<feed xmlns='http://www.w3.org/2005/Atom'>
<title>dolphin/Source/Core/VideoCommon/Src/TextureDecoder.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>Reverted because of some processor and performance issue. I will develop in a branch about SSSE3/SSE4.1.</title>
<updated>2010-02-24T23:58:48+00:00</updated>
<author>
<name>nodchip</name>
<email>nodchip@gmail.com</email>
</author>
<published>2010-02-24T23:58:48+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=609151c6e88380c799b8d1069387cdbc31907a35'/>
<id>609151c6e88380c799b8d1069387cdbc31907a35</id>
<content type='text'>
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5123 8ced0084-cf51-0410-be5f-012b33b47a6e
</content>
<content type='xhtml'>
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<pre>
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5123 8ced0084-cf51-0410-be5f-012b33b47a6e
</pre>
</div>
</content>
</entry>
<entry>
<title>Added SSSE3/SSE4.1 code for speed up. The code does not work in this revision because cpu_info is not initialized properly. I will fix the issue in another commit.</title>
<updated>2010-02-24T09:56:41+00:00</updated>
<author>
<name>nodchip</name>
<email>nodchip@gmail.com</email>
</author>
<published>2010-02-24T09:56:41+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=47fb73b71a27d1a1aaa9a7dc160de573c92a9ee3'/>
<id>47fb73b71a27d1a1aaa9a7dc160de573c92a9ee3</id>
<content type='text'>
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5119 8ced0084-cf51-0410-be5f-012b33b47a6e
</content>
<content type='xhtml'>
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<pre>
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5119 8ced0084-cf51-0410-be5f-012b33b47a6e
</pre>
</div>
</content>
</entry>
<entry>
<title>First a bugfix:</title>
<updated>2010-02-23T21:52:12+00:00</updated>
<author>
<name>Rodolfo Osvaldo Bogado</name>
<email>rodolfoosvaldobogado@gmail.com</email>
</author>
<published>2010-02-23T21:52:12+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=3cc5d8ce6f31ffa26f7eb3f8db9de68cca9721e2'/>
<id>3cc5d8ce6f31ffa26f7eb3f8db9de68cca9721e2</id>
<content type='text'>
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
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
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
</pre>
</div>
</content>
</entry>
<entry>
<title>OSX build fix.</title>
<updated>2010-02-11T17:54:16+00:00</updated>
<author>
<name>j4ck.fr0st</name>
<email>j4ck.fr0st@gmail.com</email>
</author>
<published>2010-02-11T17:54:16+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=e4dcdf796f7f89589c7656aa9dab1d2ce7799b37'/>
<id>e4dcdf796f7f89589c7656aa9dab1d2ce7799b37</id>
<content type='text'>
Fixes Issue 2260

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5039 8ced0084-cf51-0410-be5f-012b33b47a6e
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
Fixes Issue 2260

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5039 8ced0084-cf51-0410-be5f-012b33b47a6e
</pre>
</div>
</content>
</entry>
<entry>
<title>test commit: please test if this improve the performance with the safe texture cache</title>
<updated>2010-02-10T15:55:24+00:00</updated>
<author>
<name>Rodolfo Osvaldo Bogado</name>
<email>rodolfoosvaldobogado@gmail.com</email>
</author>
<published>2010-02-10T15:55:24+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=6200c99dd43dd75178394b7fad0d6913bf13099e'/>
<id>6200c99dd43dd75178394b7fad0d6913bf13099e</id>
<content type='text'>
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5038 8ced0084-cf51-0410-be5f-012b33b47a6e
</content>
<content type='xhtml'>
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<pre>
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5038 8ced0084-cf51-0410-be5f-012b33b47a6e
</pre>
</div>
</content>
</entry>
<entry>
<title>second try to implement a more correct safe texture cache, implemented full hashing of tlut textures as they are the more problematic, this should solve virtually all the problems with characters in all the games that have them.</title>
<updated>2010-02-08T23:23:04+00:00</updated>
<author>
<name>Rodolfo Osvaldo Bogado</name>
<email>rodolfoosvaldobogado@gmail.com</email>
</author>
<published>2010-02-08T23:23:04+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=e93e777ffb941af612805ee438db5b8c0e5b5c73'/>
<id>e93e777ffb941af612805ee438db5b8c0e5b5c73</id>
<content type='text'>
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
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
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
</pre>
</div>
</content>
</entry>
<entry>
<title>fixes for my last commit:</title>
<updated>2010-02-03T14:13:03+00:00</updated>
<author>
<name>Rodolfo Osvaldo Bogado</name>
<email>rodolfoosvaldobogado@gmail.com</email>
</author>
<published>2010-02-03T14:13:03+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=e98a273b5472af8b8d4a1d1e055c03856356c289'/>
<id>e98a273b5472af8b8d4a1d1e055c03856356c289</id>
<content type='text'>
chage the global format of the screenshots to bmp, is correctly supported by both plugins and is faster.
reverted the changes in safe texture cache, will try to make them more stable then commit them, this should fix compilation in linux and macand error introduced in MP games
corrected all the issues commented by ector, thanks for the comments alway is good that the code is revised by others to find missed spots.
please report any remaining issue to solve them.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5001 8ced0084-cf51-0410-be5f-012b33b47a6e
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
chage the global format of the screenshots to bmp, is correctly supported by both plugins and is faster.
reverted the changes in safe texture cache, will try to make them more stable then commit them, this should fix compilation in linux and macand error introduced in MP games
corrected all the issues commented by ector, thanks for the comments alway is good that the code is revised by others to find missed spots.
please report any remaining issue to solve them.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5001 8ced0084-cf51-0410-be5f-012b33b47a6e
</pre>
</div>
</content>
</entry>
<entry>
<title>a lot of modifications here :)</title>
<updated>2010-02-03T03:52:50+00:00</updated>
<author>
<name>Rodolfo Osvaldo Bogado</name>
<email>rodolfoosvaldobogado@gmail.com</email>
</author>
<published>2010-02-03T03:52:50+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=9e2bbec47f402f584536434dbdf3353fb817b8e7'/>
<id>9e2bbec47f402f584536434dbdf3353fb817b8e7</id>
<content type='text'>
first fixed scaling when updating backbuffer to make it friendly with encoders, now frame dumping must work without errors in any codec.
clean screenshot and frame dumping code now is more correct, faster and stable.
improve safe texture cache, improving the distribution of the hash algorithm, including tlut hash in the final hash of the texture, and making use of a 64 bit hash to make it more accurate.
clean a lot of code and corrected some missused vertex formats when drawing full screen quads.
and biggest change last:
implemented pseudo antialiasing: a image post-process algorithm that mimics antialiazing and is fare more easier to implement in this scenario.
you can change the intensity of the effect changing the values of the antialiasing combo. the right value depends on the game.
for example mkwii looks awesome with 8x.
please try all the changes and let me know the results.
if something is broken, please let me know and will fix it asap.


git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5000 8ced0084-cf51-0410-be5f-012b33b47a6e
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
first fixed scaling when updating backbuffer to make it friendly with encoders, now frame dumping must work without errors in any codec.
clean screenshot and frame dumping code now is more correct, faster and stable.
improve safe texture cache, improving the distribution of the hash algorithm, including tlut hash in the final hash of the texture, and making use of a 64 bit hash to make it more accurate.
clean a lot of code and corrected some missused vertex formats when drawing full screen quads.
and biggest change last:
implemented pseudo antialiasing: a image post-process algorithm that mimics antialiazing and is fare more easier to implement in this scenario.
you can change the intensity of the effect changing the values of the antialiasing combo. the right value depends on the game.
for example mkwii looks awesome with 8x.
please try all the changes and let me know the results.
if something is broken, please let me know and will fix it asap.


git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5000 8ced0084-cf51-0410-be5f-012b33b47a6e
</pre>
</div>
</content>
</entry>
<entry>
<title>JitIL is no longer a separate .exe/binary - it's now a simple option, Dolphin.exe now contains both cores.</title>
<updated>2010-01-19T19:28:27+00:00</updated>
<author>
<name>hrydgard</name>
<email>hrydgard@gmail.com</email>
</author>
<published>2010-01-19T19:28:27+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=576990c5a318f5007131fff44b0ce68d4898d4a8'/>
<id>576990c5a318f5007131fff44b0ce68d4898d4a8</id>
<content type='text'>
Advantages:
* Less confusion for users
* No need to build twice to make sure you didn't break something
* Easier to switch between the cores for testing

Disadvantages:
* None, as far as I can tell :) Maybe some extra code complexity, but not much.

Also break some include chains that caused &lt;windows.h&gt; to get included into everything, slowing down the build on Windows. There's more to do here though, there's still a lot of files that get it included that don't need it at all.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4891 8ced0084-cf51-0410-be5f-012b33b47a6e
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
Advantages:
* Less confusion for users
* No need to build twice to make sure you didn't break something
* Easier to switch between the cores for testing

Disadvantages:
* None, as far as I can tell :) Maybe some extra code complexity, but not much.

Also break some include chains that caused &lt;windows.h&gt; to get included into everything, slowing down the build on Windows. There's more to do here though, there's still a lot of files that get it included that don't need it at all.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4891 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>
</feed>
