2608 Commits

Author SHA1 Message Date
Markus Wick c55481882f Merge pull request #2687 from AdmiralCurtiss/temp-settings-ini-hotfix
Config Hotfix: Prevent per-game settings (ie. GameINI) being stored to the global user configuration.
2015-12-02 15:34:28 +01:00
Ryan Houdek bfdbace69b Merge pull request #3025 from Tilka/fixfix
VertexLoaderX64: fix 2GB warnings
2015-09-23 21:09:02 +02:00
Markus Wick 994d13af83 Merge pull request #2894 from Sonicadvance1/no_more_eaten_canary
Fix the shader overrunning our max shader size.
2015-09-01 22:12:35 +02:00
Markus Wick f801ccc9b2 Merge pull request #2024 from RisingFog/irgui
Add UI Support for up to 8x Internal Resolutions
2015-08-13 12:37:31 +02:00
Jeffrey Pfau 2eb553fdb7 Fix FreeBSD build 2015-07-11 23:09:11 -07:00
Admiral H. Curtiss 4881ad2282 Config: Hotfix to prevent per-game settings from ie. GameINIs being stored to the global user configuration. 2015-07-02 22:27:01 +02:00
Jules Blok dbfdbf7dbd D3D: Cosmetics.
Merge two cases which should've already been merged.
2015-06-24 23:16:53 +02:00
mimimi085181 829fc3dc2d Quick fix for an invalid iterator 2015-06-24 19:12:46 +02:00
degasus 5bc88d5c6a Revert "GeometryShaderGen: Don't use centroid in for input variables."
This reverts commit 4cbaddb7ad.
2015-06-22 17:20:41 +02:00
Jules Blok fd637030e4 GeometryShaderGen: Consistently use xfmem just as the vertex shader.
There are very rare conditions in which xfmem can actually desync from bpmem.
2015-06-10 16:13:54 +02:00
Jules Blok 4cbaddb7ad GeometryShaderGen: Don't use centroid in for input variables. 2015-06-10 16:04:32 +02:00
Markus Wick e47e4c677a Merge pull request #2097 from mimimi085181/find-textures-by-hash
Search the texture cache for small textures by address and hash
2015-06-09 10:12:05 +02:00
Jules Blok d5788f75a3 Merge pull request #2533 from degasus/syncgpu
Fifo: Rewrite SyncGPU
2015-06-09 09:43:26 +02:00
NanoByte011 06d1b8c63a VideoSW: rewrite lighting attenuation
- Fixes remaining lighting issues (Mario Tennis, etc)
- Apply same fixes to Software Renderer
- Corrected zero length light direction vector to resolve with normal direction (essentially becomes LIGHTDIF_NONE which was what I was after)
2015-06-08 23:20:27 +02:00
degasus d31bed8b79 Fifo: Rewrite SyncGpu
The new implementation has 3 options:
 SyncGpuMaxDistance
 SyncGpuMinDistance
 SyncGpuOverclock

The MaxDistance controlls how many CPU cycles the CPU is allowed to be in front
of the GPU. Too low values will slow down extremly, too high values are as
unsynchronized and half of the games will crash.
The -MinDistance (negative) set how many cycles the GPU is allowed to be in
front of the CPU. As we are used to emulate an infinitiv fast GPU, this may be
set to any high (negative) number.

The last parameter is to hack a faster (>1.0) or slower(<1.0) GPU. As we don't
emulate GPU timing very well (eg skip the timings of the pixel stage completely),
an overclock factor of ~0.5 is often much more accurate than 1.0
2015-06-08 23:16:24 +02:00
comex 5c7caf1f22 Merge pull request #2517 from comex/netplay-timebase-rb
[rebased] Compare timebase of netplay users to detect desyncs.
2015-06-07 17:47:53 -07:00
Ryan Houdek 10bd68936c [AArch64] Implement ZFreeze cache 2015-06-07 12:13:01 +02:00
Tillmann Karras 5ddd2cef6c zfreeze: cache vertex positions
Suggested by degasus.
2015-06-07 12:13:00 +02:00
Tillmann Karras 9e2f4dd7da VertexLoaderX64: revert 9da86092ae
I can't reproduce that it's actually faster and it will definitely be
slower with position caching for zfreeze.
2015-06-07 12:13:00 +02:00
comex 9c63b78397 Fix indeterminism in GPU thread mode. 2015-06-06 02:14:06 -04:00
Jules Blok ef1dfa8bcb VideoBackends: Allow the viewport to use the full depth range. 2015-06-06 03:37:46 +02:00
mimimi085181 3b9020dc9b Search the texture cache for small textures by address and hash
This fixes issue 6563:
https://code.google.com/p/dolphin-emu/issues/detail?id=6563

This PR adds a 2nd map to texture cache, which uses the hash as key. Cache entries from this new map are used only if the address matches or if the texture was fully hashed. This restriction avoids false positive cache hits. This results in a possible situation where safe texture cache accuracy could be faster than the fast one.

Small textures means up to 1KB for fast texture cache accuracy, 4KB for medium, and all textures for safe accuracy.

Since this adds a small overhead to all texture cache handling, some regression testing would be nice. Games, which use a lot of textures the same time, should be affected the most.
2015-06-05 21:30:39 +02:00
comex 78e0e78671 Merge pull request #2516 from comex/hires-oops
Undo accidental screwup of some HiresTextures code from project-moration
2015-06-04 16:13:05 -04:00
JosJuice 95a2abc1ce Use PanicAlertT instead of PanicAlert when appropriate
I tried to change messages that contained instructions for users,
while avoiding messages that are so technical that most users
wouldn't understand them even if they were in the right language.
2015-06-04 13:25:06 +02:00
comex 830a4e4f8f Undo accidental screwup of some HiresTextures code from project-moration.
This is why I should wait for people to review, even if I get annoyed
that nobody seems to care. :duncecap:
2015-06-04 02:52:41 -04:00