Commit graph

326 commits

Author SHA1 Message Date
degasus
2c84c32ddc decrease d3d vertex buffer size 2013-03-12 17:48:20 +01:00
Jordan Woyak
f3f89e1d00 Merge branch 'master' into vertex-loader-cleanup
Conflicts:
	Source/Core/Common/Src/CommonFuncs.h
	Source/Core/VideoCommon/Src/VertexLoader.cpp
2013-03-04 15:47:56 -06:00
Jordan Woyak
2b1af36900 Merge branch 'master' into windows-unicode 2013-03-02 15:33:32 -06:00
NeoBrainX
cb1d21c032 PerfQueries: Fix an integer overflow. 2013-03-01 23:57:56 +01:00
NeoBrainX
d1acb0a937 OGL: Fix perf metrics being overcounted when using a non-native internal resolution. 2013-03-01 23:12:41 +01:00
NeoBrainX
5a7bb2abfa D3D11: Port perf queries code to the PerfQueryBase interface.
Remove deprecated PerfQuery methods from RenderBase.
Windows build fix.
2013-03-01 19:30:37 +01:00
Jordan Woyak
dea1e2827d Open std::fstream in a unicode-safe manner. 2013-02-28 19:33:39 -06:00
NeoBrainX
cbf5efe191 Some cleanups.
PE perf metrics officially declared unsupported for the D3D9 project (out of pure laziness, anyone who cares can implement them :P).
2013-03-01 01:31:57 +01:00
NeoBrainX
7682ed22c6 Merge branch 'master' into perfqueries.
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
2013-03-01 01:07:34 +01:00
Jordan Woyak
ea75577278 Use the new UTF-16 conversion function in two places. 2013-02-27 18:02:07 -06:00
Jordan Woyak
6b80e6f83c Tweak Vertex/Index buffer handling a bit. 2013-02-27 01:57:02 -06:00
Jordan Woyak
f1c990069c Yell at the user if they change window size while dumping frames, and some other avi dumping stuff. 2013-02-26 20:47:48 -05:00
Jordan Woyak
db1be085c2 VertexManager cleanup 2013-02-22 01:41:52 -06:00
degasus
76e6085e31 consistently usage of buffer pointers 2013-02-21 12:36:29 +01:00
Jordan Woyak
b7fae1febb Fix my DX11 texture-related failure..
Fixes issue 6026. (probably)
2013-02-20 14:18:21 -06:00
Jordan Woyak
6e6d8af6dd Revert "Don't load level 0 twice for 1-level textures in DX11." and fix it properly.
All backend TextureCaches now load level 0 in CreateTexture.

This reverts commit 294cb165ba.
2013-02-20 05:42:22 -06:00
Jordan Woyak
294cb165ba Don't load level 0 twice for 1-level textures in DX11. 2013-02-19 22:39:28 -06:00
NeoBrainX
19ab5bf50d TextureCache: Fix D3D backends crashing when a game uses multiple 1x1-sized LODs. 2013-02-18 17:14:56 +01:00
Jordan Woyak
d994e56b60 Changes/cleanup to TextureCache::Load and other mipmap related code.
The significant change is what is now line 520 of TextureCacheBase.cpp:
((std::max(mipWidth, bsw) * std::max(mipHeight, bsh) * bsdepth) >> 1)
to
TexDecoder_GetTextureSizeInBytes(expanded_mip_width, expanded_mip_height, texformat);

Fixes issue 5328.
Fixes issue 5461.
2013-02-15 22:56:29 -06:00
NeoBrainX
ed0abc9dc5 Merge branch 'mipmap_fixes'. 2013-02-07 20:40:33 +01:00
NeoBrainX
6870c1fdd5 Fix some potential issues when blending on EFB formats without alpha.
Clean up state transition tables.
2013-02-07 18:01:24 +01:00
lioncash
0ef3bd9c77 Revert "Made several variables/parameters unsigned in the DX9, DX11 and OGL plugins. They make more sense like this (given their names)."
Turns out I was wrong in my previous commit. My bad.

This reverts commit 8743166663.
2013-01-16 15:46:11 -05:00
lioncash
8743166663 Made several variables/parameters unsigned in the DX9, DX11 and OGL plugins. They make more sense like this (given their names).
This also gets rid of some more typecasts in some cases.
2013-01-16 09:42:51 -05:00
NeoBrainX
be706a3977 Disable color writing when alpha test always fails. 2013-01-08 18:56:01 +01:00
NeoBrainX
e979b2d4a2 DX11: Fix a small mistake.
Remove some incorrect and/or confusing comments.

Fixes issue 5251. Thanks to limburgerite :)
2013-01-08 18:16:48 +01:00
Matthew Parlane
e3eebdf591 Fixes swprintf_s issues hopefully.
Also fixed an include not using correct caps.

According to:
http://connect.microsoft.com/VisualStudio/feedback/details/646532
2012-12-23 20:25:11 +13:00
rog
30718230b2 Fix some warnings. 2012-12-06 20:25:07 -05:00
NeoBrainX
4ff9e03509 Merge branch 'efb_scaling_fixes'. 2012-11-19 13:18:57 +01:00
NeoBrainX
a38bb488d2 Remove Renderer::xScale and Renderer::yScale. 2012-11-16 14:29:09 +01:00
NeoBrainX
78031c2d54 Move ComputeDrawRectangle() to Renderer::UpdateDrawRectangle(). 2012-11-16 14:25:49 +01:00
rog
14aa7150d9 Add option for author name for movies. Also, minor cleanup for previous options i've added. 2012-11-14 16:23:20 -05:00
rog
a5d210129d Add an on screen lag counter. 2012-11-11 17:57:06 -05:00
rodolfoosvaldobogado
72cb1734ee Some code cleaning for my last commit.
the amount and size of the buffer is now changed to "new hardware" frienly values and will fall back to the right values if hardware does not support them.
my next commit will be to a branch, with my ogl work.
2012-10-22 19:37:26 -03:00
NeoBrainX
52963584f0 [bugfix] Make sure to specify the correct max lod level. 2012-10-20 21:07:03 +02:00
NeoBrainX
9d5fc3d7f0 [bugfix] Properly decode lod_bias. 2012-10-20 21:07:03 +02:00
NeoBrainX
0706050b74 [cleanup] Vastly clean up backend-specific sampler state logic. 2012-10-20 21:07:02 +02:00
NeoBrainX
069d949a57 [cleanup] TextureCache: Kill the autogen_mipmap parameter 2012-10-20 21:07:02 +02:00
rodolfoosvaldobogado@gmail.com
5230146c73 Hey, long time no commits :).
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.
2012-10-20 10:22:15 -03:00
Pierre Bourdon
8cefcaa94c Implement a simple benchmarking mode which logs FPS to a file
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).
2012-10-04 05:41:02 +02:00
NeoBrainX
035840e7b5 Move last XFB size from Render to FramebufferManager. 2012-10-03 13:44:35 +02:00
NeoBrainX
8f5223d0e6 More cleanups. 2012-10-03 13:44:13 +02:00
NeoBrainX
6e4a61a991 Minor cleanups. 2012-10-03 13:44:04 +02:00
NeoBrainX
ac2ce8b16e Video_DX11: Remove some redundant code. 2012-09-27 18:15:45 +02:00
NeoBrainX
4d8d86bd6a D3D11: Implement some PE pixel performance metrics.
Super Mario Sunshine is using a cool trick: To determine how much goop has been cleaned in ep. 6 of Sirena Beach, it counts the number of pixels that are input to the blending stage. For that it's using the PE performance registers ;)

Fixes issue 1498.
2012-08-26 20:26:10 +02:00
NeoBrainX
08a9c66037 Revert the recent zcomploc changes including the Graphic_Fixes merge.
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 0efd4e5c29.
This reverts commit b4ec836aca.
This reverts commit bb4c9e2205.
This reverts commit 146b02615c.
2012-08-10 20:12:02 +02:00
NeoBrainX
c143e08b9a Recreate screenshot texture whenever the backbuffer resolution changes. Fixes crashes when taking screenshots after changing window size or switching to/from fullscreen mode. 2012-08-07 15:18:10 +02:00
NeoBrainX
1c8cdebc22 Set g_texture_cache to NULL upon shutdown. Fixes a crash introduced in previous commits. 2012-06-21 14:21:16 +02:00
NeoBrainX
cc0523e55b TextureCache: Properly assign texture hashes when EFB to RAM is used without caching.
Fixes issue 5472.
2012-06-20 18:18:21 +02:00
NeoBrainX
8d30ac462a Instead of invalidating texcache whenever the graphics configuration dialog gets opened, clean up textures on configuration changes. 2012-06-20 18:18:05 +02:00
NeoBrainX
b5ad382b07 Fast mipmaps deserves to die!! 2012-06-08 00:22:57 +02:00