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This reverts commit 4d868705fd312adda1649aebe65c6f82adb21c04.
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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
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this flag will be set on loading a state and checked before every rendering.
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them in ClearRenderTargets.
That's what would've been done in the next TCB::Load() call, anyway.
Fixes issue 5742.
Additionally, change efb copies to specify 1 as the number of mipmaps because that makes more sense than anything else.
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Thanks to glennrics for noticing.
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Thanks to konpie for spotting this.
Might give a fairly perceivable speedup in the D3D11 backend.
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flushing". Dolphin code sucks too much to get optimizations.
This reverts commit 5a77cae2e3434fa5cbb3710f183328e36620fa5f.
Fixes issue 5459.
Fixes issue 5606.
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Interface tab.
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So to compensate lets bring back some speed to the emulation.
change a little the way the vertex are send to the gpu,
This first implementation changes dx9 a lot and dx11 a little to increase the parallelism between the cpu and gpu.
ogl: is my next step in ogl is a little more trickier so i have to take a little more time.
the original concept is Marcos idea, with my little touch to make it even more faster.
what to look for: SPEEEEEDDD :).
please test it a lot and let me know if you see any problem.
in dx9 the code is prepared to fall back to the previous implementation if your card does not support the amount of buffers needed.
So if you did not experience any speed gains you know where is the problem :).
for the ones with more experience and compression of the code please test changing the amount and size of the buffers to tune this for your specific machine.
The current values are the sweet spot for my machine.
All must Thanks Marcos, I hate him for giving good ideas when I'm full of work.
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Very useful to compare performance between two builds, check the impact of
a configuration option, etc. FPS log is stored in User/Logs/fps.txt and is
reset each time you launch a game. Only enabled if you check the "Log FPS
to file" option in your graphics settings.
Could be improved a bit: currently logs only every 1s (so you can't really
see small variations), maybe output more infos to the fps.txt like
average/stddev (but Excel/Libreoffice/Google Docs can compute that easily
too).
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This reverts commit 08e06b22937fa79db165e5a31dfd4ccf67ef57db.
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Without this patch, such code would not compile:
if (cond)
WARN_LOG(FOO, "msg");
else
WARN_LOG(FOO, "msg2");
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Reason:
- It's wrong, zcomploc can't be emulated perfectly in HW backends without severely impacting performance.
- It provides virtually no advantages over the previous hack while introducing lots of code.
- There is a better alternative: If people insist on having some sort of valid zcomploc emulation, I suggest rendering each primitive separately while using a _clean_ dual-pass approach to emulate zcomploc.
This reverts commit 0efd4e5c29766ba5f5d22204339637ade9ccec83.
This reverts commit b4ec836aca4392a86b864dc58b1030ca616fe0d5.
This reverts commit bb4c9e2205d4117f48fd4ca50774ee56c28c92e4.
This reverts commit 146b02615c07dd52dddaa18b7e23d09bc23b549e.
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Fixes issue 5466.
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Brings back the speed lost by r146b02615c07.
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Patch from konpie: http://forums.dolphin-emulator.com/showthread.php?tid=24658
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only the first one.
Patch from konpie: http://forums.dolphin-emulator.com/showthread.php?tid=24658
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the invisible player in THPS3.
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8bed27a3d1e3 causing textures to load improperly when a game is run two times in the same Dolphin instance
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Remove some deprecated code.
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gets opened, clean up textures on configuration changes.
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enabled. Thanks to slmpika for the fix.
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accessible anymore before).
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Fixes a bug with Another Code: R that was noticed when gx-optimization was
merged.
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