f3d6b42e83Fix VideoCommon build configuration for DebugFast/x64.
NeoBrainX
2010-12-05 14:31:00 +00:00
7854bd7109Merged the D3D9 debugger into VideoCommon/VideoUICommon: Separated UI from debugger functionality. Generally cleaned up that stuff. Most functionality needs to be reimplemented now, but will be available to D3D9, D3D11 as well as OpenGL then.
NeoBrainX
2010-12-05 14:15:36 +00:00
9da4fe086ballow gcc to check the format of args being passed to MsgAlert and GenericLog. Fixed nearly all warnings that arose from this, as well as some preexisting ones (some were actually crashes and/or bugs...)
Shawn Hoffman
2010-12-05 09:04:34 +00:00
3e4aa20601fix a crash that could occur in CompressedBlob.cpp
Shawn Hoffman
2010-12-05 04:07:44 +00:00
6df84ddc31little fix for r6517
Rodolfo Osvaldo Bogado
2010-12-05 03:36:37 +00:00
379fa47b6alittle fix for r6513 thank to metatheos for finding the error
Rodolfo Osvaldo Bogado
2010-12-04 22:04:46 +00:00
c8305a7b7dtwo fixes in this commit: first fix for issues introduced in sms in r6501, please test for a regressions in The Calling Second Fix for Issue 3539, by making pixel Dept calculation an option. in games with this issue Enabling pixel depth will solve the issue, in other games disabling the option will not cause speed lost some cleanup in dlist cache
Rodolfo Osvaldo Bogado
2010-12-04 17:58:33 +00:00
7901e74f00Reestablish *BSD build using CMake.
Soren Jorvang
2010-12-04 15:19:04 +00:00
e70e623624Second attempt at issue 3458. Fixes issue 3458. Replaces all occurrences of ftell and fseek with ftello and fseeko, respectively. This matters on non-win32 where only these names are altered by the _FILE_OFFSET_BITS define. Win32 still just maps the funcs to ftelli64/fseeki64. Also add some File::GetSize I had skipped in my last commit.
Shawn Hoffman
2010-12-04 03:50:55 +00:00
97e3a3ea6fremove fifowait flag, is not needed now as we execute all events that need to be executed even if the cpu is waiting for the fifo. this way fifo will not avid other thread events to bi executed.
Rodolfo Osvaldo Bogado
2010-12-04 03:44:56 +00:00
f5a28aecb7Rodolfo and Me fixed ProcessFifoWaitEvents() in CoreTiming, now process the all events and not only the first :P
Marcos Vitali
2010-12-03 23:12:27 +00:00
44285c2b30LLE JIT: Implemented some of the DSP multiplier functions in the JIT compiler. Only the x64 version has been implemented so far.
skidau
2010-12-03 13:59:14 +00:00
3d441febdaAttempt to fix issue r3458. I don't have a 32bit linux install, however I know it will at least fix compressing. Please test if uncompressed games run.
Shawn Hoffman
2010-12-03 12:42:01 +00:00
08a3b60f8cI reverted my last commit 6508. I was wrong, sorry about that. It is 3am maybe need to rest of the FIFO for while. My Apologies.
Marcos Vitali
2010-12-03 06:08:12 +00:00
ad8248ceddThe STATUS_REGISTER should return the actual status HI (Overflow) and LO (underflow) watermark because this register can be polled by the game.
Marcos Vitali
2010-12-03 04:58:28 +00:00
9f6dd239b6Possible FIX to randoms hangs, this correction in the clause fifo.bFF_Breakpoint=false fix hangs in WII Music, I don't have WII sport resort, etc. Please test games with fifo hangs (FPS:0 VPS:99) in yours PC again. :D
Marcos Vitali
2010-12-03 01:29:43 +00:00
8f035ae40aCreate a config dialog. Add dumping TEV texture fetches. Better TEV stage dumping. Byteswap indexed XF loading. Remove scaling texture coordinates in the HW rasterizer because that has already been done by the time they reach the rasterizer. Increase storage for clipper.
donkopunchstania
2010-12-02 05:38:48 +00:00
1f660de7e5Avoid repeatedly asserting in SWG plugin when matrix indices don't match. Small change to the transform unit to avoid some unnecessary work. Check if Q is zero before dividing UV coordinates by it. Fixes issue 3454.
donkopunchstania
2010-12-01 04:26:21 +00:00
0718e1bd77More fifo work and the Pokemon teaching us ;) * I've fixed concurrency problem with fifo.bFF_GPReadEnable when the breakpoint is achieved * I modified when fifo.bFF_Breakpoint is turn off to prevent that the interruption happens * I reverted r6483 * I improved the commit r6495 adding another protection when the GPRead is enabled in CTRL_REGISTER
Marcos Vitali
2010-12-01 03:04:36 +00:00
cb58eb45f0posible fix for issues 2850 and 3407 thanks to tapcio for the info
Rodolfo Osvaldo Bogado
2010-11-30 21:44:54 +00:00
28216fc7f2possible fix for issue 3014 thanks to iceman4love77 for tracking the error
Rodolfo Osvaldo Bogado
2010-11-30 15:03:49 +00:00
63ec59f6c2Fix a typo in the last revision.
Glenn Rice
2010-11-30 14:25:15 +00:00
b5863da915Possible fix for the rdtsc call in JitIL.cpp on macosx (issue 3531). This also fixes issue 3595 (although that issue was invalid -- we don't suport scons on linux anymore).
Glenn Rice
2010-11-30 02:56:44 +00:00
eda716b164Fix some linkage issues with the cmake build. This should fix issue 3596.
Glenn Rice
2010-11-30 01:20:05 +00:00
8d123adf64DX9 debugger improvements: - Fix "Pause at next" functionality for pixel/vertex shader changes, finished frames and texture changes. - Implement dumping vertex declaration and vertex/index data.
NeoBrainX
2010-11-29 16:16:48 +00:00
40c4e5f9a7More FIFO work. I've implemented intelligent mechanism in GatherPipeBursted to prevent "FIFO is overflown by GatherPipe!". I commented HiWatermark_Tighter parameter. If Hopefully this patch fix this issue. I will delete this definitely. I tested StarFox for 20 minutes and works really fine. :) This patch also can help when the CPU go ahead the GPU and sync in better way. Plus: I added a _assert_msg_ in FIFO loop when the WriteDistance is negative. Please if that happens report it, this can help to solve strange issues with wrong WriteDistances.
Marcos Vitali
2010-11-28 20:12:41 +00:00
c540995193DX11: Fix two crashes. One occured when trying to run a game with D3D 10.0 level hardware, the other one when closing a game when MSAA was disabled.
NeoBrainX
2010-11-28 17:25:19 +00:00
fb9387a38eFix for linux screensaver inhibit caused by a misinterpretation of the window id.
Glenn Rice
2010-11-28 17:23:13 +00:00
f370650660Fix the ASM dispatcher to work with linux 64
pierre
2010-11-28 16:29:58 +00:00
fa5f206797DX11: Disable MSAA when using a GPU which only supports D3D 10.0.
NeoBrainX
2010-11-28 15:23:51 +00:00
c79f41d114LLE JIT: Speed up the dispatcher by removing the compiled block check. Initialised the blocks with a stub which calls the compiler.
skidau
2010-11-28 13:06:52 +00:00
93a901dd1dLLE JIT: Speed up the dispatcher by removing one of the cycle checks. This results in the DSP executing cycles slightly above what it is supposed to. This is not a problem currently but might be later on.
skidau
2010-11-28 12:28:03 +00:00
9c1fb241c7LLE JIT: Speed up the idle skip detection by moving the logic into the block and removing it from the dispatcher. This works because we can detect the idle skip blocks at compile time.
skidau
2010-11-28 11:04:50 +00:00
ae2c934795minor fix for r6486
mylek4
2010-11-28 09:49:41 +00:00
6a6fb9cce9LLE JIT: Added an ASM dispatcher. Should help pave the way for future optimisation.
skidau
2010-11-28 05:28:21 +00:00
88916a61daIn the command processor when FIFO_READ_POINTER is reading Is better return fifo.CPWritePointer instead fifo.CPReadPointer. In this way it prevents wrong fifo.CPReadWriteDistance in the future. That should fix RE0 Issue 2846 and others "Warning: GFX FIFO: Unknown Opcode (0x4d)" in dual core mode.
Marcos Vitali
2010-11-28 03:20:20 +00:00
91eb729aafCore/DSPCore: Implement jit emitters for lris and mrr. Also add the mask for ADPCM predictor, like r6480 does.
pierre
2010-11-27 23:40:09 +00:00
762563a026If there is a SetBreakPoint and the actual distance is enough to achieve the BP, we wait for the FIFO Loop in dual core mode. That fix Pokemon XD in game in dual core mode (also maybe this fix Issue 3452) and hopefully others FIFO hangs related with BP. I test games like SMG and don't produce slowdowns. If you have any slowdown about this commit. Please report it.
Marcos Vitali
2010-11-27 19:36:18 +00:00
5ae1b65388DX11: Fix stuff if MSAA is disabled.
NeoBrainX
2010-11-27 11:37:57 +00:00
7698d85a8eDX11: - Speed up MSAA by using custom resolve shaders instead of ID3D11DeviceContext::ResolveSubresource(). - Fix EFB access when MSAA is enabled. - Implement the "force linear filtering" option. - Compile shaders using shader model 4.1 or 5.0 if available. - Some minor cleanups.
NeoBrainX
2010-11-27 11:11:05 +00:00
5340b4cb95DSPHLE Should fix Issue 3543
mylek4
2010-11-26 15:04:35 +00:00
e6658d5339Minor change to ease video plugin merging. Made static NativeVertexFormat::Create function into a virtual function of VertexManager. I believe this is the last bit of code which is only declared in VideoCommon and defined in each of the plugins.
Jordan Woyak
2010-11-26 09:25:08 +00:00
2e59d26133Related to Texture's glitches:
gnick79
2010-11-25 20:39:54 +00:00
fae12f43c2Inhibit the screensaver while the emulator is running on linux. Fixes issue 3279. Uses the xdg-screensaver method suggested in that issue.
Glenn Rice
2010-11-25 02:26:46 +00:00
7fe6a0b451Corrected the FIFO breakpoint clause in Single Core mode too. That fix Pokemon XD (Only single core mode) Dual core mode suffer distances problems like RE0.
Marcos Vitali
2010-11-25 02:25:27 +00:00
f0ac60935cRenamed the "Disable Copy to EFB" option in the game properties(and game ini) to "Enable Copy to EFB", as it is named in the global video settings. (fixes issue 3556)
Jordan Woyak
2010-11-25 02:19:06 +00:00
181f03551cEven tinier commit. I hope nobody around here has a problem with those.... :P
Matt Callaghan
2010-11-24 23:05:50 +00:00
76b9e975d5DX11: Fix mipmaps. Someone forgot creating them at the proper time ;P DX11: Fix a DX11 debug runtime error caused by the vertex shader output signature and the pixel shader input signature not matching if per-pixel lighting is disabled. Someone forgot disabling those pixel shader parameters ;P DX11: Enable use of dynamic textures wherever possible. DX9: Remove two unnecessary TODOs. Someone forgot removing those since they've been obsolete for a long time ;P
NeoBrainX
2010-11-24 19:13:19 +00:00
84a72e90b0Migrate the opencl setting completely to the gfx config dialog.
Glenn Rice
2010-11-24 17:30:04 +00:00
ebe5472e1dTiny commit. Just re-added 3D Vision to the config dialog. Hope nobody minds, I made sure it gets greyed out and all that. Sorry about my lack of commits, got another ongoing project that's gotten me a bit hooked.
Matt Callaghan
2010-11-24 17:13:12 +00:00
2808f75f74Corrected the FIFO breakpoint clause in the FIFO loop. This fixes Super Monkey Ball: Banana Blitz, Super Monkey Ball: Step & Roll and Pokemon XD.
skidau
2010-11-24 06:02:03 +00:00
d36ede020cDX11: Add multisampling support. EFB access doesn't work with MSAA enabled, yet.
NeoBrainX
2010-11-23 19:58:02 +00:00
6d93a6b698Linux build fix for the windows build fix in r6465. I tested this on both windows and linux.
Glenn Rice
2010-11-23 15:52:42 +00:00
b197f8600c* Updating Linear DiskCache version in reflection with changes introduced in r6463
gnick79
2010-11-23 15:51:08 +00:00
5647bcd869JitIL: Fixed the compile error in r6462.
nodchip
2010-11-23 14:50:25 +00:00
4267adbd5eRelated FOG changes:
gnick79
2010-11-23 13:57:01 +00:00
b0c94a47f9JitIL: Implemented JitIL IR Disassembler. If you want to use it, add "OutputIR = True" in the "Core" section of Dolphin.ini.
nodchip
2010-11-23 13:35:44 +00:00
1830342d66Quick FIFO fix for Donkey Kong Country Returns. Added a FIFO breakpoint check in the main FIFO loop. Aligned some of the FIFO registers to 32 byte boundaries, matching the VideoSoftware plug-in code.
skidau
2010-11-23 10:51:14 +00:00
49120d113fReorganized some video config dialog related code. Deleted remnants of the old DX11 config window.
Jordan Woyak
2010-11-22 22:17:35 +00:00
cefaa393e6Layout should not be called until after a sizer is inserted into its parent. This fixes the "gtk_widget_size_allocate(): attempt to allocate widget with width -5 and height 17" type console warnings that are annoying on linux. If there are issues with this on other platforms let me know, but there shouldn't be.
Glenn Rice
2010-11-22 15:25:59 +00:00
3ebd09efc9Fix "Virtual XFB" always being set when opening video config dialog. (Fixes issue 3537)
Jordan Woyak
2010-11-22 10:39:24 +00:00
a3c46990f6Revert to gettimeofday on posix systems. I give up. Temporary fix for OSX in JitIL.cpp This revision should build on OSX again.
Glenn Rice
2010-11-22 02:42:53 +00:00
63c35bf14aFix for OpenGL's "Overlay Information" options not working. Fixes issue 3535.
Jordan Woyak
2010-11-21 21:45:38 +00:00
222c2d1297Revert revision 6464. _POSIX_MONOTONIC_CLOCK is not used in that way.
Glenn Rice
2010-11-21 21:31:37 +00:00
92fe490270POSIX feature symbols can be defined even if not implemented.
Soren Jorvang
2010-11-21 20:45:42 +00:00
39a4781a5fCheck if CLOCK_MONOTONIC is supported before using clock_gettime. Fix the cmake check to see if -Wno-unused-result is supported by the compiler.
Glenn Rice
2010-11-21 19:13:55 +00:00
5ef4167c55DX11: Dynamically load dxgi.dll and d3d11.dll.
NeoBrainX
2010-11-21 15:34:04 +00:00
ee21237d6aPolish, fix and otherwise improve the video plugin configuration dialog: - Add some info about a backend's feature set (MSAA, Real XFB, EFB to RAM, ..) to VideoConfig - Gray out options if they aren't supported by the backend or if changing them doesn't affect anything (e.g. changing STC mode if STC is disabled) - Allow signed bytes for D3D11. Not sure if this causes glitches, but it should work - Call wxEvent.Skip() in the event function handlers, not sure if this fixes any bugs but the old code definitely caused bugs during development of this patch - Fix a memory leak in the configuration dialog if D3D11 is used - Other minor stuff that doesn't need to be mentioned or which I forgot
NeoBrainX
2010-11-21 14:47:28 +00:00
86dc8d09feFor the cmake write generate the svnrev.h file in the build directory instead of in the source so that a proper out-of-source build can be done. Fixes issue 3528.
Glenn Rice
2010-11-20 20:20:12 +00:00
7788bac40cFix ogl screenshots for windows. Fix the macosx build (perhaps). This changes the JitIL timed profiling to using assembly language to obtain the time. It does seem to be faster. Not sure if it will work on macosx, but if it does it has the necessary precision that gettimeofday does not have.
Glenn Rice
2010-11-20 03:24:51 +00:00
ef55177ed6Implement JitIL profiling on linux. I also tried implementing __rdtsc using assembly and didn't really see a speed improvement so went with clock_gettime. Also changed other gettimeofday calls to clock_gettime, which is supposedly more accurate.
Glenn Rice
2010-11-20 00:22:56 +00:00
c93aaae1d8Linux build fix. When I have time later I will implement nodchip's JitIL profiling on linux.
Glenn Rice
2010-11-19 17:35:01 +00:00
b0c20fe643JitIL: Improved the speed of JitIL time profiler.
nodchip
2010-11-19 15:17:26 +00:00
96cdb1ad07JitIL: Removed ENABLE_JITIL_PROFILING macro and added an entry in setting file.
nodchip
2010-11-19 07:48:48 +00:00
13370ca6caJitIL: Implemented a simple time profiler. Unfortunately, this is currently for windows only. Please fix it.
nodchip
2010-11-19 06:24:59 +00:00
7632a5abd4Fix for issue 3507. Compile with old GLEW versions, support user-specified CFLAGS and link plugins to all the used libs.
Christian Morales Vega
2010-11-18 23:27:27 +00:00
63aae7e5e0Build missing BPFunctions.cpp with SCons.
Soren Jorvang
2010-11-18 23:25:40 +00:00
f8fbcecad6Encode framedumps in AVI format on linux as on windows. This adds the additional dependency of libavformat-dev. Remember if you want raw framedumps as before add -DENCODE_FRAMEDUMPS=OFF to the cmake command line.
Glenn Rice
2010-11-18 16:46:17 +00:00
e1e43fa2a6Fix some opengl errors. Thanks to rodolfo for telling me how to fix it. He is at work or he would do it.
Glenn Rice
2010-11-18 15:12:12 +00:00
08124713bdThe usual linux build fix. I am starting to sound like a broken record.
Glenn Rice
2010-11-18 04:01:16 +00:00
0816fa2629Fixed RealXFB being enabled when XFB box is unchecked. Moved some shared code into VideoCommon. Renamed EFBCopyDisable setting to EFBCopy"Enable" in the code and inifile. Fix DX11 settings not loading. Fixed Issue 3378.(graphics settings dialog displaying gameini settings in game)
Jordan Woyak
2010-11-18 03:50:50 +00:00
bcad22f266cmake build fix. Don't blame Billiard for this one. He asked me to test his patch and I missed this.
Glenn Rice
2010-11-18 03:05:52 +00:00
159ed43f67Move some shared gfx plugin code into VideoCommon. Changed "Renderer" class to use virtual functions. (setting stuff up for video plugin merging)
Jordan Woyak
2010-11-18 02:21:26 +00:00
054358380eOops. Forgot the primary file.
Glenn Rice
2010-11-18 02:14:12 +00:00
c56b1bffcfAdd the video software plugin to the cmake build system.
Glenn Rice
2010-11-18 02:13:05 +00:00
993b40dfa4Make it possible to build even if the source no longer contains svn versioning information. To use it add "-DDOLPHIN_WC_REVISION=exported" to the cmake command line. Of course you can replace "exported" with whatever you like. Fixes issue 3517.
Glenn Rice
2010-11-17 05:34:55 +00:00
a279b391ccMake Linux/MacOSX system checks correct in the cmake build. UNIX is true on both linux and osx. The cmake build probably still doesn't work on MacOSX though. Also added an option to explicitly disable building with MPG framedumps. To use it add -DENCODE_FRAMEDUMPS=OFF to cmake on the command line.
Glenn Rice
2010-11-17 01:03:39 +00:00
0644295f3dBuild fix. Remove some obsolete code. Fix some compiler warnings.
Glenn Rice
2010-11-16 21:14:19 +00:00
9dd60c6115make Audio Interface more clear. Should have no behavioral changes. The comment block in AudioInterface.cpp lays out how real hardware is...
Shawn Hoffman
2010-11-16 20:36:57 +00:00
4f81997c14Fix the no gui cmake build. Add a version check for avcodec and swscale libraries. Fix a bug in the xlib wiimote emulation button configuration. If you are using a mouse button for wiimote emulation you may need to adjust your settings.
Glenn Rice
2010-11-16 04:34:52 +00:00
71f842e8c0Cleaned up NetPlay a bit, fixed some UI text.
Jordan Woyak
2010-11-16 01:55:29 +00:00
d0e8d8a509Linux cmake build fix. I fixed the scons build as well, so this might fix the macosx build also.
Glenn Rice
2010-11-16 00:13:33 +00:00
0c5ccf7156Tweaked the VBeam logic enough to fix Endless Ocean 2. This might also fix a few other games that have been black screening on boot recently.
skidau
2010-11-15 11:32:30 +00:00