6c0f6ffecf
Fix a dumb regression from revision 4925a28f94
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2013-01-19 22:40:20 +01:00
0ef3bd9c77
Revert "Made several variables/parameters unsigned in the DX9, DX11 and OGL plugins. They make more sense like this (given their names)."
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Turns out I was wrong in my previous commit. My bad.
This reverts commit 8743166663
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2013-01-16 15:46:11 -05:00
8743166663
Made several variables/parameters unsigned in the DX9, DX11 and OGL plugins. They make more sense like this (given their names).
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This also gets rid of some more typecasts in some cases.
2013-01-16 09:42:51 -05:00
ddf23094c2
Fix two unsigned/signed mismatch warnings.
2013-01-15 21:15:31 -05:00
f7b0c8684b
BPMemory: Expose more register descriptions for FifoPlayer
2013-01-12 15:25:50 +01:00
2cd415dd83
Fix the signed/unsigned comparison warnings created by a recent commit.
2013-01-11 22:00:36 -06:00
dfc0c4b08d
Fix two signed/unsigned mismatch warnings.
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Also tidied up SDCardUtil - made the variables make more sense (typewise)
2013-01-11 19:38:04 -05:00
ad05d568b9
PixelShaderGen: Change error strings to be unique so that we can identify unexpected behavior more easily.
2013-01-11 15:49:20 +01:00
f21f097e7a
Redundant line of code in VertexShaderManager::Dirty()
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Also cleaned it up.
2013-01-10 21:44:12 -05:00
e7c883d6be
VideoCommon: Implement proper RGBA8 texture loading from tmem.
2013-01-10 18:30:22 +01:00
304814e7cc
Video_Software: Implement proper RGBA8 texture loading from tmem.
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For RGBA8 textures, AR and GB tiles are stored in separate tmem banks. TextureDecoder did not support that previously.
2013-01-10 18:30:16 +01:00
d9ea718559
Fix an issue where an iterator would become invalidated in TextureCache::ClearRenderTargets()
2013-01-08 23:46:30 -05:00
d3882771aa
Fix an assert that had been wrong for ages, apparently.
2013-01-08 18:56:01 +01:00
4925a28f94
PixelShaderGen: Shader uid maintainance
2013-01-08 18:56:01 +01:00
be706a3977
Disable color writing when alpha test always fails.
2013-01-08 18:56:01 +01:00
d26bcb0847
Move alpha pretest to BPMemory.h and rename a bunch of alpha testing related stuff
2013-01-08 18:56:01 +01:00
c80f6e8b84
Reword a comment about early_ztest a bit.
2013-01-08 18:55:45 +01:00
b06f30f845
Remove the per pixel depth option.
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Depth calculations are always done in the pixel shader now.
Due to the unpredictability of our zcomploc hacks this commit probably changes the behavior of some games which use zcomploc.
2013-01-08 18:16:48 +01:00
876eee5e60
PixelShaderGen: Don't disable depth texture emulation if z writing is disabled (this is what VideoSoftware is doing).
2013-01-08 18:16:48 +01:00
09197e0ffc
X11: Disable OSD hotkeys when the corresponding option is disabled.
2013-01-08 18:16:47 +01:00
446d9279b1
Fix clearing of render targets. We were skipping every other one.
2013-01-08 11:14:53 -06:00
d0301ca89d
Revert 30dd9c2
e9d00bf
db5f4c8
and bff0fae
2013-01-07 13:47:34 -06:00
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
bff0faea2d
Merge branch 'immediate-removal'
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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
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This reverts commit 4d868705fd
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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
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
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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)
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this flag will be set on loading a state and checked before every rendering.
2012-12-21 21:04:53 +01:00
0811311604
TextureCacheBase: Delete textures completely instead of just invalidating them in ClearRenderTargets.
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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
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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.
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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.
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Thanks to konpie for spotting this.
Might give a fairly perceivable speedup in the D3D11 backend.
2012-12-01 14:23:24 +01:00
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.
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This reverts commit 5a77cae2e3
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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
5230146c73
Hey, long time no commits :).
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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
8cefcaa94c
Implement a simple benchmarking mode which logs FPS to a file
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Very useful to compare performance between two builds, check the impact of
a configuration option, etc. FPS log is stored in User/Logs/fps.txt and is
reset each time you launch a game. Only enabled if you check the "Log FPS
to file" option in your graphics settings.
Could be improved a bit: currently logs only every 1s (so you can't really
see small variations), maybe output more infos to the fps.txt like
average/stddev (but Excel/Libreoffice/Google Docs can compute that easily
too).
2012-10-04 05:41:02 +02:00
035840e7b5
Move last XFB size from Render to FramebufferManager.
2012-10-03 13:44:35 +02:00
6e4a61a991
Minor cleanups.
2012-10-03 13:44:04 +02:00