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path: root/Source/Core/VideoCommon/Src/MainBase.cpp
AgeCommit message (Collapse)Author
2013-10-02Merge branch 'fix-field-ordering'Scott Mansell
Fixes 6387 Closes 6635
2013-04-24Formatting cleanup for VideoCommon.Lioncash
Block braces on new lines. Also killed off trailing whitespace and dangling elses. Spaced some things out to make them more readable (only in places where it looked like a bit of a clusterfuck).
2013-03-01Add documentation to PerfQueryBase interface.NeoBrainX
Remove the config field for perf queries (wasn't used for the new interface anyway). Few other cleanups.
2013-03-01Merge branch 'master' into perfqueries.NeoBrainX
Conflicts: Source/Core/VideoCommon/Src/VideoConfig.h Source/Core/VideoCommon/VideoCommon.vcxproj.filters Source/Plugins/Plugin_VideoDX11/Src/VertexManager.cpp Source/Plugins/Plugin_VideoSoftware/Src/Rasterizer.cpp Source/Plugins/Plugin_VideoSoftware/Src/Tev.cpp
2013-02-26Abort loading states from incompatible graphics backends.Rachel Bryk
2013-02-16Fix OGL perf queries and make them not slow!Jordan Woyak
2012-12-23revert last commit, add CheckInvalidState to VideoBackenddegasus
2012-12-22do only invalid hashes instead of all textures on loadingdegasus
this is a hack, but only the gpu thread is allowed to call ogl commands suggestion: create an unused texture cache, so we can move all textures there
2012-12-21add invalid flag for BPStructs (fix issue 5790)degasus
this flag will be set on loading a state and checked before every rendering.
2012-06-20Enable hires textures even when texture dumping is enabled.NeoBrainX
Remove some deprecated code.
2012-05-26added some missing VideoBackendHardware data to savestates. I think this ↵nitsuja
makes savestates more stable (fewer "GFX FIFO: Unknown Opcode" errors) in dual core mode. also added some extra verification markers around here, to potentially give better info on future version mismatches
2012-05-26fixed some graphics problems with loading savestates (for example, wrong ↵nitsuja
colors on title screen of metroid prime 3)
2012-05-26made savestates synchronous and immediate. this allows saving or loading ↵nitsuja
while the emulator is paused, fixes issues where savestate hotkeys would get ignored if pressed too close together, might speed up savestates in some cases, and hopefully makes savestates more stable too. the intent is to replace the haphazard scheduling and finger-crossing associated with saving/loading with the correct and minimal necessary wait for each thread to reach a known safe location before commencing the savestate operation, and for any already-paused components to not need to be resumed to do so.
2012-03-05This release still fixed the hangs produced by fifo overflow without ↵marcosvitali
sacrifice performance. For example you can test Tutorial moves at the beginning of The last history now is fluid 30/60. Shuffle2: I've delete the hacky line, I think is not necessary anymore. Additional some clean in CommandProcessor. Please test The Last Story and others games affected in the previous commits and give me a feedback.
2012-01-04initialize the uninitializednitsuja
2011-03-16Fix the video software backend. (closes issue 4269)sl1nk3.s
Some warning fixes and cleanup. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7361 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-02-17Big Fifo Commit Part2: Now the fifo is more stable than my first commit, so ↵Marcos Vitali
is time... - ReImplementing Single Core Mode like Dual Core Mode Style. - Stage 1: My goal is, we have the Fifo, CommandProccessor code the more clear, maintenible and documented possible. When I quit dolphin I want any developer can continue with the work only reading the code. * Big Refactoring: A lot of functions was changed the names, and modularized. Now the FifoLoop and CatchUpGPU does not exist, was replaced by RunGpu() and RunGpuLoop(). The general idea is modeling the code like the real HW. The fifo is only a buffer where the Write Gather Pipe write the commands and from the Graphic Processor read these. * Big Clean UP a lot of obsolete code and comments was deleted, like DcFakeWachDog, "Fifo very soon hack", etc. In the stage 2, I will refactoring more code doing emphasis in the division of CommandProcessor, Fifo, Gpu Emulation. Beside I will comment all functions and variables in the code (Don't worry I will ask for English help for this part ;) ) Please test a lot SC mode and DC mode :) Thank you so much for testing always and the patience. I don't like broke your favorite game but... you must believe me this part is very sensible, I only try to contribute for have a better and stable dolphin emulator. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7185 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-02-14Some work on changing comments, log messages, and variable and function ↵Glenn Rice
names to reflect that the plugins are not plugins anymore. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7170 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-02-13- Delete FIFO CriticalSection sFifoCritical for SAVE STATES. With the ↵Marcos Vitali
skid_au last changes that is not necessary anymore. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7162 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-02-10Experimental commit and one fix for my last commit.Marcos Vitali
I think that isFifoBusy bring better sync with VI (video interface) because the CPU emulated threads are waiting for DrawDone in BP Register. So, I do some modifications. 1) Rename "IsFifoBusy" by "isPossibleWaitingSetDrawDone" 2) Only activate isPossibleWaitingSetDrawDone when bFF_GPLinkEnable is true in fifo loop "Inmediate mode" that is because in theory this drawsync function is using in this mode. 3) Deactivate isPossibleWaitingSetDrawDone also in SetFinish in PixelEngine, beside when 32 block is finish. Please regression in yours games thats can bring some FPS more above all with VPS frame limiter ON (Auto, 60, 50, etc). - Fix waiting in AbortFrame(), please test mp1/mp2 is fixed again. Good look! git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7123 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-02-08Paused the video thread while a save state was being created or loaded. ↵skidau
Performed the save state operation after the fifo became idle. Saved the interrupt status of the video thread into the save state. This helps stabilise the save states in dual core mode in games like Super Mario Galaxy. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7112 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-02-02Remove PluginSpecs.h. Merge the few needed enums from that file into ↵Glenn Rice
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
2011-01-31Eliminated the plugin interface. Merged DX9/DX11/OGL video plugins into ↵Jordan Woyak
Dolphin. It could still use a lot of cleanup. Lots of things are still named "plugin". Software renderer is temporarily disabled until it gets some namespaces. I only updated vs08/10, Linux/OSX builds are broken. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6996 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-01-30oops, Fix a wrong comment.sl1nk3.s
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6993 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-01-30Fixed a small threading issue introduced by r6933 causing savestates to ↵sl1nk3.s
always freeze, thanks to artart78 for pinpointing the issue. Properly pause the core when saving/loading savestates, previously we used PowerPC::Pause() and Start() which only update the state but doesn't properly set m_StepEvent and caused random hangs. Fixed hang when creating a savestate while the game was paused or in Frame Advance mode, now the thing works (just remember to press play duh). git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6992 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-01-27Various minor fixes to allow building with clang on OS X.Soren Jorvang
Fixes issue 3992. wxWidgets patch at http://trac.wxwidgets.org/ticket/12332 . git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6929 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-12-19Lock emulation while saving state on all platforms.Soren Jorvang
Fixes issue 2805. Fixes issue 3235. If this causes problems on Windows, just use this intead: #if defined(HAVE_X11) && HAVE_X11 || defined __APPLE__ git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6614 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-12-16Fix an omission from the last commit.Glenn Rice
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6594 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-12-16Merge some state loading stuff to VideoCommon and fixed a crash on Linux ↵NeoBrainX
system when trying to save a state. Credits go to miquelmartos from the forums for the patch ;) git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6593 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-11-18Move some shared gfx plugin code into VideoCommon. Changed "Renderer" class ↵Jordan Woyak
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