<feed xmlns='http://www.w3.org/2005/Atom'>
<title>dolphin/Source/Core/VideoCommon/Src/VideoConfig.cpp, branch nJoy</title>
<subtitle>GameCube and Wii emulator</subtitle>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/'/>
<entry>
<title>a little optimization in shaders constants setting , based on the same idea of nodchip changes.</title>
<updated>2010-05-17T22:17:46+00:00</updated>
<author>
<name>Rodolfo Osvaldo Bogado</name>
<email>rodolfoosvaldobogado@gmail.com</email>
</author>
<published>2010-05-17T22:17:46+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=7947543d98327a082d6f7006339b265882c40801'/>
<id>7947543d98327a082d6f7006339b265882c40801</id>
<content type='text'>
a MAYORRRRRR change in pixel shader generation, please review all games you can and leave comments this must improve accuracy in graphic emulation a lot.
for example: mario eyes in super mario galaxy, water pod transparency an water transparency on game intro in super mario sunshine, etc.


git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5457 8ced0084-cf51-0410-be5f-012b33b47a6e
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
a MAYORRRRRR change in pixel shader generation, please review all games you can and leave comments this must improve accuracy in graphic emulation a lot.
for example: mario eyes in super mario galaxy, water pod transparency an water transparency on game intro in super mario sunshine, etc.


git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5457 8ced0084-cf51-0410-be5f-012b33b47a6e
</pre>
</div>
</content>
</entry>
<entry>
<title>fast commit :</title>
<updated>2010-05-04T14:43:30+00:00</updated>
<author>
<name>Rodolfo Osvaldo Bogado</name>
<email>rodolfoosvaldobogado@gmail.com</email>
</author>
<published>2010-05-04T14:43:30+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=0ea01d84628c4779a801d74bd01ce9006fe0372a'/>
<id>0ea01d84628c4779a801d74bd01ce9006fe0372a</id>
<content type='text'>
make native mips loading an option to prevent performance lost in game that not need this functionality.( thanks to dorian.fevrier for point the performance lost.)
added a patch from  pierre@pirsoft.de to avoid vertex drops when index array is full in opengl implementation that do not support large index arrays

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5432 8ced0084-cf51-0410-be5f-012b33b47a6e
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
make native mips loading an option to prevent performance lost in game that not need this functionality.( thanks to dorian.fevrier for point the performance lost.)
added a patch from  pierre@pirsoft.de to avoid vertex drops when index array is full in opengl implementation that do not support large index arrays

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5432 8ced0084-cf51-0410-be5f-012b33b47a6e
</pre>
</div>
</content>
</entry>
<entry>
<title>Move fullscreen display resolution control to the GUI with the rest of the fullscreen toggling code.  This removes redundancy of code that was in several places through the various video plugins.  Unfortunately it means the fullscreen resolution setting also had to be moved to the main configuration dialog.  I am sure that will meet some resistance.</title>
<updated>2010-04-22T04:28:34+00:00</updated>
<author>
<name>Glenn Rice</name>
<email>glennricster@gmail.com</email>
</author>
<published>2010-04-22T04:28:34+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=140332c02ea905de29de1870c384174dda41303b'/>
<id>140332c02ea905de29de1870c384174dda41303b</id>
<content type='text'>
Also added a window size setting for windowed mode.

Also pulled some X11 specific code out into a separate file.


git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5395 8ced0084-cf51-0410-be5f-012b33b47a6e
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
Also added a window size setting for windowed mode.

Also pulled some X11 specific code out into a separate file.


git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5395 8ced0084-cf51-0410-be5f-012b33b47a6e
</pre>
</div>
</content>
</entry>
<entry>
<title>Big restructuring of how the video plugin works.  In linux and windows you shouldn't see a change in the functionality; however, there are changes in how render to main or not, and fullscreen modes, and such are handled.  Input is largely restructured for the video plugin.  It is now handled by the host.  Keys for pausing and changing fullscreen are configurable.  More will probably be later.  This is probably classified as highly experimental.</title>
<updated>2010-04-12T01:33:10+00:00</updated>
<author>
<name>Glenn Rice</name>
<email>glennricster@gmail.com</email>
</author>
<published>2010-04-12T01:33:10+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=33a64d5db02df586483ad67974dedd2c2f6031d3'/>
<id>33a64d5db02df586483ad67974dedd2c2f6031d3</id>
<content type='text'>
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5336 8ced0084-cf51-0410-be5f-012b33b47a6e
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5336 8ced0084-cf51-0410-be5f-012b33b47a6e
</pre>
</div>
</content>
</entry>
<entry>
<title>Tweaked the widescreen hack: It now "hacks" to and from any aspect ratio, not just from 4:3 to 16:9. When "Stretch to Window" is chosen, the aspect ratio will be adjusted to 5:4, 16:10, or anything (whatever the aspect ratio of the window is). Works for 4:3 and 16:9 games.</title>
<updated>2010-04-04T22:52:27+00:00</updated>
<author>
<name>Jordan Woyak</name>
<email>jordan.woyak@gmail.com</email>
</author>
<published>2010-04-04T22:52:27+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=758bcf17cbde9e41e0ad68d74821a5a98587cf65'/>
<id>758bcf17cbde9e41e0ad68d74821a5a98587cf65</id>
<content type='text'>
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5280 8ced0084-cf51-0410-be5f-012b33b47a6e
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5280 8ced0084-cf51-0410-be5f-012b33b47a6e
</pre>
</div>
</content>
</entry>
<entry>
<title>Extend the OGL virtual XFB to handle games that use multiple XFBs to make a frame. This should allow games that require the XFB to work without using a real XFB in RAM which is slow and limited to the original resolution. To use this enhancement you must check Use XFB in the options. The previous option was renamed Use Real XFB. I don't think this works with the aspect settings yet.</title>
<updated>2010-03-10T06:45:13+00:00</updated>
<author>
<name>donkopunchstania</name>
<email>donkopunchstania@gmail.com</email>
</author>
<published>2010-03-10T06:45:13+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=70627c56529b9534d09ab34d343028fac33ce387'/>
<id>70627c56529b9534d09ab34d343028fac33ce387</id>
<content type='text'>
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5185 8ced0084-cf51-0410-be5f-012b33b47a6e
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5185 8ced0084-cf51-0410-be5f-012b33b47a6e
</pre>
</div>
</content>
</entry>
<entry>
<title>experimental commit: simplify even more the params. please test and if theres something wrong will revert asap</title>
<updated>2010-02-26T22:14:29+00:00</updated>
<author>
<name>Rodolfo Osvaldo Bogado</name>
<email>rodolfoosvaldobogado@gmail.com</email>
</author>
<published>2010-02-26T22:14:29+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=6b1ca6442806d1c917787fff04f65bdd65649550'/>
<id>6b1ca6442806d1c917787fff04f65bdd65649550</id>
<content type='text'>
thanks for the comments in the prev commit they make my re think the approach.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5136 8ced0084-cf51-0410-be5f-012b33b47a6e
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
thanks for the comments in the prev commit they make my re think the approach.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5136 8ced0084-cf51-0410-be5f-012b33b47a6e
</pre>
</div>
</content>
</entry>
<entry>
<title>Simplify the params for the safe texture cache</title>
<updated>2010-02-26T12:54:08+00:00</updated>
<author>
<name>Rodolfo Osvaldo Bogado</name>
<email>rodolfoosvaldobogado@gmail.com</email>
</author>
<published>2010-02-26T12:54:08+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=02189ec5e0ac42c40bbef227ee05feb51d58d7fa'/>
<id>02189ec5e0ac42c40bbef227ee05feb51d58d7fa</id>
<content type='text'>
after some test the more relevant parameters were the color samples and the tlut max size.
so delete the rest of the parameters and define 3 modes:
Safe : the two values are set to 0 meaning all the texture data and all the tlut data are hashed this is the most correct and slowwwwwwwwwww way
Normal: 37 samples are taken from the color textures an the firs 4096 bytes of the tlut are hashed, is a lot faster than safe mode but in some games i observe small glitches.
Fast: 8 samples are taken from the color textures an the first 1024 bytes are hashed from the tlut, is a little slower than the unsafe cache but at least all the games i tested have correct text output and fast frame rate. the glitches in dinamyc color textures are more noticeable in this mode
this values could be improved, if you find a better combination please post it and the game it fixes and i will update the source.
for the moment, as my time is limited by a lot of work, only implemented the d3d gui, if someone can implement the opengl gui will be a lot of help for me.
please test a lot and let me know the results.


git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5135 8ced0084-cf51-0410-be5f-012b33b47a6e
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
after some test the more relevant parameters were the color samples and the tlut max size.
so delete the rest of the parameters and define 3 modes:
Safe : the two values are set to 0 meaning all the texture data and all the tlut data are hashed this is the most correct and slowwwwwwwwwww way
Normal: 37 samples are taken from the color textures an the firs 4096 bytes of the tlut are hashed, is a lot faster than safe mode but in some games i observe small glitches.
Fast: 8 samples are taken from the color textures an the first 1024 bytes are hashed from the tlut, is a little slower than the unsafe cache but at least all the games i tested have correct text output and fast frame rate. the glitches in dinamyc color textures are more noticeable in this mode
this values could be improved, if you find a better combination please post it and the game it fixes and i will update the source.
for the moment, as my time is limited by a lot of work, only implemented the d3d gui, if someone can implement the opengl gui will be a lot of help for me.
please test a lot and let me know the results.


git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5135 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>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>
</feed>
