Commit Graph

4259 Commits

Author SHA1 Message Date
d0301ca89d Revert 30dd9c2 e9d00bf db5f4c8 and bff0fae 2013-01-07 13:47:34 -06:00
b38b62afc6 remove glsl binding support. convert every shader to version 130 2013-01-02 16:56:08 +01:00
ff3b22e1ff Clear up some warnings that crop up from -Wextra 2012-12-30 03:28:50 -06:00
e5d5365bac Fix the last few warnings in Dolphin on my system. 2012-12-30 02:34:14 -06:00
ba6564b0b5 Missed a write to depth before discard in PreAlphaTest 2012-12-28 14:48:04 -06:00
9e76a457ff Beautify the generate pixel shader code 2012-12-28 14:18:39 -06:00
76fc1fe95a This discard was missing in the alpha pretest area. 2012-12-28 12:18:34 -06:00
3eeebcae45 Another small bit of cleanup as I'm reading it 2012-12-28 12:05:43 -06:00
a25a00640e Very small cleanup in PixelShaderGen 2012-12-28 11:49:21 -06:00
48ede4dd30 switch to glsl 130, more than OpenGL 3.1 isn't needed 2012-12-28 16:05:14 +01:00
7d93834cd8 Bit more cleanup from removing Nvidia CG 2012-12-27 22:53:07 -06:00
316a33d1e6 Merge branch 'master' into GLSL-master
Conflicts:
	Source/Core/DolphinWX/Src/VideoConfigDiag.h
	Source/Plugins/Plugin_VideoOGL/Src/GLUtil.h
	Source/Plugins/Plugin_VideoOGL/Src/Render.cpp
	Source/Plugins/Plugin_VideoOGL/Src/TextureCache.cpp
	Source/Plugins/Plugin_VideoOGL/Src/TextureConverter.cpp
2012-12-27 10:36:54 +01:00
bff0faea2d Merge branch 'immediate-removal'
Conflicts:
	Source/Plugins/Plugin_VideoOGL/Src/Render.cpp
2012-12-25 12:39:00 +01:00
e3e14af0dd Revert "VertexShaderGen: Fix a shader compilation error.". I'm an idiot :p
This reverts commit 4d868705fd.
2012-12-24 21:29:24 +01:00
4d868705fd VertexShaderGen: Fix a shader compilation error. 2012-12-24 19:50:16 +01:00
5a78351033 TextureCacheBase: Fix a potential bug when using custom textures. 2012-12-24 19:50:16 +01:00
9209253e0d Initial removal of Nvidia CG. Still some more cleanup to go 2012-12-24 11:09:52 -06:00
bd0abb3d2f revert last commit, add CheckInvalidState to VideoBackend 2012-12-23 13:32:23 +01:00
ffddfd8662 do only invalid hashes instead of all textures on loading
this is a hack, but only the gpu thread is allowed to call ogl commands
suggestion: create an unused texture cache, so we can move all textures there
2012-12-22 17:30:13 +01:00
2df0c31d13 add invalid flag for BPStructs (fix issue 5790)
this flag will be set on loading a state and checked before every rendering.
2012-12-21 21:04:53 +01:00
cf8f936abb fix efb2ram decoder 2012-12-19 23:43:05 +01:00
85ac76e8e2 fix gcc compilation 2012-12-19 23:42:22 +01:00
0811311604 TextureCacheBase: Delete textures completely instead of just invalidating them in ClearRenderTargets.
That's what would've been done in the next TCB::Load() call, anyway.
Fixes issue 5742.

Additionally, change efb copies to specify 1 as the number of mipmaps because that makes more sense than anything else.
2012-12-17 19:36:31 +01:00
8b62be2025 fix ShowEFBCopyRegions
those fancy colors were the result of the usage of non-allocated heap

Signed-off-by: Ryan Houdek <Sonicadvance1@gmail.com>
2012-12-13 15:27:49 -06:00
c82136abdc PixelShaderGen: Drop some useless and potentially buggy code.
Thanks to glennrics for noticing.
2012-12-10 16:13:22 +01:00
f6df3d1513 OSX build fix for the unordered_map/hash_map issue. 2012-12-10 08:40:27 -06:00
e85438cba0 Clean up gcc/g++ compiler warnings that have accumulated. 2012-12-10 00:40:28 -06:00
bed260aa14 VertexShaderManager: Fix redundant shader constant updates.
Thanks to konpie for spotting this.

Might give a fairly perceivable speedup in the D3D11 backend.
2012-12-01 14:23:24 +01:00
rog
db458a234a Merge branch 'desync-fixes' into movie-fixes 2012-11-26 12:40:56 -05:00
rog
97f5b1665f what is this even... 2012-11-26 02:11:52 -05:00
0fcb246b7e Enable GFX debugger functionality in Release builds. 2012-11-20 17:54:48 +01:00
4f652c4086 Partially revert "Check if BP and XF changes actually change values before flushing". Dolphin code sucks too much to get optimizations.
This reverts commit 5a77cae2e3.

Fixes issue 5459.
Fixes issue 5606.
2012-11-19 21:09:31 +01:00
4ff9e03509 Merge branch 'efb_scaling_fixes'. 2012-11-19 13:18:57 +01:00
b02bb7617f Fix some fractional EFB scaling issues. 2012-11-19 13:10:32 +01:00
d6697d50c7 Added option to toggle the display of On-Screen Display messages in the Interface tab. 2012-11-16 23:54:48 +01:00
f88e7d3b73 Fix an off-by-one error. 2012-11-16 14:29:11 +01:00
a38bb488d2 Remove Renderer::xScale and Renderer::yScale. 2012-11-16 14:29:09 +01:00
78031c2d54 Move ComputeDrawRectangle() to Renderer::UpdateDrawRectangle(). 2012-11-16 14:25:49 +01:00
ee72852491 implement some code to reduce the amounts of calls to setup vertex format, in d3d9 it gives no noticeable speedup, in opengl it still does not work right.
thanks to neobrain for the idea
2012-10-26 23:18:09 -03:00
eaa1ea71c1 Implement the new buffer approach in opengl. sadly in my machine it gives my only 2 more fps and if your hardware does not support ARB_map_buffer_range is even slower than plain vertex arrays.
change naming in all the backends vertex managers to make more easy to continue with the merge an some future improvements.
please test this as i'm interested in knowing the performance in linux and windows with the different hardware platforms.
2012-10-26 11:34:02 -03:00
rog
5133ac551b merge relevant changes from bc61dbdf58a8 in otu0001-desync-fix clone 2012-10-23 02:10:49 -04:00
069d949a57 [cleanup] TextureCache: Kill the autogen_mipmap parameter 2012-10-20 21:07:02 +02:00
ee3d6d66d7 [cleanup] [bugfix] TextureCacheBase: Cleanup and simplify mipmapping logic. Possibly fixes a bug or two. 2012-10-20 21:07:02 +02:00
c859aaae84 [optimization] TextureCacheBase: Slightly loosen the requirements for reusing mipmapped textures 2012-10-20 21:07:02 +02:00
5230146c73 Hey, long time no commits :).
So to compensate lets bring back some speed to the emulation.
change a little the way the vertex are send to the gpu,
This first implementation changes dx9 a lot and dx11 a little to increase the parallelism between the cpu and gpu.
ogl: is my next step in ogl is a little more trickier so i have to take a little more time.
the original concept is Marcos idea, with my little touch to make it even more faster.
what to look for: SPEEEEEDDD :).
please test it a lot and let me know if you see any problem.
in dx9 the code is prepared to fall back to the previous implementation if your card does not support the amount of buffers needed.
So if you did not experience any speed gains you know where is the problem :).
for the ones with more experience and compression of the code please test changing the amount and size of the buffers to tune this for your specific machine.
The current values are the sweet spot for my machine.
All must Thanks Marcos, I hate him for giving good ideas when I'm full of work.
2012-10-20 10:22:15 -03:00
57426ee726 Forced commit 2012-10-13 13:00:04 -05:00
3f0d7312fa A couple missed lines on the rebase. 2012-10-13 12:43:00 -05:00
10666a9b87 More 'stuff' 2012-10-09 23:56:00 -05:00
eb7a0c485a More "stuff" for SS, also a small fix in the program shader cache cache setup." 2012-10-09 23:56:00 -05:00
71f6b1eec6 Change 'stuff' 2012-10-09 23:56:00 -05:00