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2012-12-24Revert "VertexShaderGen: Fix a shader compilation error.". I'm an idiot :pNeoBrainX
This reverts commit 4d868705fd312adda1649aebe65c6f82adb21c04.
2012-12-24VertexShaderGen: Fix a shader compilation error.NeoBrainX
2012-12-24TextureCacheBase: Fix a potential bug when using custom textures.NeoBrainX
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.
2012-12-17TextureCacheBase: Delete textures completely instead of just invalidating ↵NeoBrainX
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.
2012-12-10PixelShaderGen: Drop some useless and potentially buggy code.NeoBrainX
Thanks to glennrics for noticing.
2012-12-10OSX build fix for the unordered_map/hash_map issue.Glenn Rice
2012-12-10Clean up gcc/g++ compiler warnings that have accumulated.Glenn Rice
2012-12-01VertexShaderManager: Fix redundant shader constant updates.NeoBrainX
Thanks to konpie for spotting this. Might give a fairly perceivable speedup in the D3D11 backend.
2012-11-26Merge branch 'desync-fixes' into movie-fixesrog
2012-11-26what is this even...rog
2012-11-20Enable GFX debugger functionality in Release builds.NeoBrainX
2012-11-19Partially revert "Check if BP and XF changes actually change values before ↵NeoBrainX
flushing". Dolphin code sucks too much to get optimizations. This reverts commit 5a77cae2e3434fa5cbb3710f183328e36620fa5f. Fixes issue 5459. Fixes issue 5606.
2012-11-19Merge branch 'efb_scaling_fixes'.NeoBrainX
2012-11-19Fix some fractional EFB scaling issues.NeoBrainX
2012-11-16Added option to toggle the display of On-Screen Display messages in the ↵XtraFear
Interface tab.
2012-11-16Fix an off-by-one error.NeoBrainX
2012-11-16Remove Renderer::xScale and Renderer::yScale.NeoBrainX
2012-11-16Move ComputeDrawRectangle() to Renderer::UpdateDrawRectangle().NeoBrainX
2012-10-23merge relevant changes from bc61dbdf58a8 in otu0001-desync-fix clonerog
2012-10-20Hey, long time no commits :).rodolfoosvaldobogado@gmail.com
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.
2012-10-04Implement a simple benchmarking mode which logs FPS to a filePierre Bourdon
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).
2012-10-03Move last XFB size from Render to FramebufferManager.NeoBrainX
2012-10-03Minor cleanups.NeoBrainX
2012-09-27Revert "Partially revert revision d511b506120c."NeoBrainX
This reverts commit 08e06b22937fa79db165e5a31dfd4ccf67ef57db.
2012-08-28Update libav code to remove deprecation warnings.Glenn Rice
2012-08-20Use do { ... } while (0) for the *_LOG macrosPierre Bourdon
Without this patch, such code would not compile: if (cond) WARN_LOG(FOO, "msg"); else WARN_LOG(FOO, "msg2");
2012-08-10Revert the recent zcomploc changes including the Graphic_Fixes merge.NeoBrainX
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.
2012-08-07Maintenance.NeoBrainX
2012-08-07Add a sanity check for viewports with zero width/height.NeoBrainX
Fixes issue 5466.
2012-08-06Skipped the ZCompLoc pass if the result can be determined at compile time. ↵skidau
Brings back the speed lost by r146b02615c07.
2012-08-05Fix a typo in the indexed color vertex loaderPierre Bourdon
Patch from konpie: http://forums.dolphin-emulator.com/showthread.php?tid=24658
2012-08-05Replace all of the opcode data read functions by their SSSE3 equivalent, not ↵Pierre Bourdon
only the first one. Patch from konpie: http://forums.dolphin-emulator.com/showthread.php?tid=24658
2012-06-29Removed the offset if the ZCompLoc GREATER or LESS function is used. Fixes ↵skidau
the invisible player in THPS3.
2012-06-27Add a missing Invalidate() call in ~TextureCache(). Fixes a regression from ↵Pierre Bourdon
8bed27a3d1e3 causing textures to load improperly when a game is run two times in the same Dolphin instance
2012-06-20Fix a small bug.NeoBrainX
2012-06-20Minor cleanup.NeoBrainX
2012-06-20Enable texture format overlay on the fly.NeoBrainX
2012-06-20Enable hires textures even when texture dumping is enabled.NeoBrainX
Remove some deprecated code.
2012-06-20Instead of invalidating texcache whenever the graphics configuration dialog ↵NeoBrainX
gets opened, clean up textures on configuration changes.
2012-06-11Remove "Disable Textures".NeoBrainX
2012-06-11Remove "Disable Lighting".NeoBrainX
2012-06-08Fast mipmaps deserves to die!!NeoBrainX
2012-06-02Remove some TODOs.NeoBrainX
2012-06-02OSX build fix for BPStructs. Thanks to pauldacheez for the fix.skidau
2012-06-02Fixed "Failed to compile pixel shader" error when Per-Pixel Lighting is ↵skidau
enabled. Thanks to slmpika for the fix.
2012-05-29Fix changing internal resolution via hotkeys (settings above 1.5x weren't ↵NeoBrainX
accessible anymore before).
2012-05-27Update the viewport when the scissor offset is changedPierre Bourdon
Fixes a bug with Another Code: R that was noticed when gx-optimization was merged.