| Age | Commit message (Collapse) | Author |
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this flag will be set on loading a state and checked before every rendering.
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colors on title screen of metroid prime 3)
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When a game writes the same value that was already configured to a BP
register, Dolphin previously flushed the GPU pipeline and reconfigured
the internal video state (calling SetScissor/SetLineWidth/SetDepthMode).
Some of these useless writes still need to perform actions, for example
writes to the EFB copy trigger or the texture preload registers (which
need to reload the texture from memory).
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NeoBrainX for the tip.
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Fixes issue 5212.
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- Fixes all (I hope) BBox-related unknown pointer crashes.
- Fixes wrong BBox values with Frame Skip on (and the resulting unknown pointer crashes).
- Fixes a small oversight on the change I made to the ISO Properties dialog.
This should also be a (very very little) bit faster than the previous version.
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Should fix most graphical issues with Paper Mario: TTYD and Super Paper Mario. Fixes issue 360.
Since only those two games seem to require BBox support, and as per ector's suggestion, BBox is only enabled for those two games.
BBoxes and Display List Caches don't get along too well, causing Paper Mario: TTYD to hang during certain effects where BBoxes are used. For now, I disabled DList Cache for the Paper Mario games, hopefully both will be compatible in the future.
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This time, it doesn't break the games i tested, and still fixes
Metroid Prime 3 texts/colors.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7668 8ced0084-cf51-0410-be5f-012b33b47a6e
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Sorry, MP3 users will have to wait a bit longer.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7666 8ced0084-cf51-0410-be5f-012b33b47a6e
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Fixes texts staying visible and strange colors in Metroid Prime 3.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7665 8ced0084-cf51-0410-be5f-012b33b47a6e
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Possibly fixes issue 4340.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7436 8ced0084-cf51-0410-be5f-012b33b47a6e
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7295 8ced0084-cf51-0410-be5f-012b33b47a6e
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simplified a lot, and not all the possible formats are implemented. I tried to use the dynamic-linking feature of shader model 5, but Microsoft's HLSL compiler is broken. "Dynamic mode" is implemented, but disabled for now.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7253 8ced0084-cf51-0410-be5f-012b33b47a6e
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Common.h for now. I am up for suggestions on a better place for those.
Fix frame dumping on linux.
Make sure that on screen messages get cleared between games.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7039 8ced0084-cf51-0410-be5f-012b33b47a6e
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right but is a start.
some tweaks and fixes.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6957 8ced0084-cf51-0410-be5f-012b33b47a6e
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Profiler.{cpp,h} also happened to be the only dupliated
filenames left in Source, the absence of which should make
link-time optimization easier to get working.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6935 8ced0084-cf51-0410-be5f-012b33b47a6e
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and the Naruto series when using the OpenGL plug-in. Thanks to jim.lee for the tip.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6930 8ced0084-cf51-0410-be5f-012b33b47a6e
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to texture for depth formats
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6751 8ced0084-cf51-0410-be5f-012b33b47a6e
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6697 8ced0084-cf51-0410-be5f-012b33b47a6e
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Whatever that means, it fixes that stupid Super Mario Sunshine glitch and possibly lots of other stuff, so test as many glitchy games as possible with this ;)
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6669 8ced0084-cf51-0410-be5f-012b33b47a6e
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* More formats recognition for "Clear Screen" step. Improved the ability handling the alpha channel (% color translucency).
* Related to CPUID detecting:
- Added support displaying correct SysInfo for recent multicore Intel CPUs x86-64 with HT/SMT (Core i3/i5/i7 and Xeon) based on Nehalem architecture.
+ minor and passive changes.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6604 8ced0084-cf51-0410-be5f-012b33b47a6e
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6530 8ced0084-cf51-0410-be5f-012b33b47a6e
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to use virtual functions. (setting stuff up for video plugin merging)
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6433 8ced0084-cf51-0410-be5f-012b33b47a6e
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6354 8ced0084-cf51-0410-be5f-012b33b47a6e
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the video plugins) due to some obvious reasons. Also some fixes to the coding style.
Remove a member variable which I introduced in r5907 although it never actually got used. Restores binary compatibility (at least in that regard) to pre-r5907 video plugins, but breaks any binaries after that :P
Update FIFO watermark tightness recommendations. 1000 is quite a high value I guess, but some people seem to need it.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6060 8ced0084-cf51-0410-be5f-012b33b47a6e
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Princess, as discussed in Xtreme2damax's thread: http://forums.dolphin-emu.com/thread-10638.html. It can be activated in the DX9, DX11, and OpenGL plugin GUI's. Enabling the hack while playing other games besides ZTP will likely have either an undesirable or no(more likely) effect.
The code changes disable the usual pipeline flush for certain BP Writes that occur while the minimap is being drawn in Zelda: twilight princess. This significantly increases speed while in hyrule field. The way this is accomplished is described more in depth on page 42 of Xtreme's thread. Big thanks to Xtreme for doing a great job hosting that thread, and Kiesel-stein for initial work on the hack
Also, I used the resource editor in Visual studio to generate the GUI code for the DX11 plugin, and some code appeared to be removed, although the behavior of the GUI did not seem to change. Hopefully someone more experienced with resource files (forms?) can double check that no code was damaged
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6057 8ced0084-cf51-0410-be5f-012b33b47a6e
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5842 8ced0084-cf51-0410-be5f-012b33b47a6e
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5614 8ced0084-cf51-0410-be5f-012b33b47a6e
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and one problem reading a truncated sram file.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5474 8ced0084-cf51-0410-be5f-012b33b47a6e
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texture used at draw time. Hopefully there will not be a noticable slowdown, thanks to the state caching. Also some minor cleanup. Should fix issues like repeated shadows. TODO: In theory it should have worked without this, so I should investigate why this change was needed.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4815 8ced0084-cf51-0410-be5f-012b33b47a6e
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speed issue int the FIFO loop introduced recently (ZWW was ~20% slower)
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4739 8ced0084-cf51-0410-be5f-012b33b47a6e
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disable it :)
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4662 8ced0084-cf51-0410-be5f-012b33b47a6e
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will break previous save states. Adds decoding single pixels to texture decoder.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4391 8ced0084-cf51-0410-be5f-012b33b47a6e
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Melee. misc tiny things
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4265 8ced0084-cf51-0410-be5f-012b33b47a6e
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hack. Unfortunately this temporarily breaks MSAA (in d3d only) until I have time to fix it.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4263 8ced0084-cf51-0410-be5f-012b33b47a6e
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when turning frameskip off
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4194 8ced0084-cf51-0410-be5f-012b33b47a6e
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cache expiration interval increased.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4165 8ced0084-cf51-0410-be5f-012b33b47a6e
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which the project began. Now we don't have to change it every year :)
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3898 8ced0084-cf51-0410-be5f-012b33b47a6e
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some unknown BPs uncovered, fixed OGL's config dialog bug, added another shader
DSPHLE: Some warning fixes and added some logging for unknown voice cases
Please report if anything has broken.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3884 8ced0084-cf51-0410-be5f-012b33b47a6e
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Found (probably) the cause of load-state crashing Dolphin: BPWrites. Tried to put a CriticalSection around BPWritten but it only causes Dolphin to hang when loading a state. Can someone find why it hangs?
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3873 8ced0084-cf51-0410-be5f-012b33b47a6e
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logs under, cause xfblines was 574.205566)
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3851 8ced0084-cf51-0410-be5f-012b33b47a6e
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3845 8ced0084-cf51-0410-be5f-012b33b47a6e
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git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3838 8ced0084-cf51-0410-be5f-012b33b47a6e
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