0a2a273a2e
Jit64: simplify ps_sel
2013-11-07 02:02:38 +01:00
201c4c65a5
Jit64: fix typo in ps_sel and re-enable it
2013-11-07 02:02:24 +01:00
2f7ca688ae
jit64: remove dead code
2013-11-07 01:59:10 +01:00
c29fb22cd4
Jit64: extract frsqrtex as method
2013-11-07 01:59:00 +01:00
897bec1add
[JitIL] No more terrible usage of vectors.
...
This is possible because of C++11.
2013-11-06 22:18:08 +13:00
274f6dd7ab
ogl: check default framebuffer for msaa
...
default framebuffer must not be sampled, so throw a panicalert if it is
2013-11-05 17:38:48 +01:00
948ace9546
[ARM] Minor idle skip optimization in bx.
2013-11-05 13:05:39 +00:00
56685c396a
[ARM] Fix an issue with the data offset in LoadStore operations. Thanks to PPSSPP.
2013-11-05 13:05:38 +00:00
6cece6b486
VideoCommon: create native texture pool
...
We often need the same native texture objects for new textures. This commit
try to avoid destroying and creation of this textures by pooling them.
This should be a big performance gain for some efb2ram games as they may
overwrites partially a cached texture (which would be deleted) and afterwards
try to read it.
Creating/destroying sounds like an easy task, but it isn't. eg the nvidia ogl
driver synchonize their threads do avoid use-after-free issues.
2013-11-05 12:21:22 +01:00
f4056978c8
[windows] update SDL-2.0.0 to 2.0.1. Fixes issue 6793.
2013-11-04 23:50:52 -08:00
045efdfc3e
ogl: drop all %f from TextureConversionShader
2013-11-04 12:38:55 +01:00
e15f628935
Fix {Read,Write}FileToString.
...
We should be using binary always.
2013-11-05 00:33:41 +13:00
3f1ea21e4f
Fix warnings.
2013-11-03 20:54:06 -05:00
21610c2e54
Run code through clang-modernize -add-override to add 'override' decls.
2013-11-03 20:54:05 -05:00
c579637eaf
Run code through the advanced tool 'sed' to remove trailing whitespace.
2013-11-03 20:54:05 -05:00
965b32be9c
Run code through clang-modernize -loop-convert to create range-based for loops, and manually fix some stuff up.
2013-11-03 20:54:01 -05:00
00fe5057f1
Be less dumb.
2013-11-03 14:37:56 -05:00
a05733d6cc
Update translation files to reflect recent changes in the code.
2013-11-03 08:53:20 -06:00
a250ab0af7
Stop saving random files to ./
2013-11-02 23:47:10 -04:00
74b5fb3ab4
Actually, filename really does need to be a parameter because of some random debug thing.
2013-11-02 22:44:27 -04:00
cd46138d29
fix non-HAVE_WX case
2013-11-02 22:23:29 -04:00
5f72542e06
Handle screenshot saving in RenderBase. Removes dependency on D3DX11 for screenshots (texture dumping is still broken).
2013-11-02 22:19:21 -04:00
26059f1109
rename the dolphinwx project to dolphin, and thus change the executable name back to dolphin{d}.exe
2013-11-02 16:22:15 -07:00
bc45a38122
do not copy pdbs to binary dir (you can use the symbol server for $(random_build), or it will be found locally if you built it yourself)
2013-11-02 16:19:17 -07:00
dab9af43a4
[Windows] Add missing dlls and enable OpenMP support.
2013-11-03 11:54:45 +13:00
e22ff4927a
Revert "Add dxsdk_dir to vc++ paths via base.props. This means you no longer need the paths in a global property sheet. In fact if you have them in such a file, you should remove them as it will cause conflicts with the vs2013 build."
...
This reverts commit 0791a9ef80
.
2013-11-02 09:24:56 +13:00
65404e7475
Removed duplicate definition of ibuild within JitIL.h. Fixes JitIL from hanging on x64/x86.
2013-11-01 12:33:29 +11:00
82729fcc8f
Merge remote-tracking branch 'shuffle2/vc12'
...
Conflicts:
Source/Core/Common/Common.vcxproj
Source/Core/Common/Common.vcxproj.filters
2013-10-31 16:51:56 -04:00
4c7bbd96e4
Improve ChunkFile.h:
...
- Add support for std::set and std:pair.
- Switch from std::is_pod to std::is_trivially_copyable, to allow for
types that have constructors but trivial copy constructors. Easy,
except there are three different nonstandard versions of it required
on different platforms, in addition to the standard one.
2013-10-31 15:40:53 -04:00
0f061e4e7c
[Android] Do /not/ give users the benefit of the doubt that the device supports OpenGL ES 3 when we can't grab an OpenGL context. The only devices that fail to do so is PowerVR5 and we can't run with them anyway.
2013-10-31 07:30:18 -05:00
498d491942
Merge branch 'viewportCorrection'
2013-10-29 22:33:51 +01:00
35824aa4d5
ogl: ceil viewport, rounding isn't supported on vs and this is more like the old behavior
2013-10-29 21:42:40 +01:00
ab35503195
ogl: don't force depth+stencil for default framebuffer
2013-10-29 19:20:40 +01:00
92fdac412b
VideoCommon: drop UpdateViewportWithCorrection
...
It's only used once in BPFunction which itself is also only used once.
So the setter is moved to BPStructs like all other ones.
2013-10-29 18:55:50 +01:00
2118c1d3c3
VideoCommon: remove constants.depthparams[2+3] as they aren't used in the shader at all
2013-10-29 18:55:50 +01:00
f4a9deefa8
ogl: remove some unneeded includes
2013-10-29 18:55:50 +01:00
8e0f91f70e
d3d: use backend based UpdateViewport instead of VideoCommon one
2013-10-29 18:55:50 +01:00
acc0b3b21c
ogl: don't call SetViewportChanged from backend as it's not needed any more
2013-10-29 18:55:50 +01:00
3151d8709c
VideoCommon: move ViewportCorrection into VideoCommon
...
D3D doesn't allow bigger viewports than rendertargets. But flipper does, so the viewport will be clipped and the transformation matrix will be changed.
This was done in the D3D backend itself. This is now moved into VideoCommon. This don't reduce code, but in this way, VideoCommon doesn't depend on the backends.
2013-10-29 18:55:50 +01:00
0002236e3e
Merge branch 'viewport_float'
2013-10-29 18:33:56 +01:00
b253d60f04
VideoCommon: Drop D3D9 SSAA implementation
...
This isn't needed for both OGL+D3D11 as they support sample shading directly. So we
could use the common MSAA util shaders instead of writing custom ones.
2013-10-29 18:20:07 +01:00
f18c461fd6
[viewport-float] Fix OpenGL ES 3 build.
2013-10-29 17:10:02 +00:00
edf0511d4e
OGL: Use floating points for viewport parameters.
...
As told by neobain, ARB_viewport_array introduced float viewports.
They must be supported on OGL4.1+, but it's usually also implemented on 3.3 GPUs.
2013-10-29 15:29:06 +01:00
c8d7db9767
Fix FXAA shader for OpenGL ES 3.
2013-10-29 07:24:16 +00:00
58d42f43e3
[Android] Fix PCH build. Clean up DolphinWX cmake file a little bit. Modify our android cmake toolchain file to make the default build location not be source root, because that is stupid.
2013-10-28 19:59:03 -05:00
2e983071c5
Add git.bat to the options in make_scmrev.h.js because depot_tools uses it and I'm silly.
2013-10-27 19:51:55 -04:00
b97e2faa15
Fix Linux build issue.
2013-10-27 19:51:55 -04:00
cfa709a1c5
This introduces a FXAA post processing shader for our OpenGL backend. I would like to acredit mudlord for making this possible. He provided the code necessary for making this PP shader possible. Without it, this shader would have still not been done. So a major hats off for doing all the hard work mudlord.
2013-10-27 17:45:53 -05:00
8e73e8ae5f
Wipe all traces of OpenSSL's AES implementation. Use polarssl instead.
2013-10-27 18:27:07 +00:00
0791a9ef80
Add dxsdk_dir to vc++ paths via base.props. This means you no longer need the paths in a global property sheet. In fact if you have them in such a file, you should remove them as it will cause conflicts with the vs2013 build.
2013-10-27 00:48:53 -07:00