03b65f3d89
Merge branch 'GCMemcardUpdates'
2011-10-04 13:18:22 -07:00
5316c6d97b
Move GCMemcard from DolphinWX/Memorycards to Core/HW
2011-10-04 13:14:18 -07:00
8d91f1e0c1
EXI_Memcard: HLE memcard Formatting, GCMemcard: Add static format function, cleanup checksums code
2011-10-04 13:14:17 -07:00
86950e7cce
fix gcmemcard format broken by 5f9591cf9d
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small cleanup to format, now works for slot a and b and any memcard size
2011-10-04 13:14:17 -07:00
b4d751e43c
Merge branch 'fix-icc-unsafe-string'
2011-10-03 23:44:35 -07:00
a65385d995
Merge branch 'fix-3rd-party-wiimote'
2011-10-04 01:36:10 -05:00
9dad9ebe89
Merge branch 'zcomploc-support'
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zcomploc is a feature of the BP which switch depth test from before the alpha
test to after the alpha test. This way, transparent fragments are written to
the depth buffer too.
The current implementation is quite hacky and does not cover all cases but is
enough to fix problems in a lot of game. A complete implementation would
require a multipass rendering method and is attempted in the
zcomploc-experimental branch.
According to testers feedback, fixes bugs in the following games:
- Baten Kaitos
- Baten Kaitos Origins
- 007: Everything or Nothing
- Ty the Tasmanian Tiger
- Tony Hawk's Pro Skater 3
And probably other games too.
Conflicts (because of new-shadercache-uids):
Source/Core/VideoCommon/Src/PixelShaderGen.cpp
2011-10-04 07:56:13 +02:00
15d6c6e9fc
fix 3rd party wiimotes, patch by pholklore
2011-10-01 21:36:16 -05:00
d3e639a397
fix build issue with intel compiler and fix some unsafe string usages, patch by FilthyMonkey
2011-10-01 21:31:43 -05:00
e76bc71efe
Fixed the controller config so that it lists DInput controllers with special characters (like the Registered (R) sign) in their name. UTF8 is used to match the encoding used by the Wx GUI.
2011-10-01 21:50:15 +10:00
266cafb82d
Add a call to VertexManager::Flush() when changing TC gen settings
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In previous revisions of Dolphin, changing texture generation settings (via
GX_SetTexCoordGen for example) did not regenerate the vertex shader and flush
the vertices. Adding this flush should fix texture problems in a few game, for
example in Superman: Shadow of Apokolips:
Before: http://i.imgur.com/mHmfb.jpg
After: http://i.imgur.com/2ThES.png
2011-10-01 02:36:03 +02:00
7eb06430ed
Only sync shader caches to disk on stop.
2011-09-29 23:16:42 +02:00
0e1383b788
Bump disk cache version.
2011-09-29 22:55:28 +02:00
2b3b32872d
Fix Windows build.
2011-09-29 22:54:52 +02:00
81c614fa07
Clean up various things.
2011-09-29 23:32:39 +02:00
ddfe219293
Fixup line endings.
2011-09-29 23:32:39 +02:00
ca7e8a9e88
Fix pixel lighting.
2011-09-29 23:32:39 +02:00
cfba35f7e5
Only link against libav if it's available.
2011-09-29 23:32:38 +02:00
08af37509e
More buildfixes..
2011-09-29 23:32:38 +02:00
f041eee23b
Compile fix.
2011-09-29 23:32:38 +02:00
6ccfd85f42
Build fix for the linux libav build.
2011-09-29 23:32:38 +02:00
913bc6d15f
D3D11: Disable some redundant shader compilation errors.
2011-09-29 23:32:38 +02:00
6d8f641cc9
Fix D3D11 frame dumping.
2011-09-29 23:32:38 +02:00
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
bd4a5b5ef6
Implement frame dumping in D3D11.
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Fixes issue 4831.
2011-09-29 23:32:38 +02:00
5dcb212fc7
Fix Windows build.
2011-09-29 23:32:38 +02:00
8c691767da
Various changes which improve FreeBSD support.
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Patches by martymac, all credits go to him ;)
2011-09-29 23:32:38 +02:00
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
a021dd7b79
Small fix to the previous commit.
2011-09-09 21:45:11 +02:00
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
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
349a3ae91d
Merge remote-tracking branch 'remotes/origin/master' into new-shadercache-uids
2011-09-08 02:14:18 +02:00
6c7bda6851
Various fixes and cleanups.
2011-09-08 02:09:44 +02:00
98b62d8362
Track alpha blending paramaters in the pixel shader UID.
2011-09-07 21:15:14 +02:00
3939f9595a
Add runtime checks to make sure we aren't overoptimizing the pixel shader cache.
2011-09-07 21:15:09 +02:00
4702de591e
Added safe pixel shader UIDs for debugging purposes.
2011-09-07 21:10:06 +02:00
231c13d6ce
Added safe vertex shader UIDs for debugging purposes.
2011-09-07 21:03:10 +02:00
df4e337ac9
Fix various pixel shader compilation errors caused by the Direct3D shader compiler going nuts due to uninitialized (and unused) shader variables.
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7693 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-09-06 18:37:01 +02:00
17fcd406fc
Merge some scissor rect related code to VideoCommon.
2011-09-05 22:04:28 +02:00
b867c21fea
apply to dx9 and dx11 backends as well
2011-09-05 12:19:11 -07:00
6845a1596c
Fix various cases in scissor rect emulation.
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Patch by delroth.
2011-09-05 11:10:23 -07:00
95517a9741
vs2010: Disable LTCG for realz
2011-09-05 09:43:23 -07:00
d3ecf98213
Include the zcomploc bit in the shader UID
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Fixes issues with switching zcomploc on/off during execution.
2011-09-04 05:38:32 +02:00
0bdf8646f0
Proof of concept zcomploc implementation
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Fixes a few depth related graphics bugs. Example in Baten Kaitos (GKBEAF):
Before: http://i.imgur.com/EDdVA.png
After: http://i.imgur.com/h6GuY.png
Still a few bugs in this implementation: zcomploc switching is not yet
implemented, and the color is wrong with this test: http://codepad.org/7GpxklOi
(red on Dolphin, gray on Wii).
2011-09-04 05:08:09 +02:00
d710eda0c5
Clean up a bit the shader code generation for alpha test fails
2011-09-04 04:44:50 +02:00
bcb8d11c1b
Reduced the number of redundant vertex shader compilations (possibly to zero).
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That one was almost too easy ;P
2011-08-31 20:46:03 +02:00
4137f287fd
Fix a critical bug which caused shaders to be redundantly recompiled when disabling per-pixel depth.
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As a nice side effect, the number of redundant shader compilations is now next to zero ;)
2011-08-31 19:45:28 +02:00
7f01139d13
Replace the pixel shader UID generation algorithm with a better one which reduces the number of redundant shader compilations by around 30% (can be optimized even further though).
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This should help some games which suffer from heavy stuttering like e.g. F-Zero GX or Red Steel 2.
2011-08-31 18:03:33 +02:00
08e06b2293
Partially revert revision d511b50612
.
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Slightly slows down emulation, but deobfuscates the pixel shader gen greatly...
2011-08-31 16:09:54 +02:00
8a17e15943
Various cleanups and TODOs.
2011-08-31 16:09:46 +02:00