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
.
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
ee72852491
implement some code to reduce the amounts of calls to setup vertex format, in d3d9 it gives no noticeable speedup, in opengl it still does not work right.
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thanks to neobrain for the idea
2012-10-26 23:18:09 -03:00
eaa1ea71c1
Implement the new buffer approach in opengl. sadly in my machine it gives my only 2 more fps and if your hardware does not support ARB_map_buffer_range is even slower than plain vertex arrays.
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change naming in all the backends vertex managers to make more easy to continue with the merge an some future improvements.
please test this as i'm interested in knowing the performance in linux and windows with the different hardware platforms.
2012-10-26 11:34:02 -03:00
5133ac551b
merge relevant changes from bc61dbdf58a8 in otu0001-desync-fix clone
2012-10-23 02:10:49 -04:00
069d949a57
[cleanup] TextureCache: Kill the autogen_mipmap parameter
2012-10-20 21:07:02 +02:00
ee3d6d66d7
[cleanup] [bugfix] TextureCacheBase: Cleanup and simplify mipmapping logic. Possibly fixes a bug or two.
2012-10-20 21:07:02 +02:00
c859aaae84
[optimization] TextureCacheBase: Slightly loosen the requirements for reusing mipmapped textures
2012-10-20 21:07:02 +02:00
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
57426ee726
Forced commit
2012-10-13 13:00:04 -05:00
3f0d7312fa
A couple missed lines on the rebase.
2012-10-13 12:43:00 -05:00
10666a9b87
More 'stuff'
2012-10-09 23:56:00 -05:00
eb7a0c485a
More "stuff" for SS, also a small fix in the program shader cache cache setup."
2012-10-09 23:56:00 -05:00
71f6b1eec6
Change 'stuff'
2012-10-09 23:56:00 -05:00
03b09bed5d
Get the program binary type correctly or else ATI makes massive (~400MB) shader caches. Also, don't need the line in the PixelShaderGen.
2012-10-09 23:56:00 -05:00
2e15440896
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.
2012-10-09 23:56:00 -05:00
e88d35d1c1
Had a few vec4 and float4(0) calls floating around.
2012-10-09 23:55:59 -05:00
31a8424bcc
fix formatting uglies introduced in glsl-master branch
2012-10-09 23:54:17 -05:00
4a4833e617
default to GLSL instead of Cg
2012-10-09 23:43:22 -05:00
9996f27120
Give OSX users more of a chance of supporting Single pass DSB in the future.
2012-10-09 23:42:41 -05:00
d012c75005
Implement Program shaders cache. Seems to reduce a small amount of stuttering when F-Zero starts. Did it because I can :|
2012-10-09 23:42:41 -05:00
c76593f6a2
Looky, OSX found an issue for me.
2012-10-09 23:42:40 -05:00
7f12daa014
Looks like we make use of fmod, make a GLSL function for it!
2012-10-09 23:41:49 -05:00
3bcec51334
More coding style fixes because I suck at sed
2012-10-09 23:41:48 -05:00
3c6d0fc710
8 spaces indentation -> tabs
2012-10-09 23:41:48 -05:00
5b06bbf87d
Use UBOs in every shader. I had missed a few. Only cache Uniform locations if we aren't using UBOs.
2012-10-09 23:41:06 -05:00
5bcbf92f43
Make sure to support everything even if GPU doesn't.
2012-10-09 23:41:06 -05:00
d4a80ca3ec
yay, UBOs work 100% now.
2012-10-09 23:41:05 -05:00
1f75ee49bf
UBO works for Pixel Shaders if Binding for UBO is zero, otherwise fails. Probably why Vertex shader UBO is failing. Too tired to investigate right now.
2012-10-09 23:41:05 -05:00
b105d70339
Firin ma lazer
2012-10-09 23:41:05 -05:00
c82b92bfc2
Fix one error.
2012-10-09 23:41:05 -05:00
2fbca145cb
Remove bSupportsGLSLLocation since it won't work how I expect it.
2012-10-09 23:41:05 -05:00
4a84c6f742
Add in UBOs, doesn't work yet. Still debugging here.
2012-10-09 23:41:05 -05:00
76e5766a1b
Put Vertex Uniforms in to the correct places to get ready for UBOs.
2012-10-09 23:41:04 -05:00
d897491f94
Few compiler errors that got exposed once I got Dual Source Blending working. Seems it isn't working quite 100% either. Good chance I missed something anyway.
2012-10-09 23:41:04 -05:00
d83ead5914
Support Dual Source Blending in OGL plugin with GLSL.
2012-10-09 23:39:16 -05:00
eff019442f
Playing through SSBM story made me find this.
2012-10-09 23:37:52 -05:00
b24990ca28
Bit of cleanup. Clean up my massive hack in the ShaderManagerFiles. Almost feature parity with Nvidia CG now I think. Just need to do Alpha test with Dual source blending now.
2012-10-09 23:37:52 -05:00
cf68cc0c61
Add support for GL_ARB_shading_language_420pack so we don't have to binding sampler locations. Also add support for GL_ARB_separate_shader_objects which doesn't currently work for some reason....investigating.
2012-10-09 23:37:52 -05:00
8058f2f32f
Missed one
2012-10-09 23:33:02 -05:00
9064b76deb
Shader Compile fixes. Played SMS for two shines.
2012-10-09 23:33:02 -05:00
7cec31dbf3
Almost there.
2012-10-09 23:33:02 -05:00
8123b137aa
This is the terrible bit that can't be removed until we use UBOs in the GLSL shaders.
2012-10-09 23:31:31 -05:00