Commit Graph

6361 Commits

Author SHA1 Message Date
Brandon Wright
1ac359d8f9 Add pcap to library dependencies. 2018-12-21 15:40:28 -06:00
Brandon Wright
b5318c80fe Revert "Disable pcap interface on non-Windows."
This reverts commit bd038303cc.
2018-12-21 15:38:57 -06:00
Brandon Wright
4aea468466 Revert "Fix preprocessor typos."
This reverts commit a0da7bf2e0.
2018-12-21 15:38:48 -06:00
Brandon Wright
a0da7bf2e0 Fix preprocessor typos. 2018-12-19 15:47:46 -06:00
Brandon Wright
04c8d2f2ec Merge remote-tracking branch 'origin/master' 2018-12-19 15:28:40 -06:00
Brandon Wright
bd038303cc Disable pcap interface on non-Windows. 2018-12-19 15:27:56 -06:00
rogerman
589524823b OpenGL Renderer: Oops! Finish doing the shader rework started in commit 7080e21 for legacy OpenGL so that it works the way its supposed to. Doing this now fixes legacy OpenGL for (hopefully) all GPU drivers and also allows for all of the same shader optimizations as OpenGL 3.2. 2018-12-18 20:21:18 -08:00
rogerman
d3e4b6010c OpenGL Renderer: Eliminate the requirement for 66 varying floats in the Fog shader by replacing the varying floats with constants. Also fixes an issue with the geometry shader in legacy OpenGL. (Regressions from commit 7080e21 and commit 37afaef. Fixes #240.) 2018-12-18 16:47:53 -08:00
Brandon Wright
03db79eca2 Switch DepthEqualsTestTolerance to NDSDepthCalculation. 2018-12-18 16:59:55 -06:00
Brandon Wright
4990eb0111 Merge remote-tracking branch 'origin/master' 2018-12-18 16:54:30 -06:00
zeromus
30212212b5 winport - set PreferredToolArchitecture to x64 2018-12-18 13:53:42 -05:00
rogerman
37afaefa2f OpenGL Renderer: Replace the accuracy/performance tradeoff "Enable Depth Equals Test Tolerance" with "Enable NDS-Style Depth Calculation", where disabling this option allows the host GPU to natively calculate depth which significantly improves performance in many games.
- New Behavior: In addition to emulating the existing Depth Equals Test Tolerance, NDS-Style Depth Calculation accounts for all NDS depth calculations within the fragment shader. Most notably, disabling this option forgoes the W-depth / Z-depth differentiation that the NDS uses, instead preferring the GPU's native Z-depth calculation. Using the GPU's native depth calculation significantly improves performance, but many games use W-depth calculations or are sensitive to subtleties in the Z-depth calculation, and so this option must remain ON by default for compatibility's sake.
- Also fixes a shader initialization issue on the Windows port. (Regression from commit 7080e21.)
2018-12-18 10:50:41 -08:00
rogerman
7080e2156b OpenGL Renderer: Rework the rendering shaders so that the shader program code is more dynamically generated. This may yield some performance improvement for certain 3D rendering cases, especially when running on lesser GPUs with fewer and/or slower shader execution units. 2018-12-17 16:16:50 -08:00
rogerman
ae8fb2c3bb GPU: Fix a bug where using VRAM as a display capture source would sometimes cause graphical glitches under certain conditions. (Regression from commit 2c6a5f9.) 2018-12-17 15:33:16 -08:00
zeromus
88d930ce82 winport - fix loading files named things like Splookékrong from commandline, fixes #238 2018-12-15 17:26:28 -05:00
rogerman
7ff5c5eece Render 3D: Improve the overall rendering accuracy of Edge Mark. Most notably, Edge Mark now properly renders at screen edges. As of now, the current algorithm is as accurate as its ever going to get under our current 3D rendering engine. 2018-12-14 17:08:16 -08:00
rogerman
e6d6f2e10d Cocoa Port: Fix a bug where clipboard copies and screenshots taken from Metal display views will cause the image to be Y-flipped. 2018-12-14 15:41:05 -08:00
rogerman
2c6a5f9868 GPU: Do some code cleanup of the display capture code. 2018-12-12 18:34:47 -08:00
zeromus
e604631413 winport - fix things named like Blorkénflarge in the recent roms menu (#238) 2018-12-12 15:50:52 -05:00
rogerman
8c2379f6f8 Firmware: Fix various endianness issues. Most importantly, this fixes a bug with touch input not working correctly on big-endian systems. (Regression from commit bb38022.) 2018-12-12 02:49:44 -08:00
rogerman
471f53e506 Cocoa Port: Fix various issues on the PPC build.
- Fix compiling issues for big-endian systems.
- Fix bug where the Recent ROMs menu and also launching the app while loading a ROM file would fail to load the ROM on macOS v10.5 Leopard.
- Fix bug where GPU main memory display mode would show incorrect pixels on big-endian systems when running at 15-bit color depth.
- As an unintended collateral improvement, GPUEngineA::_HandleDisplayModeMainMemory() now has SSE2-accelerated versions for 18-bit and 24-bit color depths. This was done less for its performance benefit (main memory display mode is an extremely rare feature) and more for better code consistency and code completeness.
2018-12-11 17:45:36 -08:00
zeromus
e56059872f winport - fix loading games named things like "Yokémorp". It was probably only open through drag and drop.
Probably broke japanese. If I did, write a bug so I can fix japanese and break latin characters again.
2018-12-11 18:20:39 -05:00
Brandon Wright
48975f33ba Try just the pcap.h 2018-12-07 17:52:02 -06:00
Brandon Wright
a9e2bd76b2 win32: Compile with winsock.
Not yet sure if this works with msvc.
2018-12-07 17:40:17 -06:00
Brandon Wright
aac4a46e53 Use included pcap.h on Win32. 2018-12-07 16:17:57 -06:00
Brandon Wright
388439b8e2 A couple more WIN32 + !LIBRETRO defines. 2018-12-07 16:05:11 -06:00
Brandon Wright
f148d0fb9f Prevent use of WIN32 API here. 2018-12-07 15:59:32 -06:00
Brandon Wright
b3bc7d14fd Fix lack of zlib.h. 2018-12-07 15:54:20 -06:00
Brandon Wright
cf555efc59 Add new OpenGL performance settings. 2018-12-07 15:37:12 -06:00
Brandon Wright
ee39a98540 Get things building. 2018-12-07 15:17:28 -06:00
Brandon Wright
80230fbe08 Merge remote-tracking branch 'origin/master' 2018-12-07 14:47:44 -06:00
zeromus
b5477b608b
Merge pull request #236 from NetwideRogue/master
don't clobber existing screenshots
2018-12-06 08:08:40 -06:00
Declan Hoare
a3eebbac21
don't clobber existing screenshots 2018-12-06 23:59:18 +11:00
rogerman
35e834ff2c GFX3D: Revert the polygon sorting code back to its original state, which should result in a minor performance improvement for high polygon-count scenes.
- After years of testing, no one has reported running into the assert in gfx3d_ysort_compare() so I think we should be safe in reverting std::stable_sort() back to std::sort().
- For the sorting function, use gfx3d_ysort_compare_orig() since this function compiles down to fewer instructions than gfx3d_ysort_compare_kalven() does, resulting in better sorting performance.
- Of note, I'm pretty sure that SF commit r5132 is what fixed the original bug (see SF#1461 for more details) by getting rid of the NaN comparisons that were tripping up std::sort(). In the future, we should research why we're dividing by 0 in the first place, since r5132 is clearly a hack of a fix.
2018-12-05 14:37:33 -08:00
zeromus
d80a84b762
Merge pull request #207 from cosmo-ray/fix-linux-gcc8.2-warnings
Fix gcc8.2 warnings on linux
2018-12-05 14:10:52 -06:00
zeromus
9ea1b5cbda
Merge pull request #223 from intact/gtk-fix-screenshot-path
Gtk+ Port: Use Desktop or Home as fallback directory for screenshots
2018-12-05 14:10:42 -06:00
rogerman
355e4a0fb4 OpenGL Renderer: Remove a now defunct framebuffer texture, significantly reducing VRAM usage at the higher resolutions. 2018-12-04 21:49:09 -08:00
rogerman
3d573e150f OpenGL Renderer: Properly clear the framebuffer during a power-off condition, just like how SoftRasterizer does it. (Related to commit 66b5da1 and commit 759a039. Fixes #234.)
- Also do a minor performance optimization by only doing the framebuffer clear once for each power-off condition, rather than repeatedly and unnecessarily clearing the framebuffer for each and every V-blank.
2018-12-04 21:23:58 -08:00
rogerman
df22c6e14d Cocoa Port: Fix some intermittent issues related to launching the app while loading a ROM file (i.e. double-clicking an NDS ROM file to launch DeSmuME.app). 2018-12-04 01:26:27 -08:00
rogerman
b9a8bafe8b GPU: Do some code cleanup of the display capture code. 2018-12-03 16:22:12 -08:00
zeromus
fe93b70de8
Merge pull request #233 from Jules-A/hideConsole
[Windows] Hide the console window in the current session when disabling in menu.
2018-12-02 11:00:52 -06:00
Jules.A
157717a61f Hide the console window before freeing so if the console is attachted to another process (currently occuring under Win10) it is at least hidden. 2018-12-03 00:52:09 +08:00
rogerman
c3614a7e95 GPU: Do some minor code cleanup. 2018-12-01 21:56:32 -08:00
rogerman
fb8d937239 GPU: Fix bug where GPUEngineA::RenderLine_Layer3D() was trying to run with uninitialized values. (Regression from commit 37a8ca0.) 2018-12-01 21:38:03 -08:00
rogerman
37a8ca0983 GPU: Do a bunch of minor tweaks and code cleanup to the various pixel compositor methods. Significantly reduces the compiled code size.
- Of note, when running at custom resolutions, we are now being more aggressive in performing early tests for rejecting pixels as soon as possible. This may yield a minor performance improvement in some very specific rendering scenarios that require the window test.
2018-12-01 20:44:45 -08:00
rogerman
6a1d9e4848 GPU: Rendering complete OBJ layer lines is now SSE2-accelerated at the native resolution. This change is less of a performance enhancement and more of improving the code consistency. As of now, ALL complete OBJ layer lines, whether internally generated or from read from VRAM, whether rendering at native resolution or custom resolution, should now be SSE2-accelerated. This commit finalizes this concept. (Related to commit 8e9e7c4 and commit 60c01bd.) 2018-12-01 15:46:23 -08:00
rogerman
60c01bd63a GPU: Do a few more minor optimizations to rendering complete OBJ layer lines. Most notably, all complete OBJ layer lines, not just ones reading directly from custom VRAM, now benefit from the SSE2-accelerated code. 2018-11-30 20:12:58 -08:00
rogerman
9a53e8be69 GPU: Fix bug in GPUEngineBase::_PixelUnknownEffectWithMask16_SSE2() where blending effects for OBJ layers were being handled incorrectly. This bugfix only affects SSE2-enabled systems. (Regression from commit 8e9e7c4. Fixes #232.) 2018-11-30 17:10:56 -08:00
rogerman
2c5c2f6186 GPU: Use the same technique in the commit 6bcd19b GPUEngineBase::_CompositeVRAMLineDeferred() bug fix in order to do a tiny optimization to GPUEngineBase::_CompositeLineDeferred(). Also makes the code more consistent as well. 2018-11-29 22:25:37 -08:00
rogerman
d0330fc96e Cocoa Port: Upgrade Interface Builder .xib files to 3.2 format with minimum deployment target of macOS 10.6. This change effectively drops support for building DeSmuME directly from a PowerPC Mac. Fixes #231.
- It is still possible to create a PowerPC binary, but this now requires some extra steps. From now on, you must use an Intel Mac running Mavericks or earlier to re-save the .xib files with a deployment target of macOS 10.5 in Interface Builder 3.2, and then use Xcode 3 to build a PowerPC binary using the Xcode 3 project file.
2018-11-29 22:02:07 -08:00