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2013-09-20Fix stack misalignment issues.comex
- Call ABI_AlignStack even on x86-64. - Have ABI_AlignStack respect the difference in current alignment between the root JIT function, which has a prolog, and ProtectFunction thunks, which do not. This was causing many games to crash on start on OS X. Since this might otherwise mean changing the stack pointer before every call... - Have one prolog/epilog function rather than two (one of which definitely did not do what it was thought to do), and make it actually work like a normal one, so that the stack frame shows up properly in the debugger. There should be no performance impact.
2013-09-18Better fix for issue 6614: ISOProperties should store integer settings for ↵Pierre Bourdon
PHack booleans. INIFile is stupid, please kill it with fire.
2013-09-18Fix loading of the 'projection hack enabled' gameini settingPierre Bourdon
Fixes issue 6614.
2013-09-18[ANDROID] Add two new DriverDetails bugs for Adreno. V45 of the driver has ↵Ryan Houdek
broken shader compilation with UBOs in the shaders, this is most likely fixed with V53 found in the Nexus 5. Add a bug for issue surrounding on screentext and doing a glClear after swap causes screen swizzling and zero frames rendered respectively. On the Java side, pass in the dimensions of the screen swapped since there is an issue with Adreno where it rotates the output 90 degrees for some reason. Disable the GLSL shader cache on Android for now due to the inability to cleanly exit the emulator, this tends to cause the cache to get corrupted. All this together fixes rendering with Adreno 3xx GPUs with driver version v14 and above. In particular my Galaxy S4 still resets with this without the root commands, but my HTC Droid DNA and LG G2 is fine. This must be due to particular 'enhancements' that the Samsung kernel has over the other ones. The speed on Adreno has yet to be optimized, so it will most likely be slow still. Faster than the software rasterizer in any case. The ARMJIT is still broken in at this point, so not much fun can be had.
2013-09-16VideoCommon: fix ogl lighting bug which happens because of NaN emulationdegasus
attn is sometimes very big (eg 1e27), so attn*attn doesn't fit into a float. So the funny part here is: 0.0 * (1e27*1e27) = 0.0 * Inf = NaN As the shader compiler is allowed to change the order of multiplications, this issue isn't fixed completely.
2013-09-14Overlay local gameinis over global gameinis instead of copying.Pierre Bourdon
Huge megacommit because a lot of things needed to be modified to make this possible.
2013-09-14Display warning OSD messages when a game ini is overriding any settings.NeoBrainX
2013-09-14Move TextureDecoder.cl from User to SysPierre Bourdon
2013-09-11VideoCommon: use memcmp to compare shader uiddegasus
2013-09-09videoCommon: also reset logicOp on mode switchdegasus
2013-09-04Move swapModeTable to a local variable, avoids shader uid generation writing ↵Pierre Bourdon
to it
2013-09-04Move LightingUidData to the LightingShaderGen headerPierre Bourdon
2013-09-02Removal of my terrible idea.Ryan Houdek
2013-09-02[Android] Make texture loading/deleting/drawing backend non-specific by ↵Ryan Houdek
making them happen in the backend instead of somewhere else. Just a clean up commit really.
2013-09-01A few more warnings.comex
2013-08-26ogl driverdetails: add flag to disable hacked and pinned memorydegasus
pinned memory is broken for index buffers hacked buffer crashes the amd driver
2013-08-24sync gpu: check disable flag before volatiledegasus
This could be an optimizing as this condition could be moved out of the loop. So we save an atomic load. But I don't know if it matters at all
2013-08-23Merge remote-tracking branch 'remotes/origin/dx9-ssaa-fix'Rodolfo Bogado
2013-08-23Indentation FixRodolfo Bogado
2013-08-24Refactor VideoCommon/OnScreenDisplay.Pierre Bourdon
Use strings internally, use a multimap and std::function for callbacks (instead of a flat vector + loop over the vector to find the right callback type), fix coding style issues. Simplify MainAndroid code a bit.
2013-08-24Add an OSD message when taking screenshots in D3D9/D3D11Pierre Bourdon
Fixes issue 6486.
2013-08-23ogl: rework DriverDetails framework + detect UBO mesa bugdegasus
2013-08-21Typo + Add Lima to the driverdetails.Ryan Houdek
2013-08-21Make us capable of supporting driver specific issues(OSS versus official)Ryan Houdek
2013-08-21Remove some spurious endlines at the end of log messagesPierre Bourdon
2013-08-19pixelShaderGen: also execute alpha test for always fail with late z testdegasus
This should fix issue 6493, but maybe no real issue as this rendering just do nothing
2013-08-17Add an OSD message to remind the user if Shader Debugging is enabledPierre Bourdon
Fixes issue 6497.
2013-08-17Remove a redundant check in the fifo.Ryan Houdek
2013-08-15Merge branch 'master' of https://code.google.com/p/dolphin-emu into dx9-ssaa-fixRodolfo Bogado
2013-08-15Only call SetGenerationMode from BPWritten if the cull mode changed.Pierre Bourdon
Should decrease CPU usage on the GPU thread by a bit in the OGL backend.
2013-08-14Add an option to enable performance queries in gameini files, disable it by ↵Pierre Bourdon
default
2013-08-14Move VideoBackendBase from Common to VideoCommonPierre Bourdon
2013-08-14VertexShaderGen: Cleanup.NeoBrainX
2013-08-12Merge branch 'master' of https://code.google.com/p/dolphin-emu into dx9-ssaa-fixRodolfo Bogado
2013-08-12ShaderGen: Optimize out most function calls for uid generation.NeoBrainX
2013-08-12LightingShaderGen: Use macro magic instead of snprintf. Should fix ↵NeoBrainX
performance problems.
2013-08-12ShaderGen: Static inline everything.NeoBrainX
2013-08-12PixelShaderGen: Optimize shader uid data order.NeoBrainX
2013-08-12VertexShaderGen: Optimize shader uid data order.NeoBrainX
2013-08-12Merge branch 'master' of https://code.google.com/p/dolphin-emu into dx9-ssaa-fixRodolfo Bogado
2013-08-12PixelShaderGen: Do not write depth in pixel shader if depth testing (and ↵NeoBrainX
thus writing) is not enabled. Should improve performance quite a bit in some cases. Fixes issue 6474.
2013-08-11Add the ability to force Dual Source Blending in the configuration file.Rodolfo Bogado
this way everyone can check if their hardware support this feature in dx9
2013-08-09D3D11: Implement zcomploc for hardware supporting D3D 11.0.NeoBrainX
2013-08-07fix lightning for inconsitent configdegasus
It's possible to configure to use the vertex color as lightning source without enabling the vertex color at all. The old implementation will use zero, but it seems to be wrong (prooven by THPS3), more likely is to disable the lightning and just return the global color. This fixes THPS3 on OpenGL, but it isn't verifed on hardware
2013-07-30Make hotkeys for togglign IR, AR, efb copies and fog settings configurable.Rachel Bryk
2013-07-29simplify my last commitdegasus
2013-07-29remove printf in shader uid generationdegasus
2013-07-26[Android] Qualcomm Swap hack isn't needed anymore due to the new ↵Ryan Houdek
StreamBuffer type.
2013-07-27Good Job Windows. Fixes compiling...Ryan Houdek
2013-07-27Remove the broken buffers bug on Mali hardware since it isn't needed anymore ↵Ryan Houdek
using the glBufferData route in the StreamBuffer class.