Архив за месяц: Сентябрь 2010

Dolphin SVN r6242

Revision 6242:

Apply u-ra’s patch to speed up CriticalSection on systems that use POSIX-threads (that is, not windows).

Revision 6241

Undid the merges made to the OpenGL plug-in’s Init and Shutdown functions as these changes broke non-Windows builds.

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Dolphin SVN r6240

Revision 6240:

Added EFB Scale option to the OpenGL plug-in.
Renamed EFB Scale to Internal Resolution.
Removed Auto Scale option (it is now always on).
Added on-the-fly changing of the Internal Resolution in the OpenGL and Direct3D9 plug-ins.
Further consolidated the code in the video plug-ins.

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Dolphin SVN r6239

Revision 6239:

Core/AudioCommon: Feed bigger audio chunks to the output devices in case of underrun.

This should eliminate the crackling with alsa and pulseaudio backends and replace it
with much nicer pauses. This is only interesting for audio backends that do not
respect Mixer::GetNumSamples() and should not impact users able to run the DSPLLE at
full speed.

The cost of this is an added LLE audio latency of about 0.06 s in the continuous
playback case. If that is too much, lower the low watermark.

Revision 6238

Fixed r6235 for the Mac and Linux builds. Thanks, glennricster.

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Dolphin SVN r6237

Revision 6237:

would help to have a vcproj for that.

Revision 6236

add «asm» test to testsuite’s sln

Revision 6235

Minor code formatting:
First step to bring a level of consistency between the video plug-ins — variable names, spacing, function names, function order, comments, file names. This will help us identify common code for VideoMerge.

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Dolphin SVN r6234

Revision 6234:

Some more cleanup which should’ve been in r6232. Thanks Billiard.

Revision 6233

Make the memcheck log INFO level.

Revision 6232

Replace all bitfields which were only declared with «(un)signed» with their actual types. Let me know if I missed any. It would also be a good idea to test this commit in both x64 and x86.

Revision 6231

Allow SI AM_Baseboard to be selected correctly in GUI.

Revision 6230

Gecko code: Fixed the thread-safe problem reported in r6227.

Revision 6229

Add an PanicAlert in case we try to do an >32 bit displacement

If you see this alert, dolphin will probably crash in a few moments.

Found in the course of fiddling with DSPLLEs JIT, which puts its data
structures and static code somewhere above 0x7fff00000000 on my machine, making
it unreachable via 32bit displacements from the created code at ~ 0x40000000.

Fixed all the offending places in DSPLLEs JIT to emit register indirect accesses,
only to find out that the generated code is slower than the interpreter and does
work just as good(or bad). Oh well, back to DSPHLE it is then.

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Dolphin SVN r6228

Revision 6228:

Fixed the build error in r6227.

Revision 6227

Gecko codes: Implemented CT6 CST1 code type (insert asm code in the game). This function may need many tests.

Revision 6226

Jit64/JitIL: Removed a redundant MOV instruction. This commit suppresses alert windows of debug binary in windows.

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Dolphin SVN r6225

Revision 6225:

Slightly adjust z-values calculated in the vertex shader so OGL does not clip the
final rendering of (at least) Sonic Unleashed.

This should be (nearly) invisible in Z16 depth copies and in games, but there is
some chance that it collides with other such border cases. There probably is some
room to decrease the adjustment but 9999999/10000000 is not enough. A static offset
may be an option, too. I don’t know if the game can/does set something like that.

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Dolphin SVN r6224

Revision 6224:

i know still a lot to fix and much work to do but sometimes experiments are fun :)
for all the plugins implemented per pixel lighting, this will make games that uses lighting a lot nice. (just look at mario sunshine and compare :))
for dx9: implemented temporal anaglyph stereo: just grab your red-cyan glasses and enjoy.
stereo calibration: use stereo separation ( distance of the point from you are looking) and Focal Angle: the angle necessary to focus in one particular object.
this settings are different in every games as they use different depth ranges.
please for any regression and bug introduced by this commit.
if you ask why i did not implement stereo in dx11 and opengl the reason is one: they don’t work right when i have more time will try to find a way to make them work.

Revision 6223

Jit64/JitIL: Implemented simple function inlining for speedup.

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Dolphin SVN r6221

Revision 6221:

Forget about something. :p

Revision 6220

Fix «Plugin_VideoMerge» dependencies.

Revision 6219

Some work on merging the video plugins: Added a new plugin to the solution(shouldn’t build by default) which combines the DX9, DX11, and OGL plugins with their common code merged (and some things temporarily removed). In it’s current state the plugin is hardly usable. Perhaps someone with knowledge of the video plugins will be able to fix the things I have broken more easily than me(or point me in the right direction). I will continue to work on it as well.

Main Issues:
DX11 is functional with a ~2MB/s mem leak.
OpenGL/DirectX9 have a black display while game runs. (DirectX 9 flashes good display on emulation stop)
Too many virtual function calls. (once everything is working, I will work on removing them)
Won’t build on non-Windows in its current state. (mainly EmuWindow will need changes for Linux/OS X)
Probably other stuff.

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