<feed xmlns='http://www.w3.org/2005/Atom'>
<title>dolphin/Source/Core/VideoCommon/Src/PixelShaderGen.cpp, branch 2.0</title>
<subtitle>GameCube and Wii emulator</subtitle>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/'/>
<entry>
<title>Systematically eliminating compiler warnings.</title>
<updated>2010-02-24T03:38:36+00:00</updated>
<author>
<name>Glenn Rice</name>
<email>glennricster@gmail.com</email>
</author>
<published>2010-02-24T03:38:36+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=1d40b8a5ae2e64ed329f66e9da059cde9baf24fc'/>
<id>1d40b8a5ae2e64ed329f66e9da059cde9baf24fc</id>
<content type='text'>
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5117 8ced0084-cf51-0410-be5f-012b33b47a6e
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<content type='xhtml'>
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<pre>
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5117 8ced0084-cf51-0410-be5f-012b33b47a6e
</pre>
</div>
</content>
</entry>
<entry>
<title>Small fixes:</title>
<updated>2010-01-19T15:00:45+00:00</updated>
<author>
<name>Rodolfo Osvaldo Bogado</name>
<email>rodolfoosvaldobogado@gmail.com</email>
</author>
<published>2010-01-19T15:00:45+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=c4c809f6b1bd40f945ab12e7b5adbb4b4e0998fc'/>
<id>c4c809f6b1bd40f945ab12e7b5adbb4b4e0998fc</id>
<content type='text'>
in opengl correct an error introduced by mi in efb to ram alignment, it's seems to fix SMS but it missalign a lot of other games, so revert to the default. must solve truncated coins in NSMB.
revert alpha testing values to the values in rev 4812 as they fix some games.
in d3d dynamized the Render target size so it will change at runtime when viewport exceed it size, in the worse case it will cause a missing frame when resizing but in the games I tested is not noticeable at all
This must solve all the remaining viewports problems in nvidia cards, in ati this is not needed.


git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4888 8ced0084-cf51-0410-be5f-012b33b47a6e
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
in opengl correct an error introduced by mi in efb to ram alignment, it's seems to fix SMS but it missalign a lot of other games, so revert to the default. must solve truncated coins in NSMB.
revert alpha testing values to the values in rev 4812 as they fix some games.
in d3d dynamized the Render target size so it will change at runtime when viewport exceed it size, in the worse case it will cause a missing frame when resizing but in the games I tested is not noticeable at all
This must solve all the remaining viewports problems in nvidia cards, in ati this is not needed.


git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4888 8ced0084-cf51-0410-be5f-012b33b47a6e
</pre>
</div>
</content>
</entry>
<entry>
<title>Shader Disk Cache implementation for D3D. Saves generated shaders on disk. Eliminates "freeze jerks" in D3D plugin the _second_ and later times you play something.... not much to do about the first time. The D3D shader compiler is just slow.</title>
<updated>2010-01-17T17:44:09+00:00</updated>
<author>
<name>hrydgard</name>
<email>hrydgard@gmail.com</email>
</author>
<published>2010-01-17T17:44:09+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=3e01152793bc4a82a27efbca856afcf48e5bfb61'/>
<id>3e01152793bc4a82a27efbca856afcf48e5bfb61</id>
<content type='text'>
Also assorted cleanup around the shader code.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4869 8ced0084-cf51-0410-be5f-012b33b47a6e
</content>
<content type='xhtml'>
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<pre>
Also assorted cleanup around the shader code.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4869 8ced0084-cf51-0410-be5f-012b33b47a6e
</pre>
</div>
</content>
</entry>
<entry>
<title>ok big changes here:</title>
<updated>2010-01-15T15:52:08+00:00</updated>
<author>
<name>Rodolfo Osvaldo Bogado</name>
<email>rodolfoosvaldobogado@gmail.com</email>
</author>
<published>2010-01-15T15:52:08+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=8de76f8fe89a5b73c29c3f2584b644df3362be3b'/>
<id>8de76f8fe89a5b73c29c3f2584b644df3362be3b</id>
<content type='text'>
in videocommon little fix for the alpha test values, return to the original values as they are more accurate.
in D3D:
huge change in state management, now all the state management is centralized and redundant state changes are eliminated.
Fixed the overlapped viewport error in non ati cards:
the error was caused by this: when a viewport is defined larger than the current rendertarget, an error is thrown and the last valid viewport is used, this is the reference behavior, in ati cards if a larger viewport is defined, no eror is returned, the rendering is valid and is rendered using the projection defined by the viewport but limited to the rendertarget are, exactly like opengl or the GC hardware.
to solve this in reference drivers defined a large rendertarget (2x the size of the original) and proceed to render in a centered quad insithe the larger rendertarget, in this way larger viewports always falls inside a valid rendertarget size, the drawback of this is the waste of resources. it can be dynamized, depending or games or changed at runtime when a oversized viewport is detected, but i live that to future commits.
please test this and let me know the results.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4841 8ced0084-cf51-0410-be5f-012b33b47a6e
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
in videocommon little fix for the alpha test values, return to the original values as they are more accurate.
in D3D:
huge change in state management, now all the state management is centralized and redundant state changes are eliminated.
Fixed the overlapped viewport error in non ati cards:
the error was caused by this: when a viewport is defined larger than the current rendertarget, an error is thrown and the last valid viewport is used, this is the reference behavior, in ati cards if a larger viewport is defined, no eror is returned, the rendering is valid and is rendered using the projection defined by the viewport but limited to the rendertarget are, exactly like opengl or the GC hardware.
to solve this in reference drivers defined a large rendertarget (2x the size of the original) and proceed to render in a centered quad insithe the larger rendertarget, in this way larger viewports always falls inside a valid rendertarget size, the drawback of this is the waste of resources. it can be dynamized, depending or games or changed at runtime when a oversized viewport is detected, but i live that to future commits.
please test this and let me know the results.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4841 8ced0084-cf51-0410-be5f-012b33b47a6e
</pre>
</div>
</content>
</entry>
<entry>
<title>this is a dev commit, a cleanup in the pixel shader generator to make the generate code a lot cleaner and readable, and a little fill rate optimization when using alpha test, i don't thing any game is limited by fill rate but the code looks more cleaner and is ordered in the same way is executed in hardware.</title>
<updated>2010-01-12T03:39:14+00:00</updated>
<author>
<name>Rodolfo Osvaldo Bogado</name>
<email>rodolfoosvaldobogado@gmail.com</email>
</author>
<published>2010-01-12T03:39:14+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=532ab905c452bd848e9c82c57dbd68f51b22c02e'/>
<id>532ab905c452bd848e9c82c57dbd68f51b22c02e</id>
<content type='text'>
please test, if any problem apears let me know

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4812 8ced0084-cf51-0410-be5f-012b33b47a6e
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
please test, if any problem apears let me know

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4812 8ced0084-cf51-0410-be5f-012b33b47a6e
</pre>
</div>
</content>
</entry>
<entry>
<title>I'm back, after two weeks pure work and nothing of dolphin, take a look at the code and discover this very small fix, apply color clamping before alpha test, the way is done in the software plugin, have some nice effects, this will fix some things and brake others but the feedback is needed.</title>
<updated>2010-01-02T21:09:12+00:00</updated>
<author>
<name>Rodolfo Osvaldo Bogado</name>
<email>rodolfoosvaldobogado@gmail.com</email>
</author>
<published>2010-01-02T21:09:12+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=ded7a2921dea239dda91de3bb9897b3fb8a68afb'/>
<id>ded7a2921dea239dda91de3bb9897b3fb8a68afb</id>
<content type='text'>
if you want to know where to start testing look at SMS :)
HAPPY 2010 for everyone 

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4775 8ced0084-cf51-0410-be5f-012b33b47a6e
</content>
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<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
if you want to know where to start testing look at SMS :)
HAPPY 2010 for everyone 

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4775 8ced0084-cf51-0410-be5f-012b33b47a6e
</pre>
</div>
</content>
</entry>
<entry>
<title>mixed commit:</title>
<updated>2009-12-07T18:48:31+00:00</updated>
<author>
<name>Rodolfo Osvaldo Bogado</name>
<email>rodolfoosvaldobogado@gmail.com</email>
</author>
<published>2009-12-07T18:48:31+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=d02426a8e9c6a0815e033aa48a9506151aaf5c86'/>
<id>d02426a8e9c6a0815e033aa48a9506151aaf5c86</id>
<content type='text'>
in D3D and Opengl:
fixed one nasty bug in texture loading where if a dynamic texture keeps his format but the tlut format is changed, the try or reloading the texture in the same texture could cause a hang if the size of the resulting texture is different than the original (size in bytes)
Applied a ugly temporal hack to the texture conversor to solve efb to ram misalignments and effect distortions.
in D3D:
Pseudo implementation of logic ops using basic blending: the first 8 operations are "good approximations", the remaining 8 are bullshit :) if someone have a better approximation to emulate this logic please let me know.
please test if i don't break anything in the process and test Mario kart wee you will get a nice surprise.:)
 

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4656 8ced0084-cf51-0410-be5f-012b33b47a6e
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
in D3D and Opengl:
fixed one nasty bug in texture loading where if a dynamic texture keeps his format but the tlut format is changed, the try or reloading the texture in the same texture could cause a hang if the size of the resulting texture is different than the original (size in bytes)
Applied a ugly temporal hack to the texture conversor to solve efb to ram misalignments and effect distortions.
in D3D:
Pseudo implementation of logic ops using basic blending: the first 8 operations are "good approximations", the remaining 8 are bullshit :) if someone have a better approximation to emulate this logic please let me know.
please test if i don't break anything in the process and test Mario kart wee you will get a nice surprise.:)
 

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4656 8ced0084-cf51-0410-be5f-012b33b47a6e
</pre>
</div>
</content>
</entry>
<entry>
<title>big commit, implemented depth textures with hardware support in D3D, so now they will be correct as in opengl. please test a lot because i only tested the ati path, nvidia path is "Theoretical" :).</title>
<updated>2009-11-22T02:37:00+00:00</updated>
<author>
<name>Rodolfo Osvaldo Bogado</name>
<email>rodolfoosvaldobogado@gmail.com</email>
</author>
<published>2009-11-22T02:37:00+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=19d7bb2c844149a434b3ee573a84a267c59b140b'/>
<id>19d7bb2c844149a434b3ee573a84a267c59b140b</id>
<content type='text'>
Also reimplemented screen clearing as a color quad to support alpha blending when clearing as in the original hardware.
the funny thing is how is implemented peeking, as locking depth textures is not supported, implemented peeking copying the values form the depth texture to a r32f render target and then reading back the data.
please a lot of testing to this commit.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4599 8ced0084-cf51-0410-be5f-012b33b47a6e
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
Also reimplemented screen clearing as a color quad to support alpha blending when clearing as in the original hardware.
the funny thing is how is implemented peeking, as locking depth textures is not supported, implemented peeking copying the values form the depth texture to a r32f render target and then reading back the data.
please a lot of testing to this commit.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4599 8ced0084-cf51-0410-be5f-012b33b47a6e
</pre>
</div>
</content>
</entry>
<entry>
<title>Try to do Z textures better. Z texturing does not work if early z or no z update. Corrected the Z texture bias used on 8 and 16 bit textures. </title>
<updated>2009-11-21T02:49:46+00:00</updated>
<author>
<name>donkopunchstania</name>
<email>donkopunchstania@gmail.com</email>
</author>
<published>2009-11-21T02:49:46+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=6e7395cef180743ccf38c4ad589e43b711e9689f'/>
<id>6e7395cef180743ccf38c4ad589e43b711e9689f</id>
<content type='text'>
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4596 8ced0084-cf51-0410-be5f-012b33b47a6e
</content>
<content type='xhtml'>
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<pre>
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4596 8ced0084-cf51-0410-be5f-012b33b47a6e
</pre>
</div>
</content>
</entry>
<entry>
<title>Implemented secondary path for hardware with no multiples render target support, so please a lot of testing from people with problems in the last release.</title>
<updated>2009-11-10T12:45:03+00:00</updated>
<author>
<name>Rodolfo Osvaldo Bogado</name>
<email>rodolfoosvaldobogado@gmail.com</email>
</author>
<published>2009-11-10T12:45:03+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=c2a4e3331356acc40bdbc314b858dd10e49c955b'/>
<id>c2a4e3331356acc40bdbc314b858dd10e49c955b</id>
<content type='text'>
corrected a little depth textures still broken but now at least i discover the reason, the ultra bad news for d3d lover is, the only correct way to implement depth textures will be do a firs depth only pass disabling blending. 
This is because blending is affecting the values stored in the depth texture, so to store the true values, blending mus be deactivated.
this will degrade performance but is the only "Correct" way in d3d 9. the other possibility is dx10 but that's a complete different story ;)

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4526 8ced0084-cf51-0410-be5f-012b33b47a6e
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
corrected a little depth textures still broken but now at least i discover the reason, the ultra bad news for d3d lover is, the only correct way to implement depth textures will be do a firs depth only pass disabling blending. 
This is because blending is affecting the values stored in the depth texture, so to store the true values, blending mus be deactivated.
this will degrade performance but is the only "Correct" way in d3d 9. the other possibility is dx10 but that's a complete different story ;)

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4526 8ced0084-cf51-0410-be5f-012b33b47a6e
</pre>
</div>
</content>
</entry>
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