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GLInterface: Fix VideoSW on linux + OSX (v2)
Conflicts:
Source/Core/VideoBackends/OGL/GLInterface/GLX.cpp
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OGL: Allow inverted depth ranges.
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Merge two cases which should've already been merged.
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Values are saved/loaded as 0,1,2,3,4 but need to be used as 1,2,4,8,16
This was correct for OGL but not D3D
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Fifo: Rewrite SyncGPU
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- Refactored Light Attenuation into inline function in Software Renderer
- Corrected zero length light direction vector to resolve with normal direction (essentially becomes LIGHTDIF_NONE which was what I was after)
- Change the API of this shared function to use points for output variables (degasus)
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- Fixes remaining lighting issues (Mario Tennis, etc)
- Apply same fixes to Software Renderer
- Corrected zero length light direction vector to resolve with normal direction (essentially becomes LIGHTDIF_NONE which was what I was after)
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The new implementation has 3 options:
SyncGpuMaxDistance
SyncGpuMinDistance
SyncGpuOverclock
The MaxDistance controlls how many CPU cycles the CPU is allowed to be in front
of the GPU. Too low values will slow down extremly, too high values are as
unsynchronized and half of the games will crash.
The -MinDistance (negative) set how many cycles the GPU is allowed to be in
front of the CPU. As we are used to emulate an infinitiv fast GPU, this may be
set to any high (negative) number.
The last parameter is to hack a faster (>1.0) or slower(<1.0) GPU. As we don't
emulate GPU timing very well (eg skip the timings of the pixel stage completely),
an overclock factor of ~0.5 is often much more accurate than 1.0
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D3D: Implement Z pokes.
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This reverts commit 9ef1ca4141e8211fce7a2b852b5c58d59393baac.
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This reverts commit 05d60f4fef5fb7377ed1f2f905b48e93926501b3.
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This reverts commit 05f42f94a0442fef64c994cb78f4d621bb1fc7ff.
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I tried to change messages that contained instructions for users,
while avoiding messages that are so technical that most users
wouldn't understand them even if they were in the right language.
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OGL: Rewrite POKE_Z with a draw call
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Rudimentary version of Wii IPC determinism. Ported from my old udpnet branch.
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It's now also merged and it should be faster than the glClear way.
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Fix invalid pointer errors in Burnout 2.
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Only loop through and call getPointers when something has actually
changed.
Worth about 2-4% speedup un SMG over the previous commit.
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Move ownership of cached_arraybases from CPMemory to VertexLoaderManager
to better match it usage.
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We are used to use the texture parameter for all util draw calls,
but AMD seems to have a bug where they use the sampler parameter
of stage 0 if no sampler is bound to the used stage.
So as workaround (and a bit as nicer code), we now use sampler
objects everywhere.
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- FileSearch is now just one function, and it converts the original glob
into a regex on all platforms rather than relying on native Windows
pattern matching on there and a complete hack elsewhere. It now
supports recursion out of the box rather than manually expanding
into a full list of directories in multiple call sites.
- This adds a GCC >= 4.9 dependency due to older versions having
outright broken <regex>. MSVC is fine with it.
- ScanDirectoryTree returns the parent entry rather than filling parts
of it in via reference. The count is now stored in the entry like it
was for subdirectories.
- .glsl file search is now done with DoFileSearch.
- IOCTLV_READ_DIR now uses ScanDirectoryTree directly and sorts the
results after replacements for better determinism.
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Credits go to Galop1n for designing this technique and to BhaaLseN for cleaning up the commit.
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ogl: efb poke merge
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Disable bbox
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Software: Convert most volatile variables to atomics
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This reverts commit 4b2e04b862ef0e5166f1c855148a44bc7c88f381.
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This reverts commit be810eb75038bce43054d9a4443d59c5ddf0be83.
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