Important 4.0 dates
- Feature freeze: 2013-08-15
- String freeze: 2013-09-01
- Release: 2013-09-22
- Repository freeze: 2013-09-21
TODO
- [] zero warning compilation of dolphin code
- [del] what about externals? we get a lot of warnings because of WX stupidity
- [nbx] what about soundtouch? can we fix those warnings?
- [degasus] I don't want to fork our external just to fix warnings
- [nbx] Add an option to disable perf queries
- [nbx] texcache: Force invalidation on config changes (tex dumping/loading)
- need to make sure not to invalidate redundantly
- [nbx] shader-uids-awesome
- needs documentation
- should dump UIDs on uid mismatch
- merge master
- [nbx] tev-fixes
- remove parts which are "too accurate" - e.g. 16 bit overflow emulation followed by 8 bit OF emulation
- they most likely don't fix anything; I had just added them for testing
- testing (esp. D3D9?)
- clean up
- [degasus] Finish GLSL integration.
[degasus] GLSL 120 compat- glsl120 is like dx9, old and doesn't support many functions
- unsupported, but nice:
- texelFetch: get texel by integer index, useful for format convertation shaders
- dualSourceBlend: need bindable output
- centroid: needed for useful msaa (to hide polygon edge lines)
- it's only needed by one GPU: Intel HD Graphic - Ironlake (first generation)
- They support dx10 but not ogl3 (ogl3 requires msaa), so they are too lazy to implement all other ogl3 features like glsl130 :-(
- STATUS: Fixed, but there is a huge performance drop. Should be checked, maybe it's easy to fix
[degasus] create per pixel depth option againshould call the option "fast depth calculation" instead or sth like thatask in forum which gpus are affected, calculation formular didn't changed, it's just because some gpus lack accurateness on perspective divisionif it's that, maybe the precise qualifier might help? It's only supported in Shader Model 5 though, I thinkor at least we could enable it for affected gpus
- [degasus] flush on type changes (triangles, lines, points)
- will slow down ztp, but should be more accurate
- [degasus] change vertexloader to be able to stream vertices
- [degasus] fix avi framedump support and move it to videocommon (merge avi and screenshots)
- [degasus] implement an additional texcache for unused texture objects
- [degasus] remove GL_TEXTURE_RECT usage (replace it with GL_TEXTURE_2D)
moved to post 4.0 as copy shaders have to be updated and glsl120 lacks too many texture texture functions (eg texelFetch)- try it with texture_rect for glsl120 and texture_2d+texelFetch else, so it won't be such a big hack
- [degasus] implement glsl efb conversion shaders
- glsl130+ because of texelFetch, ironlake just won't get this new feature on 4.0
- [Sonic] ARM & GLES3 support
- [degaus] maybe also a better basevertex workaround (should be done after streaming vertices)
- [del] take your time to organize the french national programming contest and don't start with the next one before this isn't done :-P
- [] Wii network: replace OpenSSL
- [] Wii network: IOS certs extraction tool
- [] Port the Zelda UCode to be synced with the CPU thread (while keeping voice processing, maybe)
- [] Windows installer which automatically dls+installs msvcrt + dxrt
- [] Improve release management stuff (4.0 should not be 4.0-0+hacks)
- [] Track performance regressions from 3.0 to 4.0 and see if there are low hanging fruits
- [] MTXPerspective HLE for better widescreen hack
- Get a Dolphin timeline (past releases, old screenshots, etc)
Win back delroth's heart ;_; Done! I think.