1c8cdebc22
Set g_texture_cache to NULL upon shutdown. Fixes a crash introduced in previous commits.
2012-06-21 14:21:16 +02:00
cc0523e55b
TextureCache: Properly assign texture hashes when EFB to RAM is used without caching.
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Fixes issue 5472.
2012-06-20 18:18:21 +02:00
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
227580d1a5
Remove "Disable Textures".
2012-06-11 23:35:46 +02:00
1dd6b978c1
Remove "Disable Lighting".
2012-06-11 23:30:20 +02:00
b5ad382b07
Fast mipmaps deserves to die!!
2012-06-08 00:22:57 +02:00
372e00632d
Fix changing internal resolution via hotkeys (settings above 1.5x weren't accessible anymore before).
2012-05-29 13:11:28 +02:00
146b02615c
Merge rodolfoosvaldobogado's zcomploc code (Graphic_Fixes branch)
2012-05-26 13:47:07 +10:00
54aeec7a8f
Dump the redundant "save textures" function. Use TextureCache's dumping feature instead.
2012-05-13 17:48:23 +02:00
a5e68ab10e
TextureCacheBase: Support dumping individual mipmaps.
2012-05-13 17:41:04 +02:00
6a446efd5f
Second Stage: re implement zcomplock and correct all the logic error in PixelShaderGen.cpp. i disable fastzcomlock for the moment to avoid confusions.
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please test for regressions
2012-04-03 00:08:36 -03:00
a0d60210fd
First Stage:
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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
460610ea0e
Revert Rodolfo's recent zcomploc commits until they actually work correctly.
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This reverts commit 402006a83a
.
This reverts commit 48d8d71391
.
This reverts commit 450dcc9d2c
.
2012-03-30 01:57:53 +02:00
402006a83a
more fixes to zcomplock and opengl implementation
2012-03-29 18:26:58 -03:00
2ee5e5cebc
Merge branch 'scons-removal'
2012-03-28 00:02:04 -07:00
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.
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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
d15740daf1
Merge branch 'wxw3-update'
2012-03-25 12:27:38 -07:00
fee98b426b
Revert r41bcf657f89d, r3a9fed0ba285, r9adc119e3c2f and re58692653afd (all of them are wrong).
2012-03-24 15:58:44 +01:00
56b1373baf
Remove scons-related files
2012-03-25 12:55:02 -07:00
c5d746f3d8
remove scons files from VS projects
2012-03-18 06:41:12 -07:00
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
9adc119e3c
PixelShaderGen: For custom textures and scaled EFB copies, use correct texel to pixel mapping when sampling textures
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(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
eb01a110c9
Implement texture preloading
2012-02-03 21:21:13 +01:00
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
cc54ee7d94
TextureCache: Move EFB copy cache code from TextureConverter to TextureCache
2012-01-31 19:51:32 +01:00
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
3b38295cbd
TextureCacheBase: De-uglify hybrid EFB copies (documentation needs updating though)
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TextureCacheBase: Fixed dynamic EFB copies being set to normal textures.
2012-01-31 18:09:35 +01:00
5239ba88c9
TextureCache: Remove unsafe texture cache
2012-01-31 18:09:35 +01:00
c5008fe9de
TextureCache: Renaming some variables
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OGL: Fix a possible bug at texture dumping
OGL: Add a TODO about a possible bug
2012-01-31 18:09:34 +01:00
39613a95a8
initialize the uninitialized
2012-01-04 01:36:09 -08:00
3e773f093d
fixed a freeze on emu shutdown in windows build
2011-12-19 15:13:26 -08:00
ed1bfdf293
Merge branch 'cmake-osx2'
2011-12-17 16:30:02 +01:00
8c3775ee6f
Under OS X, link GL plugin against Cg framework instead of Cg library.
2011-12-05 01:12:09 +01:00
252093295b
Do not fail with strict drivers when compiling a not SM2.0 shader
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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
575814895c
Merge branch 'clearscreen-kill-immediate-mode'
2011-12-01 20:16:23 -06:00
98981cc724
Fixed EFB cache index computations in OpenGL renderer.
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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
4fcd6994c6
fix wireframe setting toggling
2011-11-29 22:21:43 -06:00
0dfca1cf2b
remove now unnecessary glPolygonMode from ResetAPIState
2011-11-29 22:02:18 -06:00
88700e817a
make OpenGL ClearScreen use glClear
2011-11-29 21:50:31 -06:00
1e558aedeb
Added an EFB peek cache to the GL video plugin
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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
81c614fa07
Clean up various things.
2011-09-29 23:32:39 +02:00
08af37509e
More buildfixes..
2011-09-29 23:32:38 +02:00
6ccfd85f42
Build fix for the linux libav build.
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
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
3939f9595a
Add runtime checks to make sure we aren't overoptimizing the pixel shader cache.
2011-09-07 21:15:09 +02:00
17fcd406fc
Merge some scissor rect related code to VideoCommon.
2011-09-05 22:04:28 +02:00