Commit Graph

  • 5abc698000 Build fix fix. XTra.KrazzY 2010-06-25 01:20:25 +00:00
  • cd83b44a45 remove svn:eol-style native from Data/User/Wii/shared2/wc24/mbox/Readme.txt in case it matters. note the other changed file in Data/User/Wii is a dolphin-unique file (which probably doesn't need to exist anymore), so its properties don't really matter. Shawn Hoffman 2010-06-25 00:35:43 +00:00
  • f94eed887b Uncomment Ayuanx patch, this was commented in my last commit by error, My apologize... Marcos Vitali 2010-06-25 00:13:06 +00:00
  • 72efd56389 Set eol-style native on remaining text files. Soren Jorvang 2010-06-25 00:00:04 +00:00
  • 09af93f84b git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5781 8ced0084-cf51-0410-be5f-012b33b47a6e Shawn Hoffman 2010-06-24 22:53:13 +00:00
  • 1133c02660 Build fix. XTra.KrazzY 2010-06-24 20:54:03 +00:00
  • 3435c0f647 fixed blending in dx9 and dx11 fixed fps counter in all the plugins enjoy Rodolfo Osvaldo Bogado 2010-06-24 15:58:06 +00:00
  • 10b5d2371c My first commit :D Dual Core sync fix. When the FIFO is processing data we must not advance the cpu cycles in CoreTiming because in this way the VI will be desynchronized. So, We are waiting until the FIFO finish and while we process only the events required by the FIFO. This should fix Issue 2072 . This affect to all games in dual core mode. Please, You can test all games with VPS limiter auto, 60, 50 depending of the game and compare with prev revision. For example now NSMB in the video Intro has 60 fps (prev 30 fps) :D or SMG does't need anymore FPS Limitter Hack to get 55-60 fps Beside the slowdowns now are more softly and the fps more stables because the VI sync is almost perfect. The Core Timing and Fifo modifications are delicated. Please report if this hang any game. Don't forget check with prev revision. Enjoy it! Thanks to Rodolfo for teach me all about dolphin. Marcos Vitali 2010-06-24 13:28:54 +00:00
  • 2faae384b3 Changes: - RGBA8 (DX9/OGL): 10x speed up on Radeon 5450, 2x speed up on other cards due to swizzle registers. - RGB565: 2-3x speed up on all hardware - Removed OpenCL compiler warnings (eg. redefine). OpenCL is now optimally complete for DX9/OGL. The code is very fast on all supported hardware. No more updates are needed unless the spec changes or drivers improve. When I started, the OpenCL code was as slow or slower than CPU. Now, using the lowest end radeon that supports the code: a Radeon 45xx mobility, I experience a substantial 2-10x speedup over CPU. The benefits are more pronounced with modern hardware. A Radeon 5870 runs this code 20x faster than a 4550. Even ignoring speedups, the code benefits users by not using CPU for intermittent texture loads (unless GPU is your bottleneck). Instead, the CPU is able to do more important tasks. xsacha 2010-06-24 04:06:03 +00:00
  • e706ccc5d0 Hide OpenCL GUI option for non-OpenCL builds. Glenn Rice 2010-06-23 12:57:59 +00:00
  • 5cf491af64 VideoCommon: A minor speed up. nodchip 2010-06-23 03:02:15 +00:00
  • 5e81298ef0 boring svn:eol-style native again... Shawn Hoffman 2010-06-22 23:45:56 +00:00
  • 58f42414ba Fix a copy+paste bug from r5768 (Fixes Issue 2853) j4ck.fr0st 2010-06-22 19:35:54 +00:00
  • 454de392d7 compile fix nakeee 2010-06-22 15:10:25 +00:00
  • 21fb4cb96c Add a toggle option for OpenCL in Config (in Advanced Settings). Default is off. xsacha 2010-06-22 13:17:01 +00:00
  • 25aca8cc4a GCPad/New Wiimote: Fixed issue 2848 (profiles not saving). Renamed DInput mouse axes to "Axis [XYZ][-+]" from "Mouse XYZ...". Minor cleanup/warning removal. Jordan Woyak 2010-06-22 08:30:33 +00:00
  • 1b670a9825 New OpenCL update for DX11 Changes: - IA4: 2x Speed up for all hardware and ATI glitch fixed (blocky text) - IA8: 2x Speed up for all hardware - New DX11 OCL Textures: I4, I8, IA4, IA8 xsacha 2010-06-22 06:09:21 +00:00
  • 2cc5b98f07 Added OpenCL texture decoding to RGBA usable by DX11 for formats RGB565, RGBA8, RGB5A3 and CMPR Orphis 2010-06-22 03:10:43 +00:00
  • c2e32371f6 Refactor and prepare the OpenCL texture decoder for decoding textures to RGBA format required by DX11. Fix the decoder codepath when OpenCL is enabled and the DX11 plugin is used. Added the DX11 plugin to the Dolphin project dependencies. Orphis 2010-06-22 00:52:17 +00:00
  • 1198ae1c97 Fix color precision problems when decoding CMPR and RGB5A3 textures with OpenCL Orphis 2010-06-21 22:21:06 +00:00
  • 1b5b57bff3 Windows/Linux/whatever build fix. XTra.KrazzY 2010-06-21 18:25:49 +00:00
  • d0f00cedff DX11: Cleanups, documentation, ... Theoretically enable anisotropic filtering if selected in the config, not sure if it works though. NeoBrainX 2010-06-21 17:54:13 +00:00
  • 3650ee2fc5 OSX build fix j4ck.fr0st 2010-06-21 17:15:42 +00:00
  • 92c98ac5fa A new update for OpenCL.h. xsacha 2010-06-21 13:09:25 +00:00
  • 11ac672730 Revert a hack that snzgoo committed that should not have been commited. That hack prevents the X loop in GLUtil.cpp from properly detecting events that it should detect. I don't know if issue 2792 is a valid issue for dolphin. I think that is a bug in the X server implementation on those distributions of those affected. I can not replicate it. Glenn Rice 2010-06-21 12:29:32 +00:00
  • 9e3b653688 GCPad/New Wiimote Plugin: Individual keyboard and mouse devices are now listed on Windows(2 player with 2 keyboards possible). Improved the ability to map multiple inputs to the same control. Inputs from different devices can be mapped to the same button (example: Mouse Left and XInput A). More advanced mappings such as "Button 1 or 2 and NOT button 3" are possible. I hope the GUI after right clicking a button isn't too confusing(may change it to be a bit more user friendly). Hopefully, I didn't break OSX stuff by 'const'ing a few functions. Jordan Woyak 2010-06-21 03:12:16 +00:00
  • fde15c1bc6 some fixes to depth test and screen clearing in dx11, now a lot of the remaining graphic errors should be fixed Rodolfo Osvaldo Bogado 2010-06-21 02:40:09 +00:00
  • a450fd45d8 DX11: Make font rendering a lot prettier. Fix constant buffers in EmuGfxState::ApplyState() to really have a size which is a multiple of 16 instead of 65536. NeoBrainX 2010-06-20 23:10:55 +00:00
  • 6a88241e64 D3D9: Delete some long dead code. Also add one more statistic: number of compiled shaders that actually have unique code (not accurate unless you delete the shader cache before running). This stat clearly shows that in f-zero we create 5x as many pixel shaders as we should, so there's clearly a problem with the shader ID generation. hrydgard 2010-06-20 22:23:34 +00:00
  • 783390539d Hi! This is my first commit so be nice :) xsacha 2010-06-20 16:43:21 +00:00
  • c51bb0b010 ppc: remove an assert and update some comments. Fixes games that would keep complaining about dcbtst not implemented (i've seen one, crash bandicoot for wii) hrydgard 2010-06-20 14:53:29 +00:00
  • be3c06f326 Some more OCL changes : Gives 10x speedup for RGB5A3 on pre-DX11 hardware. Minor speedup for CMPR. (code by xsacha) luisr142004 2010-06-20 05:02:26 +00:00
  • 6e83fe2416 win32: Some more work on real wiimote automatic ingame pairup (automatic paired up wiimotes get connected now ingame as well, but it's not completely working yet, we're almost there tho:P) and changed the automatic unpair real wiimotes routine, so it won't get loaded via dll_detach anymore. minor code changes and adding comments. And issue fix 2792 with credits to Karloathian for finding and fixing it. snzgoo 2010-06-20 02:17:53 +00:00
  • 4ab0e4b8a0 fix for rbga8 decoding that causes problems in nsmbw fix for screen clearing in opengl and d3d Rodolfo Osvaldo Bogado 2010-06-19 21:12:09 +00:00
  • 208c33f09c Use the new texture decoder path to speed up texture loading in DX11. NeoBrainX 2010-06-19 18:14:05 +00:00
  • ccbc1feb0b D3D9: Fix issue where the shader caches were lost whenever the render window was resized. Add some error logging to LinearDiskCache. + some minor cleanup. hrydgard 2010-06-19 16:22:24 +00:00
  • 8c6ae1f6f4 add a path to texture decoder to produce only rgba textures, this will make texture loading in dx11 a lot easier and give a little performance boost to. Rodolfo Osvaldo Bogado 2010-06-19 13:31:40 +00:00
  • 64ffe0039a DX11: Fix StateManager usage in ResetAPIState/RestoreAPIState. Fix screenshots (finally). NeoBrainX 2010-06-19 12:48:09 +00:00
  • ab1e5f8537 apply a patch done by xsacha :) + some minor stuff :p luisr142004 2010-06-19 07:59:53 +00:00
  • d7bbddcbd3 DX11: Prefer DXGI_FORMAT_R8G8B8A8 to DXGI_FORMAT_B8G8R8A8 wherever appropriate. Slightly modify the way we're doing screenshots once again, thanks to Orphis this time ;) NeoBrainX 2010-06-19 01:02:43 +00:00
  • 08d7861578 Include the two files added in r5741 in the VC project file as well. Improve the way we're saving screenshots, thanks to Billiard for spotting that ;) NeoBrainX 2010-06-18 23:55:28 +00:00
  • 7b58e0b4e7 DX11: Add the two files which I meant to include in r5740 already. NeoBrainX 2010-06-18 23:45:16 +00:00
  • 5cfdb2d0c8 DX11: Introduce a StateManager class, might improve performance a little. NeoBrainX 2010-06-18 23:33:07 +00:00
  • b4f5a4d89e Compile fix. NeoBrainX 2010-06-18 18:50:04 +00:00
  • bf36f171a6 DX11: Add error checking to about any device object creation. Since we aren't handling creation errors that well right now we should at least output an error message. Remove superfluous _WIN32 checks in DX11 and DX9. Meant to port that code over to Linux or what? :P NeoBrainX 2010-06-18 18:40:58 +00:00
  • 866859493a DSPLLE: jit increment/decrement_addr_reg to match int (TODO: increase/decrease). revert the OR back to MOV, since it never happens (according to nakee) j4ck.fr0st 2010-06-18 15:41:30 +00:00
  • 1d1af913a8 DX11: Fix flickering when resizing the emulator window. NeoBrainX 2010-06-18 14:55:18 +00:00
  • 3f633f96bd DSPLLE: some changes i had lying around, get rid of the shifting and make popExtValueToReg do the same as its int counterpart applyWriteBackLog (that is, OR'ing the result of both ops, rather than overwriting the main op result with the ext op result) j4ck.fr0st 2010-06-18 14:51:40 +00:00
  • ca1a5e9228 Actually make use of the new CHECK functionality in DX9. NeoBrainX 2010-06-18 14:18:09 +00:00
  • 0649bf2a00 Improve the CHECK macro used in DX9 and DX11 to allow more flexible error messages. NeoBrainX 2010-06-18 14:14:13 +00:00
  • 0a46dead9c DX11: Implement safe texture cache. Fix screenshot functionality. NeoBrainX 2010-06-17 14:21:31 +00:00
  • e266347160 DX11: Use D3DX11FilterTexture instead of ID3D11Context::GenerateMips. Test if performance changed in any games by this change, please. NeoBrainX 2010-06-17 12:09:56 +00:00
  • 91d540ad67 DX11: Fix all remaining window resizing issues. Implement screenshot functionality (doesn't seem to work completely, yet). Assign debug names to (hopefully) all remaining device objects. Flush the GPU's command buffer in Close() to make the ReportLiveDeviceObjects output clearer. NeoBrainX 2010-06-17 10:42:57 +00:00
  • 49674400e0 On linux make the build default to autodetection of glew, sdl, zlib, lzo, sfml-network, and soil, with an option to override the autodetection to force a static build. Glenn Rice 2010-06-17 01:18:22 +00:00
  • 4f339ebc82 DX11: Introduce a D3DBlob class. Advantages: - easier to use - drops our dependence on d3d10.lib, without depending on the June 2010 DX SDK - makes finding unreleased buffers easier - possibly more ;P NeoBrainX 2010-06-16 23:25:19 +00:00
  • b63e15e412 Don't try to link with dynamic versions of the LZO/SFML/SOIL libraries on Linux when building a release image to make it more general. Soren Jorvang 2010-06-16 16:35:19 +00:00
  • 05915922c5 Hopefully fix Windows build. Soren Jorvang 2010-06-16 14:55:21 +00:00
  • 221e722284 Linux build fix. ayuanx 2010-06-16 14:22:17 +00:00
  • 762ce28977 DX11: Disable D3D10_SHADER_ENABLE_BACKWARDS_COMPATIBILITY when compiling pixel shaders in Debug configurations as well. Properly support centered text drawing, even though it's not used, yet. Credits go to xsacha for this one. Found an awesome hacky way to free the buffer memory used by ReplaceTexture2D. At least it gets freed at all now... Various other tweaks to texture conversion. NeoBrainX 2010-06-16 13:36:40 +00:00
  • ce3eb2a13b Automatically detect and use shared library packages for LZO/SFML/SOIL as already done for GLEW/SDL/zlib. Soren Jorvang 2010-06-16 12:42:49 +00:00
  • d24e5a37a6 Build with shared libraries whenever possible on Linux; on OS X, always build with static libraries from Externals. Soren Jorvang 2010-06-16 11:39:23 +00:00
  • 4f8a6a1573 apply some speedup to dx11 plugin + some minor stuff luisr142004 2010-06-16 10:12:57 +00:00
  • 980a2680be Trim down the SDL and GLEW libraries to just those files we use. Soren Jorvang 2010-06-16 09:11:29 +00:00
  • 9b6ccb4d77 Alleviate FIFO overflown situation a bit. ayuanx 2010-06-16 07:22:47 +00:00
  • cefc0b2c6f GCPad/WiimoteNew: Hopefully fixed a problem where devices with extended ascii characters in their names didn't work. Jordan Woyak 2010-06-16 02:57:50 +00:00
  • b0dff28539 Attempt to resolve the conflict between SDL/include and SDL/Include. Soren Jorvang 2010-06-16 01:14:18 +00:00
  • 494ba1eba2 Lint. Soren Jorvang 2010-06-16 00:58:34 +00:00
  • f8cf2aaa3e Only call wiiuse with the number of slots we have configured for real wiimotes, so that wiiuse_find has a chance to return early when that number is found rather than wait for the 5 second timeout always. Soren Jorvang 2010-06-16 00:15:58 +00:00
  • 8d2a23e43b Target the desired frame rate exactly rather than n plus one. Soren Jorvang 2010-06-16 00:09:33 +00:00
  • 391312641c Build GLEW, SDL and zlib as static libraries from Externals as with LZO/SFML/SOIL and subject to the same shared_foo exception options. Soren Jorvang 2010-06-16 00:07:52 +00:00
  • 2db54798d7 Import SDL 1.2.14 and GLEW 1.5.4. Soren Jorvang 2010-06-15 23:31:13 +00:00
  • cb1694252b more bug fix in dx11: fixed screen clearing and simplify drawClearQuad a little put some nice code from dx11 that i like in dx9. modify plugin spec preparing for implementing efb poke (is not used often but is a missing functionality so..) please test. Rodolfo Osvaldo Bogado 2010-06-15 21:19:09 +00:00
  • 4464c11457 Sorry, I forgot to implement LoWatermark code for SC, now both SC & DC are working. By now I'm pretty sure some games are written in multi-thread, and they depend on Watermark to suspend/resume their threads. So without Watermark, they will never work. ayuanx 2010-06-15 14:24:01 +00:00
  • af9c26ff41 DX11: Fix some corruption caused by passing the wrong pitch to UpdateSubresource. Fix calculation of miplevels in TextureCache::Load. NeoBrainX 2010-06-15 13:34:39 +00:00
  • 40d87e0f8f Oops, the HiWatermark interrupt latency is too long for game to react. ayuanx 2010-06-15 11:20:05 +00:00
  • 105f64359a Games like "Star Fox Adventures" which were enabled in r5681 are now InGame, though the watermark slows the emulator a bit. ayuanx 2010-06-15 10:58:14 +00:00
  • 64299206d1 I was wrong on the CPEnd issue, which reveals CPBreakpoint > CPEnd is possible and that explains why some BPs could never be achieved before. ayuanx 2010-06-15 09:58:43 +00:00
  • cab62472b8 Confirmed the ARAM DMA alignment by testing the real hardware. skidau 2010-06-15 01:01:34 +00:00
  • bd163db74f DX11: Fix window resizing. Still some aspect ratio problems though... NeoBrainX 2010-06-14 23:41:17 +00:00
  • 0ec6a91477 Fail initializing if the D3D11 runtime is installed but no at least D3D 10.0 capable video card is used. Remove some superfluous checks in the shader caches. NeoBrainX 2010-06-14 22:38:47 +00:00
  • 76a2172cee more fixes: fixed line and point rendering Rodolfo Osvaldo Bogado 2010-06-14 22:06:12 +00:00
  • 31e442f11d Restore the look of the details/banner tab and limit the size of the properties window so that a large ISO directory doesn't cause the window to take up the full height of the display. Soren Jorvang 2010-06-14 22:01:10 +00:00
  • 673b9ac179 Implemented accurate BP and accurate Watermark, this should eventually retire FAKE_Watchdog. AbortFrame is not implemented yet. ayuanx 2010-06-14 21:55:40 +00:00
  • 6c164cd161 some fixes to dx11, now efb access should work well (smg pulling stars) Rodolfo Osvaldo Bogado 2010-06-14 21:45:31 +00:00
  • 67283e54fc D3D11: Hardcode the backbuffer size again. Fix R5G6B5 texture converting, textures should be perfect now. NeoBrainX 2010-06-14 21:31:23 +00:00
  • c1ca3ae96c Optimized FIFO gather a tiny bit. XTra.KrazzY 2010-06-14 20:08:31 +00:00
  • 9a76be6edc Add proper adapter enumeration in the DX11 plugin. Set default video mode format to DXGI_FORMAT_R8G8B8A8_UNORM. This might fix FRAPS recording, but also decrease FPS; test both, please. Add numerous TODOs NeoBrainX 2010-06-14 19:20:41 +00:00
  • ab7302d2e1 Garbage collect a few more XCode files. Soren Jorvang 2010-06-14 18:10:55 +00:00
  • b560d2456e Integrate the standalone memcard manager into the main build. Soren Jorvang 2010-06-14 18:07:29 +00:00
  • 857f1f4d38 Fixed GPFifo out of bounds by 32 bytes Fixed incorrect FIFO out of bounds check plus a bit optimization of CheckPipe() ayuanx 2010-06-14 16:32:40 +00:00
  • fc12291806 some fixes to my last commit and .... modify shader generator to produce native sm 4.0 code. eliminate compatibility mode in dx11 so now all shader must work much better. please test. Rodolfo Osvaldo Bogado 2010-06-14 14:36:01 +00:00
  • ff50fd188f Reverted even more of r5681. Now games don't hang XTra.KrazzY 2010-06-14 12:18:01 +00:00
  • a0f1797e46 Revert even more stuff from r5681. I have no idea how all this stuff works, but this fixes at least some (if not all) games which worked before r5681. NeoBrainX 2010-06-14 09:05:47 +00:00
  • 4ff200eccc Emulated the extra BAT's that the Wii has in the MMU. skidau 2010-06-14 05:38:39 +00:00
  • 41266b5ed0 fast fix for pixel shader compilation in dx11 Rodolfo Osvaldo Bogado 2010-06-14 03:09:44 +00:00
  • c759f7b3be fixed blending and PC_TEX_FMT_I8 and PC_TEX_FMT_I4_AS_I8 texture loading in dx11 enjoy Rodolfo Osvaldo Bogado 2010-06-14 00:13:49 +00:00
  • 7e27914b45 Revert r5681 ayuanx 2010-06-13 23:26:22 +00:00
  • 841311a77f more buildfixing x32/x64 release/debug/debugfast [dolphinwx/dx11] snzgoo 2010-06-13 22:47:46 +00:00
  • 9713b8df7d DX11: Workaround for the default settings: EFB copying is enabled but set to "to RAM", which isn't supported, yet. NeoBrainX 2010-06-13 20:19:53 +00:00
  • 9255481882 little build fix for my last commit Rodolfo Osvaldo Bogado 2010-06-13 20:08:20 +00:00