Commit graph

8155 commits

Author SHA1 Message Date
Ryan Houdek
34c9a33807 [GLExtensions] Remove AGL GetProcAddress. Change dlsym to using RTLD_NEXT. Enable dlsym fallback for OS X 2014-01-17 16:06:03 +01:00
Ryan Houdek
ca96274936 [GLExtensions] Make sure to link against libdl since we use it to grab GL function pointers in Linux/Android in the case the GLInterface->GetProcAddress fails. 2014-01-17 16:05:57 +01:00
Ryan Houdek
45dfa3a481 [GLExtensions] Missed a couple USE_GLES3 compile time differences. 2014-01-17 16:05:52 +01:00
Ryan Houdek
97dc20d1be [GLExtensions] Pull in all the function pointers for OpenGL 1.1, This removes the need for a couple compile time differences between GL and GLES3 mode. 2014-01-17 16:05:40 +01:00
Ryan Houdek
f308b878b2 [GLExtensions] Oops. Don't just outright disable these helper functions. 2014-01-17 16:05:34 +01:00
Ryan Houdek
cfb8b43b4a [GLExtensions] Don't fail out loading funciton pointers in both ES2 and ES3 modes. 2014-01-17 16:05:25 +01:00
Ryan Houdek
fc1f8291d6 [GLExtensions] Make sure to initialize our function pointers with VideoSoftware as well. 2014-01-17 16:05:07 +01:00
Ryan Houdek
17955fa025 [GLExtensions] Still had a GLEW lib hanging out in the CMake file for the software renderer. 2014-01-17 16:01:49 +01:00
Ryan Houdek
2a8ee1a7ff [GLExtensions] Hopefully fix OS X build. 2014-01-17 16:01:35 +01:00
Jack Frost
f4bd7bdef0 fix windows build
add the GL include (back) to Base.props
use a similar technique to GLX.cpp (by Sonic) in WGL.cpp to get
wglSwapIntervalEXT without the WGLEW check

Conflicts:
	Source/Core/VideoBackends/OGL/OGL.vcxproj
	Source/Core/VideoBackends/OGL/OGL.vcxproj.filters
	Source/VSProps/Base.props
2014-01-17 16:01:17 +01:00
Ryan Houdek
10bd61a9d2 [GLExtensions] Dynamically pull in the GL 1.3 and 1.4 functions as well. 2014-01-17 15:56:54 +01:00
Ryan Houdek
d5a7ea2041 [GLExtensions] KHR_debug on OpenGL ES 3 has a KHR suffix on their function pointers. In Desktop OpenGL there is no suffix. So handle this correctly. Make the GrabFunction macro slightly less evil, so update the init_* to reflect it. Thanks Bh44L for the suggestion. 2014-01-17 15:56:28 +01:00
Ryan Houdek
d093276e93 [GLExtensions] Fix a typo in KHR_debug 2014-01-17 15:56:20 +01:00
Ryan Houdek
a024c515c8 [GLExtensions] Remove glew includes from wgl and agl. 2014-01-17 15:56:04 +01:00
Ryan Houdek
cf8865a6e5 [GLExtensions] Add ARB_buffer_storage to negate at least one null pointer instance. 2014-01-17 15:52:34 +01:00
Ryan Houdek
71681de81a [GLExtensions] Initial code drop for GLExtensions. This drops GLEW entirely from the codebase. This has been tested on Android and Linux+ATI. Of course untested on Windows and Apple. Also untested with Linux + EGL but should be fine there. There are most likely a couple of extensions I'm missing which would result in null pointer runs but not bad for the initial commit.
Conflicts:
	CMakeLists.txt
	Externals/GLew/glew.vcxproj
	Externals/GLew/glew.vcxproj.filters
	Source/Core/VideoBackends/OGL/CMakeLists.txt
	Source/Core/VideoBackends/OGL/GLFunctions.cpp
	Source/Core/VideoBackends/OGL/GLFunctions.h
	Source/Core/VideoBackends/OGL/GLUtil.h
	Source/Core/VideoBackends/OGL/Render.cpp
	Source/VSProps/Base.props
2014-01-17 15:50:51 +01:00
degasus
770485ad04 VertexLoader: don't check for possible range
I(index) < std::numeric_limits<I>::max() is always true, so we don't have to check it
2014-01-16 22:07:48 +01:00
degasus
5eae39766b enable buffer_storage on nvidia 331.38 on linux
it works fine here, and as the VSH is removed, this is the newest driver.
2014-01-16 17:51:38 +01:00
degasus
331af32038 fixup "Remove the ZTP speedup hack"
This fixes revision b49c09c36b
2014-01-16 00:26:49 +01:00
Tony Wasserka
f1adc56a56 Remove vertex streaming hack.
NV has buffer_storage, AMD has pinned memory.
Both are better than that hack which shouldn't ever have been introduced in the first place.
2014-01-16 00:11:12 +01:00
Tony Wasserka
b49c09c36b Remove the ZTP speedup hack. Also remove useless debugging code, and a presumably outdated workaround (which was commented out).
Fixes issue 6875.
2014-01-16 00:11:12 +01:00
degasus
5e5db9fbc6 VideoCommon: cleanup of "components" usage
This "u32 components" is a list of flags which attributes of the vertex loader are present.
We are used to append this variable to lots of vertex generation functions, but some of them don't need it at all.
2014-01-15 16:58:36 +01:00
Pierre Bourdon
a561c436fc Change the default GFX backend from D3D11 to OGL.
Rationale and discussion:
    https://ml.dolphin-emu.org/archives/dolphin-dev/2014-January/000003.html
2014-01-14 21:57:32 +01:00
skidau
8b53385c54 Added a check for a redundant mov in the fastmem writes code.
Fixes issue 6905.
2014-01-13 22:18:19 +11:00
degasus
e00c3ce363 TextureConverter: remove implicit int->float convertion
They was used to check if we're writing to the first or second part of one pixel.
So this is now done with a boolean and a ternary operator.
2014-01-13 12:10:17 +01:00
Scott Mansell
9aff16e7c1 Fix stupid bug in Z16L depth texture efb2ram encoding shader. 2014-01-12 13:32:06 +13:00
Ryan Houdek
e3d103f60c Update some of the comments in DriverDetails.h for drivers that have fixed their bugs. 2014-01-11 07:31:47 -06:00
Ryan Houdek
67f099af33 Enable buffer_storage for Nvidia drivers 332.21 and above. 2014-01-09 12:06:12 -06:00
degasus
95aa977d81 OGL: remove masking from streambuffer
We used this to disable pinned memory for index buffer, but as the detection
was reworked completely, it's just unused code.
2014-01-09 18:52:05 +01:00
degasus
eb310cbd1d VideoCommon: disable efb access + perf querys on cph thread
The usual way to handle this kind of request is to rise a flag which the gpu thread polls.
The gpu thread itself either generates the result or just write zeros if disabled.
After this, it rise another flag which says that this work is done.

So if disabled, we still have the cpu-gpu round trip time. This commit just returns 0 on the cpu thread
instead of playing ping pong...
2014-01-09 18:37:59 +01:00
Pierre Bourdon
45f74840d6 Do not fastmem addresses that were constant propagated 2014-01-09 08:28:45 +01:00
Rachel Bryk
48470a20ca Code cleanup
Move enums for max SI and EXI devices to their respective .h file, and rename them.

Use only those enums in BootManager.cpp. Same thing in Movie.cpp

Change one instance of MAX_BBMOTES to MAX_WIIMOTES in Movie.cpp, since movies do not support balance board.
2014-01-08 20:36:27 -05:00
Jasper St. Pierre
3046d0e701 NetPlay: Sync CPU engine between NetPlay clients/servers 2014-01-08 19:42:02 -05:00
Rachel Bryk
216f4c927a Fix copy and paste error in BootManager.cpp. 2014-01-08 19:37:51 -05:00
Ryan Houdek
b55a4bb087 Slight optimization in the pixel shader. We are using pow(2.0, X) in place of exp2(X). This can be faster in places that don't optimize a pow to a exp2 in this case.
Notice this from here: http://cgit.freedesktop.org/mesa/mesa/commit/?id=847bc36a38d42967ad6bf0492fe90a4892d9d799
Intel Haswell GPU is 24 cycles for POW and 14 cycles for EXP2.
Maybe other GPUs don't optimize this either. Just be safe.
2014-01-08 16:40:31 -06:00
Ryan Houdek
cdf69adcb0 Fix for previous commit. I was supposed to use GL_VERSION, not GL_RENDERER. 2014-01-07 19:35:06 -06:00
Ryan Houdek
d2e62796fc Probe the GL_RENDERER string on Nvidia to grab the driver version. 2014-01-07 18:29:04 -06:00
Ryan Houdek
7acc64eb0a [Android] Reenable the bug for dynamic UBO array member accesses.
Some information on this bug since this isn't quite true.
Seemingly with the v53 driver, Qualcomm has actually fixed this bug. So we can dynamically access UBO array members.
The issue that is cropping up is actually converting our attribute 'fposmtx' to an integer.
int posmtx = int(fpostmtx);
This line causes some seemingly garbage values to enter in to the posmtx variable.
Not sure exactly why it is failing, probably them just not actually converting the float to an integer and just handling the float directly as a integer.
So the bug is going to stay active with Qualcomm devices until we convert this vertex attribute from a float to a integer.
2014-01-07 07:56:30 -06:00
NeoBrainX
55717ed216 D3D: Verbosify an error message. 2014-01-06 10:31:09 +00:00
degasus
e6676b4565 OpenGL: fix scaled efb2ram copys
This fix a regression in revision 687097d4bc because of the wrong order of moving the sampled rect and scaling.
2014-01-05 18:19:17 +01:00
Pierre Bourdon
ed67d1ae2f Fix the Zelda: The Wind Waker heat effect glitch.
Let's talk a bit about this bug. 12nd oldest bug not fixed in Dolphin, it was a
lot of fun to debug and it kept me busy for a while :)

Shoutout to Nintendo for framework.map, without which this could have taken a
lot longer.

Basic debugging using apitrace shows that the heat effect is rendered in an
interesting way:
* An EFB copy texture is created, using the hardware scaler to divide the
  texture resolution by two and that way create the blur effect.
* This texture is then warped using indirect texturing: a deformation map is
  used to "move" the texture coordinates used to sample the framebuffer copy.

Pixel shader: http://pastie.org/private/25oe1pqn6s0h5yieks1jfw

Interestingly, when looking at apitrace, the deformation texture was only 4x4
pixels... weird. It also does not have any feature that you would expect from a
deformation map. Seeing how the heat effect glitches, this deformation texture
being wrong looks like a good candidate for the problem. Let's see how it's
loaded!

By NOPing random calls to GXSetTevIndirect, we find a call that when removed
breaks the effect completely. The parameters used for this call come from the
results of methods of JPAExTexShapeArc objects. 3 different objects go through
this code path, by breaking each one we can notice that the one "controlling"
the heat effect is the one at 0x81575b98.

Following the path of this object a bit more, we can see that it has a method
called "getIndTexId". When this is called, the returned texture ID is used to
index a map and get a JPATextureArc object stored at 0x81577bec.

Nice feature of JPATextureArc: they have a getName method. For this object, it
returns "AK_kagerouInd01". We can probably use that to see how this texture
should look like, by loading it "manually" from the Wind Waker DVD.
Unfortunately I don't know how to do that. Fortunately @Abahbob got me the
texture I wanted in less than 10min after I asked him on Twitter.
AK_kagerouInd01 is a 32x32 texture that really looks like a deformation map:
http://i.imgur.com/0TfZEVj.png . Fun fact: "kagerou" means "heat haze" in JP.

So apparently we're not using the right texture object when rendering! The
GXTexObj that maps to the JPATextureArc is at offset 0x81577bf0 and points to
data at 0x80ed0460, but we're loading texture data from 0x0039d860 instead.

I started to suspect the BP write that loads the texture parameters "did not
work" somehow. Logged that and yes: nothing gets loaded to texture stage 1! ...
but it turns out this is normal, the deformation map is loaded to texture stage
5 (hardcoded in the DOL). Wait, why is the TextureCache trying to load from
texture stage 1 then?!

Because someone sucked at hex.

Fixes issue 2338.
2014-01-05 11:33:15 +01:00
degasus
c42f274e22 OpenGL: use shader 420pack if available to staticly bind ubo location
Bindung locations after compiling a shader stalls the driver. So if we manage not to bind anything after compilation, the lag would be reduced much.
2014-01-05 10:38:45 +01:00
degasus
4fff5ac90d OpenGL: drop UBO-workaround usage for efb2ram shaders
It's just brainfuck to use this workaroung there. Just fetch the uniform location like all other util shaders.
2014-01-05 09:52:26 +01:00
degasus
01351795f0 TextureCache: Warn for invalid custom textures
At the moment, custom textures with:
- invalid mipmap size
- invalid aspect ratio
- non-fractional scaling factors
are allowed. But they can't be loaded fine by the backend, so generate a warning if someone trys to load them.
2014-01-03 14:30:12 +01:00
degasus
0f0a3cc509 ogl: clamp to edge for out of bound efb access
fixes issue 6898

OpenGL defaults are GL_REPEAT, which is even more unlikely than GL_CLAMP_TO_EDGE.
As I can't test the behavoir of the real hardware, I changed it to how it works before,
but I guess just clip the texture makes more sense.
2014-01-03 08:15:19 +01:00
Rachel Bryk
509ec9cc99 Bootmanager.cpp fixes and clean up.
Some settings that bootmanger reads from game ini can be changed while a game is running, so we don't have to revert these back to what they were when starting the game, unless they were actually changed by the game ini.

Fix signed/unsigned warnings that pauldacheez pointed out.
2014-01-02 16:36:06 -05:00
Rachel Bryk
450cacd092 Allow pad settings to be set via game ini. 2014-01-02 13:13:59 -05:00
Ryan Houdek
0faf696be7 Merge Fail. We don't disable BaseVertex on broken pinned memory. 2014-01-01 17:20:09 -06:00
Ryan Houdek
d36355e45c Merge branch 'buffer_storage' 2014-01-01 17:14:35 -06:00
Rachel Bryk
7a818e05ef I've never claimed to be a good coder. 2014-01-01 07:45:20 -05:00
Rachel Bryk
8f34085172 Really fix android build. 2014-01-01 07:39:50 -05:00
Rachel Bryk
777c62c67a Fix android build. 2014-01-01 07:04:30 -05:00
Rachel Bryk
8a765f8749 Allow wiimote source to be set via game ini. 2014-01-01 06:59:01 -05:00
Ryan Houdek
1118226f27 Merge branch 'master' into buffer_storage 2013-12-31 19:18:30 -06:00
Ryan Houdek
8d8b0fc884 Merge branch 'master' into buffer_storage
Conflicts:
	Source/Core/VideoBackends/OGL/Src/Render.cpp
	Source/Core/VideoCommon/Src/DriverDetails.cpp
	Source/Core/VideoCommon/Src/DriverDetails.h
2013-12-31 15:41:50 -06:00
Jasper St. Pierre
34692ab826 Remove unnecessary Src/ folders 2013-12-31 14:03:19 -05:00
Jasper St. Pierre
43e618682e Convert all vcxproj files to UNIX line endings 2013-12-31 14:03:18 -05:00
Jasper St. Pierre
b6ad8bd712 HW: Remove unnecessary "../HW/" in include paths 2013-12-31 14:03:17 -05:00
Jasper St. Pierre
70d4d973f9 TAP_Win32: Remove unnecessary Memmap.h include 2013-12-31 14:00:06 -05:00
Ryan Houdek
6d63db96e9 Disable primitive restart on buggy OS X Intel HD 3000 drivers. 2013-12-30 18:26:55 -06:00
Tony Wasserka
de16b7207c D3D/OGL: Add a TODO noting that we don't support GX_CULL_ALL, most notably required for accurate zfreeze emulation. 2013-12-30 20:37:59 +01:00
Tony Wasserka
3aa0a63fe6 VertexShaderGen: Remove Sonic Unleashed hack. Doesn't seem to be required anymore.
Either way, even if it's still needed for anything, this is not the correct way to fix the issue.
2013-12-30 20:28:07 +01:00
NeoBrainX
3cfa04b5cf VertexShaderManager: Remove a hardcoded projection hack. 2013-12-30 19:26:10 +00:00
Tony Wasserka
bbde075420 Software renderer: Add a zfreeze related TODO. 2013-12-30 20:18:53 +01:00
Ryan Houdek
a5bfdbf6cd Free performance for AMD+Linux. Instead of disabling BaseVertex due to pinned_memory. Just disable pinned_memory for the ELEMENT_ARRAY_BUFFER type which has issues with baseVertex(ELEMENT_ARRAY_BUFFER)+pinned_memory. In my two tests with this, I went from 5FPS to 11FPS in one test, and 2FPS to 6FPS in another. 2013-12-28 08:00:44 -06:00
Ryan Houdek
0b31fc8f52 [buffer_storage] Temporary fix for Android/GLES3 just like how everything else is. Cleanup for this will be in a new branch. 2013-12-28 05:16:39 -06:00
Ryan Houdek
8fdcba0c06 [buffer_storage] Code formatting changes suggested by Bh44L 2013-12-28 05:15:43 -06:00
Ryan Houdek
935e1fdf99 [Android] Enable shader cache. 2013-12-28 04:55:39 -06:00
Ryan Houdek
c8cdc81ce3 [ARM] Implement tw/twi 2013-12-28 04:43:07 -06:00
Ryan Houdek
d8b7f4d73f [Android] Support grabbing OpenGL extensions and a function for checking for support. 2013-12-28 01:08:52 -06:00
Ryan Houdek
e04edd89cc Support grabbing whichever OpenGL mode we are running under from GLInterface. GLES or GL 2013-12-28 00:58:08 -06:00
Ryan Houdek
77ba051361 [buffer_storage] Add the CLIENT_STORAGE_BIT since we access the buffer more frequently on the client side than the server side. That is exactly what the hint is for. 2013-12-27 22:58:36 -06:00
Jordan Woyak
8230da26fe Fixed issue 6245. (ISO Path's "Remove" button not being disabled when it should be) 2013-12-27 17:16:28 -06:00
Jordan Woyak
620bf0b304 Eliminate some Wiimote acceleration logic redundancy.
Yeah, I eliminated a total of 3 LSB of accel data in the process, but no one will notice.
2013-12-27 16:35:11 -06:00
Jordan Woyak
c5695c987b Revert "Reading shake force from calibration rather than a constant"
It didn't make sense. The math was nonsensical. Calibration data was somehow applied twice. I don't even.

This reverts commit 4dad640d5f.

Fixed issue 6702.
2013-12-27 16:00:59 -06:00
Ryan Houdek
d8ceb97a60 [buffer_storage] Require GLEW 1.10 which has the new OpenGL 4.4 methods. Fixes linux build. 2013-12-27 15:37:31 -06:00
Ryan Houdek
ce99921c20 [buffer_storage] Implement ARB_buffer_storage. Disable it for GL_ARRAY_BUFFER due to a bug in Nvidia's drivers that causes black screen with it. 2013-12-27 10:56:03 -06:00
Jordan Woyak
4d1f113ab1 Fix some emulated wiimote turntable stupidness (DJ Hero controller). Happy Christmas!
Fixed issue 6865.
2013-12-25 15:33:33 -06:00
Ryan Houdek
a87e0e7489 Remove our GLU dependency. Fix static zlib 2013-12-23 16:01:34 -07:00
Rachel Bryk
04b87e1dcc Change a PanicAlert to OSD message. 2013-12-23 07:18:28 -05:00
Ryan Houdek
42217fbd75 Fix the extended information status line that shows emulated mhz + idles skipped. 2013-12-21 17:58:04 -06:00
Ryan Houdek
e697d7a2dd [Android] Work around Qualcomm's broken garbage in their v53 drivers. This doesn't fix the issue, just a work around. This is the stupidest issue coming from Qualcomm. Now Dolphin Mobile won't crash immediately, but there are new SPS issues. 2013-12-19 17:30:39 -06:00
Ryan Houdek
945b903499 Work around AMD's broken Linux drivers when it comes to pinned memory and base_vertex usage. It seems that using pinned memory with base_vertex disabled is quicker than the other way around. 2013-12-19 09:40:13 -06:00
Ryan Houdek
a35b62358a [Android] Things fixed in Qualcomm driver v53. GLSL Centroid usage. SHADER_INFO_LOG reporting 0 at all times. Some crazy nonsense that broke the FPS counter. Those are all fixed. glBufferSubData still makes the device do a OOM error, and is still stupidly slow to use. Many more bugs remain in this latest Qualcomm driver. 2013-12-18 22:23:26 -06:00
Ryan Houdek
8c264a3964 In the shader log message, say if the error came from a PS or VS. 2013-12-18 22:21:14 -06:00
degasus
5eab3239bb Jit64: load second operator for double intrutions
SSE do support non-vector instructions, but they _all_ overwrite the dest register
if the src location isn't a register. (wtf?)
So we have to load the src into a temporay register :(
2013-12-17 08:49:06 +01:00
degasus
2fad2a3e88 Revert "Jit64: use AVX instructions in some places"
and the fixes afterwards

This reverts commit ff91789773.
This reverts commit bcefa880e4.
This reverts commit 710a0ff435.
This reverts commit ddaf29e039.
2013-12-17 08:49:06 +01:00
comex
1b617c736c Add a non-tiny warning about CPUs that will silently desync. 2013-12-16 22:41:52 -05:00
comex
d619ccee21 Remove the flawed, unused attempt to manually emulate Gecko codes.
Parsing Gecko codes (in any manner) is much like parsing HTML with regex
- that w̷a̶y̸ l̵i̷e̴s̵ m̴̲a̵͈d̵̝n̵̙ę̵͎̞̼̙̼͔̞͖͎̝s̵̨̬̱͍͓͉̠̯̤͙̝s̷͍̲̲̭̼͍͎͖̤̭̘.  Luckily, with the embedded codehandler.bin,
the monstrosity may remain at only one implementation.  Anyway, removing
the inserted_asm_codes thing probably speeds up the interpreter a bit.
2013-12-16 22:27:13 -05:00
Tony Wasserka
07820aaa9e Software renderer: Add linear interpolation of fog range adjustment factors. 2013-12-16 18:42:46 +01:00
Ryan Houdek
2e1aa64958 [Android] Fix joysticks only capable of right/down movements. Also make it capable of using onscreen joystick even if controller 1 is bound. 2013-12-12 21:24:39 -06:00
Ryan Houdek
d7be993889 Oops, I left a bit being set when it shouldn't have been. 2013-12-12 22:35:05 +00:00
Ryan Houdek
09680ccee6 Small cleanup in the EGL GLInterface. 2013-12-12 22:08:54 +00:00
Ryan Houdek
50df037bb5 [Android] Fix gamepad input. 2013-12-12 14:42:25 -06:00
Ryan Houdek
f9ff0bc55d Have our OpenGL/ES context creation be less stupid. 2013-12-12 12:43:49 -06:00
Ryan Houdek
40b3534319 [Android] Remove the now unused texture loader on the JNI side of things. 2013-12-11 20:09:54 -06:00
Ryan Houdek
0e1e14b3a1 Fix Linux build. 2013-12-11 16:06:19 -06:00
Ryan Houdek
eb3b933dd0 Remove all instances of OpenCL in the Dolphin Project. A brief history of OpenCL in Dolphin. OpenCL was originally added to the Dolphin codebase 1 month after it was released with OS X Snow Leopard in 2009. OpenCL was one of the largest group projects that Dolphin ever has had. The OpenCL texture decoder was originally aded with version 1.0 of the OpenCL spec; This version didn't have the capability of a OpenCL-OpenGL interop which would allow for uploading textures once and have it decoded directly to a OpenGL texure. This was to be worked out when the OpenCL 1.1 spec was released and allowed the interop. This work has never been done, and no one in the team is willing to work on it for various reasons. OpenCL has had the unreasonable expectation that it increases the performance of video games that require a large amount of EFB copies like NSMBW. In reality, enabling OpenCL just put the graphics card in a higher power mode which increased the game speed. This is due to the unfortunate effect of Dolphin tending to not push GPUs out of their lower frequency power savings modes. Thanks to everyone that had contributed to the OpenCL texture decoder. 2013-12-11 15:15:55 -06:00
Tony Wasserka
c9d9081bf9 Use less brain damaged names for DLCache and TextureDecoder. 2013-12-11 20:35:12 +01:00
Lioncash
e0aa674c72 Minor const-correctness for some functions in FifoPlayer and some AudioCommon headers. 2013-12-11 08:43:58 -05:00
comex
101bded6b3 Oops, don't use -lrt on Android either. 2013-12-10 16:35:44 -05:00
comex
eaacf10f71 Fix an idiotic race condition when starting games in multiple Dolphin instances at the same time on Unix.
MemArena mmaps the emulated memory from a file in order to get the same
mapping at multiple addresses.  A file which, formerly, was located at a
static filename: it was unlinked after creation, but the open did not
use O_EXCL, so if two instances started up on the same system at just
the right time, they would get the same memory.  Naturally, this caused
extremely mysterious crashes, but only in Netplay, where the game is
automatically started when the client receives a broadcast from the
server, so races are actually quite likely.

And switch to shm_open, because it fits the bill better and avoids any
issues with using /tmp.
2013-12-10 16:20:52 -05:00
degasus
2d8515c0cf VideoCommon: remove outdated copy of OGL::VertexManager::vFlush 2013-12-09 23:49:09 +01:00
degasus
134c89ef98 OpenGL: disable shader cache when ShaderDebugging is enabled
fixes 6859
2013-12-09 16:45:20 +01:00
degasus
42619c1d2d Merge branch 'ogl-tex2d'
Conflicts:
	Source/Core/VideoBackends/OGL/Src/TextureConverter.cpp
2013-12-09 13:04:14 +01:00
degasus
687097d4bc OGL: use integer uniforms for efb2ram texture converter 2013-12-09 12:33:50 +01:00
Chanwoong Kim
c405d92c41 fixed issue 6852. 2013-12-07 16:07:47 +09:00
Ryan Houdek
4867937355 Add Read16/Read8 to the CBlobBigEndianReader so the key check is reading 8bit from the correct location to determin which key to use. Also change check to == 1 as suggested in the IRC channel on first implementation. Potentially fixes 6852. 2013-12-06 20:40:12 -06:00
Ryan Houdek
14d9802ea4 Oops. Fix a typo in the DriverDetails change. 2013-12-06 12:18:20 -06:00
Ryan Houdek
faf8792351 Support OS specific bugs in our DriverDetails. 2013-12-05 09:32:27 -06:00
degasus
2cbefa2905 PixelShaderManager: clear s_bViewPortChanged flag
This flag wasn't cleared at all, so we set our constants dirty every time...

This could fix some performance regressions because of revision 6798a4763e
2013-12-03 09:37:45 +01:00
degasus
edc879ce48 OpenGL: fix crash in revision 95aeedec19
Real xfb didn't provide any read_stride, so there is a division by zero.

This commit calculates the correct read_stride for real_xfb, so there is also no hack for texture vs xfb needed.
2013-12-03 00:09:37 +01:00
Ryan Houdek
7bdd8191db Merge branch 'master' into android-new-control-input-overlay
Conflicts:
	Source/Android/src/org/dolphinemu/dolphinemu/settings/video/VideoSettingsFragment.java
2013-11-29 21:27:17 -06:00
Ryan Houdek
49eef423a8 [Android-overlay] Add the new overlay icons. Support configuring them. Disable hardfloat since it has issues since Dalvik doesn't understand passing floats due to ABI differences. 2013-11-29 18:37:33 -06:00
degasus
69137cff4c Merge X11+D3D FreeLook feature into DolphinWX
This removes the redundant code and also implements this feature for OSX and Wayland.
But so it's dropped for non-wx builds...

imo DolphinWX still isn't the best place for this, but now it's in the same file as all other hotkeys. Maybe they'll be moved to InputCommon sometimes at once ...
2013-11-29 06:09:54 +01:00
degasus
95aeedec19 OpenGL: readback efb2ram with different strides at once
This is done with a pixel buffer object. We still have to stall the GPU, but
we only do it once per efb2ram call.
As the cpu can't access the vram, it has to queue a memcpy for the gpu and
wait for the gpu to finish this copy. We did this for every cache line which
is just stupid. Now we copy the complete texture into a pbo and readback this
at once. So we don't have to wait for lots of round-trip-times.
2013-11-26 20:05:49 +01:00
degasus
1138c2e155 OpenGL: reset EFB after efb2ram FB initialization 2013-11-26 04:07:59 +01:00
Ryan Houdek
db9c586356 Revert "jit: change our linking module to be able to handle arbitrary exit addresses"
This shouldn't cause issues, but does in Windows. Revert for now.
This reverts commit 1aa06b8fa4.
2013-11-25 16:56:04 -06:00
degasus
0b4cb2e15f OpenGL: split real xfb + efb2ram framebuffers 2013-11-25 22:27:11 +01:00
Ryan Houdek
7718c9959e [Android-overlay] Multiple physical gamepad support. 2013-11-25 10:58:05 -06:00
degasus
11973d31c1 TextureConverter: remove WriteIncrementSampleX 2013-11-25 17:11:41 +01:00
Ryan Houdek
421fd0e16e Fix OpenGL ES 3. 2013-11-25 15:36:24 +00:00
degasus
64a1969e36 TextureConverter: fix scoping 2013-11-25 16:34:08 +01:00
degasus
2a2f2fd4eb TextureConvertion: merge Write*Swizzler 2013-11-25 16:19:08 +01:00
Ryan Houdek
9dbb262aab Fix for OpenGL ES 3. 2013-11-25 15:11:06 +00:00
degasus
6750a81972 TextureConverter: Use integer math for swizzling
also move int(efb_coord) -> float(ogl_fb_coord) into WriteSampleColor
2013-11-25 15:49:13 +01:00
degasus
bcb31b09d3 TextureConverter: Use gl_FragCoord instead of uv0 2013-11-25 15:01:18 +01:00
degasus
a289e0604f TextureConverter: remove D3D9 foo
This file is in VideoCommon, but as D3D11 doesn't use it and D3D9 is dropped, it's time to clean up.
2013-11-25 14:53:44 +01:00
degasus
454e1dd9a2 OpenGL: attributeless rendering for efb2ram
This wasn't as easy as we now have to cache also the uniform locations.
2013-11-25 13:03:35 +01:00
degasus
6ed3f82aff OpenGL: attributeless rendering for postprocessing 2013-11-25 12:36:17 +01:00
degasus
38fe05b1df OpenGL: attributeless rendering in emulate format changes
only cleanup
2013-11-25 12:27:54 +01:00
degasus
dd0b74ac15 OpenGL: cleanup efb2tex
Also use attributeless rendering. But we need the src rect, so set it by uniform.
If there is a slowdown here (I doubt as the driver likely has a fast path to update uniforms)
then we should check if this rect changes and only then update the uniform.
2013-11-25 12:19:34 +01:00
degasus
b93756df87 OpenGL: drop texture_rect hack
Everything is moved to texture2d (but often in a hacky way), so we don't need this global hack any more.
2013-11-25 09:05:50 +01:00
degasus
afcf0e65d1 OpenGL: fix emulate format changes for texture2d 2013-11-25 08:59:04 +01:00
degasus
146e435009 OpenGL: fix efb2ram for texture2D
This was hacky as hell. Our efb2ram shader generator is just freaked out.
2013-11-25 08:56:01 +01:00
degasus
b904d56036 OpenGL: fix efb2tex for texture2d 2013-11-25 08:43:55 +01:00
degasus
1a3e790d9e OpenGL: fix xfb for texture2d 2013-11-25 08:38:00 +01:00
degasus
e8f23af10b OpenGL: always use texture2d as efb 2013-11-25 08:32:41 +01:00
degasus
230e12ae8c OpenGL: also remove VAO from xfb convertion
We use attributeless rendering, so officially we have to bind _any_ VAO.
As the state of this VAO doesn't matter, we don't have to switch it.

Also fix an AMD issue as they don't like to render from an empty VAO.
2013-11-25 07:38:20 +01:00
Ryan Houdek
da3eef1019 Fix the issue with COLOROUT not being defined anymore. Fix a issue where Mali shader compiler is idiotic in finding an overload for the mix function. 2013-11-25 00:06:29 +00:00
Ryan Houdek
cb3dd6b94b Merge branch 'master' into android-new-control-input-overlay 2013-11-24 17:10:24 -06:00
Ryan Houdek
2c09e8fc5a [Android] Enable hard-float support. Requires Android NDK r9b. 2013-11-24 16:43:53 -06:00
Ryan Houdek
ba18f38e70 Merge branch 'master' into android-new-control-input-overlay
Conflicts:
	Source/Android/res/values-ja/strings.xml
	Source/Android/res/values/strings.xml
	Source/Android/src/org/dolphinemu/dolphinemu/AboutFragment.java
	Source/Android/src/org/dolphinemu/dolphinemu/emulation/EmulationActivity.java
	Source/Android/src/org/dolphinemu/dolphinemu/folderbrowser/FolderBrowser.java
	Source/Android/src/org/dolphinemu/dolphinemu/gamelist/GameListActivity.java
	Source/Android/src/org/dolphinemu/dolphinemu/settings/video/VideoSettingsFragment.java
2013-11-24 16:12:00 -06:00
Ryan Houdek
f292819ff5 [Android] Due to recent changes in code breaking Tegra 4 support, and also the upcoming code which will be breaking GLES2 support entirely. Taking the initiative to drop the remaining support code from the codebase in preparation for the upcoming changes. For a look at how Dolphin on Tegra 4 looked like prior and would not have been able to be fixed at all due to Tegra 4 not supporting the precision we need in our shaders; Look at this Youtube video http://youtu.be/Ga7Jc_Ote7U 2013-11-24 15:49:23 -06:00
Ryan Houdek
f6f2b1fc60 [Android-overlay] Support multiple gamepads with touch screen controls. 2013-11-24 15:04:53 -06:00
degasus
d410fe7c96 OpenGL: cleanup yuv2rgb (real xfb) workflow
We neither scale nor render from subimages, so we by using gl_Position, we don't have to generate _any_ vertices for this converting.

Also remove the glTexSubImage optimization as every driver does it when needed. But there are some workflows (eg on APU) where it's better to realloc this texture instead of a second memcpy or stall.
2013-11-24 15:56:50 +01:00
Scott Mansell
12741f6406 Add comments for anybody attempting accuracy improvements in the future. 2013-11-25 01:30:53 +13:00
Scott Mansell
b5bd2ba847 OpenGL: Enable filtering for EFB to Real XFB copies.
This fixes Real XFB Jaggies in OpenGL on games which use yscaling, such
as most PAL games.

This fixes the last of the "Real XFB Macroblocking" issues for opengl,
see issue #6503
2013-11-25 01:11:42 +13:00
Ryan Houdek
6f73162df4 [ARM] Implement the Acid test in the JIT core. This test is currently broken in JIT64 since it uses cr instead of cr_fast. 2013-11-24 10:51:07 +00:00
Scott Mansell
e6b35642df Fix Desktop GLSL versions in the recent changes.
Seems OpenGL ES 3 Requires you must have an lod argument, while Desktop
versions require you must not have a lod argument if you are using a
Sampler2DRect (which doesn't do Mipmapping).
2013-11-24 22:48:10 +13:00
Ryan Houdek
531f840720 Fix OpenGL ES 3 in the recent changes. texelFetch doesn't require the lod argument in desktop GLSL versions, but in GLSL ES 3 it is a required argument. 2013-11-24 07:45:42 +00:00
degasus
994426b3dc Opengl: fix real XFB sample positions
(0,0) and (1,0) aren't accurate xfb sample positions. This fixes the image shift to the left and some blocking on higher IR.
2013-11-24 05:39:40 +01:00
Scott Mansell
eef2cddfd7 Opengl: Fix opengl realxfb "macroblocking"/bluring issue.
YUYV textures should NEVER be interpolated/filtered in RGB colour space.
Use TexelFetch to always fetch an actual texture sample.

issue 6503
2013-11-24 17:15:11 +13:00
degasus
09f4439d0c VideoCommon: reorder cbufid in orderer. We've used once two times 2013-11-24 04:43:54 +01:00
degasus
7d58278b67 Merge branch 'efb2tex_alpha' 2013-11-24 04:02:38 +01:00
degasus
2bf7379a7f D3D: also fix MAX_COPY_BUFFERS
the D3D backend caches the colmat buffers. As we've created more different colmats, the maximum of this matrices must also be updated.
2013-11-24 04:00:12 +01:00
Matthew Parlane
0a31255943 Unused arguments removed from XFBSource::Draw
Thanks neo.
2013-11-24 11:33:43 +13:00
Scott Mansell
43d1678fb2 Dynamically allocate color textures.
Saves ram when the video software backend isn't being used.
2013-11-24 00:52:17 +13:00
Scott Mansell
afe47ff847 Increase res of color texture to match PAL Super Smash Bros: Brawl
The pal version of SSBB has a 640x568 xfb, which is larger than the efb.
Increase the size of the static textures and put in some runtime checks
to prevent buffer overruns.
2013-11-24 00:15:08 +13:00
Scott Mansell
e720ea7837 Remove c++11 feature so VC2010 can be happy. 2013-11-23 23:44:05 +13:00
Scott Mansell
786e49ed48 Merge branch 'master' into videosoftware-xfb
Conflicts:
	Source/Core/VideoBackends/Software/Src/EfbCopy.cpp
	Source/Core/VideoBackends/Software/Src/SWRenderer.cpp
	Source/Core/VideoBackends/Software/Src/SWRenderer.h
	Source/Core/VideoBackends/Software/Src/SWVideoConfig.cpp
	Source/Core/VideoBackends/Software/Src/SWmain.cpp
2013-11-23 23:20:45 +13:00
Tony Wasserka
672fa65ee7 OpenGL: Enable pinned memory even for index buffers (works for me). Big-ish speedup on AMD GPUs for streaming intensive games. 2013-11-22 18:09:52 +01:00
skidau
efeb0096c9 Changed the DSP ROM warning from a panic alert to an on-screen message. 2013-11-22 14:55:25 +11:00
degasus
b0a83c9aaa VideoCommon: don't read alpha from efb which don't have alpha
This fixes issue 6788
2013-11-22 04:50:33 +01:00
Ryan Houdek
ea9ac07ec9 Merge branch 'master' into jit_exit_addresses 2013-11-21 21:17:58 -06:00
Tillmann Karras
ff91789773 Jit64: really fix fmrx regression
This is more tricky than I thought!
2013-11-21 05:31:55 +01:00
degasus
011fe86d01 jit64: add regcache option IsBound
Lots of x86 instructions are different on memory vs registers.
So to generate code, we often have to check if a ppc register is already bound to a x86 register.
2013-11-21 05:16:58 +01:00
Tony Wasserka
286b6110f1 Revert "Handle BP mask register better to avoid useless BP writes (causing flushes)"
This reverts commit 954be9e2d9.

Fixes issue 6826.
2013-11-20 22:53:10 +01:00
Tillmann Karras
bcefa880e4 Jit64: fix fmrx regression
Revision ddaf29e039 introduced a register
corruption bug (#6825). Since fmrx/MOVSD only modifies ps0 but we save
both ps0 and ps1 in one xmm register, not loading the previous value
when binding to a x64 register trashed ps1.

But hey, a good opportunity to shave off one more instruction ;)
2013-11-20 21:30:49 +01:00
Ryan Houdek
ae11fba069 [Android] Make joysticks less dumb from a configuration standpoint. 2013-11-18 14:48:08 -06:00
comex
4f13f6ecaa "warning fixes" commit introduced warnings; fix them. (And I refuse to use PRI macros.) 2013-11-18 14:34:21 -05:00
Tillmann Karras
b863e40677 Merge branch 'ppc_fp' 2013-11-18 19:31:09 +01:00
Matthew Parlane
e805bf6068 Only add real HID devices to HID list. 2013-11-17 21:14:22 +13:00
Matthew Parlane
b372f97675 Imagewrite.cpp had same problem.
I hate windows :(
2013-11-17 11:30:05 +13:00
Matthew Parlane
f4a1f183b9 std::string can't be passed to ... format. 2013-11-17 11:28:11 +13:00
Matthew Parlane
ea3990a41b Don't pass char* to std::string.
Windows was fine with this :(
2013-11-17 11:25:12 +13:00
Matthew Parlane
33d8166620 Use IOFile for TextureToPng to support non-ascii
Changed save texture/screenshot uses to std::string
Removed unneeded new/delete calls when dealing with temp data.
2013-11-17 11:14:38 +13:00
Lioncash
cce869ae01 [Core] Fix a mismatched dealloc in Render.cpp in the OGL backend. Should be delete[] 2013-11-16 17:05:51 -05:00
Ryan Houdek
4a9c8e6f55 Change software rasterizer screenshot code due to change in api just now. 2013-11-16 15:37:40 -06:00
Matthew Parlane
71d70d896f Api was too confusing for people. 2013-11-17 10:34:34 +13:00
Ryan Houdek
2025f00f88 Woops, vim copy and paste issue with a double include. 2013-11-16 09:41:01 -06:00
Ryan Houdek
e8a4cc0f71 Screenshot capability of Software rasterizer for feature completness. 2013-11-15 22:08:08 -06:00
Matthew Parlane
3a13dfdd9b [OGL] Textures now save to PNG not TGA 2013-11-16 15:59:59 +13:00
Ryan Houdek
15bb974224 [Android] Add screenshot nativelibrary function. 2013-11-15 17:32:50 -06:00
Ryan Houdek
b9d7bb9012 [Android] Broken UBOs has been fixed in Adreno driver v53, so update the comment in DriverDetails.h. Also enable dynamic UBO array member access with that version since there is a high chance of it being fixed. Dynamic UBO member access is commonly noticed with character models being terrible looking. 2013-11-15 16:51:07 -06:00
Ryan Houdek
0e415467c4 [Android] Spawn a message if someone's phone doesn't support NEON. NEON is a requirement for Dolphin Mobile on ARM, CPU core will crash without it. 2013-11-15 14:17:47 -06:00
Matthew Parlane
c712fb7356 Fix introduced ImageWrite warning. 2013-11-15 17:58:57 +13:00
Jordan Cristiano
714633f311 Fixed console commands not registering. Code cleanup. 2013-11-14 22:23:55 -05:00
Ryan Houdek
117bf435b0 Fix GUI-less build. Also potentially OS X. We now require libpng due to our screenshot code relying on it now. WXWidgets links in libpng by itself so it isn't noticed in a wxwidgets build. OS X seems to not have libpng linked in from wxWidgets so just link in libpng at all times. 2013-11-15 01:09:38 +00:00
Matthew Parlane
ba71cdcc51 Goto crosses initialization error.
Sorry.
2013-11-15 13:05:03 +13:00
Matthew Parlane
033ed9477e Reworked Screenshot saving.
Now OGL doesn't rely on WX for PNG saving.
FlipImageData supports (pixel data len > 3) now.
TextureToPng is now in ImageWrite.cpp/h
Video Common depends on zlib and png.
D3D no longer depends on zlib and png.
2013-11-15 13:00:38 +13:00
Ryan Houdek
feedee5c23 [Android-overlay] Support touch screen axises in native. Have a non-configurable main joystick on screen at this point. 2013-11-14 15:18:33 -06:00
Jordan Cristiano
2703cae8d3 Fixed ZComploc and Zfreeze values being incorrectly saved. 2013-11-14 03:15:03 -05:00
Jordan Cristiano
0fced651a5 More warning fixes, OSX build fix. 2013-11-14 03:11:40 -05:00
Matthew Parlane
7e9b970240 Use libpng for saving images.
TODO: Needs threading done similiar to OGL backend.
Fixes issue 6779.
2013-11-14 21:02:49 +13:00
Jordan Cristiano
c3069eda28 build fix 2013-11-14 02:27:53 -05:00
Jordan Cristiano
39a4d4329d more warning fixes 2013-11-14 02:19:15 -05:00
Matthew Parlane
ca5b3b4773 atlbase not needed. Interim fix until I get png done. 2013-11-14 18:10:39 +13:00
Ryan Houdek
1942d79c5b [Android-overlay] Had the action reversed. 2013-11-13 16:36:30 -06:00
Ryan Houdek
2a23bdde6f Merge branch 'master' into android-new-control-input-overlay
Conflicts:
	Source/Core/DolphinWX/Src/Android/ButtonManager.h
2013-11-13 16:17:42 -06:00
Ryan Houdek
63a9dff3bb Windows requires memory to be included to use unique_ptr 2013-11-13 12:51:49 -06:00
Ryan Houdek
652ef24a2e Remove our two instances of auto_ptr and replace it with unique_ptr. auto_ptr has been deprecated. 2013-11-13 11:44:04 -06:00
Matthew Parlane
7b53574b68 Support texture and screenshot dumping using WIC, no XP support. 2013-11-14 00:48:02 +13:00
Matthew Parlane
abc3bddb54 Revert "D3D: Reintroduce depencency on D3DX11 because it's the most straightforward way to bring back some broken features."
This reverts commit a83c239765.
2013-11-14 00:34:09 +13:00
Jordan Cristiano
f96e9e1ae4 warnings and code formatting 2013-11-13 04:03:46 -05:00
Tillmann Karras
038ffea369 Jit64: don't flush clean FPRs 2013-11-13 08:03:18 +01:00
Tillmann Karras
288bef2807 x64: add small warning if CPU has SSE2 but not DAZ 2013-11-13 06:26:57 +01:00
degasus
d78c8c21a2 jit64: enable fp instructions faddx fsubx fdivx fdivsx
all of them are now accurate enough as we handle non-ieee floats correctly
2013-11-13 06:26:50 +01:00
Tillmann Karras
cd069fdce1 Interpreter: software-based flush-to-zero
bDAZ is now called bFlushToZero to better reflect what it's actually
used for.

I decided not to support any hardware-based flush-to-zero on systems
that don't support this for both inputs _and_ outputs. It makes the code
cleaner and the intersection of CPUs that support SSE2 but not DAZ
should be very small.
2013-11-13 06:24:58 +01:00
Tillmann Karras
466a7afde3 Interpreter: support non-IEEE mode emulation
v2: fix fxsave on visual studio, thx @ rodolfo for this patch
2013-11-13 06:24:57 +01:00
Tillmann Karras
710a0ff435 Jit64: don't unnecessarily load registers 2013-11-13 06:16:24 +01:00
Tillmann Karras
ddaf29e039 Jit64: use AVX instructions in some places 2013-11-13 06:15:56 +01:00
Tillmann Karras
ae86850a78 x64: support VEX opcode encoding
and add some AVX instructions
2013-11-13 06:12:23 +01:00
Tillmann Karras
22b47d5b9c Jit64: Fix and re-enable psq_l for W=1
Patch by konpie:
https://forums.dolphin-emu.org/Thread-code-bug-report-based-on-3-0-735
2013-11-13 05:58:28 +01:00
Tillmann Karras
6054129df8 x64: detect FMA support 2013-11-13 04:46:34 +01:00
Tillmann Karras
2fecb033be Jit64: micro-optimize ps_sel
Adapted from a patch by konpie:
https://forums.dolphin-emu.org/Thread-code-bug-report-based-on-3-0-735
2013-11-13 04:45:43 +01:00
Tillmann Karras
6f5650f82e Fix Bluetooth warnings 2013-11-13 04:01:24 +01:00
Tillmann Karras
268bdf19ce Fix format string warnings 2013-11-13 04:01:16 +01:00
Ryan Houdek
39ad5a2f7a Disable Fastmem on JIT64IL. JIT64IL is completely incompatible with Fastmem and doesn't need it since it has its own way to speed up memory accesses. This fixes the JIT64IL core, which I totally didn't break but was blamed for. 2013-11-12 19:37:09 -06:00
Ryan Houdek
7c1ac441f6 Redo 'Fixes GCC 4.9 compilation. It now supplies its own _mm_shuffle_epi8 intrinsic.' This time with support for Windows. 2013-11-12 16:34:56 -06:00
Rachel Bryk
0f94652952 Disable wiimote source selection while netplay is running. 2013-11-12 04:16:51 -05:00
Ryan Houdek
a72b3ca20c [ARM] Don't leave my test code in the JIT core. 2013-11-12 04:22:42 +00:00
Ryan Houdek
56557c845a [ARM] Fix NEON emitter encodings. 2013-11-12 01:01:54 +00:00
Ryan Houdek
68ba0f7f4e Add a comment to the magic value reading location. 2013-11-11 17:17:49 +00:00
Chanwoong Kim
22fef0da9b Fixed a bug that incorrectly recognized as 'GameCube'. when you open the Korean Wii Disc, which is re-encrypted with a common-key(g_MasterKey). 2013-11-12 01:05:30 +09:00
Ryan Houdek
d1de336879 [ARM] More NEON emitters. 2013-11-11 01:47:05 +00:00
Jordan Cristiano
3a28afd8d5 Changed thread barrier and event to use a lamba wait predicate instead of a functor. 2013-11-10 04:57:11 -05:00
Ryan Houdek
e013a74cdb [ARM] More NEON emitters. 2013-11-10 05:02:32 +00:00
Tony Wasserka
22f727cc69 D3D: Use D3DX11 for taking screenshots. 2013-11-10 00:22:35 +01:00
Tony Wasserka
0b02880b76 Revert "Be less dumb."
Revert "Actually, filename really does need to be a parameter because of some random debug thing."
Revert "fix non-HAVE_WX case"
Revert "Handle screenshot saving in RenderBase.  Removes dependency on D3DX11 for screenshots (texture dumping is still broken)."

This reverts commits 00fe5057f1, 74b5fb3ab4, cd46138d29 and 5f72542e06 because taking screenshots in D3D still crashed for me so there was no point in the code changes (which I found ugly anyway).
2013-11-10 00:22:33 +01:00
Tony Wasserka
3de2ee5d46 D3D: Use D3DX for texture dumping. 2013-11-10 00:22:31 +01:00
Tony Wasserka
a83c239765 D3D: Reintroduce depencency on D3DX11 because it's the most straightforward way to bring back some broken features.
The Dolphin development team is incapable of providing sufficient replacement for its previous usage in Dolphin and the advantages of dropping the dependency do not justify the removal of screenshots and texture dumping.

From now on, d3dx11.h, d3dx11async.h, d3dx11core.h and d3dx11tex.h are required to be stored somewhere in the header include path. I don't know if this is the case for anyone else than me, but I can't really say that I care after having people randomly merge unfinished branches into master.
2013-11-10 00:18:03 +01:00
degasus
8923968b47 Revert "VideoCommon: create native texture pool"
This reverts commit 6cece6b486.

In fact, there was a _huge_ speedup on lots of games (mostly on nvidia+ogl), but there are some crashes on D3D.
I have to fix this crash and then I'll commit something like this again :-)

Conflicts:
	Source/Core/VideoCommon/Src/TextureCacheBase.cpp
2013-11-07 21:16:36 +01:00
Shawn Hoffman
33d56f50a4 Re-plumb window handle to the dsound backend.
Reverts parts of commit 71c01d83ab614b9e0c421d03ca694713dbabff48.
Fixes issue 6800
2013-11-07 09:24:56 -08:00
degasus
ea2d8bf328 VideoCommon: fix custom textures
This fix a regression by revision 6cece6b486

delete pointer must not do anything if pointer==NULL.
2013-11-07 15:55:34 +01:00
Lioncash
c33036aa01 Fix the filter for some files in the Core VS project related to the JitIL. They were in the root of the project. They should actually be in their own filter named JitILCommon. 2013-11-07 01:33:32 -05:00
degasus
1aa06b8fa4 jit: change our linking module to be able to handle arbitrary exit addresses
And also do this for all JIT backends...
2013-11-07 06:19:35 +01:00
Pierre Bourdon
ea6fd58b97 Use an unordered_set to track FIFO write adresses
Reduces CheckGatherPipe CPU consumption by 40%.
2013-11-07 03:22:32 +01:00
Pierre Bourdon
954be9e2d9 Handle BP mask register better to avoid useless BP writes (causing flushes)
Patch from konpie: http://forums.dolphin-emulator.com/showthread.php?tid=24658
2013-11-07 03:06:53 +01:00
Tillmann Karras
cdc27e46f1 Jit64: implement ps_res
This is probably more accurate than it is allowed to be. After all, the
instructions are supposed to be "estimates".
2013-11-07 02:19:20 +01:00
Tillmann Karras
0a2a273a2e Jit64: simplify ps_sel 2013-11-07 02:02:38 +01:00
Tillmann Karras
201c4c65a5 Jit64: fix typo in ps_sel and re-enable it 2013-11-07 02:02:24 +01:00
degasus
2f7ca688ae jit64: remove dead code 2013-11-07 01:59:10 +01:00
Tillmann Karras
c29fb22cd4 Jit64: extract frsqrtex as method 2013-11-07 01:59:00 +01:00
Matthew Parlane
897bec1add [JitIL] No more terrible usage of vectors.
This is possible because of C++11.
2013-11-06 22:18:08 +13:00
degasus
274f6dd7ab ogl: check default framebuffer for msaa
default framebuffer must not be sampled, so throw a panicalert if it is
2013-11-05 17:38:48 +01:00
Ryan Houdek
948ace9546 [ARM] Minor idle skip optimization in bx. 2013-11-05 13:05:39 +00:00
Ryan Houdek
56685c396a [ARM] Fix an issue with the data offset in LoadStore operations. Thanks to PPSSPP. 2013-11-05 13:05:38 +00:00
degasus
6cece6b486 VideoCommon: create native texture pool
We often need the same native texture objects for new textures. This commit
try to avoid destroying and creation of this textures by pooling them.

This should be a big performance gain for some efb2ram games as they may
overwrites partially a cached texture (which would be deleted) and afterwards
try to read it.

Creating/destroying sounds like an easy task, but it isn't. eg the nvidia ogl
driver synchonize their threads do avoid use-after-free issues.
2013-11-05 12:21:22 +01:00
Shawn Hoffman
f4056978c8 [windows] update SDL-2.0.0 to 2.0.1. Fixes issue 6793. 2013-11-04 23:50:52 -08:00
degasus
045efdfc3e ogl: drop all %f from TextureConversionShader 2013-11-04 12:38:55 +01:00
Matthew Parlane
e15f628935 Fix {Read,Write}FileToString.
We should be using binary always.
2013-11-05 00:33:41 +13:00
comex
3f1ea21e4f Fix warnings. 2013-11-03 20:54:06 -05:00
comex
21610c2e54 Run code through clang-modernize -add-override to add 'override' decls. 2013-11-03 20:54:05 -05:00
comex
c579637eaf Run code through the advanced tool 'sed' to remove trailing whitespace. 2013-11-03 20:54:05 -05:00
comex
965b32be9c Run code through clang-modernize -loop-convert to create range-based for loops, and manually fix some stuff up. 2013-11-03 20:54:01 -05:00
comex
00fe5057f1 Be less dumb. 2013-11-03 14:37:56 -05:00
Rachel Bryk
a250ab0af7 Stop saving random files to ./ 2013-11-02 23:47:10 -04:00
comex
74b5fb3ab4 Actually, filename really does need to be a parameter because of some random debug thing. 2013-11-02 22:44:27 -04:00
comex
cd46138d29 fix non-HAVE_WX case 2013-11-02 22:23:29 -04:00
comex
5f72542e06 Handle screenshot saving in RenderBase. Removes dependency on D3DX11 for screenshots (texture dumping is still broken). 2013-11-02 22:19:21 -04:00
Shawn Hoffman
26059f1109 rename the dolphinwx project to dolphin, and thus change the executable name back to dolphin{d}.exe 2013-11-02 16:22:15 -07:00
Shawn Hoffman
bc45a38122 do not copy pdbs to binary dir (you can use the symbol server for $(random_build), or it will be found locally if you built it yourself) 2013-11-02 16:19:17 -07:00
Matthew Parlane
dab9af43a4 [Windows] Add missing dlls and enable OpenMP support. 2013-11-03 11:54:45 +13:00
skidau
65404e7475 Removed duplicate definition of ibuild within JitIL.h. Fixes JitIL from hanging on x64/x86. 2013-11-01 12:33:29 +11:00
comex
82729fcc8f Merge remote-tracking branch 'shuffle2/vc12'
Conflicts:
	Source/Core/Common/Common.vcxproj
	Source/Core/Common/Common.vcxproj.filters
2013-10-31 16:51:56 -04:00
comex
4c7bbd96e4 Improve ChunkFile.h:
- Add support for std::set and std:pair.

- Switch from std::is_pod to std::is_trivially_copyable, to allow for
  types that have constructors but trivial copy constructors.  Easy,
  except there are three different nonstandard versions of it required
  on different platforms, in addition to the standard one.
2013-10-31 15:40:53 -04:00
degasus
498d491942 Merge branch 'viewportCorrection' 2013-10-29 22:33:51 +01:00
degasus
35824aa4d5 ogl: ceil viewport, rounding isn't supported on vs and this is more like the old behavior 2013-10-29 21:42:40 +01:00
degasus
ab35503195 ogl: don't force depth+stencil for default framebuffer 2013-10-29 19:20:40 +01:00
degasus
92fdac412b VideoCommon: drop UpdateViewportWithCorrection
It's only used once in BPFunction which itself is also only used once.
So the setter is moved to BPStructs like all other ones.
2013-10-29 18:55:50 +01:00
degasus
2118c1d3c3 VideoCommon: remove constants.depthparams[2+3] as they aren't used in the shader at all 2013-10-29 18:55:50 +01:00
degasus
f4a9deefa8 ogl: remove some unneeded includes 2013-10-29 18:55:50 +01:00
degasus
8e0f91f70e d3d: use backend based UpdateViewport instead of VideoCommon one 2013-10-29 18:55:50 +01:00
degasus
acc0b3b21c ogl: don't call SetViewportChanged from backend as it's not needed any more 2013-10-29 18:55:50 +01:00
degasus
3151d8709c VideoCommon: move ViewportCorrection into VideoCommon
D3D doesn't allow bigger viewports than rendertargets. But flipper does, so the viewport will be clipped and the transformation matrix will be changed.
This was done in the D3D backend itself. This is now moved into VideoCommon. This don't reduce code, but in this way, VideoCommon doesn't depend on the backends.
2013-10-29 18:55:50 +01:00
degasus
0002236e3e Merge branch 'viewport_float' 2013-10-29 18:33:56 +01:00
degasus
b253d60f04 VideoCommon: Drop D3D9 SSAA implementation
This isn't needed for both OGL+D3D11 as they support sample shading directly. So we
could use the common MSAA util shaders instead of writing custom ones.
2013-10-29 18:20:07 +01:00
Ryan Houdek
f18c461fd6 [viewport-float] Fix OpenGL ES 3 build. 2013-10-29 17:10:02 +00:00
degasus
edf0511d4e OGL: Use floating points for viewport parameters.
As told by neobain, ARB_viewport_array introduced float viewports.
They must be supported on OGL4.1+, but it's usually also implemented on 3.3 GPUs.
2013-10-29 15:29:06 +01:00
Ryan Houdek
58d42f43e3 [Android] Fix PCH build. Clean up DolphinWX cmake file a little bit. Modify our android cmake toolchain file to make the default build location not be source root, because that is stupid. 2013-10-28 19:59:03 -05:00
comex
2e983071c5 Add git.bat to the options in make_scmrev.h.js because depot_tools uses it and I'm silly. 2013-10-27 19:51:55 -04:00
Ryan Houdek
8e73e8ae5f Wipe all traces of OpenSSL's AES implementation. Use polarssl instead. 2013-10-27 18:27:07 +00:00
Shawn Hoffman
8dcd13cca7 [vc12] std::min/max requires <algorithm> header. It should be in pch, but just add it for the single file that needs it, for now. 2013-10-26 18:04:00 -07:00
Shawn Hoffman
ccd30024b3 Update to VS2013 and a slew of build-related updates. Notes:
* Currently there is no DEBUGFAST configuration. Defining DEBUGFAST as a preprocessor definition in Base.props (or a global header) enables it for now, pending a better method. This was done to make managing the build harder to screw up. However it may not even be an issue anymore with the new .props usage.
* D3DX11SaveTextureToFile usage is dropped and not replaced.
* If you have $(DXSDK_DIR) in your global property sheets (Microsoft.Cpp.$(PlatformName).user), you need to remove it. The build will error out with a message if it's configured incorrectly.
* If you are on Windows 8 or above, you no longer need the June 2010 DirectX SDK installed to build dolphin. If you are in this situation, it is still required if you want your built binaries to be able to use XAudio2 and XInput on previous Windows versions.
* GLew updated to 1.10.0
* compiler switches added: /volatile:iso, /d2Zi+
* LTCG available via msbuild property: DolphinRelease
* SDL updated to 2.0.0
* All Externals (excl. OpenAL and SDL) are built from source.
* Now uses STL version of std::{mutex,condition_variable,thread}
* Now uses Build as root directory for *all* intermediate files
* Binary directory is populated as post-build msbuild action
* .gitignore is simplified
* UnitTests project is no longer compiled
2013-10-26 17:55:38 -07:00
Ryan Houdek
1eba4da21a Revert "Fixes GCC 4.9 compilation. It now supplies its own _mm_shuffle_epi8 intrinsic."
This reverts commit b2c4901b3f.

Breaks Windows build. GCC 4.9 isn't out yet anyway.
2013-10-26 19:21:00 -05:00
Ryan Houdek
b2c4901b3f Fixes GCC 4.9 compilation. It now supplies its own _mm_shuffle_epi8 intrinsic. 2013-10-26 19:05:31 -05:00
Tony Wasserka
f82e1b9dc7 D3D: Use floating points for viewport parameters.
OpenGL 4.1 allows for a similar change thanks to ARB_viewport_array, but we don't make use of this, yet.
2013-10-26 12:40:37 +02:00
Ryan Houdek
c24dfe559b [Android] Change how the onTouchEvent native method works. Just pass in the correct Button ID and Action and it'll be pressed or not. Not actually rigged up to the Java code yet. Doesn't support anything with an Axis yet so no C stick, main stick, L and R triggers 2013-10-26 05:36:20 -05:00
skidau
41f6f6adc9 Added memchecks when the MMU is enabled. Thanks to comex for the fix.
Fixes issue 6754.
2013-10-26 14:32:03 +11:00
comex
005af7bd63 Fix build on Mavericks. 2013-10-24 16:39:46 -04:00
Tillmann Karras
69a10869bb Document FPSCR fields 2013-10-24 01:46:07 +02:00
Rachel Bryk
8aef60f6ca Allow frame limit to be set via game ini. 2013-10-23 13:45:03 -04:00
Ryan Houdek
e3febb1603 [Android] Fix MIPS compiling. 2013-10-21 09:52:43 -05:00
Ryan Houdek
887f8e463d [Android] Fix MIPS compiling. 2013-10-21 09:43:19 -05:00
Lioncash
4b774ef99a Fix my fix. 2013-10-20 16:42:30 -04:00
Lioncash
448c19bce1 Fix an issue where my recent changes would cause compilation to fail on some distros of Linux.
Note that before pushing those changes, they were initially tested in a branch, and passed the compilation testing. Sorry that I didn't catch this before.
2013-10-20 16:32:40 -04:00
Lioncash
b3da5c5d58 Really fix the Linux build this time.
Dammit size_t :(
2013-10-19 19:59:05 -04:00
Lioncash
a5a21e7f44 Fix Linux build.
Turns out Hash.h needs Common.h
2013-10-19 19:59:04 -04:00
Lioncash
8b10d5b481 Add header cstdint to CommonTypes.h 2013-10-19 19:59:03 -04:00
Lioncash
1f0710caf7 Remove some more includes. 2013-10-19 19:59:03 -04:00
Lioncash
207547b425 Clean up includes in DiscIO as much as possible.
Also turned a long iterator declaration in VolumeDirectory.cpp to using auto in order to shorten it.
2013-10-19 19:59:02 -04:00
Lioncash
82fd579506 Remove unnecessary include of "../../Core/Src/ConfigManager.h" from BannerLoaderGC.cpp. In actuality, all that was needed here was an include of CommonTypes.h.
Also change Common.h to CommonTypes in BannerLoaderWii.cpp.
2013-10-19 19:59:01 -04:00
Lioncash
6adf3e37e2 Clean out unnecessary includes from the DSP JIT. 2013-10-19 19:59:00 -04:00
Lioncash
af1b5fe767 Woops forgot to clean out some files in the Jit64IL. All clean now. 2013-10-19 19:58:59 -04:00
Lioncash
80b4cb6cf3 Clean out includes from regular JitCommon. 2013-10-19 19:58:59 -04:00
Lioncash
3360ec013f Clean out includes in JitILCommon. 2013-10-19 19:58:58 -04:00
Lioncash
22cdc0f56e Remove some more unnecessary includes, as well as organize a little more. 2013-10-19 19:58:57 -04:00
Lioncash
97cd42f5c3 Remove some unnecessary includes as well as simplifying exisiting ones if possible. 2013-10-19 19:58:56 -04:00
comex
33ee04626d Don't define __rdtsc if x86intrin.h already does. 2013-10-19 12:40:21 -04:00
Lioncash
81964517d6 Remove a redundant assignment in Init() within PowerPC.cpp. We already assign zero to ppcState.dtlb_last. 2013-10-17 20:38:49 -04:00
Lioncash
b8a947ce0a Fix a filter in the VS project file for JitILCommon-related files. 2013-10-17 06:36:32 -04:00
comex
de1773affb Basic precompiled header support for Linux/OS X. Shaves 20-30% off full rebuild time on my system. 2013-10-17 00:07:35 -04:00
comex
cffe6ba3fd Fix TextureEncoder.h 2013-10-16 23:20:51 -04:00
comex
e1f3a4d7b3 Fix out-of-tree build on OS X. 2013-10-16 23:15:21 -04:00
Tillmann Karras
e4a81f32d4 Document some UGeckoInstruction fields 2013-10-17 04:59:13 +02:00
Rachel Bryk
f605ea9eeb [Netplay] Allow a spectator to leave without affecting players. 2013-10-16 21:44:49 -04:00
degasus
5a212a8fe0 jit64: enable faddsx again
It was disabled because of issue 182, but as this game depeneds on FPRF, it was just 'fixed' because of the fallback to interpreter (which implements FPRF by default).
Also enables FPRF for this game via GameIni, so that the issue is still workaround.

If there are any regressions because of this commit, please try to enable FPRF in GameIni.
2013-10-17 01:43:16 +02:00
degasus
f850d283d1 ogl: only use bufferdata if buffersubdata is broken
Else nvidia fallback would be slower than needed
2013-10-16 15:46:58 +02:00
Ryan Houdek
f0bf5aa113 Fix rendering on Adreno and Mali. This adds a new DriverDetails bug to know if the bufferstreaming is broken. Thanks degasus for fixing this. 2013-10-16 11:27:58 +00:00
Tillmann Karras
c234dc97c0 Jit64: optimize floating-point/paired-single arith
The "else if (b != d)" branch was dead code and only works if b == d. Now
the last else block with two temporary XMM registers is not needed anymore.
2013-10-16 00:52:21 +02:00
skidau
b4513313bb Increase the trampoline cache size to cater for fastmem writes.
Fixes issue 6722.
2013-10-16 09:26:08 +11:00
Rachel Bryk
6eb216fc77 (Netplay) Disable record input checkbox while a game is running.
Fixes issue 6734.
2013-10-15 17:28:01 -04:00
comex
b11cf1fa10 Fix config file saving on Windows. 2013-10-15 17:20:00 -04:00
degasus
b1afb32188 ShaderGen: fix for commit bd80de14f4 2013-10-15 14:48:40 +02:00
degasus
bd80de14f4 ShaderGen: drop PerPixelLighting + 8Texcoord hack
D3D9 only supports 8 texcoords. But we need a new one for ppl, so we just store it in the first 4 texcoords in the free 4th component.

This isn't needed for both d3d11 and ogl3, so just remove it.
2013-10-15 14:38:26 +02:00
degasus
f62579761c ShaderGen: remove nonsense for() if() {} 2013-10-15 14:31:02 +02:00
comex
72c1e143f3 Try to atomically save config files. 2013-10-15 02:59:25 -04:00
Lioncash
f3af8ee0f0 Revert "Remove some unnecessary includes."
Turns out this explodes on Linux.

This reverts commit c4696568cc.
2013-10-14 04:05:38 -04:00
Lioncash
c4696568cc Remove some unnecessary includes. 2013-10-14 04:01:57 -04:00
comex
390760bd75 Perf: Use unordered_map instead of map in very slightly hot function.
Incrementing an unordered_map's iterator is a bit faster.
2013-10-13 15:31:42 -04:00
comex
1570558789 Remove unused variable waitingForPEInterruptDisable. 2013-10-13 14:00:38 -04:00
NeoBrainX
59ae93d04e PixelShaderGen: Refine the comment from revision 3fbe1b1ccd. 2013-10-13 14:59:59 +00:00
degasus
3fbe1b1ccd VideoCommon: Update FastDepth's comment 2013-10-13 16:14:30 +02:00
degasus
6798a4763e VideoCommon: revert the ViewPort changes
xfregs isn't written when calling this function, so we have to use such an invalid flag :-(
2013-10-13 15:41:11 +02:00
degasus
2754c1132e VideoCommon: reimplement Dirty() in PixelShaderManager
This isn't needed in VertexShaderManager as it's still in the old dirty flag way.

But it's very importend for PixelShaderManager as some float4s aren't initialized as 0.0f
2013-10-12 20:31:59 +02:00
degasus
50c404ce4a VideoCommon: fix dstAlpha 2013-10-12 20:31:59 +02:00
degasus
0b2fb548c3 VideoCommon: remove SetVSConstant4f 2013-10-12 20:31:59 +02:00
degasus
5de7ac4791 OGL: update ubo workaround 2013-10-12 20:31:59 +02:00
degasus
cc6c454898 VideoCommon: refactor PixelShaderManager setters
The old way was to use a dirty flag per setter. Now we just update the const buffer per setter directly.
The old optimization isn't needed any more as the setters don't call the backend any more.

The follow parts are rewritten:

Alpha

ZTextureType

zbias

FogParam

FogColor

Color

TexDim

IndMatrix

MaterialColor

FogRangeAdjust

Lights
2013-10-12 20:31:25 +02:00
degasus
15ed0ea9cf videoCommon: remove not supported constant types
I'm pretty sure GPUs can read u8 values, but this isn't exported by the API.

But hey, see unpackSnorm4x8 :-)
2013-10-12 20:29:56 +02:00
degasus
6e2fe72b8f D3D: also uses VideoCommon constant buffer handling
As now both backends uses the VideoCommon one, the old setting API was removed.
2013-10-12 20:29:56 +02:00
degasus
7c14463d11 ogl: implement useful constant buffer upload
this will remove the additional memcpy introduced in my last commit
2013-10-12 20:29:56 +02:00
degasus
4377618438 VideoCommon: keep a copy of the const buffer in VideoCommon
The upload in the backend isn't done, it's just pushed by the mostly removed SetMulti*SConstant4fv.
Also no optimizations was done on VideoCommon side, but I can start now :-)

Sorry for the hacky way, but I think this is a nice (working) snapshot for a much bigger change.
2013-10-12 20:29:56 +02:00
degasus
0753ce5bda ogl: use GL_RGBA instead of GL_RGBA8
8 bit per pixel is _everywhere_ the default, so we don't need to define it explicitly.
Also we don't rely on exact 8 bit resolution.
2013-10-12 16:34:06 +02:00
Ryan Houdek
2f0aca2055 [ARM] Fix the JITILArm and JITArm dispatchers from comex's recent changes. 2013-10-12 08:30:26 +00:00
Ryan Houdek
0556193442 Build fix for previous commit. 2013-10-11 21:45:44 -05:00
Ryan Houdek
cf7521dc36 [Android] Make Tegra 4 output graphics that aren't visually appealing. 2013-10-11 21:42:07 -05:00
comex
78a4dbced8 Remove more unused stuff. 2013-10-09 21:37:29 -04:00
comex
8962b9606b One shudders to imagine what inhuman thoughts lie behind that code.
(Read_Opcode_JIT and Write_Opcode_JIT read/write from unrelated memory
areas.*  Rename the latter and refactor.)

*except at the one specific exception handler where it doesn't.  I
have no idea what this is supposed to do, but it probably doesn't do
it correctly.  For now, remove the exception.
2013-10-09 21:37:29 -04:00