e
Compile fix.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7716 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-10-08 15:29:04 -07:00
Jordan Woyak
d3e639a397
fix build issue with intel compiler and fix some unsafe string usages, patch by FilthyMonkey
2011-10-01 21:31:43 -05:00
NeoBrainX
7eb06430ed
Only sync shader caches to disk on stop.
2011-09-29 23:16:42 +02:00
NeoBrainX
2b3b32872d
Fix Windows build.
2011-09-29 22:54:52 +02:00
NeoBrainX
81c614fa07
Clean up various things.
2011-09-29 23:32:39 +02:00
NeoBrainX
08af37509e
More buildfixes..
2011-09-29 23:32:38 +02:00
Glenn Rice
6ccfd85f42
Build fix for the linux libav build.
2011-09-29 23:32:38 +02:00
NeoBrainX
913bc6d15f
D3D11: Disable some redundant shader compilation errors.
2011-09-29 23:32:38 +02:00
NeoBrainX
6d8f641cc9
Fix D3D11 frame dumping.
2011-09-29 23:32:38 +02:00
NeoBrainX
c710ea33f9
Merge some frame dumping code to VideoCommon, fixes a memory leak in D3D9 and OpenGL if emulation is stopped while dumping frames.
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Breaks D3D11 frame dumping for some weird reason (memory corruption or whatever?).
2011-09-29 23:32:38 +02:00
NeoBrainX
bd4a5b5ef6
Implement frame dumping in D3D11.
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Fixes issue 4831.
2011-09-29 23:32:38 +02:00
NeoBrainX
5d075ce507
- D3D9: pass the correct API type to ValidatePixelShaderIDs
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- don't load shader cache from disk in d3d9/11 if shader debugging is enabled (we won't have any info about the source shader code otherwise, etc)
- dump shader source codes on safe UIDs mismatch
Thanks to LordMark and [SS] for reporting those to me ;)
2011-09-10 03:10:28 +02:00
NeoBrainX
5c14a24ce1
Make shader ID validation optional by adding a gfx setting called "EnableShaderDebugging".
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Setting this to True will enable additional checks if the shader cache misses any relevant register changes.
2011-09-09 21:34:46 +02:00
NeoBrainX
b28348066e
Improve the shader UID debugging stuff and merge it to VideoCommon, effectively enabling it in D3D9 and D3D11 as well.
2011-09-09 00:32:04 +02:00
NeoBrainX
349a3ae91d
Merge remote-tracking branch 'remotes/origin/master' into new-shadercache-uids
2011-09-08 02:14:18 +02:00
NeoBrainX
6c7bda6851
Various fixes and cleanups.
2011-09-08 02:09:44 +02:00
NeoBrainX
3939f9595a
Add runtime checks to make sure we aren't overoptimizing the pixel shader cache.
2011-09-07 21:15:09 +02:00
NeoBrainX
17fcd406fc
Merge some scissor rect related code to VideoCommon.
2011-09-05 22:04:28 +02:00
Shawn Hoffman
b867c21fea
apply to dx9 and dx11 backends as well
2011-09-05 12:19:11 -07:00
NeoBrainX
6845a1596c
Fix various cases in scissor rect emulation.
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Patch by delroth.
2011-09-05 11:10:23 -07:00
Shawn Hoffman
95517a9741
vs2010: Disable LTCG for realz
2011-09-05 09:43:23 -07:00
Ryan Houdek
5a6a2b2bec
Do clearscreen and swap, probably won't do debug text nonsense since it looks like trash anyway. maybe later.
2011-08-25 05:20:41 -05:00
Ryan Houdek
31fd25bf61
Move on to XFB drawing
2011-08-25 04:41:45 -05:00
Ryan Houdek
d021f9e3b6
Here we go with the texture cache
2011-08-25 04:28:29 -05:00
Ryan Houdek
12a8f590f8
Remove immediate mode from the Texture converter, probably need to redo this for texcache rewrite :/
2011-08-25 04:02:11 -05:00
Ryan
a5a2562e59
Put this hotfix in since some combination of hardware and drivers returns zero here.
2011-08-25 02:58:37 -05:00
Jordan Woyak
e8fe15c3f7
Make titlebar and about dialog fancy for cmake build.
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Windows needs fixing.
2011-08-21 17:43:05 -05:00
NeoBrainX
0655ee571d
Shader compilation error message modified to contain some helpful information for noobs (includes a reference to the full bad shader dump).
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Removed the "Hide Shader Errors" option; hide shader errors if panic handlers are disabled now.
Removed superfluous error messages about shader compilations; display only one error message instead.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7688 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-07-29 22:18:11 +00:00
Glenn Rice
a5a45992ad
Add a new type of message box (CRITICAL style) which can not be disabled. Then use that message box to display shader compilation errors in the OpenGL backend to maintain consistency with the behaviour of the DirectX backends.
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Also fix the wxMessageAlert called from non-gui threads in the WXGTK build to use the passed caption.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7678 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-07-15 14:49:34 +00:00
Glenn Rice
a154df1e7c
On linux use the current desktop resolution for the default fullscreen resolution, instead of the hard coded 640x480 resolution.
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Also if the OpenGL backend throw a panic alert if the RGB to/from YUYV shaders fail to compile instead of an error log. If these shaders fail to compile it should be reported. I am not sure that a panic alert should be thrown in general when any shader fails to compile (as was discussed on IRC).
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7677 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-07-15 02:17:14 +00:00
baby.lueshi
d8fc690838
New "TAS Input" feature for precise joystick inputs. The feature is still a work in progress, but is functional. Currently overwrites any joystick/keyboard analog inputs and does so for all controllers.
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Renamed OnFrame.cpp/h to a more accurate Movie.cpp/h. Made some small changes that may improve movie synchronization.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7620 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-06-24 06:50:50 +00:00
NeoBrainX
8244efcc02
Revert r7421 and r7422.
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Should fix issue 4413.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7592 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-06-11 19:37:21 +00:00
Rodolfo Osvaldo Bogado
e5210de9d5
just a little cleanup to maintain minimal interfaces
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7591 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-06-10 19:16:09 +00:00
Sonicadvance1
3fceffd8c0
We need to require at least shader 2.0a now
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7590 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-06-08 03:09:07 +00:00
Jordan Woyak
450b5c9c33
fix build
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7586 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-06-05 01:44:07 +00:00
Sonicadvance1
db0c2bca5b
Allows DX9 shaders to be SM2 compatible again at the loss of accuracy. SM3 is recommended. Fixes issue 4546.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7585 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-06-04 19:56:18 +00:00
NeoBrainX
837375a13d
Last major UI change before release.
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- Moved display related options in the "Display" tab from the general config to the gfx config, renamed the tab to "Interface"
- Moved Wiimote related options in the "Wii" tab from the general config to the wiimote config
- Moved various other options to more appropriate places ("Set Console as NTSC-J", "Skip GC BIOS"
- Dropped "Window Size" adjustment
- Now displaying a warning if one tries to enable software rendering
- Other minor changes
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7577 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-06-02 19:32:34 +00:00
NeoBrainX
84906edf61
Fix applying anti-aliasing without having to open the gfx config. Thanks to skid for pointing out the VerifyValidity problem to me ;)
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Fixes issue 4498.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7574 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-05-31 20:16:59 +00:00
Nolan Check
48b605df71
Fix issue 4509
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7550 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-05-18 02:03:56 +00:00
Nolan Check
8024783502
Don't resize render target to handle out-of-bounds viewports. Instead, adjust the projection matrix.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7538 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-05-12 02:14:45 +00:00
NeoBrainX
e29e317580
OGL: Fix changing MSAA mode during emulation.
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Fixes issue 4469.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7525 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-05-07 22:00:05 +00:00
Nolan Check
9222a818ae
DX9: Pay attention to the pitch of a locked surface.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7519 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-05-06 23:35:48 +00:00
NeoBrainX
fe2d09576d
Fix "Disable Lighting" in D3D9 and D3D11.
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Fixes issue 3185.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7498 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-04-30 17:34:08 +00:00
NeoBrainX
3e384cac7f
Fix EFB format change emulation in D3D11 if MSAA is enabled.
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Fixes issue 4346.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7496 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-04-30 14:08:58 +00:00
NeoBrainX
6577a5deb6
Add a partial fix for 4xSSAA in D3D9 (issue 4090).
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7495 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-04-30 12:58:03 +00:00
NeoBrainX
a779b92a09
Remove configuration profile support.
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I.e. revert most of the video configuration dialog changes since r7483.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7484 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-04-25 20:06:45 +00:00
Glenn Rice
73031229f7
Fix a few strings for translation.
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Fix a minor icon issue in the game properties dialog.
Use a little hack to deal with spaces in file names. Need to find a better way to deal with this.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7470 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-04-17 21:39:58 +00:00
Nolan Check
9b697ed28f
DX11: I think I've figured out where the game enables texture offsets for lines and points.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7461 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-04-15 22:34:54 +00:00
Nolan Check
9fc12bcaa2
DX11: Resolve multisampled EFB before encoding.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7460 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-04-15 22:32:40 +00:00
donkopunchstania
77a4a64909
Fix an error introduced in r7083. In the pixel shader manager the farZ and zRange of the z bias were flipped. Switched to using the viewport struct rather than a raw float array to hopefully avoid such confusion in the future. Fixes issue 4060.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7446 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-04-11 01:49:32 +00:00
NeoBrainX
c4cd8d84e4
Revert r7086.
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Preferring the slow code until it gets optimized properly...
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7435 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-04-02 11:38:29 +00:00
smelenchuk
7a9a47376f
roll back r7431
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7432 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-04-01 01:46:18 +00:00
smelenchuk
15c51c37f3
Add a "force no texture filter" option, useful for some 2D games (like Mega Man 10) and people who like their pixelated graphics.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7431 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-04-01 01:35:07 +00:00
Jordan Woyak
44b4198d17
Fixed issue 4141.(key press beeping) Initializing the video backend in the GUI thread seemed to be the cause for whatever reason. Hopefully other platforms don't hate this change.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7425 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-03-31 05:36:54 +00:00
Nolan Check
3ef8a57da6
DX11: Fix issue 4345
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7423 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-03-30 16:01:03 +00:00
Jordan Woyak
306c3570d1
Eliminated a memcpy in DX11's vertex shader disk cache loading. Maybe games will boot faster now, who knows?
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7422 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-03-30 10:46:27 +00:00
Jordan Woyak
3d5d205c73
I think clean up DX11 code a bit. Used "smart" pointers to avoid need to manually AddRef/Release in many places. Eliminated the D3DBlob class (replaced with just D3D10CreateBlob). Eliminated some Init/Shutdown functions (moved stuff into ctors/dtors). This should not affect behavior at all, only code maintainability.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7421 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-03-30 07:17:23 +00:00
Nolan Check
40b8db30e3
DX11: Correct line width and point size by taking viewport rect into account. Twilight Princess map looks almost perfect except for the drop shadows around the borders: the lines are too skinny, but the corner points seem to be correct.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7418 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-03-28 05:42:21 +00:00
Glenn Rice
c99c247ed5
When using the "Start Renderer in Fullscreen" option, really start in fullscreen. In other words this now switches to fullscreen before the renderer is initiated instead of after. This is a partial fix for issue 4316.
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Also, if the render window size changes while frame dumping, scale the resulting video to prevent clipping on linux. This is a complete fix for issue 4316 on linux. I don't know how to implement this on windows though.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7412 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-03-25 18:12:40 +00:00
smelenchuk
df9f614b58
Have DX9 plugin also dump frames on every VI as opposed to every new frame (follow-up to r7131 and issue #4064 ).
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7411 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-03-24 20:06:24 +00:00
Glenn Rice
c39e3c17e1
Fix a few issues with the size of the logger pane.
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Also some other general clean up issues.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7401 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-03-23 02:06:40 +00:00
Jordan Woyak
f8620fcd0b
Fixed some memory leaks. Only one was mine ;P
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7392 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-03-22 07:27:23 +00:00
gnick79
017735b9ff
* GUI Video-Settings changes:
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- Removed recent ghanges about separate per-game Video Settings
- Added "One Window 3-State Support" (very close to full implementation)
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7391 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-03-21 19:57:31 +00:00
Jordan Woyak
068855bbd6
Moved per-game graphics configuration to the game-list right click menu. It will be too difficult to make the "profiles" drop-down thing work with 3-state vs 2-state checkboxes. The per-game settings now have "undetermined" states, except for the radio buttons(I'll fix that later). It's super hacky right now. Video config (probably all config stuff) could be redone.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7386 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-03-21 05:46:33 +00:00
Matt Callaghan
8eaed1c105
Partial fix for 3D Vision.
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It now works in the debug builds, but not in release builds for some reason. I'm not used to big projects like this so it's probably something obvious that I'm missing. Exclusive full screen mode seems to need the fullscreen resolution for the backbuffer when the DX device is created, so I used adapters[adapter].resolutions[f].xres and yres to get that, but in release builds, that gives me the windowed resolution (in debug it give me the fullscreen res, like I believe it's supposed to), which it reallly doesn't like.
It's not a difficult fix probably, but I've been staring at my monitor in confusion for too long now and need to get to bed. If anyone wants to test, you can still enable the 3D Vision option, it just wouldn't be 3D (obviously).
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7385 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-03-21 03:39:28 +00:00
Soren Jorvang
215baff4c8
Simplify the SCons build:
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With wxWidgets 2.9.2 now in Externals, SCons was the only
external dependency other than Xcode and building just SCons
from Macports caused a fair mount of extra stuff to be built
unnecessarily, so just include a copy of scons-local.
Always build wxWidgets from Externals which allows us to get
rid of the home-grown autoconf machinery in SconsTests.
The main use case for args.cache was the wxconfig option,
which is no longer relevant after the above changes and
caching options has a lot of potential for confusion,
especially since other build systems don't tend to do this,
so we no longer do it now.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7381 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-03-20 18:35:07 +00:00
skidau
4079523346
Game-specific video settings:
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* Moved the config validity check to reflect the emulator enforced settings at the config dialog
* Removed some obsolete validity checks
* Corrected "EnablePixelLighting" typo in the ini files
Fixes issue 4277.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7374 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-03-19 00:50:34 +00:00
Jordan Woyak
78d9f927e1
Eliminated memory leaks of the save state code and put it in a namespace. It is prettier than before, but it could be better (less global usage). Other minor stuff.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7366 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-03-17 10:17:45 +00:00
Glenn Rice
cab5fdb44b
Make sure that the video software backend doesn't get stuck in an infinite loop on shutdown.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7364 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-03-17 01:42:13 +00:00
sl1nk3.s
aabb542d47
Fix the framerate counter of the software graphic backend.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7363 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-03-16 23:57:13 +00:00
Soren Jorvang
9198e83ae1
Hack Misc.cpp into building on OS X.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7362 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-03-16 22:58:24 +00:00
sl1nk3.s
571013acd8
Fix the video software backend. (closes issue 4269)
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Some warning fixes and cleanup.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7361 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-03-16 22:48:17 +00:00
Glenn Rice
bca4f94b47
More work on making dialogs close when escape is pressed, and some general GUI code clean up.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7360 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-03-16 22:22:21 +00:00
Nolan Check
aa19fa97d9
DX11: Preserve w coordinates of lines and points. Fixes glitches when a line is partially behind the camera.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7357 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-03-16 03:02:25 +00:00
Jordan Woyak
41c98f982e
A bit of cleanup to Core Init/Stop, Frame, and Main. Cleanup XAudio2 to attempt to fix the crash on stop(didn't help :p). For some reason CFrame::DoStop is called twice.(might be the issue)
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7353 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-03-15 23:09:12 +00:00
Nolan Check
c83e5ee35b
DX11: Don't apply culling to lines and points. Fixes Metroid Prime beam-charging effects.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7346 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-03-15 03:51:31 +00:00
Nolan Check
580cd2539c
Yikes, I have no idea how this happened.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7341 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-03-14 09:48:12 +00:00
Nolan Check
7c536b8f15
DX11: Support thick lines and large points with geometry shaders. Lines still aren't drawn with correct thickness, see Twilight Princess map. But the map corners are drawn with correct shadow "blobs" for the first time!
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7340 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-03-14 09:38:29 +00:00
Nolan Check
344c4019db
Attempt to fix issue 4234.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7337 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-03-12 18:13:54 +00:00
Glenn Rice
1b583a0441
Fix things so that those who wish to compile with -std=c++0x can. To active this with the cmake build add CXXFLAGS="-std=c++0x" before cmake on the command line, or export that variable. This enables the experimental features like std::thread, std::mutex, etc., that are provided by g++ instead of using the implementation in dolphin.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7333 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-03-12 00:01:33 +00:00
Glenn Rice
2a694edf93
Probably should use the IOFile built in mechanism to check if the file is open.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7332 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-03-11 18:13:08 +00:00
Glenn Rice
e5f7c5c58a
Make sure the frame dumping file is closed when emulation stops as it should be for the non avi dump build.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7331 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-03-11 18:04:42 +00:00
Soren Jorvang
ccf3158da4
Make the non-HAVE_LIBAV case compile.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7330 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-03-11 16:38:54 +00:00
Glenn Rice
5706abf4a1
Hack up hack number 7328, just to get things to compile.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7329 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-03-11 12:56:26 +00:00
Jordan Woyak
59fd1008ca
Wrapped fopen/close/read/write functions inside a simple "IOFile" class. Reading, writing, and error checking became simpler in most cases. It should be near impossible to forget to close a file now that the destructor takes care of it. (I hope this fixes Issue 3635) I have tested the functionality of most things, but it is possible I broke something. :p
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7328 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-03-11 10:21:46 +00:00
Soren Jorvang
610df4ab78
Fix OS X nowx.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7321 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-03-08 23:25:37 +00:00
Nolan Check
6e348a2731
DX11: Add real XFB mode support. May not work perfectly yet. I'm working on a set of fairly big VI-related changes. When I'm done, it should improve animation smoothness for all the backends, especially when virtual or real XFB mode is enabled.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7319 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-03-08 07:39:36 +00:00