262 Commits

Author SHA1 Message Date
Jordan Woyak
f1c990069c Yell at the user if they change window size while dumping frames, and some other avi dumping stuff. 2013-02-26 20:47:48 -05:00
NeoBrainX
95d08db46f Revert "[bugfix] DX9::TextureCache: Use max_lod instead of min_lod where necessary."
This reverts commit 6c8a22de24e1e374c4357ca653ac584c8a6adfac.
2013-02-07 21:45:06 +01:00
NeoBrainX
ed0abc9dc5 Merge branch 'mipmap_fixes'. 2013-02-07 20:40:33 +01:00
NeoBrainX
6870c1fdd5 Fix some potential issues when blending on EFB formats without alpha.
Clean up state transition tables.
2013-02-07 18:01:24 +01:00
lioncash
0ef3bd9c77 Revert "Made several variables/parameters unsigned in the DX9, DX11 and OGL plugins. They make more sense like this (given their names)."
Turns out I was wrong in my previous commit. My bad.

This reverts commit 87431666639c7036ea0f5b0d499df639cefb3d51.
2013-01-16 15:46:11 -05:00
lioncash
8743166663 Made several variables/parameters unsigned in the DX9, DX11 and OGL plugins. They make more sense like this (given their names).
This also gets rid of some more typecasts in some cases.
2013-01-16 09:42:51 -05:00
NeoBrainX
e204a6e015 Add some TODOs. 2013-01-08 18:56:01 +01:00
NeoBrainX
be706a3977 Disable color writing when alpha test always fails. 2013-01-08 18:56:01 +01:00
NeoBrainX
e979b2d4a2 DX11: Fix a small mistake.
Remove some incorrect and/or confusing comments.

Fixes issue 5251. Thanks to limburgerite :)
2013-01-08 18:16:48 +01:00
Matthew Parlane
e3eebdf591 Fixes swprintf_s issues hopefully.
Also fixed an include not using correct caps.

According to:
http://connect.microsoft.com/VisualStudio/feedback/details/646532
2012-12-23 20:25:11 +13:00
Matthew Parlane
089434b719 Apply same force to float fix as has already been done for DX11. 2012-12-23 20:01:58 +13:00
rog
30718230b2 Fix some warnings. 2012-12-06 20:25:07 -05:00
NeoBrainX
4ff9e03509 Merge branch 'efb_scaling_fixes'. 2012-11-19 13:18:57 +01:00
NeoBrainX
a38bb488d2 Remove Renderer::xScale and Renderer::yScale. 2012-11-16 14:29:09 +01:00
NeoBrainX
78031c2d54 Move ComputeDrawRectangle() to Renderer::UpdateDrawRectangle(). 2012-11-16 14:25:49 +01:00
rog
14aa7150d9 Add option for author name for movies. Also, minor cleanup for previous options i've added. 2012-11-14 16:23:20 -05:00
rog
8fe5aa4ee8 movie cleanup 2012-11-12 20:40:11 -05:00
rog
a5d210129d Add an on screen lag counter. 2012-11-11 17:57:06 -05:00
rodolfoosvaldobogado
72cb1734ee Some code cleaning for my last commit.
the amount and size of the buffer is now changed to "new hardware" frienly values and will fall back to the right values if hardware does not support them.
my next commit will be to a branch, with my ogl work.
2012-10-22 19:37:26 -03:00
NeoBrainX
9d5fc3d7f0 [bugfix] Properly decode lod_bias. 2012-10-20 21:07:03 +02:00
NeoBrainX
6c8a22de24 [bugfix] DX9::TextureCache: Use max_lod instead of min_lod where necessary. 2012-10-20 21:07:03 +02:00
NeoBrainX
0706050b74 [cleanup] Vastly clean up backend-specific sampler state logic. 2012-10-20 21:07:02 +02:00
rodolfoosvaldobogado@gmail.com
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
Pierre Bourdon
8cefcaa94c Implement a simple benchmarking mode which logs FPS to a file
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
NeoBrainX
035840e7b5 Move last XFB size from Render to FramebufferManager. 2012-10-03 13:44:35 +02:00
NeoBrainX
8f5223d0e6 More cleanups. 2012-10-03 13:44:13 +02:00
NeoBrainX
6e4a61a991 Minor cleanups. 2012-10-03 13:44:04 +02:00
NeoBrainX
08a9c66037 Revert the recent zcomploc changes including the Graphic_Fixes merge.
Reason:
- It's wrong, zcomploc can't be emulated perfectly in HW backends without severely impacting performance.
- It provides virtually no advantages over the previous hack while introducing lots of code.
- There is a better alternative: If people insist on having some sort of valid zcomploc emulation, I suggest rendering each primitive separately while using a _clean_ dual-pass approach to emulate zcomploc.

This reverts commit 0efd4e5c29766ba5f5d22204339637ade9ccec83.
This reverts commit b4ec836aca4392a86b864dc58b1030ca616fe0d5.
This reverts commit bb4c9e2205d4117f48fd4ca50774ee56c28c92e4.
This reverts commit 146b02615c07dd52dddaa18b7e23d09bc23b549e.
2012-08-10 20:12:02 +02:00
NeoBrainX
8bed27a3d1 Enable hires textures even when texture dumping is enabled.
Remove some deprecated code.
2012-06-20 18:18:17 +02:00
NeoBrainX
8d30ac462a Instead of invalidating texcache whenever the graphics configuration dialog gets opened, clean up textures on configuration changes. 2012-06-20 18:18:05 +02:00
NeoBrainX
b5ad382b07 Fast mipmaps deserves to die!! 2012-06-08 00:22:57 +02:00
rodolfoosvaldobogado
a0d60210fd First Stage:
Fix depth related errors in dstalpha pass.
best place to test: water splash effect in super mario galaxy
2012-04-02 14:26:12 -03:00
NeoBrainX
460610ea0e Revert Rodolfo's recent zcomploc commits until they actually work correctly.
This reverts commit 402006a83a89bc0f790934096e915f0e8c23f808.
This reverts commit 48d8d71391fc2cc40d85732680eb6421164bf87c.
This reverts commit 450dcc9d2cd874f6ab40d4a339afc29f55751319.
2012-03-30 01:57:53 +02:00
rodolfoosvaldobogado
402006a83a more fixes to zcomplock and opengl implementation 2012-03-29 18:26:58 -03:00
rodolfoosvaldobogado
450dcc9d2c As requested, this is my implementation of zcomploc using a multi-pass algorithm. My apologize to the others devs for committing in the main branch but is the only way to get this tested as soon as possible.
please test for regressions, speed and for other issues fixed, as a example, the black color in water splash in super mario galaxy are fixed with this rev.
please as soon as yo find a bug let me know.
2012-03-27 15:44:58 -03:00
NeoBrainX
d068686a7f Revert revision f7d757b46eaa271e7f58e1c61df4fb34b5ff47f9. 2012-02-20 11:51:40 +01:00
NeoBrainX
5239ba88c9 TextureCache: Remove unsafe texture cache 2012-01-31 18:09:35 +01:00
NeoBrainX
b33be736cd D3D9/11: Degrade a PanicAlert related to EFB format changes to an ERROR_LOG 2012-01-06 13:45:51 +01:00
NeoBrainX
5eb1e55f80 Merge some frame dumping code to VideoCommon, fixes a memory leak in D3D9 and OpenGL if emulation is stopped while dumping frames.
Breaks D3D11 frame dumping for some weird reason (memory corruption or whatever?).
2011-09-08 17:09:24 +02:00
NeoBrainX
1c85be8625 Implement frame dumping in D3D11.
Fixes issue 4831.
2011-09-08 15:39:03 +02:00
NeoBrainX
17fcd406fc Merge some scissor rect related code to VideoCommon. 2011-09-05 22:04:28 +02:00
Shawn Hoffman
b867c21fea apply to dx9 and dx11 backends as well 2011-09-05 12:19:11 -07:00
baby.lueshi
d8fc690838 New "TAS Input" feature for precise joystick inputs. The feature is still a work in progress, but is functional. Currently overwrites any joystick/keyboard analog inputs and does so for all controllers.
Renamed OnFrame.cpp/h to a more accurate Movie.cpp/h. Made some small changes that may improve movie synchronization.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7620 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-06-24 06:50:50 +00:00
Nolan Check
8024783502 Don't resize render target to handle out-of-bounds viewports. Instead, adjust the projection matrix.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7538 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-05-12 02:14:45 +00:00
donkopunchstania
77a4a64909 Fix an error introduced in r7083. In the pixel shader manager the farZ and zRange of the z bias were flipped. Switched to using the viewport struct rather than a raw float array to hopefully avoid such confusion in the future. Fixes issue 4060.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7446 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-04-11 01:49:32 +00:00
NeoBrainX
c4cd8d84e4 Revert r7086.
Preferring the slow code until it gets optimized properly...


git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7435 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-04-02 11:38:29 +00:00
smelenchuk
7a9a47376f roll back r7431
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7432 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-04-01 01:46:18 +00:00
smelenchuk
15c51c37f3 Add a "force no texture filter" option, useful for some 2D games (like Mega Man 10) and people who like their pixelated graphics.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7431 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-04-01 01:35:07 +00:00
smelenchuk
df9f614b58 Have DX9 plugin also dump frames on every VI as opposed to every new frame (follow-up to r7131 and issue #4064).
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7411 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-03-24 20:06:24 +00:00
Jordan Woyak
41c98f982e A bit of cleanup to Core Init/Stop, Frame, and Main. Cleanup XAudio2 to attempt to fix the crash on stop(didn't help :p). For some reason CFrame::DoStop is called twice.(might be the issue)
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7353 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-03-15 23:09:12 +00:00