NeoBrainX
2afe605069
D3D11: Disable mipmapping when no mipmap filter is selected.
2012-03-24 06:04:00 +01:00
Shawn Hoffman
56b1373baf
Remove scons-related files
2012-03-25 12:55:02 -07:00
Shawn Hoffman
f7423a0a4f
Merge branch 'master' into wxw3-update
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Conflicts:
Source/Core/DolphinWX/Src/LogWindow.cpp
2012-03-22 17:57:38 -07:00
skidau
a60a0825a3
Merged 'FifoBusy' branch. Thanks
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to marcosvitali.
Added an external exception check when the CPU writes to the FIFO. This allows
the CPU time to service FIFO overflows. Fixes random hangs caused by FIFO
overflows and desyncs like in "The Last Story" and "Battalion Wars 2". Thanks
to marcosvitali for the research.
Added some code to unlink invalidated blocks so that the recompiled block can be
linked (speed-up).
This release still fixed the hangs produced by fifo overflow without sacrifice
performance. For example you can test Tutorial moves at the beginning of The last history now
is fluid 30/60.
Fixed possibles random hangs in DC mode.
Fixed hangs in DC mode in (Simpsons, Monkey Island, Pokemon XD, etc)
Implemented accurate management of Pixel Engine Interrupts. Now the GPU loop
is stopped when a PE Interrupt needs to be managed and resumed when Pixel Engine
finish.
Fixed Metroid Prime 3 and 2 desync. And other games with desync because of
FIFO Reset. That happens because FIFO_RW_DISTANCE_HI must be written first, for checking
fifo.CPReadWriteDistance == 0, so some fifo resets was not managed in the right
way.
Fixed Super Monkey Ball in some cases when the game write the
WriteReadDistance need to be safe like the SafeCPRead.
Improved the CheckException for the GatherPipe writes in JIT, now only the
External Exceptions are processed.
Fixed definitely Pokemon XD in dual core mode. This game is doing something
not allowed. It attach to CPU the same fifo attached to the GPU in multibuffer
mode. I added a check to prevent overwrite the GPU FIFO with the CPU FIFO. If
the game do that on breakpoint the solution can fail.
Fixed ReadWriteDistance calc when CPRead > CPWrite.
Added Token and Finish cause to GP Jit checking.
Additional cleanup in CommandProcessor.
Fixes issue 5209
Fixes issue 5055
Fixes issue 4889
Fixes issue 4061
Fixes issue 4010
Fixes issue 3902
2012-03-20 19:37:25 +11:00
Shawn Hoffman
c5d746f3d8
remove scons files from VS projects
2012-03-18 06:41:12 -07:00
Shawn Hoffman
c3d13b048c
build against wxWidgets3 from Externals on Windows.
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use Externals version of libpng on Windows.
2012-03-18 02:31:19 -07:00
marcosvitali
b0f75f17ae
This release still fixed the hangs produced by fifo overflow without sacrifice performance.
...
For example you can test Tutorial moves at the beginning of The last history now is fluid 30/60.
Shuffle2: I've delete the hacky line, I think is not necessary anymore. Additional some clean in CommandProcessor.
Please test The Last Story and others games affected in the previous commits and give me a feedback.
2012-03-05 02:40:10 -03:00
Henrik Rydgard
f5d4fe0bfe
Fix some minor bugs pointed out by PVS Studio (thanks!)
2012-03-03 20:07:20 +01:00
NeoBrainX
9276b76fbc
VideoSoftware: Implement zfreeze (GXSetCoPlanar).
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Fixes Mario Golf: Toadstool Tour's menus.
Reference:
The OpenGL extension SGIX_reference_plane seems to provide the same functionality:
http://www.opengl.org/registry/specs/SGIX/reference_plane.txt
2012-03-02 18:43:44 +01:00
NeoBrainX
3a9fed0ba2
PixelShaderGen: Fix a bug introduced in revision 9adc119e3c2f.
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D3D11: Fix shader constant mapping.
2012-02-21 12:51:41 +01:00
NeoBrainX
9adc119e3c
PixelShaderGen: For custom textures and scaled EFB copies, use correct texel to pixel mapping when sampling textures
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(D3D9 only)
This is basically the same as revision e58692653afd, just for scaled textures and with a LOT more work...
2012-02-20 20:32:08 +01:00
NeoBrainX
d068686a7f
Revert revision f7d757b46eaa271e7f58e1c61df4fb34b5ff47f9.
2012-02-20 11:51:40 +01:00
Matthew Parlane
fc3eb7c6a7
Fixed a few warnings.
2012-02-09 17:18:46 +13:00
NeoBrainX
eb01a110c9
Implement texture preloading
2012-02-03 21:21:13 +01:00
NeoBrainX
dabb35afce
Prepare texture preloading support
2012-02-03 21:20:34 +01:00
NeoBrainX
1446fb33d5
TextureCacheBase: Replace the efbcopy_state member variable of texture cache entries with a more general "texture type"
2012-01-31 19:52:02 +01:00
NeoBrainX
cc54ee7d94
TextureCache: Move EFB copy cache code from TextureConverter to TextureCache
2012-01-31 19:51:32 +01:00
NeoBrainX
a02df43e6d
TextureConverter (OGL/D3D9): Kill EncodeToRam because it wasn't used anywhere and it basically does the same as EncodeToRamFromTexture anyway
2012-01-31 18:09:35 +01:00
NeoBrainX
3b38295cbd
TextureCacheBase: De-uglify hybrid EFB copies (documentation needs updating though)
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TextureCacheBase: Fixed dynamic EFB copies being set to normal textures.
2012-01-31 18:09:35 +01:00
NeoBrainX
5239ba88c9
TextureCache: Remove unsafe texture cache
2012-01-31 18:09:35 +01:00
NeoBrainX
c5008fe9de
TextureCache: Renaming some variables
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OGL: Fix a possible bug at texture dumping
OGL: Add a TODO about a possible bug
2012-01-31 18:09:34 +01:00
Shawn Hoffman
f57f654b59
set ProgramShaderCache program format correctly.
2012-01-18 10:22:03 -08:00
Ryan Houdek
0b74ead13f
More "stuff" for SS, also a small fix in the program shader cache cache setup."
2012-01-11 04:10:43 -06:00
NeoBrainX
b33be736cd
D3D9/11: Degrade a PanicAlert related to EFB format changes to an ERROR_LOG
2012-01-06 13:45:51 +01:00
nitsuja
39613a95a8
initialize the uninitialized
2012-01-04 01:36:09 -08:00
Shawn Hoffman
bd5cf88686
let us try normal c++ static init instead...
2011-12-29 16:25:03 +01:00
Ryan Houdek
6a5b56d25f
Get the program binary type correctly or else ATI makes massive (~400MB) shader caches. Also, don't need the line in the PixelShaderGen.
2011-12-29 01:35:50 -06:00
Ryan Houdek
8a48b42e4c
Add support for Dual source blending to older ATI cards that don't support 420pack but do support GL_ARB_blend_func_extended. This is more proper as well anyways.
2011-12-29 00:32:06 -06:00
Ryan Houdek
fbbea9bb9b
These checks aren't needed when using CG.
2011-12-29 00:01:50 -06:00
Shawn Hoffman
c8d0c8e217
oops, forgot to make sure the gl program is actually free'd.
2011-12-26 10:27:18 -05:00
Ryan Houdek
6f729f8cbf
Woops, better not forget the ing
2011-12-26 04:09:36 -06:00
Ryan Houdek
3773d29b6d
Remove some warnings in ProgramShadercache, Was using wrong variable for checking dual source blending.
2011-12-26 03:54:44 -06:00
Shawn Hoffman
5f296d0be7
refactor ProgramShaderCache::PCacheEntry
2011-12-26 02:58:52 -05:00
Shawn Hoffman
16f9d8e06d
Checking GLEW_VERSION_4_0 is superfluous since we check GL_ARB_get_program_binary, and it's a runtime variable anyways.
2011-12-26 00:43:47 -05:00
Shawn Hoffman
4bc14c3473
fix formatting uglies introduced in glsl-master branch
2011-12-26 00:15:54 -05:00
Ryan Houdek
b607695103
Add in the Windows fix.
2011-12-25 12:21:31 -06:00
Ryan Houdek
8349cc2551
Only use explicit attribute locations when we are supporting GLSL > 1.2 since we need in/out instead of attribute variable types. This was brought to my attention from MESA. MESA supports GL_ARB_explicit_attrib_location, but yets to support GLSL 1.3, so basically useless extension to MESA right now?
2011-12-24 08:58:51 -06:00
Ryan Houdek
aa2032af2c
Write all shaders to disk on emulator stop instead of constantly. Also change pair from u64 to u32.
2011-12-24 02:19:30 -06:00
Ryan Houdek
b90fa37c60
If user doesn't compile with glew 1.6, cut out program binaries so everything still compiles.
2011-12-24 00:37:13 -06:00
Ryan Houdek
9bc6b83fd0
If CG isn't available, still compile and fallback on GLSL
2011-12-24 00:24:13 -06:00
Sonicadvance1
7c558df283
Missed a if, don't want people crashing now do we?
2011-12-21 22:33:33 +00:00
Ryan Houdek
8e0172374c
Give OSX users more of a chance of supporting Single pass DSB in the future.
2011-12-21 01:29:29 -06:00
Ryan Houdek
a10656b1b2
Implement Program shaders cache. Seems to reduce a small amount of stuttering when F-Zero starts. Did it because I can :|
2011-12-21 00:15:48 -06:00
Ryan Houdek
31a9b6c322
Go back to using glGetString with GL_EXTENSIONS because glew 1.7 is required to check for newer 4.2 extensions that way.
2011-12-20 23:07:42 -06:00
Ryan Houdek
dc134b9bac
Move the GLSL extension checks over here so it is nicer.
2011-12-20 21:55:11 -06:00
Ryan Houdek
f6b33cf0be
Add a define back so we work without GLEW 1.6, Also I missed a line when I was fixing binding sampler locations last night when I was tired.
2011-12-19 19:10:05 -06:00
nitsuja
3e773f093d
fixed a freeze on emu shutdown in windows build
2011-12-19 15:13:26 -08:00
Ryan Houdek
9ce17a43ec
There we go, actually found the issue.
2011-12-19 00:15:07 -06:00
Ryan Houdek
768a683f04
This thing fails when we don't support binding. Not 100% sure why I need to set this multiple times.
2011-12-18 23:31:00 -06:00
Ryan Houdek
636d6a915d
Remove this silliness
2011-12-18 01:51:15 -06:00