Dolphin SVN r6494

Revision 6494:

DX11: 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.

Revision 6493

Fix for linux screensaver inhibit caused by a misinterpretation of the window id.

Revision 6492

Fix the ASM dispatcher to work with linux 64

ESI is not available as callee save register on linux 64, so use R12, which
is available on windows 64, too. The only callee save register still available on
all platforms is EBP, but i guess we don’t want to fiddle with that one.

Revision 6491

DX11: Disable MSAA when using a GPU which only supports D3D 10.0.

10.0 level hardware can’t create multisampled depth buffers which can be bound as shader resources as well, but we need that for e.g. EFB access or EFB copies.
Only multisampling the color buffer doesn’t work either since color and depth targets must be using the same sample count.

Revision 6490

LLE JIT: Speed up the dispatcher by removing the compiled block check. Initialised the blocks with a stub which calls the compiler.

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Dolphin SVN r6486

Revision 6486:

LLE JIT: Added an ASM dispatcher. Should help pave the way for future optimisation.

Revision 6485

In 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.

Revision 6484

Core/DSPCore: Implement jit emitters for lris and mrr.
Also add the mask for ADPCM predictor, like r6480 does.

Tested 64 bit linux/windows. At least compiles for 32 bit windows, but
with these binaries most of my guest software fails with
DSPLLE(interpreted and jit) when it gets to do actual work.

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Dolphin SVN r6483

Revision 6483:

If 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.

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Dolphin SVN r6482

Revision 6482:

DX11: Fix stuff if MSAA is disabled.

Revision 6481

DX11:
– 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.

Who cares about DX9 and OGL anyway :P

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Dolphin SVN r6479

Revision 6479:

Minor 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.

Revision 6478

Related to Texture’s glitches:

* fixed a bug on QUAD-Vertex generator

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Dolphin SVN r6477

Revision 6477:

Inhibit the screensaver while the emulator is running on linux. Fixes issue 3279. Uses the xdg-screensaver method suggested in that issue.

Revision 6476

Corrected 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.

Revision 6475

Renamed 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)

Revision 6474

Even tinier commit. I hope nobody around here has a problem with those…. :P

Just hiding the 3D Vision option for DX11 and OGL instead of greying it out.

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Dolphin SVN r6473

Revision 6473:

DX11: 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

Anyway, at least working mipmaps and dynamic textures should increase DX11 performance a bit. And “a bit” is more than my usual “marginally” ;)

Revision 6472

Migrate the opencl setting completely to the gfx config dialog.

Revision 6471

Tiny 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.

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Dolphin SVN r6470

Revision 6470:

Corrected the FIFO breakpoint clause in the FIFO loop. This fixes Super Monkey Ball: Banana Blitz, Super Monkey Ball: Step & Roll and Pokemon XD.

Revision 6469

Edited wiki page DolphinUbuntuPackages through web user interface.

Revision 6468

DX11:
Add multisampling support.
EFB access doesn’t work with MSAA enabled, yet.

Additionally clean up some stuff, fix a memory leak, …

Revision 6467

Linux build fix for the windows build fix in r6465. I tested this on both windows and linux.

Revision 6466

* Updating Linear DiskCache version in reflection with changes introduced in r6463

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Dolphin SVN r6461

Revision 6461:

Quick 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.

Fixes issue 3536.

Revision 6460

Reorganized some video config dialog related code. Deleted remnants of the old DX11 config window.

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