<feed xmlns='http://www.w3.org/2005/Atom'>
<title>dolphin/Source/Plugins/Plugin_VideoDX9/Src/D3DTexture.cpp, branch 3.0</title>
<subtitle>GameCube and Wii emulator</subtitle>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/'/>
<entry>
<title>Put some stuff in the gfx plugins into namespaces, so that the symbols won't collide if someone decides to merge the gfx plugins into dolphin too. still more things left to do though.</title>
<updated>2011-01-29T20:16:51+00:00</updated>
<author>
<name>hrydgard</name>
<email>hrydgard@gmail.com</email>
</author>
<published>2011-01-29T20:16:51+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=7f97ce79bbf11dfa9d28f8844c7567566aa9c7d4'/>
<id>7f97ce79bbf11dfa9d28f8844c7567566aa9c7d4</id>
<content type='text'>
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6972 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@6972 8ced0084-cf51-0410-be5f-012b33b47a6e
</pre>
</div>
</content>
</entry>
<entry>
<title>Use CPUDetect.h and bSSSE3 to fix "unknown machine instructions" on DX9 plugin.</title>
<updated>2011-01-07T09:42:44+00:00</updated>
<author>
<name>xsacha</name>
<email>xsacha@gmail.com</email>
</author>
<published>2011-01-07T09:42:44+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=c02f56fca33b3ac3d6c889e0659803344fe1d49f'/>
<id>c02f56fca33b3ac3d6c889e0659803344fe1d49f</id>
<content type='text'>
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6767 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@6767 8ced0084-cf51-0410-be5f-012b33b47a6e
</pre>
</div>
</content>
</entry>
<entry>
<title>~93% speed improvement (over plain C++) in RGBA -&gt; BGRA conversion for processors that support SSSE3 (Core or newer).</title>
<updated>2011-01-07T07:54:04+00:00</updated>
<author>
<name>xsacha</name>
<email>xsacha@gmail.com</email>
</author>
<published>2011-01-07T07:54:04+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=c4477f68e150766cd29a5609f2361b0ccd040bd0'/>
<id>c4477f68e150766cd29a5609f2361b0ccd040bd0</id>
<content type='text'>
About 40% faster than the SSE2 implementation.

May not be required in future but good for reference.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6766 8ced0084-cf51-0410-be5f-012b33b47a6e
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
About 40% faster than the SSE2 implementation.

May not be required in future but good for reference.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6766 8ced0084-cf51-0410-be5f-012b33b47a6e
</pre>
</div>
</content>
</entry>
<entry>
<title>45% speed improvement in RGBA -&gt; BGRA conversion over reference C code. This might turn out to be unnecessary once I refactor the CreateTexture2D/ReplaceTexture2D to call the texture decoder instead of vice-versa and have the SSE2 code convert directly to BGRA and write directly to the D3D allocated texture.</title>
<updated>2011-01-07T05:58:05+00:00</updated>
<author>
<name>james.jdunne</name>
<email>james.jdunne@gmail.com</email>
</author>
<published>2011-01-07T05:58:05+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=b6a1e9376fe88d198c4f5f7d90e8836f1738c68c'/>
<id>b6a1e9376fe88d198c4f5f7d90e8836f1738c68c</id>
<content type='text'>
Need to investigate source texture alignment and where to introduce that, if it is possible.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6765 8ced0084-cf51-0410-be5f-012b33b47a6e
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
Need to investigate source texture alignment and where to introduce that, if it is possible.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6765 8ced0084-cf51-0410-be5f-012b33b47a6e
</pre>
</div>
</content>
</entry>
<entry>
<title>DX11: Fix mipmaps. Someone forgot creating them at the proper time ;P</title>
<updated>2010-11-24T19:13:19+00:00</updated>
<author>
<name>NeoBrainX</name>
<email>NeoBrainX@googlemail.com</email>
</author>
<published>2010-11-24T19:13:19+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=76b9e975d51284b80fe035096d7dc8ef9735b494'/>
<id>76b9e975d51284b80fe035096d7dc8ef9735b494</id>
<content type='text'>
DX11: Fix a DX11 debug runtime error caused by the vertex shader output signature and the pixel shader input signature not matching if per-pixel lighting is disabled. Someone forgot disabling those pixel shader parameters ;P
DX11: Enable use of dynamic textures wherever possible.
DX9: Remove two unnecessary TODOs. Someone forgot removing those since they've been obsolete for a long time ;P

Anyway, at least working mipmaps and dynamic textures should increase DX11 performance a bit. And "a bit" is more than my usual "marginally" ;)

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6473 8ced0084-cf51-0410-be5f-012b33b47a6e
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
DX11: Fix a DX11 debug runtime error caused by the vertex shader output signature and the pixel shader input signature not matching if per-pixel lighting is disabled. Someone forgot disabling those pixel shader parameters ;P
DX11: Enable use of dynamic textures wherever possible.
DX9: Remove two unnecessary TODOs. Someone forgot removing those since they've been obsolete for a long time ;P

Anyway, at least working mipmaps and dynamic textures should increase DX11 performance a bit. And "a bit" is more than my usual "marginally" ;)

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6473 8ced0084-cf51-0410-be5f-012b33b47a6e
</pre>
</div>
</content>
</entry>
<entry>
<title>Slightly optimize uploading D3DFMT_A8R8G8B8 data to textures.</title>
<updated>2010-05-29T09:32:44+00:00</updated>
<author>
<name>NeoBrainX</name>
<email>NeoBrainX@googlemail.com</email>
</author>
<published>2010-05-29T09:32:44+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=4f10ded2b6035beaa17b0824522fc9e8cee39ae3'/>
<id>4f10ded2b6035beaa17b0824522fc9e8cee39ae3</id>
<content type='text'>
This is especially perceptible for "big" textures, so e.g. EFB copies to RAM should be a bit faster now.


git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5531 8ced0084-cf51-0410-be5f-012b33b47a6e
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
This is especially perceptible for "big" textures, so e.g. EFB copies to RAM should be a bit faster now.


git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5531 8ced0084-cf51-0410-be5f-012b33b47a6e
</pre>
</div>
</content>
</entry>
<entry>
<title>Commit durante_d3dhiresfix.patch. should finally fix rb swap when loading hires replacement textures in the d3d plugin.</title>
<updated>2010-05-02T14:05:14+00:00</updated>
<author>
<name>hrydgard</name>
<email>hrydgard@gmail.com</email>
</author>
<published>2010-05-02T14:05:14+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=66ffa3b04590ced0dff0fde1bdc12d572e5de4bd'/>
<id>66ffa3b04590ced0dff0fde1bdc12d572e5de4bd</id>
<content type='text'>
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5428 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@5428 8ced0084-cf51-0410-be5f-012b33b47a6e
</pre>
</div>
</content>
</entry>
<entry>
<title>fixed xfb bumping introduced by my last commit.</title>
<updated>2010-04-14T13:57:16+00:00</updated>
<author>
<name>Rodolfo Osvaldo Bogado</name>
<email>rodolfoosvaldobogado@gmail.com</email>
</author>
<published>2010-04-14T13:57:16+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=a25dfc47b4a2bf58f05c48e764eadc49be56cef8'/>
<id>a25dfc47b4a2bf58f05c48e764eadc49be56cef8</id>
<content type='text'>
implemented loading of native mips, see sms water :).

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5366 8ced0084-cf51-0410-be5f-012b33b47a6e
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
implemented loading of native mips, see sms water :).

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5366 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>
</feed>
