d256dd2083Drop d3dcompiler_xx.dll dependence, using D3DX11CompileFromMemory instead. Hopefully solves the remaining issues from r5805.
NeoBrainX
2010-06-27 16:08:54 +00:00
18ccffdb64Load the d3dx11 dll at runtime instead of linking directly against it. Should make DX11 usuable again if the DX SDK used for compiling is newer than the runtime dlls used. Various little tweaks and fixes, mostly to fix D3D11 debug layer warnings.
NeoBrainX
2010-06-27 14:04:49 +00:00
d18085c3adDon't bother using autoconfiguration to find the OpenCL and Cg frameworks on OS X.
Soren Jorvang
2010-06-26 19:17:43 +00:00
9de9ec1fb6It would appear that FindFocus() is (differently) broken on Windows.
Soren Jorvang
2010-06-26 18:50:22 +00:00
b372fe4329Set g_Config.bNumberRealWiimotes as volatile. Otherwise connected real wiimotes are not acted on.
Glenn Rice
2010-06-26 16:48:57 +00:00
8bfb17bba1Config.h needs to be included in CommonPaths.h because CommonPaths.h is included in Common.h before Config.h is. If you want to find an alternate way to fix this so that Config.h is only included in Common.h watch for circular inclusions next time.
Glenn Rice
2010-06-26 14:54:43 +00:00
79992ca7e0Make OpenCL builds "not" the default for linux and OSX. If OSX wants OpenCL to be part of the default build you can change this specifically for your platform. At this point there is no standard OpenCL library for linux.
Glenn Rice
2010-06-26 14:16:19 +00:00
20fd23752fPut back the store removed in r5790. JIT on OS X crashes without it.
Soren Jorvang
2010-06-26 14:10:02 +00:00
10b76db391Link the OpenCL framework weakly on OS X, so that a binary built on 10.6 with OpenCL will also run on 10.5 without OpenCL.
Soren Jorvang
2010-06-26 13:29:44 +00:00
7ce5e5d1bdConfig.h should never be included directly, but rather through Common.h for portability.
Soren Jorvang
2010-06-26 13:11:34 +00:00
2be444965aWhen checking to see if the rendering window has focus, there are a few different variations that can be true depending on circumstances.
Soren Jorvang
2010-06-26 13:07:33 +00:00
a53d0cb6d5The ControllerInterface API has the notion of an "id" which is presumably meant as a ideally persistent device instance number.
Soren Jorvang
2010-06-26 13:03:25 +00:00
ebbfba62a0On OS X, add autorelease pools to the cpu and emu threads to avoid leaking memory. This is necessary because the wxgl code called from those threads relies on deferred release.
Soren Jorvang
2010-06-26 12:52:57 +00:00
67d5d89388Starfox Adventures DTK audio loop fix (thanx to James333)
Marko Pusljar
2010-06-26 10:46:13 +00:00
e07a9b107aJIT fix. Brings back the speed lost in r5378. The memmap function was incorrectly marking virtual memory as real memory. Fixes issue 2653.
skidau
2010-06-26 03:07:07 +00:00
f6d844dac1MAJOR and long ago overdue wiiuse and real wiimote sourcecode cleanup. Removed "recording" in old wiimote plugin and other not necessary functions(EEPROM reading, we 'll just do a reconnect instead to use default accel calibration data etc). Recording is not needed anymore(playback of recorded moves should be still working). Everything the recording feature offered, the new wiimote plugin does as well and even more. The cleanup will ease the port of the real wiimote feature into new wiimote plugin, which is still only offering emulated wiimote support. Billiard said he's now on it.:) Wiimotes are now slighty more responsive and multiple wiimotes should harmonize now slighty better. This clean up was requested/inevitable and should have be done way more earlier. This "might" break osx/linux builds, so please test. If your aware of any "real wiimote" issues please post it in the comments as well(dont forget to state your OS).
snzgoo
2010-06-26 02:08:30 +00:00
434e6b1198Small update to fix some cmpr alpha issues with games that use linear filtering. Apparently the colour values matter even though alpha = 0. Also, remove redundant ANDs.
xsacha
2010-06-25 19:31:26 +00:00
cd83b44a45remove svn:eol-style native from Data/User/Wii/shared2/wc24/mbox/Readme.txt in case it matters. note the other changed file in Data/User/Wii is a dolphin-unique file (which probably doesn't need to exist anymore), so its properties don't really matter.
Shawn Hoffman
2010-06-25 00:35:43 +00:00
f94eed887bUncomment Ayuanx patch, this was commented in my last commit by error, My apologize...
Marcos Vitali
2010-06-25 00:13:06 +00:00
72efd56389Set eol-style native on remaining text files.
Soren Jorvang
2010-06-25 00:00:04 +00:00
3435c0f647fixed blending in dx9 and dx11 fixed fps counter in all the plugins enjoy
Rodolfo Osvaldo Bogado
2010-06-24 15:58:06 +00:00
10b5d2371cMy first commit :D Dual Core sync fix. When the FIFO is processing data we must not advance the cpu cycles in CoreTiming because in this way the VI will be desynchronized. So, We are waiting until the FIFO finish and while we process only the events required by the FIFO. This should fix Issue 2072 . This affect to all games in dual core mode. Please, You can test all games with VPS limiter auto, 60, 50 depending of the game and compare with prev revision. For example now NSMB in the video Intro has 60 fps (prev 30 fps) :D or SMG does't need anymore FPS Limitter Hack to get 55-60 fps Beside the slowdowns now are more softly and the fps more stables because the VI sync is almost perfect. The Core Timing and Fifo modifications are delicated. Please report if this hang any game. Don't forget check with prev revision. Enjoy it! Thanks to Rodolfo for teach me all about dolphin.
Marcos Vitali
2010-06-24 13:28:54 +00:00
2faae384b3Changes: - RGBA8 (DX9/OGL): 10x speed up on Radeon 5450, 2x speed up on other cards due to swizzle registers. - RGB565: 2-3x speed up on all hardware - Removed OpenCL compiler warnings (eg. redefine). OpenCL is now optimally complete for DX9/OGL. The code is very fast on all supported hardware. No more updates are needed unless the spec changes or drivers improve. When I started, the OpenCL code was as slow or slower than CPU. Now, using the lowest end radeon that supports the code: a Radeon 45xx mobility, I experience a substantial 2-10x speedup over CPU. The benefits are more pronounced with modern hardware. A Radeon 5870 runs this code 20x faster than a 4550. Even ignoring speedups, the code benefits users by not using CPU for intermittent texture loads (unless GPU is your bottleneck). Instead, the CPU is able to do more important tasks.
xsacha
2010-06-24 04:06:03 +00:00
21fb4cb96cAdd a toggle option for OpenCL in Config (in Advanced Settings). Default is off.
xsacha
2010-06-22 13:17:01 +00:00
25aca8cc4aGCPad/New Wiimote: Fixed issue 2848 (profiles not saving). Renamed DInput mouse axes to "Axis [XYZ][-+]" from "Mouse XYZ...". Minor cleanup/warning removal.
Jordan Woyak
2010-06-22 08:30:33 +00:00
1b670a9825New OpenCL update for DX11 Changes: - IA4: 2x Speed up for all hardware and ATI glitch fixed (blocky text) - IA8: 2x Speed up for all hardware - New DX11 OCL Textures: I4, I8, IA4, IA8
xsacha
2010-06-22 06:09:21 +00:00
2cc5b98f07Added OpenCL texture decoding to RGBA usable by DX11 for formats RGB565, RGBA8, RGB5A3 and CMPR
Orphis
2010-06-22 03:10:43 +00:00
c2e32371f6Refactor and prepare the OpenCL texture decoder for decoding textures to RGBA format required by DX11. Fix the decoder codepath when OpenCL is enabled and the DX11 plugin is used. Added the DX11 plugin to the Dolphin project dependencies.
Orphis
2010-06-22 00:52:17 +00:00
1198ae1c97Fix color precision problems when decoding CMPR and RGB5A3 textures with OpenCL
Orphis
2010-06-21 22:21:06 +00:00
d0f00cedffDX11: Cleanups, documentation, ... Theoretically enable anisotropic filtering if selected in the config, not sure if it works though.
NeoBrainX
2010-06-21 17:54:13 +00:00
92c98ac5faA new update for OpenCL.h.
xsacha
2010-06-21 13:09:25 +00:00
11ac672730Revert a hack that snzgoo committed that should not have been commited. That hack prevents the X loop in GLUtil.cpp from properly detecting events that it should detect. I don't know if issue 2792 is a valid issue for dolphin. I think that is a bug in the X server implementation on those distributions of those affected. I can not replicate it.
Glenn Rice
2010-06-21 12:29:32 +00:00
9e3b653688GCPad/New Wiimote Plugin: Individual keyboard and mouse devices are now listed on Windows(2 player with 2 keyboards possible). Improved the ability to map multiple inputs to the same control. Inputs from different devices can be mapped to the same button (example: Mouse Left and XInput A). More advanced mappings such as "Button 1 or 2 and NOT button 3" are possible. I hope the GUI after right clicking a button isn't too confusing(may change it to be a bit more user friendly). Hopefully, I didn't break OSX stuff by 'const'ing a few functions.
Jordan Woyak
2010-06-21 03:12:16 +00:00
fde15c1bc6some fixes to depth test and screen clearing in dx11, now a lot of the remaining graphic errors should be fixed
Rodolfo Osvaldo Bogado
2010-06-21 02:40:09 +00:00
a450fd45d8DX11: Make font rendering a lot prettier. Fix constant buffers in EmuGfxState::ApplyState() to really have a size which is a multiple of 16 instead of 65536.
NeoBrainX
2010-06-20 23:10:55 +00:00
6a88241e64D3D9: Delete some long dead code. Also add one more statistic: number of compiled shaders that actually have unique code (not accurate unless you delete the shader cache before running). This stat clearly shows that in f-zero we create 5x as many pixel shaders as we should, so there's clearly a problem with the shader ID generation.
hrydgard
2010-06-20 22:23:34 +00:00
783390539dHi! This is my first commit so be nice :)
xsacha
2010-06-20 16:43:21 +00:00
c51bb0b010ppc: remove an assert and update some comments. Fixes games that would keep complaining about dcbtst not implemented (i've seen one, crash bandicoot for wii)
hrydgard
2010-06-20 14:53:29 +00:00
be3c06f326Some more OCL changes : Gives 10x speedup for RGB5A3 on pre-DX11 hardware. Minor speedup for CMPR. (code by xsacha)
luisr142004
2010-06-20 05:02:26 +00:00
6e83fe2416win32: Some more work on real wiimote automatic ingame pairup (automatic paired up wiimotes get connected now ingame as well, but it's not completely working yet, we're almost there tho:P) and changed the automatic unpair real wiimotes routine, so it won't get loaded via dll_detach anymore. minor code changes and adding comments. And issue fix 2792 with credits to Karloathian for finding and fixing it.
snzgoo
2010-06-20 02:17:53 +00:00
4ab0e4b8a0fix for rbga8 decoding that causes problems in nsmbw fix for screen clearing in opengl and d3d
Rodolfo Osvaldo Bogado
2010-06-19 21:12:09 +00:00
208c33f09cUse the new texture decoder path to speed up texture loading in DX11.
NeoBrainX
2010-06-19 18:14:05 +00:00
ccbc1feb0bD3D9: Fix issue where the shader caches were lost whenever the render window was resized. Add some error logging to LinearDiskCache. + some minor cleanup.
hrydgard
2010-06-19 16:22:24 +00:00
8c6ae1f6f4add a path to texture decoder to produce only rgba textures, this will make texture loading in dx11 a lot easier and give a little performance boost to.
Rodolfo Osvaldo Bogado
2010-06-19 13:31:40 +00:00
ab1e5f8537apply a patch done by xsacha :) + some minor stuff :p
luisr142004
2010-06-19 07:59:53 +00:00
d7bbddcbd3DX11: Prefer DXGI_FORMAT_R8G8B8A8 to DXGI_FORMAT_B8G8R8A8 wherever appropriate. Slightly modify the way we're doing screenshots once again, thanks to Orphis this time ;)
NeoBrainX
2010-06-19 01:02:43 +00:00
08d7861578Include the two files added in r5741 in the VC project file as well. Improve the way we're saving screenshots, thanks to Billiard for spotting that ;)
NeoBrainX
2010-06-18 23:55:28 +00:00
7b58e0b4e7DX11: Add the two files which I meant to include in r5740 already.
NeoBrainX
2010-06-18 23:45:16 +00:00
5cfdb2d0c8DX11: Introduce a StateManager class, might improve performance a little.
NeoBrainX
2010-06-18 23:33:07 +00:00
bf36f171a6DX11: Add error checking to about any device object creation. Since we aren't handling creation errors that well right now we should at least output an error message. Remove superfluous _WIN32 checks in DX11 and DX9. Meant to port that code over to Linux or what? :P
NeoBrainX
2010-06-18 18:40:58 +00:00
866859493aDSPLLE: jit increment/decrement_addr_reg to match int (TODO: increase/decrease). revert the OR back to MOV, since it never happens (according to nakee)
j4ck.fr0st
2010-06-18 15:41:30 +00:00
1d1af913a8DX11: Fix flickering when resizing the emulator window.
NeoBrainX
2010-06-18 14:55:18 +00:00
3f633f96bdDSPLLE: some changes i had lying around, get rid of the shifting and make popExtValueToReg do the same as its int counterpart applyWriteBackLog (that is, OR'ing the result of both ops, rather than overwriting the main op result with the ext op result)
j4ck.fr0st
2010-06-18 14:51:40 +00:00
ca1a5e9228Actually make use of the new CHECK functionality in DX9.
NeoBrainX
2010-06-18 14:18:09 +00:00
0649bf2a00Improve the CHECK macro used in DX9 and DX11 to allow more flexible error messages.
NeoBrainX
2010-06-18 14:14:13 +00:00
e266347160DX11: Use D3DX11FilterTexture instead of ID3D11Context::GenerateMips. Test if performance changed in any games by this change, please.
NeoBrainX
2010-06-17 12:09:56 +00:00
91d540ad67DX11: Fix all remaining window resizing issues. Implement screenshot functionality (doesn't seem to work completely, yet). Assign debug names to (hopefully) all remaining device objects. Flush the GPU's command buffer in Close() to make the ReportLiveDeviceObjects output clearer.
NeoBrainX
2010-06-17 10:42:57 +00:00
49674400e0On linux make the build default to autodetection of glew, sdl, zlib, lzo, sfml-network, and soil, with an option to override the autodetection to force a static build.
Glenn Rice
2010-06-17 01:18:22 +00:00
4f339ebc82DX11: Introduce a D3DBlob class. Advantages: - easier to use - drops our dependence on d3d10.lib, without depending on the June 2010 DX SDK - makes finding unreleased buffers easier - possibly more ;P
NeoBrainX
2010-06-16 23:25:19 +00:00
b63e15e412Don't try to link with dynamic versions of the LZO/SFML/SOIL libraries on Linux when building a release image to make it more general.
Soren Jorvang
2010-06-16 16:35:19 +00:00
05915922c5Hopefully fix Windows build.
Soren Jorvang
2010-06-16 14:55:21 +00:00
762ce28977DX11: Disable D3D10_SHADER_ENABLE_BACKWARDS_COMPATIBILITY when compiling pixel shaders in Debug configurations as well. Properly support centered text drawing, even though it's not used, yet. Credits go to xsacha for this one. Found an awesome hacky way to free the buffer memory used by ReplaceTexture2D. At least it gets freed at all now... Various other tweaks to texture conversion.
NeoBrainX
2010-06-16 13:36:40 +00:00
ce3eb2a13bAutomatically detect and use shared library packages for LZO/SFML/SOIL as already done for GLEW/SDL/zlib.
Soren Jorvang
2010-06-16 12:42:49 +00:00
d24e5a37a6Build with shared libraries whenever possible on Linux; on OS X, always build with static libraries from Externals.
Soren Jorvang
2010-06-16 11:39:23 +00:00
4f8a6a1573apply some speedup to dx11 plugin + some minor stuff
luisr142004
2010-06-16 10:12:57 +00:00
980a2680beTrim down the SDL and GLEW libraries to just those files we use.
Soren Jorvang
2010-06-16 09:11:29 +00:00
9b6ccb4d77Alleviate FIFO overflown situation a bit.
ayuanx
2010-06-16 07:22:47 +00:00
cefc0b2c6fGCPad/WiimoteNew: Hopefully fixed a problem where devices with extended ascii characters in their names didn't work.
Jordan Woyak
2010-06-16 02:57:50 +00:00
b0dff28539Attempt to resolve the conflict between SDL/include and SDL/Include.
Soren Jorvang
2010-06-16 01:14:18 +00:00
f8cf2aaa3eOnly call wiiuse with the number of slots we have configured for real wiimotes, so that wiiuse_find has a chance to return early when that number is found rather than wait for the 5 second timeout always.
Soren Jorvang
2010-06-16 00:15:58 +00:00
8d2a23e43bTarget the desired frame rate exactly rather than n plus one.
Soren Jorvang
2010-06-16 00:09:33 +00:00
391312641cBuild GLEW, SDL and zlib as static libraries from Externals as with LZO/SFML/SOIL and subject to the same shared_foo exception options.
Soren Jorvang
2010-06-16 00:07:52 +00:00
cb1694252bmore bug fix in dx11: fixed screen clearing and simplify drawClearQuad a little put some nice code from dx11 that i like in dx9. modify plugin spec preparing for implementing efb poke (is not used often but is a missing functionality so..) please test.
Rodolfo Osvaldo Bogado
2010-06-15 21:19:09 +00:00
4464c11457Sorry, I forgot to implement LoWatermark code for SC, now both SC & DC are working. By now I'm pretty sure some games are written in multi-thread, and they depend on Watermark to suspend/resume their threads. So without Watermark, they will never work.
ayuanx
2010-06-15 14:24:01 +00:00
af9c26ff41DX11: Fix some corruption caused by passing the wrong pitch to UpdateSubresource. Fix calculation of miplevels in TextureCache::Load.
NeoBrainX
2010-06-15 13:34:39 +00:00
40d87e0f8fOops, the HiWatermark interrupt latency is too long for game to react.
ayuanx
2010-06-15 11:20:05 +00:00
105f64359aGames like "Star Fox Adventures" which were enabled in r5681 are now InGame, though the watermark slows the emulator a bit.
ayuanx
2010-06-15 10:58:14 +00:00
64299206d1I was wrong on the CPEnd issue, which reveals CPBreakpoint > CPEnd is possible and that explains why some BPs could never be achieved before.
ayuanx
2010-06-15 09:58:43 +00:00
cab62472b8Confirmed the ARAM DMA alignment by testing the real hardware.
skidau
2010-06-15 01:01:34 +00:00
bd163db74fDX11: Fix window resizing. Still some aspect ratio problems though...
NeoBrainX
2010-06-14 23:41:17 +00:00
0ec6a91477Fail initializing if the D3D11 runtime is installed but no at least D3D 10.0 capable video card is used. Remove some superfluous checks in the shader caches.
NeoBrainX
2010-06-14 22:38:47 +00:00