dolphin/Source/Plugins/Plugin_VideoDX9/Src
Marcos Vitali 10b5d2371c My first commit :D
Dual Core sync fix.
When the FIFO is processing data we must not advance the cpu cycles in CoreTiming because in this way the VI will be desynchronized. So, We are waiting until the FIFO finish and while we process only the events required by the FIFO.
This should fix Issue 2072 .
This affect to all games in dual core mode.
Please, You can test all games with VPS limiter auto, 60, 50 depending of the game and compare with prev revision.
For example now NSMB in the video Intro has 60 fps (prev 30 fps) :D or SMG does't need anymore FPS Limitter Hack to get 55-60 fps
Beside the slowdowns now are more softly and the fps more stables because the VI sync is almost perfect.
The Core Timing and Fifo modifications are delicated. Please report if this hang any game. Don't forget check with prev revision.
Enjoy it! Thanks to Rodolfo for teach me all about dolphin.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5777 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-06-24 13:28:54 +00:00
..
Debugger D3D9: Fix issue where the shader caches were lost whenever the render window was resized. Add some error logging to LinearDiskCache. + some minor cleanup. 2010-06-19 16:22:24 +00:00
BPFunctions.cpp 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. 2010-06-20 22:23:34 +00:00
CPStructs.cpp Now ALL copyright dates are fixed to the legally correct year: The year in which the project began. Now we don't have to change it every year :) 2009-07-28 21:32:10 +00:00
CPStructs.h Now ALL copyright dates are fixed to the legally correct year: The year in which the project began. Now we don't have to change it every year :) 2009-07-28 21:32:10 +00:00
D3DBase.cpp added ssaa and efb scale as separate configurations: 2010-06-09 15:33:01 +00:00
D3DBase.h build fixin', warning fixin'. 2010-06-09 21:19:23 +00:00
D3DShader.cpp Shader Disk Cache implementation for D3D. Saves generated shaders on disk. Eliminates "freeze jerks" in D3D plugin the _second_ and later times you play something.... not much to do about the first time. The D3D shader compiler is just slow. 2010-01-17 17:44:09 +00:00
D3DShader.h Fix some cases of variables being used uninitialized. Also some unused 2010-06-02 20:35:12 +00:00
D3DTexture.cpp Slightly optimize uploading D3DFMT_A8R8G8B8 data to textures. 2010-05-29 09:32:44 +00:00
D3DTexture.h fixed xfb bumping introduced by my last commit. 2010-04-14 13:57:16 +00:00
D3DUtil.cpp space changes, merge #defines, language fix, and code reorder/cleanup :P 2010-06-05 01:38:22 +00:00
D3DUtil.h hopefully solved all the pixel align problems when drawing full screen quads. 2010-05-24 14:20:19 +00:00
DLCompiler.cpp Fix some cases of variables being used uninitialized. Also some unused 2010-06-02 20:35:12 +00:00
DLCompiler.h Fix some cases of variables being used uninitialized. Also some unused 2010-06-02 20:35:12 +00:00
DlgSettings.cpp 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. 2010-06-20 22:23:34 +00:00
DlgSettings.h apply James333 patch to make dx9 plugin use wxwidgets. 2010-06-13 19:41:07 +00:00
EmuWindow.cpp space changes, merge #defines, language fix, and code reorder/cleanup :P 2010-06-05 01:38:22 +00:00
EmuWindow.h Move fullscreen display resolution control to the GUI with the rest of the fullscreen toggling code. This removes redundancy of code that was in several places through the various video plugins. Unfortunately it means the fullscreen resolution setting also had to be moved to the main configuration dialog. I am sure that will meet some resistance. 2010-04-22 04:28:34 +00:00
FramebufferManager.cpp Actually make use of the new CHECK functionality in DX9. 2010-06-18 14:18:09 +00:00
FramebufferManager.h Hg: 2010-06-09 01:37:08 +00:00
Globals.h Hg: 2010-06-09 01:37:08 +00:00
NativeVertexFormat.cpp Fix some cases of variables being used uninitialized. Also some unused 2010-06-02 20:35:12 +00:00
PixelShaderCache.cpp 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. 2010-06-20 22:23:34 +00:00
PixelShaderCache.h 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. 2010-06-20 22:23:34 +00:00
RGBAFloat.h Fix some cases of variables being used uninitialized. Also some unused 2010-06-02 20:35:12 +00:00
Render.cpp 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. 2010-06-20 22:23:34 +00:00
TextureCache.cpp apply some speedup to dx11 plugin + some minor stuff 2010-06-16 10:12:57 +00:00
TextureCache.h HUGE commit :) 2010-06-05 00:01:18 +00:00
TextureConverter.cpp Hg: 2010-06-09 01:37:08 +00:00
TextureConverter.h Hg: 2010-06-09 01:37:08 +00:00
Vec3.h STAND BACK - NEWLINE POLICE 2009-11-15 22:26:39 +00:00
VertexManager.cpp 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. 2010-06-20 22:23:34 +00:00
VertexManager.h space changes, merge #defines, language fix, and code reorder/cleanup :P 2010-06-05 01:38:22 +00:00
VertexShaderCache.cpp 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. 2010-06-20 22:23:34 +00:00
VertexShaderCache.h D3D9: Fix issue where the shader caches were lost whenever the render window was resized. Add some error logging to LinearDiskCache. + some minor cleanup. 2010-06-19 16:22:24 +00:00
XFStructs.cpp Now ALL copyright dates are fixed to the legally correct year: The year in which the project began. Now we don't have to change it every year :) 2009-07-28 21:32:10 +00:00
XFStructs.h Fix some cases of variables being used uninitialized. Also some unused 2010-06-02 20:35:12 +00:00
bmp_io.cpp set svn:eol-style=native for Plugins/**.cpp 2008-12-08 05:25:12 +00:00
bmp_io.h Fix some cases of variables being used uninitialized. Also some unused 2010-06-02 20:35:12 +00:00
main.cpp My first commit :D 2010-06-24 13:28:54 +00:00
main.h fixed fps limiting when using using virtual xfb, now fps = vps, in fact now real xfb is as fast as no using xfb, i'm thinking now that the correct thing is leave it enabled as default, and even remove the option. 2010-03-28 23:51:32 +00:00
stdafx.cpp Fix some cases of variables being used uninitialized. Also some unused 2010-06-02 20:35:12 +00:00
stdafx.h Now ALL copyright dates are fixed to the legally correct year: The year in which the project began. Now we don't have to change it every year :) 2009-07-28 21:32:10 +00:00