Commit Graph

2903 Commits

Author SHA1 Message Date
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.
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.
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.
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).
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.
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
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:
- 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.
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.
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:
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:
* 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.
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.
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.
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.
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)
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.
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.
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)
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.
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.
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!
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.
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.
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.
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.
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.
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.
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
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.
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.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7319 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-03-08 07:39:36 +00:00
Nolan Check
9abf449e7c DX11: Eliminate most int-to-float conversions and use float math in more places. GPUs are more efficient with float operations. This gives a slight speed-up.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7303 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-03-05 20:40:17 +00:00
Jordan Woyak
e16e177148 Missed a critical section.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7295 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-03-05 12:05:58 +00:00
Jordan Woyak
423018f811 Replaced Common::CriticalSection with a std::mutex implementation. 64bit Windows builds now use SRWLocks and ConditionVariables(requires Vista/7, x64 builds will no longer work on Windows XP x64). Tell me if you hate that. Removed Common::EventEx. Common::Event now uses a std::condition_variable impl.(using ConditionVariables on Windows x64, Events on x86, or posix condition variables elsewhere). I experience slight speed improvements with these changes.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7294 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-03-05 06:11:26 +00:00
sl1nk3.s
e8a1c04abf Fix a typo in BPFunctions causing a PanicAlert in SW:RS2.
Really minor bugfix in DX9.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7285 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-03-04 23:14:21 +00:00
Soren Jorvang
05719ac81a Move SConscript files out from the Src subdirectories to be
consistent with the other build systems.


git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7282 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-03-03 19:44:56 +00:00
Soren Jorvang
540238cf79 Prepare for the release of Xcode 4, which has working LTO
with static libraries.


git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7280 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-03-03 04:35:03 +00:00
Glenn Rice
3ffdcf1aec Put the video prepare code back, and use the existence of the g_renderer to determine if video prepare has been run or not.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7274 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-03-02 15:13:13 +00:00
Glenn Rice
3af93e8cf3 If the DSP LLE can not find the needed ROM files exit the emulator without crashing the application. Also reimplement soren's revision 7195 in a way that works on linux and windows. (This makes it easier to clean up the video backend if the DSP emulator fails to initialize.)
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7271 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-03-02 05:16:49 +00:00
Nolan Check
74f22a57d1 DX11: Simpler depth-fetch. All DX10+ cards should have enough float precision to make this safe.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7269 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-03-01 05:32:13 +00:00
Nolan Check
7be1080dff DX11: Implement the rest of the EFB encode formats, but beware: I don't have any games to test them.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7267 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-03-01 05:07:23 +00:00
Glenn Rice
a5b471f490 More conversion from char * to std::string.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7266 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-03-01 03:06:14 +00:00
Glenn Rice
ba54fac9eb Convert GetUserPath to return a std::string instead of a const char *. This simplifies its usage in most cases.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7265 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-02-28 20:40:15 +00:00
Nolan Check
e926b28480 DX11: Improve efb-encode shader some more.
According to AMD's GPU ShaderAnalyzer, most combinations of shaders have about 1.5x-2x higher peak per-clock throughput after this commit. For those concerned about performance, I do intend to make this at least as fast as the other backends. This is one more step toward that goal.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7262 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-02-27 20:07:59 +00:00
Nolan Check
54078ef9cc Improve DX11 efb-encoder shader code generation a little
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7258 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-02-27 09:33:03 +00:00
Nolan Check
449e79aea5 Fix a brain-fart....
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7256 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-02-27 01:51:03 +00:00
Shawn Hoffman
47efe0fc82 add new files from r7253 to vs2010 projects.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7254 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-02-27 00:13:28 +00:00
Nolan Check
f0c5cc76a9 Add EFB encode-to-RAM support in DX11 backend. It could probably be simplified a lot, and not all the possible formats are implemented. I tried to use the dynamic-linking feature of shader model 5, but Microsoft's HLSL compiler is broken. "Dynamic mode" is implemented, but disabled for now.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7253 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-02-26 23:41:02 +00:00
Glenn Rice
992f8be5b0 If video backend initialization fails, have the emulator die gracefully instead of crashing the application. Also a little clean up of the passage of the video window handle to the backend and back.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7248 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-02-25 21:14:13 +00:00
Rodolfo Osvaldo Bogado
c40ca6553f little commit to dx9 add generation mode to RestoreAPIState to avoid possible errors, don't know if this fix anything but now is more correct.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7245 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-02-25 20:24:48 +00:00