fixed a misbehavior in the clear code that causes depth clear problems in reference hardware (Intel as example).
add 6 parameters to optimize Safe Texture Cache:
SafeTextureCacheColorSamples, SafeTextureCacheIndexedSamples, SafeTextureCacheTlutSamples:
this 3 parameters gives the number of samples taken to calculate the final hash value, less samples = more speed, more samples = more accuracy
if 0 is specified the hash is calculated using all the data in the texture.
SafeTextureCacheColorMaxSize, SafeTextureCacheIndexedMaxSize, SafeTextureCacheTlutMaxSize:
this parameters limits the amount of data used for the hash calculation, it could appear as redundant but in some games is better to make a full hash of the first bytes instead of some samples of all the texture.
color, indexed, tlut : define the texture type, full color data, indexed, and the tlut memory.
the parameters are available in the config , no GUI at this time, if the test are OK will add it to the GUI.
if someone needs it will give more examples on how to configure the values for specific games.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5116 8ced0084-cf51-0410-be5f-012b33b47a6e
A few things could be solved differently/in a better way, but that would involve some classes and stuff (plus work)
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5097 8ced0084-cf51-0410-be5f-012b33b47a6e
This changes the dependency in linux from libxxf86vm-dev to libxrandr-dev.
Use Alt-Return to toggle fullscreen mode (as in windows).
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5065 8ced0084-cf51-0410-be5f-012b33b47a6e
Removed X event loops from GCPad and Wiimote plugins, and implemented an asynchronous check for keyboard and mouse buttons.
Also added an X event loop in core that handles events while the emulator is paused. Prevents unexpected behavior from events that occur while the emulator is paused.
Now there is only one event loop running at a time (besides those hidden in SDL).
I will revert this commit if other devs are unhappy with it.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5048 8ced0084-cf51-0410-be5f-012b33b47a6e
sorry to tell but this will bring a speed drop, so let you decide if this change stay or not.( used the fastest open source hash algorithm i know)
do not apply full hashing to other format because it kills the performance.
for popular request added 9x SSAA believe me will kill your graphic card even if is the best but the image quality is exceptional.
as always please test and let me know the results.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5034 8ced0084-cf51-0410-be5f-012b33b47a6e
implement proper window handling (d3d/sw) which i believe fixes a hang that occurs when a game is stopped (plz test this :)) + some minor stuff
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5030 8ced0084-cf51-0410-be5f-012b33b47a6e
This now enables/disables the slider, depending on chosen Backend. Linux and OSX can now also use the slider to change the Volume of OpenAL. Other Backends do not support Volume changes.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5026 8ced0084-cf51-0410-be5f-012b33b47a6e
emulator. Also added the ability to close the emulator with the escape key.
Fixed an issue that caused a segmentation fault when trying to close the
emulator when running in fullscreen mode, which can also be done using the
escape key. This makes fullscreen mode useable in linux!
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5023 8ced0084-cf51-0410-be5f-012b33b47a6e
Bit of cleanup/grouping, control creation is now a bit more separate from value setting and tooltip assignment which IMO cluttered the code as it was.
Removed something from main.cpp that looked like a hack to me.
Fixes Issue 2229
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5021 8ced0084-cf51-0410-be5f-012b33b47a6e
reverted a tiny leftover of my safe texture cache commit
D3D
renamed the SSAA modes to use samples as MSAA now they are 2,25x and 4x.
OpenGL:
fixed a nasty logical bug introduced in 4984 that causes efb corruption when efb to texture is used
re enabled shader caching as it was not producing errors.
fixed efb misalignment caused by integer rounding still a bit misaligned but many games will look better now
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5020 8ced0084-cf51-0410-be5f-012b33b47a6e