<feed xmlns='http://www.w3.org/2005/Atom'>
<title>dolphin/Source/Plugins/Plugin_VideoOGL/Src/PixelShaderCache.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>Some code clean up, and take care of some compiler warnings.</title>
<updated>2010-02-20T04:18:19+00:00</updated>
<author>
<name>Glenn Rice</name>
<email>glennricster@gmail.com</email>
</author>
<published>2010-02-20T04:18:19+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=154bc956ad0b0abc6f568056e9e100b0d0ceb319'/>
<id>154bc956ad0b0abc6f568056e9e100b0d0ceb319</id>
<content type='text'>
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5090 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@5090 8ced0084-cf51-0410-be5f-012b33b47a6e
</pre>
</div>
</content>
</entry>
<entry>
<title>D3D and Opengl:</title>
<updated>2010-02-06T16:05:48+00:00</updated>
<author>
<name>Rodolfo Osvaldo Bogado</name>
<email>rodolfoosvaldobogado@gmail.com</email>
</author>
<published>2010-02-06T16:05:48+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=811cfb059eb968e0b6fb6a64597863cc667ca682'/>
<id>811cfb059eb968e0b6fb6a64597863cc667ca682</id>
<content type='text'>
reverted a tiny leftover of my safe texture cache commit
D3D
renamed the SSAA modes to use samples as MSAA now they are 2,25x and 4x.
OpenGL:
fixed a nasty logical bug introduced in 4984 that causes efb corruption when efb to texture is used
re enabled shader caching as it was not producing errors.
fixed efb misalignment caused by integer rounding still a bit misaligned but many games will look better now

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5020 8ced0084-cf51-0410-be5f-012b33b47a6e
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
reverted a tiny leftover of my safe texture cache commit
D3D
renamed the SSAA modes to use samples as MSAA now they are 2,25x and 4x.
OpenGL:
fixed a nasty logical bug introduced in 4984 that causes efb corruption when efb to texture is used
re enabled shader caching as it was not producing errors.
fixed efb misalignment caused by integer rounding still a bit misaligned but many games will look better now

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5020 8ced0084-cf51-0410-be5f-012b33b47a6e
</pre>
</div>
</content>
</entry>
<entry>
<title>Linux global build.  At least the basic footwork is done here.</title>
<updated>2010-02-02T21:56:29+00:00</updated>
<author>
<name>Glenn Rice</name>
<email>glennricster@gmail.com</email>
</author>
<published>2010-02-02T21:56:29+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=feba09f7a3e8d8e9b1ea2fe0d666c5be82941096'/>
<id>feba09f7a3e8d8e9b1ea2fe0d666c5be82941096</id>
<content type='text'>
Basic usage:  "sudo scons install=global install"
Hopefully this doesn't break builds on Macs.  I have tested this on linux and windows.


git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4994 8ced0084-cf51-0410-be5f-012b33b47a6e
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
Basic usage:  "sudo scons install=global install"
Hopefully this doesn't break builds on Macs.  I have tested this on linux and windows.


git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4994 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'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<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>small code reorganization.</title>
<updated>2009-11-27T19:42:27+00:00</updated>
<author>
<name>Rodolfo Osvaldo Bogado</name>
<email>rodolfoosvaldobogado@gmail.com</email>
</author>
<published>2009-11-27T19:42:27+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=5e31f22e50a2dddc0b0a7e5b2fcb515c4e574e60'/>
<id>5e31f22e50a2dddc0b0a7e5b2fcb515c4e574e60</id>
<content type='text'>
Now efb to ram display correctly but still is misaligned by one pixel
please test and give me feedback

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4618 8ced0084-cf51-0410-be5f-012b33b47a6e
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
Now efb to ram display correctly but still is misaligned by one pixel
please test and give me feedback

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4618 8ced0084-cf51-0410-be5f-012b33b47a6e
</pre>
</div>
</content>
</entry>
<entry>
<title>This is a "Try to fix" commit, reverted all the changes made by my first commit that could affect texturing, so please everyone with texture problems please test this, also in opengl let the viewport calculations the way they where, opengl can handle any values in the viewport.</title>
<updated>2009-11-02T21:09:48+00:00</updated>
<author>
<name>Rodolfo Osvaldo Bogado</name>
<email>rodolfoosvaldobogado@gmail.com</email>
</author>
<published>2009-11-02T21:09:48+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=8e204c659e1319837525dedef42fe7e32bcb570f'/>
<id>8e204c659e1319837525dedef42fe7e32bcb570f</id>
<content type='text'>
in direct3d this is different, the only valid values are between 0.0 an 1.0 so fix this and let the shader handle the rest.
please test all this and let me know the results.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4494 8ced0084-cf51-0410-be5f-012b33b47a6e
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
in direct3d this is different, the only valid values are between 0.0 an 1.0 so fix this and let the shader handle the rest.
please test all this and let me know the results.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4494 8ced0084-cf51-0410-be5f-012b33b47a6e
</pre>
</div>
</content>
</entry>
<entry>
<title>Some errors in the values passed to e pixel shader caused the menu error, no they are fixed, thanks to LordMark for help me with the testing.</title>
<updated>2009-10-31T13:40:53+00:00</updated>
<author>
<name>Rodolfo Osvaldo Bogado</name>
<email>rodolfoosvaldobogado@gmail.com</email>
</author>
<published>2009-10-31T13:40:53+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=78fa929c707f4a90a98790b3a9c601998db8846f'/>
<id>78fa929c707f4a90a98790b3a9c601998db8846f</id>
<content type='text'>
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4490 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@4490 8ced0084-cf51-0410-be5f-012b33b47a6e
</pre>
</div>
</content>
</entry>
<entry>
<title>fixed z textures, don't know where this is used but a fix is a fix</title>
<updated>2009-10-31T03:35:36+00:00</updated>
<author>
<name>Rodolfo Osvaldo Bogado</name>
<email>rodolfoosvaldobogado@gmail.com</email>
</author>
<published>2009-10-31T03:35:36+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=ec77ba3e99106571cfa70a762bbf570ab459b26c'/>
<id>ec77ba3e99106571cfa70a762bbf570ab459b26c</id>
<content type='text'>
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4486 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@4486 8ced0084-cf51-0410-be5f-012b33b47a6e
</pre>
</div>
</content>
</entry>
<entry>
<title>small code cleanup, and little fixing of errors introduced by mi in my first commit :(</title>
<updated>2009-10-30T04:14:43+00:00</updated>
<author>
<name>Rodolfo Osvaldo Bogado</name>
<email>rodolfoosvaldobogado@gmail.com</email>
</author>
<published>2009-10-30T04:14:43+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=dd7f6f991fa8f8c88ca11688fd22cf33a77ea3f2'/>
<id>dd7f6f991fa8f8c88ca11688fd22cf33a77ea3f2</id>
<content type='text'>
fixed scissor test in direct 3d


git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4480 8ced0084-cf51-0410-be5f-012b33b47a6e
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
fixed scissor test in direct 3d


git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4480 8ced0084-cf51-0410-be5f-012b33b47a6e
</pre>
</div>
</content>
</entry>
<entry>
<title>small code clean up:</title>
<updated>2009-10-25T02:35:21+00:00</updated>
<author>
<name>Rodolfo Osvaldo Bogado</name>
<email>rodolfoosvaldobogado@gmail.com</email>
</author>
<published>2009-10-25T02:35:21+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=227d3638812b486970894d17b887823ab7214bae'/>
<id>227d3638812b486970894d17b887823ab7214bae</id>
<content type='text'>
d3d: remove the depth texture path it will not work so for now only lockable textures were available. i thing the only way will be a use a secondary render target and do a depth pass to mimic depth textures.
opengl: minor cleanup here and there and a possible fix to issue 1509, but not tested because in my system the errors remarked in the issue don't show.
commond: code reorganization an optimization in the pixel shader  generator, trying to understand the tev stages, make some changes to make the generator faster (not much only started for the alpha test and fog).
this changes try start solving the diferences bethen the hardware plugins and the soft plugin.
i hope with i don't brake nothing but please test this a lot.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4465 8ced0084-cf51-0410-be5f-012b33b47a6e
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
d3d: remove the depth texture path it will not work so for now only lockable textures were available. i thing the only way will be a use a secondary render target and do a depth pass to mimic depth textures.
opengl: minor cleanup here and there and a possible fix to issue 1509, but not tested because in my system the errors remarked in the issue don't show.
commond: code reorganization an optimization in the pixel shader  generator, trying to understand the tev stages, make some changes to make the generator faster (not much only started for the alpha test and fog).
this changes try start solving the diferences bethen the hardware plugins and the soft plugin.
i hope with i don't brake nothing but please test this a lot.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4465 8ced0084-cf51-0410-be5f-012b33b47a6e
</pre>
</div>
</content>
</entry>
</feed>
