Commit Graph

1667 Commits

Author SHA1 Message Date
Matthew Parlane
c712fb7356 Fix introduced ImageWrite warning. 2013-11-15 17:58:57 +13:00
Ryan Houdek
117bf435b0 Fix GUI-less build. Also potentially OS X. We now require libpng due to our screenshot code relying on it now. WXWidgets links in libpng by itself so it isn't noticed in a wxwidgets build. OS X seems to not have libpng linked in from wxWidgets so just link in libpng at all times. 2013-11-15 01:09:38 +00:00
Matthew Parlane
ba71cdcc51 Goto crosses initialization error.
Sorry.
2013-11-15 13:05:03 +13:00
Matthew Parlane
033ed9477e Reworked Screenshot saving.
Now OGL doesn't rely on WX for PNG saving.
FlipImageData supports (pixel data len > 3) now.
TextureToPng is now in ImageWrite.cpp/h
Video Common depends on zlib and png.
D3D no longer depends on zlib and png.
2013-11-15 13:00:38 +13:00
Jordan Cristiano
39a4d4329d more warning fixes 2013-11-14 02:19:15 -05:00
Jordan Cristiano
f96e9e1ae4 warnings and code formatting 2013-11-13 04:03:46 -05:00
Tony Wasserka
0b02880b76 Revert "Be less dumb."
Revert "Actually, filename really does need to be a parameter because of some random debug thing."
Revert "fix non-HAVE_WX case"
Revert "Handle screenshot saving in RenderBase.  Removes dependency on D3DX11 for screenshots (texture dumping is still broken)."

This reverts commits 00fe5057f1, 74b5fb3ab4, cd46138d29 and 5f72542e06 because taking screenshots in D3D still crashed for me so there was no point in the code changes (which I found ugly anyway).
2013-11-10 00:22:33 +01:00
degasus
8923968b47 Revert "VideoCommon: create native texture pool"
This reverts commit 6cece6b486.

In fact, there was a _huge_ speedup on lots of games (mostly on nvidia+ogl), but there are some crashes on D3D.
I have to fix this crash and then I'll commit something like this again :-)

Conflicts:
	Source/Core/VideoCommon/Src/TextureCacheBase.cpp
2013-11-07 21:16:36 +01:00
degasus
ea2d8bf328 VideoCommon: fix custom textures
This fix a regression by revision 6cece6b486

delete pointer must not do anything if pointer==NULL.
2013-11-07 15:55:34 +01:00
Pierre Bourdon
954be9e2d9 Handle BP mask register better to avoid useless BP writes (causing flushes)
Patch from konpie: http://forums.dolphin-emulator.com/showthread.php?tid=24658
2013-11-07 03:06:53 +01:00
degasus
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
degasus
045efdfc3e ogl: drop all %f from TextureConversionShader 2013-11-04 12:38:55 +01:00
Matthew Parlane
e15f628935 Fix {Read,Write}FileToString.
We should be using binary always.
2013-11-05 00:33:41 +13:00
comex
c579637eaf Run code through the advanced tool 'sed' to remove trailing whitespace. 2013-11-03 20:54:05 -05:00
comex
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
comex
74b5fb3ab4 Actually, filename really does need to be a parameter because of some random debug thing. 2013-11-02 22:44:27 -04:00
comex
cd46138d29 fix non-HAVE_WX case 2013-11-02 22:23:29 -04:00
comex
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
comex
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
degasus
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
degasus
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
degasus
f4a9deefa8 ogl: remove some unneeded includes 2013-10-29 18:55:50 +01:00
degasus
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
degasus
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
Shawn Hoffman
ccd30024b3 Update to VS2013 and a slew of build-related updates. Notes:
* Currently there is no DEBUGFAST configuration. Defining DEBUGFAST as a preprocessor definition in Base.props (or a global header) enables it for now, pending a better method. This was done to make managing the build harder to screw up. However it may not even be an issue anymore with the new .props usage.
* D3DX11SaveTextureToFile usage is dropped and not replaced.
* If you have $(DXSDK_DIR) in your global property sheets (Microsoft.Cpp.$(PlatformName).user), you need to remove it. The build will error out with a message if it's configured incorrectly.
* If you are on Windows 8 or above, you no longer need the June 2010 DirectX SDK installed to build dolphin. If you are in this situation, it is still required if you want your built binaries to be able to use XAudio2 and XInput on previous Windows versions.
* GLew updated to 1.10.0
* compiler switches added: /volatile:iso, /d2Zi+
* LTCG available via msbuild property: DolphinRelease
* SDL updated to 2.0.0
* All Externals (excl. OpenAL and SDL) are built from source.
* Now uses STL version of std::{mutex,condition_variable,thread}
* Now uses Build as root directory for *all* intermediate files
* Binary directory is populated as post-build msbuild action
* .gitignore is simplified
* UnitTests project is no longer compiled
2013-10-26 17:55:38 -07:00
Lioncash
97cd42f5c3 Remove some unnecessary includes as well as simplifying exisiting ones if possible. 2013-10-19 19:58:56 -04:00
comex
de1773affb Basic precompiled header support for Linux/OS X. Shaves 20-30% off full rebuild time on my system. 2013-10-17 00:07:35 -04:00
Ryan Houdek
f0bf5aa113 Fix rendering on Adreno and Mali. This adds a new DriverDetails bug to know if the bufferstreaming is broken. Thanks degasus for fixing this. 2013-10-16 11:27:58 +00:00
degasus
b1afb32188 ShaderGen: fix for commit bd80de14f4 2013-10-15 14:48:40 +02:00
degasus
bd80de14f4 ShaderGen: drop PerPixelLighting + 8Texcoord hack
D3D9 only supports 8 texcoords. But we need a new one for ppl, so we just store it in the first 4 texcoords in the free 4th component.

This isn't needed for both d3d11 and ogl3, so just remove it.
2013-10-15 14:38:26 +02:00
degasus
f62579761c ShaderGen: remove nonsense for() if() {} 2013-10-15 14:31:02 +02:00
comex
390760bd75 Perf: Use unordered_map instead of map in very slightly hot function.
Incrementing an unordered_map's iterator is a bit faster.
2013-10-13 15:31:42 -04:00
comex
1570558789 Remove unused variable waitingForPEInterruptDisable. 2013-10-13 14:00:38 -04:00
NeoBrainX
59ae93d04e PixelShaderGen: Refine the comment from revision 3fbe1b1ccd. 2013-10-13 14:59:59 +00:00
degasus
3fbe1b1ccd VideoCommon: Update FastDepth's comment 2013-10-13 16:14:30 +02:00
degasus
6798a4763e VideoCommon: revert the ViewPort changes
xfregs isn't written when calling this function, so we have to use such an invalid flag :-(
2013-10-13 15:41:11 +02:00
degasus
2754c1132e VideoCommon: reimplement Dirty() in PixelShaderManager
This isn't needed in VertexShaderManager as it's still in the old dirty flag way.

But it's very importend for PixelShaderManager as some float4s aren't initialized as 0.0f
2013-10-12 20:31:59 +02:00
degasus
50c404ce4a VideoCommon: fix dstAlpha 2013-10-12 20:31:59 +02:00
degasus
0b2fb548c3 VideoCommon: remove SetVSConstant4f 2013-10-12 20:31:59 +02:00
degasus
5de7ac4791 OGL: update ubo workaround 2013-10-12 20:31:59 +02:00
degasus
cc6c454898 VideoCommon: refactor PixelShaderManager setters
The old way was to use a dirty flag per setter. Now we just update the const buffer per setter directly.
The old optimization isn't needed any more as the setters don't call the backend any more.

The follow parts are rewritten:

Alpha

ZTextureType

zbias

FogParam

FogColor

Color

TexDim

IndMatrix

MaterialColor

FogRangeAdjust

Lights
2013-10-12 20:31:25 +02:00
degasus
15ed0ea9cf videoCommon: remove not supported constant types
I'm pretty sure GPUs can read u8 values, but this isn't exported by the API.

But hey, see unpackSnorm4x8 :-)
2013-10-12 20:29:56 +02:00
degasus
6e2fe72b8f D3D: also uses VideoCommon constant buffer handling
As now both backends uses the VideoCommon one, the old setting API was removed.
2013-10-12 20:29:56 +02:00
degasus
7c14463d11 ogl: implement useful constant buffer upload
this will remove the additional memcpy introduced in my last commit
2013-10-12 20:29:56 +02:00
degasus
4377618438 VideoCommon: keep a copy of the const buffer in VideoCommon
The upload in the backend isn't done, it's just pushed by the mostly removed SetMulti*SConstant4fv.
Also no optimizations was done on VideoCommon side, but I can start now :-)

Sorry for the hacky way, but I think this is a nice (working) snapshot for a much bigger change.
2013-10-12 20:29:56 +02:00
Jasper St. Pierre
a7c7208103 Put Plugins/ in Core/, rename to VideoBackends 2013-10-07 10:37:01 -04:00
Ryan Houdek
c054049712 Fix PixelShaderGen from the previous commit. 2013-10-06 21:54:09 -05:00
Ryan Houdek
26c38648ec [Android] Missed a few things for PowerVR544MP3 'support.' It doesn't actually get any video output on it just like Tegra 4. 2013-10-06 21:51:41 -05:00
Ryan Houdek
d4bd5fde71 Only emit the texgens if they are used, not every single time do all of them. 2013-10-06 21:32:05 -05:00
Tony Wasserka
ed88cf6cad Removing more references to D3D9. 2013-10-06 13:37:10 +02:00