Commit Graph

29879 Commits

Author SHA1 Message Date
xvrc 0ad13db633 MsgHandler: Correct question and warning captions 2021-06-12 17:42:27 -04:00
JosJuice a09d9cf608
Merge pull request #9606 from Filoppi/patch-14
Qt: avoid queuing ConfigChanged() more than once
2021-06-11 18:59:39 +02:00
JMC47 0c6e00ce0c
Merge pull request #9801 from Techjar/bbox-rounding-hack
VideoCommon: Only include centered pixels in bounding box
2021-06-11 00:41:11 -04:00
Techjar b267f54259 VideoCommon: Only include centered pixels in bounding box
At higher resolutions, our bounding box dimensions end up being
slightly larger than original hardware in some cases. This is not
necessarily wrong, it's just an artifact of rendering at a higher
resolution, due to bringing out detail that wouldn't have appeared on
original hardware. It causes a texel to fall partially on what would
have been a single pixel at native resolution, resulting in the
coordinates getting bumped up to the next valid value. In many cases,
these slightly larger bounding boxes are perfectly fine, as games don't
hard-code expected dimensions. It is problematic in Paper Mario TTYD
though, for a somewhat complicated reason.

Paper Mario TTYD frequently uses EFB copies to pre-render a bunch of
animation frames for a character sprite (especially in Chapter 2), so
that it can then render 100 or more of them without bringing the
GameCube to its knees. Based on my observation, the game seems to set
aside a region of memory to store these EFB copies. This region is
obviously fairly small, as the GameCube only has 24MB of RAM. There are
2 rooms in Chapter 2 where you fight a horde of as many as 100 Jabbies,
which are also rendered using EFB copies, so in this room the game ends
up making 130(!) EFB copies just for Puni and Jabbi sprites. This seems
to nearly fill the region of memory it set aside for them.
Unfortunately, our slightly larger bounding boxes at higher resolutions
results in overflowing this memory, causing very strange behavior. Some
EFB copies partially overlap game state, resulting in reading it as a
garbage RGB5A3 texture that constantly changes. Others apparently
somehow trigger a corner case in our persistent buffer mapping, causing
them to partially overwrite earlier EFB copies.

What this change does is only include the screen coordinates that align
with the equivalent native resolution pixel centers, which generally
results in the bounding boxes being more in line with original
hardware. It isn't perfect, but it's enough to fix Paper Mario TTYD's
Jabbi rooms by avoiding the buffer overflow. Notably, it is more
accurate at odd resolutions than at even resolutions. Native resolution
is completely unaffected by this change, as should be the case. This
change may also have a small positive impact on shader performance at
higher resolutions, as there will be less atomic operations performed.
2021-06-10 21:49:52 -04:00
Pokechu22 1500a0119b Eliminate TVtxDesc.GetLegacyHex 2021-06-09 20:50:50 -07:00
Pokechu22 820d9ffbfa Remove PixelShaderGen hasindstage 2021-06-09 20:50:49 -07:00
Pokechu22 c583cac568 Hack to hide debug cubes in Super Mario Sunshine
... while not breaking other games.
2021-06-09 20:50:49 -07:00
Tilka e62610e6bc
Merge pull request #9799 from Tilka/interpreter
Interpreter: deduplicate integer comparisons
2021-06-09 22:34:07 +01:00
JMC47 0aa9e8dc9a
Merge pull request #9795 from Filoppi/fix_controller2_default_device
Fix controllers after the first one not defaulting to the default device
2021-06-09 16:09:09 -04:00
Connor McLaughlin c729852d72
Merge pull request #9782 from Techjar/bbox-ogl-upsidedown-fix
VideoCommon: Perform OpenGL bounding box inversion in pixel shader
2021-06-08 13:24:03 +10:00
Connor McLaughlin 1b3977990b
Merge pull request #9800 from Techjar/vulkan-subgroup-fix
Vulkan: Fix subgroup reduction
2021-06-08 13:21:41 +10:00
Techjar 58238e75a7 Vulkan: Fix subgroup reduction
It seems that we were writing values from helper invocations, which
produces wrong results.
2021-06-07 22:32:25 -04:00
JMC47 ec8257ebe1
Merge pull request #9794 from Filoppi/fix_input_focus_bug
Fix input focus checks being wrong (issue 12540)
2021-06-07 20:08:09 -04:00
Tillmann Karras 5fc3cb2379 Interpreter: deduplicate integer comparisons 2021-06-07 22:39:15 +01:00
JMC47 8f9bb5612a
Merge pull request #9798 from JosJuice/android-wad-crash
Android: Fix WAD import crashing
2021-06-07 17:32:23 -04:00
JosJuice d42cec0d19 Android: Fix WAD import crashing
progressMessage can have the invalid value of 0. That
progressMessage was being used for the thread name was
a typo anyway – it's supposed to use progressTitle.
2021-06-07 23:09:29 +02:00
Filoppi 702f86ccc0 InputCommon: fix 2nd+ controller not defaulting to the default device 2021-06-07 19:31:38 +03:00
Léo Lam edc18e60ad
Merge pull request #9785 from Dentomologist/fix_gamelist_grid_zoom_in
GameList: Fix grid mode zoom keybind inconsistency
2021-06-07 14:00:21 +02:00
Filoppi 7c83b745c5 Qt: fix input focus checks being wrong
When rendering to main and going full screen, we aren't using the main window handle
as the code assumed, but the other, detached, render widget.
2021-06-07 14:35:59 +03:00
Léo Lam 5e371bb4be
Merge pull request #9792 from sepalani/lint
Lint: End of namespace
2021-06-07 12:16:08 +02:00
Sepalani ce8004c9c1 Lint: End of namespace 2021-06-07 12:55:52 +04:00
Filoppi 83ea16f402 Qt: Fix IOWindow keeping a shared ptr to devices even after them being removed by the ControllerInterface
this prevented some devices from being recreated correctly, as they were exclusive (e.g. DInput Joysticks)

This is achieved by calling Settings::ReleaseDevices(), which releases all the UI devices shared ptrs.
If we are the host (Qt) thread, DevicesChanged() is now called in line, to avoid devices being hanged onto by the UI.
For this, I had to add a method to check whether we are the Host Thread to Qt.

Avoid calling ControllerInterface::RefreshDevices() from the CPU thread if the emulation is running
and we manually refresh devices from Qt, as that is not necessary anymore.

Refactored the way IOWindow lists devices to make it clearer and hold onto disconnected devices.
There were so many issues with the previous code:
-Devices changes would not be reflected until the window was re-opened
-If there was no default device, it would fail to select the device at index 0
-It could have crashed if we had 0 devices
-The default device was not highlighted as such
2021-06-07 11:48:30 +03:00
Filoppi a77e3b4a9b InputCommon: Make Wiimote rumble variable thread safe 2021-06-07 11:48:30 +03:00
Filoppi 08f8c27927 ControllerInterface: fix DSU thread safety and use PlatformPopulateDevices() 2021-06-07 11:48:29 +03:00
Filoppi 8b53af9cbc ControllerInterface: polish DInput Keyboard and Mouse (add comments and logs)
Also fix the cursor axis not being updated when the mouse device had failed aquiring,
despite them being completely unrelated
2021-06-07 11:07:06 +03:00
Filoppi 038b57fecc ControllerInterface: DInput Joystick fix non thread safe static variable
also fix devices being added to its own custom list of devices even when rejected by the CI
2021-06-07 11:07:06 +03:00
Filoppi a0ecca1a84 ControllerInterface: Implement ChangeWindow on DInput without recreating the devices
Also polished DInput code in general to try and mitigate issue 11702.
Added a lot of logging and comments.
2021-06-07 11:07:06 +03:00
Filoppi dcc345400e ControllerInterface: devices population is now async so implement devices sorting priority
This helps us keeping the most important devices (e.g. Mouse and Keyboard) on the top
of the list of devices (they still are on all OSes supported by dolphin
and to make hotplug devices like DSU appear at the bottom.
2021-06-07 11:07:06 +03:00
Filoppi 0718cfd7d7 ControllerInterface: make evdev use PlatformPopulateDevices
Also fix evdev non thread safe acces to static variables
2021-06-07 11:07:06 +03:00
Filoppi 2aa941081e ControllerInterface: make SDL use PlatformPopulateDevices()
and avoid waiting on SDL async population being finished for no reason
2021-06-07 11:07:06 +03:00
Filoppi 1d816f8f26 ControllerInterface: make real Wiimote use PlatformPopulateDevices() 2021-06-07 11:07:06 +03:00
Filoppi c238e49119 ControllerInterface: Remove OSX window handle
also make it more thread safe (avoid rare deadlock)
and fix it trying to add devices before the CI has init
2021-06-07 11:07:05 +03:00
Filoppi 2376aec135 ControllerInterface: Refactor
-Fix Add/Remove/Refresh device safety, devices could be added and removed at the same time, causing missing or duplicated devices (rare but possible)
-Fix other devices population race conditions in ControllerInterface
-Avoid re-creating all devices when dolphin is being shut down
-Avoid re-creating devices when the render window handle has changed (just the relevantr ones now)
-Avoid sending Devices Changed events if devices haven't actually changed
-Made most devices populations will be made async, to increase performance and avoid hanging the host or CPU thread on manual devices refresh
2021-06-07 11:07:05 +03:00
Filoppi f90d851e25 ControllerInterface: mixed comments 2021-06-07 11:07:05 +03:00
Filoppi c285ae57fb ControllerInterface: fix rare deadlock
A "devices changed" callback could have ended up waiting on another thread that was also populating devices
and waiting on the previous thread to release the callbacks mutex.
2021-06-07 11:07:05 +03:00
JMC47 ebe3fbe04c
Merge pull request #9771 from Filoppi/dsu_fixes
DSU improvements
2021-06-07 03:50:50 -04:00
Techjar 4866002c9b VideoCommon: Perform OpenGL bounding box inversion in pixel shader
Running the min/max operation on the upside down, quad-rounded pixel
coordinates before inverting them to the standard upper-left origin
produces wrong results. Therefore, we need to do the inversion before
rounding to pixel quads.
2021-06-06 20:55:06 -04:00
Léo Lam a208d529de
Merge pull request #9790 from AdmiralCurtiss/cheat-manager-config-change
CheatsManager: Avoid recreating child widgets on every OnStateChanged(), and take running game info directly from SConfig.
2021-06-07 02:37:11 +02:00
JosJuice 4ef4ac41d1 JitArm64: Fix clobbering LR in FakeLKExit
Fixes Need for Speed: Carbon accessing invalid memory when
branch following and BLR optimization are enabled simultaneously.
2021-06-06 22:43:57 +02:00
Admiral H. Curtiss 441d304317 CheatsManager: Use game information directly from SConfig, and only recreate widgets if game changes. 2021-06-06 21:56:34 +02:00
Admiral H. Curtiss 414e0f4598 GeckoCodeWidget: Take game ID and revision directly instead of through GameFile. 2021-06-06 21:25:37 +02:00
Admiral H. Curtiss 1fbe56210a ARCodeWidget: Take game ID and revision directly instead of through GameFile. 2021-06-06 21:23:17 +02:00
Léo Lam 684d09b342
Merge pull request #9789 from AdmiralCurtiss/netplay-efb-access-tile-size-bool
NetPlay: Sync the EFB access tile size as an integer instead of a boolean.
2021-06-06 19:20:38 +02:00
Admiral H. Curtiss 9fd16a93c5 NetPlay: Sync the EFB access tile size as an integer instead of a boolean. 2021-06-06 19:02:07 +02:00
Dentomologist 7a6098a7f6 GameList: Fix grid mode zoom keybind inconsistency
Add keybind to make 'control plus' zoom in as per convention, and also
'control shift minus' zoom out to maintain consistency.
2021-06-06 09:21:41 -07:00
Tilka 8139967768
Merge pull request #9787 from JosJuice/jitarm64-slwx-top
JitArm64: Discard top 32 bits in slwx result
2021-06-06 08:46:16 +01:00
Mai M 5470aceb63
Merge pull request #9786 from Tilka/dsp
DSP: small cleanup
2021-06-06 00:48:28 -04:00
Tilka 89af7b82f2
Merge pull request #9770 from JosJuice/jits-accidental-gt
Jits: Fix accidentally setting GT in CR when clearing EQ
2021-06-06 05:17:25 +01:00
Tilka 6c0180fc61
Merge pull request #9748 from JosJuice/fma-accuracy
Interpreter/Jit64: Emulate FMA accurately in more cases
2021-06-06 02:29:42 +01:00
Tillmann Karras f2c4041d39 DSPHLE: remove unused function 2021-06-06 01:09:30 +01:00