Jasper St. Pierre
d0084cb41d
Main: Fix code that creates the BIOS subdirectories
...
We need to ensure that the file path ends with DIR_SEP, as
File::CreateFullPath is a very naive function.
2013-08-12 06:23:58 -04:00
NeoBrainX
4c22e1264e
PixelShaderGen: Do not write depth in pixel shader if depth testing (and thus writing) is not enabled. Should improve performance quite a bit in some cases.
...
Fixes issue 6474.
2013-08-12 09:33:36 +00:00
Ryan Houdek
7f3c06de27
[ARM] Add a few instructions.
2013-08-12 02:52:56 +00:00
Rodolfo Bogado
f4000b6b42
Add the ability to force Dual Source Blending in the configuration file.
...
this way everyone can check if their hardware support this feature in dx9
2013-08-11 18:48:31 -03:00
Jasper St. Pierre
22b3c26654
Main: Create BIOS subdirs of GC userdir on load
...
So that users don't get confused about where to place the BIOS files
2013-08-11 14:33:26 -04:00
Jasper St. Pierre
d0729983b0
Check for GC BIOS in userdir before sysdir
2013-08-11 14:13:45 -04:00
Jasper St. Pierre
b5c2737c9f
IniFile: Don't parse comments after the [Section] brackets
...
This is non-standard behavior. We won't fail to parse, but we now
won't write them back out either.
2013-08-11 11:32:10 -04:00
Jasper St. Pierre
0eaea5f4df
IniFile: Remove support for comments anywhere but the beginning of lines
...
The MS INI parser and most other INI parsing libraries APIs only support
comments at the beginning of lines. Right now, some Game INI files use sections
like:
[OnFrame]#Add memory patches here
But these section headers are parsed separately, so this should not break
them.
2013-08-11 11:30:52 -04:00
Ryan Houdek
4ed8972c30
[ARM] Implement andx, andi_rc, and andis_rc.
2013-08-11 08:21:17 +00:00
Ryan Houdek
42aef24d78
[ARM] IMM support for all integer instructions that call ComputeRC. Small FPS gains everywhere.
2013-08-11 07:41:23 +00:00
Ryan Houdek
ef83d03dc0
[ARM] Fix ori again.
2013-08-11 05:07:20 +00:00
Jordan Woyak
a279001472
Remove "-0" from stable version numbers in a more foolproof manner for vs and cmake builds.
2013-08-10 17:19:19 -05:00
Jordan Woyak
951d8e356a
Remove some non-catastrophic IPC_HLE wiimote related PanicAlerts. We have logging for this.
...
Fixed issue 6464.
2013-08-10 16:50:12 -05:00
NeoBrainX
eed36cbf78
D3D11: Implement zcomploc for hardware supporting D3D 11.0.
2013-08-09 22:20:35 +02:00
Ryan Houdek
805009abca
Fix a merge fail that happened when I merged in Android. It is just a bit of duplicate code, no issues came from it.
2013-08-09 19:01:27 +00:00
Pierre Bourdon
0aa9308006
Revert "Fix a memory leak in ExpressionParser.cpp"
...
This reverts commit cce809ac90
.
The code was actually correct: "expr" is never allocated when an error is
returned. This means when the expression parser fails, deleting "expr" means
deleting an uninitialized pointer.
2013-08-09 10:46:11 +02:00
Rachel Bryk
90d454d22f
Remove -0 from stable release version numbers.
2013-08-08 23:59:53 -04:00
Pierre Bourdon
9ea01aa7a8
Use a multibyte-neutral codepage when calling *printf on Windows.
...
More explanation in code comments.
Fixes issue 4046.
2013-08-09 00:17:48 +02:00
Lioncash
cce809ac90
Fix a memory leak in ExpressionParser.cpp
...
Because there's a return here, expr should be deleted since it's not assigned to anything before returning.
2013-08-08 17:56:15 -04:00
NeoBrainX
72abe7c654
Fix a stack corruption in ExtendedTrace.
...
Fixes issue 6454.
2013-08-08 20:29:20 +02:00
Rachel Bryk
f51cb0b7eb
Fix multiplayer wiimote netplay.
2013-08-07 18:00:38 -04:00
Rachel Bryk
011bcfee34
Misc netplay cleanup.
2013-08-07 10:10:40 -04:00
degasus
a6fd2c8227
fix lightning for inconsitent config
...
It's possible to configure to use the vertex color as lightning source without enabling the vertex color at all.
The old implementation will use zero, but it seems to be wrong (prooven by THPS3), more likely is to disable
the lightning and just return the global color.
This fixes THPS3 on OpenGL, but it isn't verifed on hardware
2013-08-07 14:22:15 +02:00
Rachel Bryk
d0f05291e7
Add wiimote support to netplay.
2013-08-07 08:16:41 -04:00
Lioncash
9d0554e4a6
Free two memory leaks in ArmCPUDetect.cpp
...
Char pointers aren't freed after use.
Fixed this in PPSSPP a few days ago. Forgot to check here for the same thing until now.
2013-08-06 18:17:54 -04:00
Rachel Bryk
88212fba67
Add new Netplay headers to the VS project.
2013-08-05 23:15:53 -04:00
Ryan Houdek
873987bc99
[ARM] Some initial support for immediates in integer. Plenty more to go.
2013-08-05 19:48:15 +00:00
Ryan Houdek
4752eae677
[ARM] Fix IMM support in the register cache.
2013-08-05 18:33:51 +00:00
Jasper St. Pierre
9f90cbee19
NetPlayServer: Close the socket when we're done with it
...
This would allow a new socket to be created with the same port after
we close it. However, we can't reuse it immediately because of the TCP
TIME-WAIT state.
2013-08-05 06:43:27 -04:00
Jasper St. Pierre
59ab60f37f
NetPlay: Supply every player's ping data to the client
...
This means that we now have feature parity with the combined server
before.
2013-08-05 06:12:56 -04:00
Jasper St. Pierre
a3a222bf5b
NetPlay: Remove NetPlay.h / NetPlay.cpp
...
Now the server and client implementations are entirely separate.
2013-08-05 05:05:06 -04:00
Jasper St. Pierre
9e63cebc93
NetPlay: Remove the base NetPlay class
...
It's only used by the NetPlayClient. For now, keep around NetPlay.cpp,
but we'll remove that soon.
2013-08-05 04:56:30 -04:00
Jasper St. Pierre
3b32d3c90d
NetPlay: Split the server out, and make the local system manage a client as well
...
This should be transparent, but it may cause regressions.
The idea here is that now all players, including the host of the server,
talk to the server through TCP/IP networking. This significantly reduces
our codepaths through netplay, and will prevent strange local-only bugs
from happening.
The cleanup isn't 100% finished yet. The NetPlay dialog still drives the
server through private APIs. I eventually want to sanction off the server
entirely, so all communication is done through TCP/IP. This will allow us
to have high-traffic public servers that can relay multiple games and
lobbies at a time, and split off channel and game management to people
other than the host.
This is all still just a pipe dream, though.
2013-08-05 04:42:26 -04:00
Jasper St. Pierre
9e8655fa1f
NetPlay: Remove some dead code
2013-08-05 04:25:16 -04:00
Ryan Houdek
25fc0c27f3
[ARM] Make sure to flush a register location. IMM still doesn't work...
2013-08-05 07:15:15 +00:00
Ryan Houdek
f2e43f47a4
[ARM] Add support for IMMs to the GPR reg cache. Not yet using it since it doesn't quite work
2013-08-05 05:26:32 +00:00
Ryan Houdek
f485d96b0b
[ARM] Remove Fastmem. It is buggy and may never have the potential to work correctly.
2013-08-05 05:26:32 +00:00
Jasper St. Pierre
0e0f0aec6e
Core: Remove dead code
...
We never call SetState with CORE_UNINITIALIZED, and always call
Core::Stop() directly.
2013-08-05 00:03:15 -04:00
Ryan Houdek
db93b516b0
[ARM] Missed flushing our register caches in mtmsr. This would cause a buttload of problems, including the suspected ori being wrong issue. So flush caches and reenable ori.
2013-08-05 02:15:25 +00:00
Ryan Houdek
bafed349e8
[ARM] dcbst implementation.
2013-08-04 17:44:59 +00:00
Ryan Houdek
522d38d080
[ARM] Implement cmpl
2013-08-04 17:33:43 +00:00
Ryan Houdek
f690be3e94
[ARM] Disable ori since it breaks Wind Waker.
2013-08-04 17:05:53 +00:00
Rachel Bryk
af71100867
Save DSP on thread setting to config cache when booting.
...
Fixes issue 6451.
2013-08-04 02:34:39 -04:00
Pierre Bourdon
28e12a4198
Change the OSX CFBundleIndentifier to use the proper domain name
2013-08-03 18:37:57 +02:00
Ryan Houdek
cf8e8c91b6
[ARM] Implement lha and fix lfs.
2013-08-03 00:48:45 +00:00
Ryan Houdek
ca7fb9f38e
[ARM] Fix VCVT F32<->F64 encoding.
2013-08-03 00:48:44 +00:00
Rachel Bryk
f58edd018c
Remove a couple files which have apperently never been used for anything.
2013-08-02 20:46:07 -04:00
Rachel Bryk
541106d611
Increase number of save state slots to 10.
2013-08-02 20:42:30 -04:00
Ryan Houdek
ab0f42636d
[ARM] Push new ArmEmitter changes from PPSSPP. Mostly Fixes a few VFP/NEON instruction encodings.
2013-08-02 23:18:44 +00:00
Rachel Bryk
c1baed086d
Fix hotkeys.
2013-08-02 16:14:34 -04:00
degasus
8f1a2bf43b
fix c&p error
...
This error could change dual vs single core setting
2013-08-02 14:21:34 +02:00
Glenn Rice
95c234ceb3
Merge branch 'join-wiimote-scanning-thread'
2013-08-01 07:19:00 -05:00
Glenn Rice
be76dc153b
Re-add the HandleWiimoteDisconnect calls to the RealWiimote::Shutdown
...
routine. This is needed to actually disconnect real wiimotes and delete
the corresponding wiimote objects when the app exits.
2013-08-01 07:16:51 -05:00
Rachel Bryk
8c5bc2ba3c
Allow setting dsp on thread via game ini.
...
Also force TWW to LLE and no dsp on thread.
2013-07-31 21:35:22 -04:00
Glenn Rice
7aae59a766
Add comments to explain the usage of the WiimoteReal Stop/Shutdown
...
routine usage.
2013-07-31 09:19:28 -05:00
Glenn Rice
01987be6b9
Make sure that WiimoteReal is really shutdown on app exit. Particulary
...
ensure that the wiimote scanning thread is joined. This fixes a crash
on shutdown if scanning has been initiated.
2013-07-31 09:09:18 -05:00
Rachel Bryk
44d17b5da5
Add hotkeys to increase/decrease the frame limit.
2013-07-30 19:25:12 -04:00
Rachel Bryk
a33b1fcdc6
Make hotkeys for togglign IR, AR, efb copies and fog settings configurable.
2013-07-30 05:49:02 -04:00
degasus
4987f89ecc
simplify my last commit
2013-07-29 23:26:18 +02:00
degasus
d029fc2f9f
remove printf in shader uid generation
2013-07-29 20:52:24 +02:00
Pierre Bourdon
8529addcc6
Removing the 'Clearing code cache' OSD message in Release builds
2013-07-29 09:56:50 +02:00
degasus
531c299bde
fix movie player on linux
...
thx @ delroth for the patch
2013-07-28 17:55:35 +02:00
Ryan Houdek
5d38a9c91e
[Android] Some minor cleanup.
2013-07-27 15:09:33 -05:00
John S. Peterson
9b20280bcf
Changing the Nunchuk stick axis from center to center + 1
...
if the other axis isn't at center
because
* it's expected by some emulated programs
2013-07-26 23:47:50 -04:00
John Peterson
23f59a82f7
Adding Nunchuk stick calibration
...
because it's useful for the hybrid Wiimote mode
2013-07-26 23:47:23 -04:00
Ryan Houdek
4aba0135e1
[Android] Qualcomm Swap hack isn't needed anymore due to the new StreamBuffer type.
2013-07-26 21:49:48 -05:00
Ryan Houdek
b6e9a75bdf
Good Job Windows. Fixes compiling...
2013-07-27 00:53:53 +00:00
Ryan Houdek
f786f0f0c6
Remove the broken buffers bug on Mali hardware since it isn't needed anymore using the glBufferData route in the StreamBuffer class.
2013-07-27 00:41:38 +00:00
Rachel Bryk
bff2bc1288
Clear patches on shutdown.
...
Fixes issue 6434.
2013-07-25 16:43:00 -04:00
Ryan Houdek
e0a5f7842e
Fix Mali-T604 shader compilation
2013-07-25 16:13:33 +00:00
Ryan Houdek
672871b3be
Add in the Mali driver bug so we can call glFlush every flush. It seemingly is quicker calling flush every time instead of every n times.
2013-07-25 05:44:20 +00:00
Rachel Bryk
3f03588dec
Tas input works with bongos too.
2013-07-23 20:43:51 -04:00
Braden
ec148008d0
Clean up code for multiple GameCube Controllers
...
Conflicts:
Source/Core/DolphinWX/Src/Frame.cpp
Source/Core/DolphinWX/Src/FrameTools.cpp
2013-07-23 20:35:33 -04:00
Braden
59d6df7046
Adds Support for multiple GameCube Controllers
...
Conflicts:
Source/Core/DolphinWX/Src/Frame.cpp
2013-07-23 20:22:08 -04:00
Rachel Bryk
8a4b6f3d73
Forgot this from the last commit.
2013-07-23 19:55:17 -04:00
Rachel Bryk
9fdc7360cd
Fix L and R triggers with tas input.
...
Partially copied from revision 1be844406c
, but allows < fully pressed, and without the typo.
2013-07-23 19:44:43 -04:00
Jasper St. Pierre
09338c673c
FrameTools: Use the correct window handle for resizing the window
...
We want to resize the OpenGL window, not the frame window.
2013-07-23 15:02:00 -04:00
degasus
0ba6d12e9d
fix a small uid awsome bug
2013-07-23 02:13:40 +02:00
Jasper St. Pierre
a963c621dc
NetPlay: Sync across whether to save memcards or not
...
There's no reason this shouldn't be synced other than laziness.
2013-07-22 07:29:15 -04:00
Jasper St. Pierre
6d463d1b67
NetPlay: Allow building a server without a game
...
This isn't hooked up in the UI yet, but it will allow us to
basically start the server and chat system without choosing
a game.
2013-07-22 07:29:15 -04:00
Jasper St. Pierre
2631ec3cff
Core: Remove an unused var
2013-07-22 07:29:15 -04:00
degasus
15b8ac64ef
Implement zcomploc on OpenGL4.2+
2013-07-22 12:02:16 +02:00
Jasper St. Pierre
f693488c8a
InputConfigDiag: Save the configuration when pressing "OK"
...
This fixes a common UI complaint of the control dialog UI.
Also, don't close the dialog if we have an error with the expression.
2013-07-22 03:19:38 -04:00
Jasper St. Pierre
bc17798ef2
InputConfigDiag: Add a simple error status label
...
This tells you what you did wrong at a high level if you messed up.
2013-07-22 03:19:22 -04:00
Jasper St. Pierre
3c7f223aa1
Add "Q" / "E" as freelook keybindings
...
To move the view up and down.
2013-07-22 00:14:42 -04:00
Jasper St. Pierre
52482115e1
Move in-game keybinding handling to a central location
...
Instead of handling it separately in every backend.
2013-07-21 23:17:16 -04:00
Rachel Bryk
e742b32c65
Drag and drop.
2013-07-21 22:25:26 -04:00
Jasper St. Pierre
4981b7cdd3
VertexShaderManager: Make ProjectionHack private
...
There's no reason to make this public, and it prevents a build
issue with the next commit.
2013-07-21 17:56:20 -04:00
Rachel Bryk
481c081db3
Merge branch 'possibly-useful-netplay-changes'
2013-07-21 13:33:14 -04:00
Ryan Houdek
82f7b20b91
There. Fix all the issues where we are using integers when we should be using floats in the texture conversion shaders.
2013-07-21 12:00:20 +00:00
Ryan Houdek
83a79c28ca
Continuation of the previous commit. I missed a integer.
2013-07-21 11:27:26 +00:00
Ryan Houdek
6194234a54
Fix a issue in the texture conversion shaders that was multiplying an integer with a float.
2013-07-21 11:17:21 +00:00
Jasper St. Pierre
fec641d14a
X11: Don't do a round-trip to the server to figure out our size on configure
...
Simply use the values from the event structure.
2013-07-21 01:59:40 -04:00
Jasper St. Pierre
01ff85506d
X11: Don't use a client event as a wrapper for XMoveResizeWindow
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Simply configure the window from here
2013-07-21 01:59:40 -04:00
Jasper St. Pierre
ca97b10dda
Actually link to XI2
...
No idea how this was working before
2013-07-21 01:59:40 -04:00
Jasper St. Pierre
bd7ca7625b
Fix up last commit
...
I forgot to git add this change.
2013-07-21 00:51:07 -04:00
Max Eliaser
fe2fe8b6cc
Clean up all the GetName methods for XInput2 controls.
2013-07-20 13:58:02 -08:00
Max Eliaser
9fbc5ff27c
Add X11 XInput2 input plugin, including MPX and with support for axis controls.
...
Based on the original XLib plugin, and thus shares some of its warts.
2013-07-20 13:58:02 -08:00
Rachel Bryk
41fe2e1466
Don't sync dual core setting in netplay.
2013-07-20 13:20:14 -04:00
Rachel Bryk
96219df4fd
Allow non-SIDEVICE_GC_CONTROLLER controllers in netplay again.
2013-07-19 22:58:33 -04:00
Rachel Bryk
e4767aec55
Sync some important settings with server during netplay.
2013-07-19 18:48:27 -04:00
Rachel Bryk
919e54c695
Automatically connect the appropriate controllers for netplay.
2013-07-19 15:53:20 -04:00
Rachel Bryk
0e1efd7d38
Poll the controllers with the same timing as movies for netplay. Might help prevent desyncs.
2013-07-19 15:01:04 -04:00
Ryan Houdek
a3e289e802
[ARM] Reenable FMRX, it seems to work fine.
2013-07-17 04:29:17 -05:00
Ryan Houdek
86826b28dc
[ARM] Implement LFD. Reorder VFP register allocation a bit.
2013-07-17 04:23:38 -05:00
Ryan Houdek
dc66b3d474
Add Read_F32 and Read_F64 helper functions to MemmapFunctions.
2013-07-17 04:22:47 -05:00
Ryan Houdek
5147e5167b
[ARM] Implement xorx
2013-07-17 02:34:20 -05:00
Ryan Houdek
b30a697355
[ARM] Disable mfmsr. Implement stb and subfx.
2013-07-17 02:25:21 -05:00
Ryan Houdek
5899013876
[ARM] Implement MFTB
2013-07-17 01:35:07 -05:00
Ryan Houdek
fc6e06cb72
[ARM] Implement mfmsr
2013-07-17 01:25:06 -05:00
Ryan Houdek
bab3032185
On ARM Hosts, increase the instruction run count to 64bit. 32bit is /very/ quickly overflown.
2013-07-16 22:20:18 -05:00
Ryan Houdek
f4b414a9c1
Fix encoding issue with VADD(Integer)
2013-07-16 22:18:15 -05:00
Ryan Houdek
9123f58bd5
Check for IDIVA/IDIVT correctly. Cortex-A5 parts would have had this set since it supports VFPv4 but not IDIVA. Qualcomm Krait/Krait 300 still doesn't report in the kernel that it supports this.
2013-07-16 01:22:25 -05:00
Jasper St. Pierre
4c807fa7b4
Fix Device.h placement in VC++
2013-07-15 16:24:20 -04:00
Ryan Houdek
737df2a68c
Patch from Degasus that removes the last of the the GL_TEXTURE_RECTANGLE usages. This is needed to have GLES3 support.
2013-07-13 17:24:23 -05:00
Ryan Houdek
52cb398804
[Android] Actually push the library file to the correct location.
2013-07-13 10:32:23 -05:00
Jasper St. Pierre
b64e882ba5
ExpressionParser: Parse fully qualified control names correctly
...
Without clearing out the "accumulator" for the backtick parsing,
our control name was full of junk (the previous device name) causing
us to not correctly find the control.
Ensure that always we clear the "accumulator" string during backtick
parsing.
2013-07-12 13:26:09 -04:00
John Peterson
c52a583090
Removing reading of the emulated Wiimote state in the real Wiimote mode
...
because
* the purpose of the emulated Wiimote state in the real Wiimote mode is to store the real Wiimote state rather than synchronise with an emulated Wiimote
2013-07-11 19:11:36 -04:00
degasus
a1822a3aca
fix AudioCommon::Mixer Buffer indices
...
This fix the 1h32 audio bug which outputs static sound after 1h32.
The mixer is used for 32->48kHz resampling and as output buffer for the async audio backends.
So this buffer was indiced by a writing and a reading pointer and the count of samples in it.
As this is redundant and the sample count isn't accurate calculateable because of the interpolation,
both indices gets out of sync. So after some time (~92min), this buffer overflows and return only garbage.
thx @ moosehunter + delroth for debugging on this issue. You did the most work :-)
2013-07-11 21:22:38 +02:00
John Peterson
fd4a4410e5
Removing wait for real Wiimote connection
...
when
* opening the Wiimote configuration dialog
* booting from the emulated program entry point rather than a state
because
* it doesn't have meaning in these scenarios
* it has meaning when booting from a state
2013-07-11 11:32:14 -04:00
John Peterson
e36757bec1
Adding read data reply to the real Wiimote
...
because the emulated program expect it
2013-07-11 11:32:09 -04:00
Ryan Houdek
6e74d4b21d
[Android] Disable x64MemTools' backpatching. It isn't available on x86 anyway.
2013-07-11 09:00:08 -05:00
Ryan Houdek
012c32c14c
[Android] Undefine the swaps in Android completely, not just on ARM Android.
2013-07-11 08:58:10 -05:00
Glenn Rice
8b65775ee1
Fix a couple of compiler warnings that have cropped up.
2013-07-10 15:07:57 -05:00
John Chadwick
16cd26d177
Add UPnP support.
...
Feedback is in logs as suggested by skid_au. The checkbox is still there, but
mostly for people who would like to opt out (unfortunately, I can not be sure
how this feature may behave for some routers - there's a hell of a lot of bad
UPnP implementations.)
The Visual Studio stuff is a little messy, so I apologize if anything is a bit
off. I tested most configurations and it worked.
I also tested CMake on Debian Wheezy, Ubuntu Saucy, and Mac OS X Mountain Lion.
All seemed to be OK.
2013-07-09 18:08:43 -04:00
Ryan Houdek
379a15ba3b
Make confirm on stop default enabled.
2013-07-08 02:56:40 -05:00
Pierre Bourdon
22c80e1dc2
Fix ICC profiles in some of our PNGs (ic_drawer, Dolphin icon).
...
Also keep a PNG version of bin2c'd resources in order to make these kind of
changes easier in the future.
Fixes recent versions of libpng complaining loudly about our images.
2013-07-07 02:40:59 +02:00
Pierre Bourdon
9b128e9347
Disable LPF filtering in new-ax-hle
...
The current implementation is broken and this is a non critical feature.
Fixes new-ax-hle regression in Super Monkey Ball.
2013-07-06 14:35:19 +02:00
Pierre Bourdon
7b40874309
Implement AX command 0x11 (SET_OPPOSITE_LR)
2013-07-06 14:35:19 +02:00
Jasper St. Pierre
b2e7248b58
LogWindow: Fix a bad initializer
...
Since these defaults aren't used, don't bother specifying them.
2013-07-05 22:39:18 -04:00
Ryan Houdek
d584150851
Remove a warning from ARM includes already defining PAGE_SIZE and a warning in the FPR cache.
2013-07-05 20:56:17 -05:00
Ryan Houdek
7d6b36bf73
Fix most ARM warnings
2013-07-05 19:56:15 -05:00
Ryan Houdek
cdfd7905a0
[Android] Copy over DSP roms and font assets on build and first runs.
2013-07-05 19:18:33 -05:00
Matthew Parlane
691900aa90
Disable encryption when checking Wiimote extension for scan.
...
This is for when we are checking if it is a Balance Board.
2013-07-03 23:05:30 +12:00
Matthew Parlane
998c4042c2
Add ability to dump Balance Board data to local udp port.
...
This probably won't work on Mac...
2013-07-03 23:05:29 +12:00
Lioncash
03a47d3c6b
Fix a case where a boolean check (vector.empty()) was used when a clear (vector.clear()) was intended in ExpressionParser.cpp.
2013-07-02 21:42:44 -04:00
NeoBrainX
1f92ccc228
ShaderGen: Use u8 as uid storage base type. Fixes an off-by-one error introduced in revision bdc28106ee
that caused some lighting issues.
2013-07-02 14:48:08 +02:00
Rachel Bryk
de369dcc60
Misc cleanup and fixes for some of the bad code i've written.
...
Fixes a buffer overflow in the sscanf, move the movie.raw to the GC folder, and stops calling GetSettings() twice.
2013-07-01 17:44:42 -04:00
Rachel Bryk
e4846de692
Add hotkeys for save/load state to/from file.
2013-06-30 19:01:30 -04:00
NeoBrainX
c34c82e7ae
VertexShaderGen: Fix a potential bug where vertex shader uids don't change when
...
pixel lighting is toggled.
Same as revision f524312fd1
but done properly (why is our shader gen code this dumb?).
2013-06-30 14:27:04 +02:00
NeoBrainX
b8b5427ba4
VertexShaderGen: Fix a dumb regression from revision f524312fd1
.
2013-06-30 11:36:45 +00:00
Jasper St. Pierre
d5983b587e
InputConfigDialog: Don't show "..." for complicated expressions
...
Just show the actual expression. We need to do a bit of mangling
here as wx has no way to turn off mnemonics parsing, so do that
as well.
2013-06-29 18:28:14 -04:00
NeoBrainX
eb153cfded
PixelShaderGen: Fix a small early-ztest related bug.
2013-06-29 23:14:08 +02:00
NeoBrainX
99301bd158
PixelShaderGen: Store early_ztest as part of shader uid.
2013-06-29 23:01:42 +02:00
NeoBrainX
f524312fd1
VertexShaderGen: Fix a potential bug where vertex shader uids don't change when pixel lighting is toggled.
2013-06-29 23:01:42 +02:00
Jasper St. Pierre
1083d78721
InputConfigDiag: Put the colon after the device name
...
Oops. The dialog accidentally generated the wrong syntax for
this one.
2013-06-29 02:58:17 -04:00
NeoBrainX
e3c0a39d5d
Merge branch 'shader-uids-awesome-after-hours'.
2013-06-28 17:45:19 +02:00
NeoBrainX
166a9c5637
Finishing touches.
2013-06-28 17:43:53 +02:00
Jasper St. Pierre
11fdd5a4ec
ExpressionParser: Search for control names first
...
Otherwise, valid control names like "Cursor X+" would be incorrectly
tokenized as "`Cursor` `X` +", causing the parser to first abort trying to
find a control named `Cursor` rather than aborting with invalid syntax on
the bad binop.
We could also do this by resolving devices lazily, but since simple
control name bindings are going to be 90% of usecases, just look for these
first.
2013-06-27 10:51:19 -04:00
Jasper St. Pierre
a92f6f68d6
DInputJoystick: Fix compile
...
Whoops. MSVC++ messed up somehow and didn't tell me it didn't work
locally.
2013-06-26 23:26:21 -04:00
Jasper St. Pierre
cdb5b8b737
DInputJoystick: Always exclude XInput
...
Yeah, yeah, it's possible that some guy would try to build DInput
without XInput, but they're crazy, and I doubt it would have worked
since the header file mess was so fragile anyway. Always exclude
DInput devices when we don't have XInput.
2013-06-26 23:06:17 -04:00
Jasper St. Pierre
c11ae9ea4b
Revert "Core: Update default bound controls for new ExpressionParser"
...
This reverts commit 54e1b58199
.
We now support barewords control names, so use those instead.
Conflicts:
Source/Core/Core/Src/HW/WiimoteEmu/WiimoteEmu.cpp
2013-06-26 20:25:37 -04:00
Jasper St. Pierre
f53eefb491
ExpressionParser: Add support for simple barewords control names
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If an expression can't be parsed normally, we then look to see if it's a
simple device name. This keeps backwards compatibility with simple input
ocnfigurations, where people just used the Detect button.
2013-06-26 20:19:23 -04:00
Jasper St. Pierre
03fdebac09
ExpressionParser: Don't crash when we can't find a device
2013-06-26 16:54:48 -04:00
Ryan Houdek
9edfb5c710
[Android] Disable OpenGL ES 3 EGL bit. This is due to drivers complaining(Which they should do) when they don't support GLES3. Qualcomm drivers don't care about it being ES2 or ES3 bit anyway. Intel drivers are untested in this code path, but GLES3 is untested entirely in desktop anyway.
2013-06-26 08:19:01 -05:00
Rachel Bryk
63a747edc0
Add shortcut to (dis)connect the balance board.
...
Fixes issue 6383.
2013-06-26 06:23:29 -04:00
Jasper St. Pierre
55950365e3
InputConfigDiag: Fix complex bindings with with left-click Detect
...
This fixes the binding of XBox 360 controllers and similar devices
with complex control names.
2013-06-25 15:05:53 -04:00
Rachel Bryk
5904ffb21d
Fix last commit, and set the position on mouse down instead of mouse up.
2013-06-25 11:04:28 -04:00
Rachel Bryk
b892d838ff
Allow dragging the analog sticks with the tas input.
2013-06-25 10:52:25 -04:00
John Peterson
e250550de3
Removing muted Wiimote audio
...
because that reduce writes
2013-06-25 09:24:45 -04:00
John Peterson
9e779c22b3
Removing Wii input use of an unsaved state value
...
because that allow the complete state to be loaded
2013-06-25 09:24:33 -04:00
John Peterson
0fd3acd152
Saving real Wiimote state
...
because that's simpler than reconnecting
2013-06-25 09:24:14 -04:00
NeoBrainX
ba310ce096
PixelShaderManager: Revert code introduced mainly in revision 0fdeb81038
.
...
The shader constant usage profile functionality is still buggy and the code using it wasn't ever meant to be merged to master.
2013-06-25 13:37:38 +02:00
Jasper St. Pierre
748ee50536
Core: Fix a typo in the binding of IR Up
...
Whoops.
2013-06-25 01:58:22 -04:00
Jasper St. Pierre
54e1b58199
Core: Update default bound controls for new ExpressionParser
2013-06-25 01:46:13 -04:00
Jasper St. Pierre
89e84163c2
ExpressionParser: Fix delimiter scanning
...
We need to make sure we eat the delimiter, otherwise we'll notice
the colon / backtick and think it's either a new control or part
of the control name
2013-06-25 01:44:28 -04:00
Jasper St. Pierre
c5c86d17dc
InputConfigDiag: Use "..." for complicated expressions
...
The full expression is quite often too big for a simple button
label, so encourage people to use the full editor to edit it.
2013-06-25 00:58:31 -04:00
Jasper St. Pierre
62281fbfde
InputConfigDiag: Give the input text field a monospace font
2013-06-25 00:58:30 -04:00
Jasper St. Pierre
03a835ec07
InputConfigDiag: Update for the new expression language
...
Modify the buttons and editor interface for the new expression
language, like the new op name for add, the new device name syntax,
and add new editing features, like simple selection behavior on
unary ops.
2013-06-25 00:58:30 -04:00
Jasper St. Pierre
a42388d061
ExpressionParser: Support bare words for simple control names
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Using backticks for all control names can get a bit grating,
so support "A & B" instead of requiring "`A` & `B`".
2013-06-25 00:58:30 -04:00
Jasper St. Pierre
d2753cce66
ExpressionParser: Add support for the add operator
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Use "+" instead of "^" this time.
2013-06-25 00:58:30 -04:00
Jasper St. Pierre
6246f6e815
InputCommon: Add a new ExpressionParser to replace the old hack language
...
This contains a new, hand-written expression parser to replace the old
hack language based on string munging. The new approach is a simple
AST-based evaluation approach, instead of the "list of operations"
infix-based hack that there was before.
The new language for configuration has support for parentheses, and
counts "!" as a unary operator instead of the binary "NOT OR" operator
it was before. A simple example:
(X & Y) | !B
Explicit device references, and complex device names ("Right Y+") are
handled with backticks and colons:
(`SDL/0/6 axis joystick:Right X+` & `DInput/0/Keyboard Mouse:A`)
The basic editor UI that inserts tokens has not been updated to reflect
the new language.
2013-06-25 00:58:30 -04:00
Jasper St. Pierre
877106b027
InputCommon: Split Device stuff out
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The ExpressionParser needs this to be out of here to prevent issues
with cyclic references.
2013-06-25 00:58:30 -04:00
Rachel Bryk
970661a0c5
Warning fix.
2013-06-24 12:30:08 -04:00
Rachel Bryk
f73a97b242
Revert "fix warning: format '%x' expects argument of type 'unsigned int*', but argument 3 has type 'u8* {aka unsigned char*}'"
...
This reverts commit b9953f5d6a
.
2013-06-24 09:16:14 -04:00
NeoBrainX
597a6b34cb
Compactify VertexShader uid struct.
2013-06-23 19:29:02 +02:00
degasus
a2e132dd4b
small index generator optimiztions
...
- rewrite loops to not use divisions and multiplications
- remove warnings as the current implementations seems to be correct (ignore additional vertices)
2013-06-23 14:38:25 +02:00
Tetsuo55
b9953f5d6a
fix warning: format '%x' expects argument of type 'unsigned int*', but argument 3 has type 'u8* {aka unsigned char*}'
2013-06-23 11:03:30 +02:00
Ryan Houdek
eb579e4264
Merge in JP's change to fix audio stuttering with OpenAL.
2013-06-23 02:46:45 -05:00
Ryan Houdek
6bb7cc5fea
[Android] Add an about screen that shows build revision.
2013-06-22 22:54:36 -05:00
Jordan Cristiano
8cf515359c
fixed uninitialzed audio_size variable in WaveFileWriter
2013-06-22 23:24:05 -04:00
Jordan Cristiano
fafdc4fcef
DSBCAPS_GLOBALFOCUS allows sound to still play when the application is in the background. Other backends do this, so why not let dsound do it too.
2013-06-22 23:23:53 -04:00
Jordan Cristiano
911d73d85a
added new license header to missed audio source files
2013-06-22 23:20:48 -04:00
NeoBrainX
bdc28106ee
Optimize shader uid checks by checking the number of uid values which are actually used.
2013-06-22 21:47:22 +02:00
NeoBrainX
16ada5fa3d
Compactify generated UID generator assembly and generally cleanup code by storing tev stage hash values in a struct.
2013-06-22 21:47:22 +02:00
Ryan Houdek
2b9f79dff3
[Android] Remove SimonVT menudrawer library. Move to Google's support library for their navigation drawer support. Overall cleanup.
2013-06-22 07:45:05 -05:00
NeoBrainX
15943de313
Revert "Added optimizations to ClassifyFloat/Double functions in Mathutil.cpp and to PPCCache.cpp"
...
This reverts commit 7aae9ccbc0
.
Reasons:
- no test results have been provided to prove the usefulness of the patch
- broken coding style
- the author hasn't replied to any criticism
2013-06-22 12:25:03 +02:00
Rachel Bryk
266236d6a4
When loading a save state in read only that mismatches the current movie, load the input prior to the save state from the save state's movie, instead of using the current movie's input up to that point.
...
This prevents desyncing before the save state.
2013-06-21 01:53:50 -04:00
Rachel Bryk
716f656d28
Save sync gpu setting to dtm header.
2013-06-20 06:08:17 -04:00
degasus
010165b2c2
fix gcc warning, probably also the logic
...
comparing two char pointers doesn't compare the strings
2013-06-20 10:43:09 +02:00
Ryan Houdek
02cbcc8ec4
[Android] When running OpenGL ES 3 backend, we've got to switch the screen coordinates or bad things happen. Adds a Driver bug that causes swap every single flush. Hard requirement currently to see /anything/ on screen.
2013-06-18 12:44:06 -05:00
NeoBrainX
c4eb659fec
BPMemory: Assign a more descriptive name to a field in the genmode register.
2013-06-18 17:25:16 +02:00
Ryan Houdek
6143594db6
[Android] Qualcomm glGetShaderInfoLog returns a max of 1024 bytes(tested) for the log, and glGetShaderiv with GL_INFO_LOG_LENGTH /always/ returns 0 on compile failure.
2013-06-18 10:24:36 -05:00
Lioncash
d78f00971b
Fix a free that should have been a delete.
2013-06-18 10:13:37 -04:00
Ryan Houdek
7df8a9cae8
Partial revert of 0247b2a97a
. I'll add a work around for Qualcomm in a bit. Qualcomm shader compiler failing was only due to floating suffixes not whole function defines. Qualcomm video driver devs seem to have a good response time when it comes to OpenGL ES 3 issues.
2013-06-18 07:52:36 -05:00
Ryan Houdek
7223778520
[Android] Gamepad input. Refactor JNI native functions to all pull from a single class instead of everywhere willy-nilly
2013-06-18 07:09:38 -05:00
booto
a518a1cbdc
buffer fixes found via cppcheck/tetsuo--
2013-06-18 13:17:50 +08:00
degasus
c57a90c5b5
don't define clipPos twice
...
fix issue 6378
2013-06-17 23:24:54 +02:00
NeoBrainX
88bc8255b8
Merge branch 'shader-uids-awesome'.
...
Replaces the old, hardcoded shader ID generator with a semi-automatic mechanism that generates IDs from hints in the code generator.
Also introduces a flexible framework to do all kinds of funky stuff with the shader code generation logic. As an example, a uniform usage profile generation class is added (unused for now, though).
Functionality can still be tested by setting the EnableShaderDebugging field in the gfx config to True. Any two shaders which are identified with the same ID will be written to a file and an error message will be written to the Dolphin log.
2013-06-17 13:27:22 +02:00
NeoBrainX
8816369144
PixelShaderGen: Add some TODOs.
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Totally the perfect commit message for a final commit before merging :p
2013-06-17 13:17:25 +02:00
NeoBrainX
f724b47f45
PixelShaderGen: Fix more critical issues, some of which are regressions of revision 32b78a85
.
2013-06-17 13:08:38 +02:00
NeoBrainX
2b2ca5260f
PixelShaderGen: Fixed some bugs, removed unused shader uid fields.
2013-06-17 13:03:38 +02:00
NeoBrainX
7a01ceba73
PixelShaderGen: Fix various merge conflicts and a critical regression from revision 32b78a85
.
2013-06-17 12:51:57 +02:00
Matthew Parlane
868c627876
Fixes Issue 6353 Remove extract apploader/dol from top level
2013-06-17 22:51:15 +12:00
NeoBrainX
c505260ec1
Fix some merge conflicts.
2013-06-17 12:29:47 +02:00
NeoBrainX
ca22872dae
Merge 'master' into shader-uids-awesome.
...
Conflicts:
Source/Core/VideoCommon/Src/LightingShaderGen.cpp
Source/Core/VideoCommon/Src/PixelShaderGen.cpp
Source/Core/VideoCommon/Src/PixelShaderGen.h
Source/Core/VideoCommon/Src/VertexShaderGen.cpp
2013-06-17 12:05:47 +02:00
NeoBrainX
f0ea525d3b
PixelShaderGen: Change a comment slightly.
2013-06-17 11:39:50 +02:00
NeoBrainX
20719081df
PixelShaderGen: Move RegisterStates from global storage to stack.
2013-06-17 11:37:41 +02:00
NeoBrainX
7e0db58b1e
Fix stuff
2013-06-17 10:50:16 +02:00
NeoBrainX
32b78a8572
First steps of making the pixel shader uid struct more compact.
2013-06-17 10:50:12 +02:00
Matthew Parlane
43a4d41889
Handle 1 partition only, fixes Issue #6353
2013-06-17 19:25:55 +12:00
Armada
9594cac42c
Build fix: Android NDK doesn't support any locale switching.
...
Also, Mac OS X doesn't support DX9.
2013-06-16 14:51:38 +02:00
Armada
fc7099a905
Set the locale per-thread instead of globally when generating shaders. Add cross-compatible versions of newlocale, uselocale and freelocale.
...
This commit fixes a rare race condition when generating shaders because setlocale is global.
2013-06-16 12:33:13 +02:00
John Peterson
825c5ca09a
Equalising the 32 and 64 bit state compression
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because that allow loading both
2013-06-15 23:28:04 +02:00
John Peterson
5bd44d7e3f
Build fix
2013-06-13 18:38:05 +02:00
John Peterson
adb83cfabe
Clarifying the OpenAL loop
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because it isn't as clear as it can be
2013-06-13 18:04:02 +02:00
Ryan Houdek
fa4ad82878
Fix Windows Compiling?
2013-06-12 03:14:13 -05:00
Ryan Houdek
9df3dbe13c
Build Fix
2013-06-11 08:38:45 -05:00
Ryan Houdek
703a51e4c0
[Android] Start of *working* GLES3 support. Needs to be able to compile in Windows still.
2013-06-11 08:33:56 -05:00
Ryan Houdek
8efdbcda9e
[Android] Fix drawn buttons causing rendering issues.
2013-06-11 08:23:32 -05:00
Rachel Bryk
3e40f28369
Get video backend name via g_video_backend->GetName() instead of sconfig for movies, since that can be wrong.
...
Also, I still can't code. Or even notice when something obviously doesn't work.
2013-06-10 21:04:55 -04:00
skidau
92fdc15aa3
Implemented field order detection for PAL games. Fixes the shaking of the screen when XFB is enabled with a PAL game.
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Fixes issue 6316.
2013-06-08 14:05:02 +10:00
skidau
196d152ad7
Invalidate the texture cache using the GPU thread when the CPU thread makes a request.
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Fixes issue 6350.
2013-06-08 11:28:54 +10:00
ondra.hosek
3ff2a3a11a
Fix the GameCube mic dialog header's invalid include guard.
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Fixes issue 6349.
2013-06-06 21:30:50 +10:00
John Peterson
b6e1127c8a
Adding stick radius setting
...
because that makes it easier to adjust it
Adding visual aid for the hardware range because that makes it easier to adjust the radius relative to it
2013-06-06 09:28:59 +02:00
eli173
7aae9ccbc0
Added optimizations to ClassifyFloat/Double functions in Mathutil.cpp and to PPCCache.cpp
2013-06-01 19:17:52 -05:00
John Peterson
80b09c074e
Changing the Gecko code comparison from metadata to data comparison
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because different data sometimes have the same metadata
2013-06-01 09:21:57 +02:00
John Peterson
4dad640d5f
Reading shake force from calibration rather than a constant
...
because that allow maximum force regardless of calibration
2013-05-28 23:46:01 +02:00
John Peterson
388ddee685
Adding condition to CoreTiming state function
...
because ev->type might be undefined in MODE_READ
2013-05-27 23:26:17 +02:00
Rachel Bryk
ca12e7ee8f
Make auto fullscreen resolution the default.
2013-05-25 13:51:52 -04:00
degasus
3378f7d6a7
fix auto fullscreen resolution on linux
2013-05-25 11:43:56 +02:00
Rachel Bryk
743230500f
Add auto fullscreen resolution option. Not tested on Linux, let me know if it doesn't work (it probably does).
...
Fixes issue 6082.
2013-05-25 03:08:09 -04:00
Rachel Bryk
026ab26755
Save settings to file when booting a game.
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Fixes issue 6310.
2013-05-24 19:06:01 -04:00
degasus
a51d6a6ddd
add new statistics for gpu buffer streaming
2013-05-23 21:07:01 +02:00
degasus
6a5e7d7be4
also hide hacked buffer option on d3d
2013-05-23 13:58:37 +02:00
degasus
ae55d82e43
disable hacked buffer option for d3d
2013-05-23 11:08:07 +02:00
John Peterson
f452a6442f
Adding MMU state values to state
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because that allow the MMU state to be loaded
2013-05-23 01:55:29 +02:00
Matthew Parlane
3778c96d48
Edge case where balance board returns corrupt extension type...
2013-05-22 22:39:55 +12:00
Rachel Bryk
10630989a4
Merge remote-tracking branch 'john-peterson/state4'
2013-05-21 20:14:15 -04:00
John Peterson
5e801fd6ef
Adding DSP state values to state
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because that allow the DSP state to be loaded
2013-05-22 02:13:23 +02:00
Rachel Bryk
10d1d19409
Set graphics settings while playing a movie in UpdateActiveConfig(), so settings can't be changed for a frame.
2013-05-21 19:20:22 -04:00
Matthew Parlane
86b4a87fef
Merge branch 'wii_bb'
...
Adds Balance Board support.
2013-05-21 23:34:58 +12:00
Matthew Parlane
d642abce46
Only show 4 config dialogs in wiimote config.
2013-05-21 23:31:41 +12:00
Matthew Parlane
f178015461
Better checking for extension.
2013-05-21 22:54:01 +12:00
Matthew Parlane
e2b0632334
Added a method for detecting Wiimote extension.
...
This is run before a Wiimote will be considered.
2013-05-21 21:42:19 +12:00
John Peterson
9a1b9e9b3b
Removing ISO ini presence requirement for reading movie settings
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because it's not necessary for running a movie
2013-05-19 19:47:32 +02:00
Matthew Parlane
56976ad6ea
Fix coding style.
2013-05-19 14:57:04 +12:00
Matthew Parlane
065d772696
Windows should have support for Balance Board now.
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Needs to be tested.
2013-05-19 14:45:24 +12:00
Matthew Parlane
7208823396
Added config for enabling Balance Board.
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Fixed other structures that still assumed 4 of everything.
2013-05-19 00:30:20 +12:00
Matthew Parlane
59924d0291
It never had logging here anyway...
2013-05-18 22:31:22 +12:00
Matthew Parlane
08f6ba8274
I'm bad at mac.. sorry.
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Used the correct name string.
2013-05-18 22:29:51 +12:00
Matthew Parlane
0b869cf12d
Add mac support for balance board.
2013-05-18 22:26:00 +12:00
Ryan Houdek
2c7f9b1b78
[Android] Copy over the Dolphin shared library to the Android APK build directory so it doesn't need to be manually copied each time.
2013-05-18 03:56:45 -05:00
Matthew Parlane
fccf377180
Fix IODummy FindWiimote method.
2013-05-18 20:35:37 +12:00
Matthew Parlane
19252f4e0e
Initial commit with balance board working on Linux.
...
Will not work on any other platform currently.
Missing any sort of config, and definitely no emulation mode.
2013-05-18 20:31:37 +12:00
degasus
a905b18ef1
Merge branch 'ppd' - per pixel depth
...
use always ppd is a huge gpu performance drop: 20%-50%
and always disable it cause some rendering issues
so there is an option again
But this time it's called "Fast Depth Calculation"
2013-05-12 07:29:31 +02:00
Ryan Houdek
bf67378812
Fix the integer compare in our GLSL fmod function
2013-05-11 00:16:20 -05:00
Pierre
82cd91e944
DSPJIT: the shift value must still be loaded into the correct register
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Fixes issue 6295
2013-05-10 20:12:49 +02:00
NeoBrainX
f348712d3a
BPMemory: Fix a small documentation mistake from revision 9365187f89
.
2013-05-10 11:47:06 +00:00
degasus
f7c3cacb5c
ppd: fix small issues in my last commit
2013-05-10 12:51:06 +02:00
degasus
89be1cbf51
recreate "per pixel depth" option and renamed it to fast depth calculation
2013-05-09 17:48:48 +02:00
skidau
98e8f8d7d0
Forced an external exception check on DI interrupts. Fixes Summoner: A Goddess Reborn.
...
Fixes issue 6301.
2013-05-10 00:03:00 +10:00
degasus
c7486609fa
fix underflow in IndexGenerator::AddFan
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fix issue 6282
The Last Story seems to render a fan with two vertices. It is non-sense as it
shouldn't do anything, but the code underflows at (u32)numVerts-3
2013-05-09 10:17:12 +02:00
NeoBrainX
9365187f89
BPMemory: Add register documentation for texture source adress and EFB configuration.
2013-05-06 22:20:17 +02:00
NeoBrainX
6871cc9700
FifoPlayerDlg: Improve navigating through search results.
2013-05-06 22:20:17 +02:00
Ryan Houdek
0247b2a97a
[Android] More GLES3 things. Disable Framedumping and MSAA rendering. Remove the HLSL->GLSL shader defines since Qualcomm doesn't support this in their shader compiler. Now they get chosen in our shader generator instead.
2013-05-06 06:43:04 -05:00
Ryan Houdek
b6963ce1cb
[Android] Use vsnprintf for the log messages.
2013-05-05 23:37:01 -05:00
Ryan Houdek
09def3ed3f
[Android] Add in a compiling option for GLES3
2013-05-05 23:37:01 -05:00
Glenn Rice
12d791a628
Fix some of the compiler warnings that have appeared recently.
2013-05-05 23:22:57 -05:00
John Peterson
46cd91dc0d
Build fix
2013-05-05 21:23:16 +02:00
John Peterson
7cc2e3146b
Updating Cheats manager when the ISO is changed etc.
...
The Cheats manager should be updated when the ISO is changed because it's non-modal
Removing code that read the ID from file because the cheats manager only has a use when an emulation is running (when the ID doesn't need to be read from the ISO again because it's in a variable). This fixes loading Gecko codes for .wad during an emulation because "VolumeHandler::GetVolume()" return false in this case
2013-05-05 12:25:53 +02:00
skidau
719f18a122
Forced an exception check on short ARAM DMA transfers.
2013-05-04 00:19:02 +10:00
skidau
18b0556e0d
Immediately process ARAM DMA transfers if they are 1 block in length. Fixes the teleportation in Beyond Good and Evil.
...
Fixes issue 6289.
2013-05-03 23:20:48 +10:00
LPFaint99
c80309ee1a
GCMemcard: Initialize the current/previous DIR BAT pointers when creating a new memory card fixes issue 6288
2013-05-01 11:28:02 -07:00
skidau
8bcd9a74c8
Clear the texture cache when a new dol is loaded via ES_LAUNCH. Fixes the black screen in The House of the Dead 2.
...
Abbreviated some of the information in the window titlebar.
2013-05-01 23:51:43 +10:00
lioncash
c2859a5207
Dammit Ctrl-Z. Restore a wxSpinCtrl parameter that accidentally got removed in the last commit.
2013-05-01 09:41:45 -04:00
lioncash
fbc77e956a
Display the initial number of frames that are to be recorded in the Fifo Player.
...
Before this commit, nothing would would be displayed in the "Frames to Record" text control.
This fixes that by setting it to what m_FramesToRecord is initially set to, which is 1 (at the time of this commit).
2013-05-01 09:35:31 -04:00
lioncash
62065be788
Fix a bug where FIFO recording could not work.
...
Example (in step by step explanation):
1. Run Dolphin.
2. Go to Tools -> Fifo Player
3. Go to the Record tab and hit record and then stop without a game loaded.
The button is now disabled and will not become active again for the whole time that Dolphin is running. Dolphin must be closed and then re-opened in order to use it again. This fixes that.
I've tested it with multiple conditions to make sure this doesn't beef anything else related to the Fifo Player.
ie)
- Record then Stop without a game loaded (multiple times)
- Record then Stop with a game loaded (multiple times, as well as testing playback. All of which work fine).
2013-05-01 09:05:37 -04:00
NeoBrainX
2c7ed2a793
Apply color mask when alpha test parameters change. Required to make the changes in revision be706a3977
work properly.
...
Fixes issue 6080.
2013-05-01 11:50:37 +02:00
skidau
e70a277af2
Added Dance Mat support for the Family Trainer/Active Life series.
...
Select the dance mat via Configure > Gamecube > Port 1 > Dance Mat
The dance mat is mapped to the GC Pad:
D-Pad Up = Blue Arrow Up
D-Pad Down = Blue Arrow Down
D-Pad Left = Blue Arrow Left
D-Pad Right = Blue Square
Y Button = Orange Arrow Up
A Button = Orange Arrow Down
X Button = Orange Arrow Right
B Button = Oranage Square
2013-04-30 23:36:46 +10:00
Rachel Bryk
e5fdd301a9
Merge remote-tracking branch 'John-Peterson/state'
2013-04-29 22:32:08 -04:00
John Peterson
ef2e0a87d0
Adding option to save and load state by timestamp
...
Load by timestamp: load last state is expanded from 1 to 8 actions, for newest to oldest state
Save by timestamp: overwrite the oldest state (or use an empty slot if available)
Adding remaining hardcoded state keys to hotkey dialog
Adding a program exit hotkey
2013-04-30 04:13:55 +02:00
NeoBrainX
76a316ffab
Don't exit when bluetooth support is not available on Windows.
...
Fixes running Dolphin in Wine and on regular Windows setups where bthprops.cpl is not available.
Fixes issue 6283.
2013-04-29 21:32:13 +02:00
NeoBrainX
9cb263ad48
PixelShaderGen: Set some uid fields that I missed before.
2013-04-29 21:19:48 +02:00
NeoBrainX
02afec5076
Polish shader uid checking.
2013-04-29 21:00:39 +02:00
NeoBrainX
77dae3496a
PixelShaderGen: Cleanups.
2013-04-29 19:52:12 +02:00
NeoBrainX
adab4e37f7
Fix some mistakes from the master merge; some cleanups.
2013-04-29 19:37:32 +02:00
John Peterson
8dbe236606
Fixing or disabling the "Download Codes (WiiRD Database)" button problem
...
The "Download Codes (WiiRD Database)" button is enabled (and its click return silently without an effect) when "Tools → Cheats Manager" is opened when there's a running emulation for which there's no "[Gecko]" ini section, confusing the user about the reason for not downloading codes or showing an error when there's no running emulation
Solution
when there's a running emulation: fix the button
when there's no running emulation: disable the button (to indicate to the user that this button must be clicked elsewhere, in the ISO settings dialog, the user will realise or remember)
2013-04-29 12:00:23 -04:00
Glenn Rice
4f5832827e
Merge branch 'fix-linux-win-resize'
2013-04-26 12:04:09 -05:00
Glenn Rice
2c8c6304d7
Make sure the EGL evdpy is closed.
2013-04-26 11:35:42 -05:00
Glenn Rice
1666e091ef
Make EGL and X11 dpy/evdpy usage consistent. EGL needs testing.
2013-04-26 10:53:46 -05:00
Rachel Bryk
5afceca7a1
Apparently we can't trust m_strVideoBackend on osx.
2013-04-26 02:47:49 -04:00
Glenn Rice
03dfe7b816
The evdpy should be used for the X11 window creation and in the event
...
thread. dpy should only be used for GL.
2013-04-25 23:41:45 -05:00
Rachel Bryk
3b732f695d
Show video backend and audio engine in title bar.
...
Fixes issue 6276.
2013-04-25 19:59:08 -04:00
NeoBrainX
5e6b712651
Merge 'master' into shader-uids-awesome.
...
Conflicts:
Source/Core/VideoCommon/Src/BPMemory.h
Source/Core/VideoCommon/Src/LightingShaderGen.cpp
Source/Core/VideoCommon/Src/PixelShaderGen.cpp
Source/Core/VideoCommon/Src/PixelShaderGen.h
Source/Core/VideoCommon/Src/PixelShaderManager.cpp
Source/Core/VideoCommon/Src/VertexShaderGen.cpp
Source/Core/VideoCommon/Src/VertexShaderGen.h
2013-04-25 14:05:54 +02:00
NeoBrainX
eef95fa4c5
ShaderGenCommon: Adding documentation.
2013-04-25 13:30:41 +02:00
Matthew Parlane
d18b71ccf9
Back to broken ES_launch but 4 wiimotes working.
2013-04-25 15:28:42 +12:00
Matthew Parlane
7c50ac931d
Update before enqueue.
2013-04-25 14:37:12 +12:00
Matthew Parlane
a2b543d47f
request_queue may not have anything in it on return from ExecuteCommand
...
i.e. when calling ES_Launch and everything is reset.
Don't call Update after queuing a request.
2013-04-25 14:24:05 +12:00
Matthew Parlane
00316e182b
Cleanup session data on deconstruct.
2013-04-25 01:59:20 +12:00
Matthew Parlane
c3dbbe011d
Merge branch 'master' into wii-network
2013-04-25 01:41:45 +12:00
Matthew Parlane
62ebfa0a78
Probably breaks a "fixed" issue..
2013-04-25 01:39:33 +12:00
Lioncash
8da425b008
Formatting cleanup for VideoCommon.
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Block braces on new lines.
Also killed off trailing whitespace and dangling elses.
Spaced some things out to make them more readable (only in places where it looked like a bit of a clusterfuck).
2013-04-24 09:21:54 -04:00
Matthew Parlane
e98069b647
Merge branch 'master' into wii-network
2013-04-25 01:13:14 +12:00
Matthew Parlane
c118c71eac
ES needs to handle it's own reply.
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pDevice was being used after free otherwise.
2013-04-25 01:11:36 +12:00
Matthew Parlane
5df545926b
Tidy up and support for setting rootca.
2013-04-24 21:35:36 +12:00
degasus
4a48485482
Revert "Revert "Fix performance issues on certain legacy graphics hardware that isn't capable of copying an integer.""
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This reverts commit 8b7141d3de
.
GLSL120 can't handle integer attributes :-(
2013-04-24 03:03:52 +02:00
Ryan Houdek
bd72e13dd4
Generally make the Android UI better.
2013-04-23 14:27:49 -05:00
Ryan Houdek
f28efc24eb
Have our EGL interface use our logging functions.
2013-04-23 14:27:49 -05:00
Matthew Parlane
934e150596
Merge branch 'master' into wii-network
...
Conflicts:
Source/Core/Core/Src/Boot/Boot_BS2Emu.cpp
Source/Core/Core/Src/ConfigManager.cpp
Source/Core/Core/Src/HLE/HLE_OS.h
Source/Core/Core/Src/IPC_HLE/WII_IPC_HLE_Device_es.cpp
Source/Core/Core/Src/IPC_HLE/WII_IPC_HLE_Device_es.h
Source/Core/Core/Src/IPC_HLE/WII_IPC_HLE_Device_net.cpp
Source/Core/Core/Src/IPC_HLE/WII_IPC_HLE_Device_net.h
2013-04-24 00:48:00 +12:00
Matthew Parlane
b652f1974f
Completed port to gnutls for linux.
2013-04-24 00:32:44 +12:00
Glenn Rice
9a50d055a1
Add Swedish translations.
2013-04-23 06:44:33 -05:00
Lioncash
e3e818f83c
Fix parameter naming in DSPEmulator.h. Should be "HLE" in CreateDSPEmulator's prototype, not "LLE".
2013-04-23 07:21:48 -04:00
Pierre
9a8dd7963e
Merge branch 'dspjit'
...
Conflicts:
Source/Core/Core/Src/DSP/Jit/DSPJitExtOps.cpp
Source/Core/Core/Src/DSP/Jit/DSPJitMisc.cpp
Source/Core/Core/Src/DSP/Jit/DSPJitRegCache.cpp
Source/Core/Core/Src/DSP/Jit/DSPJitUtil.cpp
2013-04-21 12:29:18 +02:00
Ryan Houdek
9720d6b418
Allow runtime setting of fastmem in ARM and disable since it seems to be causing issues again. Cortex-A9 only?
2013-04-20 17:36:49 +00:00
Ryan Houdek
05eda7b0c1
Fix a build issue with options -DUSE_EGL=True -DUSE_GLES=True
2013-04-20 17:19:22 +00:00
lioncash
d244bca1f5
Fix a bunch of random typos in comments and logging.
...
Also update the comment headers for two functions in GCMemcard.cpp.
2013-04-19 09:21:45 -04:00
Ryan Houdek
47f1505499
Add a fastmem option for enabling and disabling fastmem at runtime.
2013-04-19 07:50:33 -05:00
Ryan Houdek
491ffabb56
Android Clang doesn't support TLS, so do the same thing as OSX.
2013-04-18 22:52:53 -05:00
Ryan Houdek
f811d11863
Fix clang building the std headers.
2013-04-18 22:52:05 -05:00
Ryan Houdek
d68955c539
Clang uses __clear_cache instead of __builtin___clear_cache like GCC
2013-04-18 22:50:58 -05:00
Ryan Houdek
d524781657
Adjust some files being built or not to fix clang on Android.
2013-04-18 22:50:03 -05:00
skidau
3a6492d3a9
Tweaked the aram dma exception timing to fix the hang that occurred in Viewtiful Joe.
2013-04-18 23:11:18 +10:00
Lioncash
e2ae73ba39
Lastly - new license header introduced to main Dolphin project. All done now.
2013-04-17 23:43:35 -04:00
Lioncash
bab9963b00
New license header introduced for DiscIO, AudioCommon, InputCommon, VideoCommon, and Common projects.
2013-04-17 23:09:55 -04:00
Lioncash
ec10622425
New license header introduced to the Core project.
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Also, remove DolLoader.h, it doesn't have any use. Boot_DOL.cpp/.h supercedes it.
2013-04-17 22:43:11 -04:00
John Chadwick
1e6dacf1e4
Make dolphin aware of disc revision numbers. Display them under game properties and use them in netplay.
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Patch by johnwchadwick.
Fixed issue 6243.
2013-04-16 22:39:05 -05:00
Lioncash
2316cb6876
Remove all tab/space mismatches from the Core project. For anyone working on a branch that heavily involves the core, I am so sorry.
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- Also killed off some trailing spaces/tabs.
- Updated the license header to be consistent with the rest of the project (All projects are now done moving over to this)
- Also, killed some dangling else's (where appropriate)
Now all the tab fixing is done. No more of this crap should be needed to be pushed. Rejoice!
2013-04-16 23:14:36 -04:00
skidau
f498686289
Merge branch 'VBeam-fix'
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* VBeam-fix:
Renamed the VBeam variable for clarity.
Fixed VBeam emulation in interlaced mode, removing the hacks in the audio timing. Fixed VBeam emulation in progressive scan mode. Retained the old VBeam speed hack. This option has now been switched so that the accurate behaviour is on by default and the speed hack (inaccurate behaviour) is enabled when the option is checked.
2013-04-16 21:21:40 +10:00
skidau
71828e02f7
Renamed the VBeam variable for clarity.
2013-04-16 21:18:53 +10:00
lioncash
ef85b9af45
Update the license file text (change SVN to Git) in all projects except Core since I was told a merge was happening soon. So for the sake of the merge going smoothly, I'll fix that when I remove the tab/space mismatches from the Core project.
...
Also, some tab/space mismatches removed from VideoOGL, and some places I missed in VideoDX[number] projects.
Now, the Core is literally the only project with tab/space mismatches (on a large scale).
2013-04-15 16:28:55 -04:00
skidau
61c11284ea
Fixed VBeam emulation in interlaced mode, removing the hacks in the audio timing.
...
Fixed VBeam emulation in progressive scan mode.
Retained the old VBeam speed hack. This option has now been switched so that the accurate behaviour is on by default and the speed hack (inaccurate behaviour) is enabled when the option is checked.
2013-04-15 20:23:25 +10:00
Ryan Houdek
7772f0d071
Merge branch 'Android-trash' since it is no longer quite so trashy.
2013-04-14 23:36:00 -05:00
Ryan Houdek
44bbb54a62
Add a Androind ControllerInterface class for allowing input in a non-hacky way. Add a default GCPad.ini file so it actually works.
2013-04-14 23:02:53 -05:00
Lioncash
8a9fcd3014
Kill off dangling else's in the InputCommon project.
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Some indentations were also too far for some things. Fixed this.
Also update the license header to show Git instead of SVN.
Got rid of some trailing spaces/tabs too.
2013-04-14 22:53:10 -04:00
Ryan Houdek
37b67971e7
Merge remote-tracking branch 'origin/master' into Android-trash
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Conflicts:
Source/Plugins/Plugin_VideoSoftware/Src/SWRenderer.cpp
2013-04-14 20:43:42 -05:00
Ryan Houdek
bde7ea00ef
Removes the Java ButtonManager for one in the C++ source so the OSD class can call in to it each frame for drawing the buttons. Copy our assets to the dolphin-emu directory for now. Remove NativeRenderer, ButtonManager, and Button Java classes since they aren't used anymore. Buttons A, B, and Start all work and are drawn on screen now. Button input on Android is still a bit hacky, needs a proper controller interface still. Android specific button drawing code is still hanging out in SWRenderer.cpp
2013-04-14 20:39:56 -05:00
Pierre
7768b6f960
DSPJIT: Fix movToHostReg usage
2013-04-14 13:34:29 +02:00
Pierre
9299026572
DSP: fix for interpreter, jit ADDP
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should probably use carry, not carry2
2013-04-14 13:34:29 +02:00
Pierre
5cbe75b389
DSPJIT: fix increase/decrease_addr_reg to match interpreter again
2013-04-14 13:34:29 +02:00
Pierre
d3de29c673
DSPJit: fix bug in DSPJitRegCache::getXReg
2013-04-14 13:34:29 +02:00
Pierre
6b5b8ab5be
Implement and use MOVZX(64, 32,...)
...
Probably better to keep that same-register-MOV assert useful. Also,
explicit type extension documents whats happening.
Internally, this boils down to the original MOV, but without the assert.
2013-04-14 13:34:29 +02:00
Pierre
701b5916ab
Revert "In memory of calc84."
...
This reverts commit 539bf405f2
.
2013-04-14 13:34:29 +02:00
Pierre
9c1d18a14c
DSP/Jit: Some small optimizations to lsrn emitter
2013-04-14 13:34:29 +02:00
Pierre
6873443a9a
DSPJIT: RegCache: Fix writing immediates to guest registers
2013-04-14 13:34:29 +02:00
Pierre
5440ddde14
DSP: regcache: Synch host regs back to previous state
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only if we are told to not emit the fixup to get it to that state
2013-04-14 13:34:28 +02:00
Pierre
a902c720e0
DSP/Jit: Fold the test for ACMx into dsp_op_read_reg()
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adds a new dsp_op_read_reg_dont_saturate for the few cases where
saturation is not appropriate
2013-04-14 13:32:13 +02:00
Pierre
54f3828555
DSPLLE: Move a bunch of helper functions from DSPJitMisc.cpp to DSPJitUtil.cpp
2013-04-14 12:05:03 +02:00
Lioncash
b91930a2d4
Really minor LogInfo consistency fix in ActionReplay.cpp.
...
All the other [bit size] Write LogInfo calls had a hyphen in the text.
2013-04-14 00:17:22 -04:00
Ryan Houdek
605bbf5ca8
Merge remote-tracking branch 'origin/master' into Android-trash
2013-04-13 00:58:37 -05:00
Ryan Houdek
48927c17d2
Good job Windows. Stop choosing the same names as I do.
2013-04-13 00:54:11 -05:00
Ryan Houdek
39a7096711
Extend our OSD class to support callbacks on init, onframe, and shutdown.
2013-04-13 00:48:53 -05:00
Ryan Houdek
ccf1cee203
Implement a few more store instructions on ARM
2013-04-13 05:02:27 +00:00
Ryan Houdek
62adcaf552
Fix fastmem on ARM
2013-04-12 20:19:42 +00:00
Ryan Houdek
6d9c0c8863
Merge in latest changes to ArmEmitter from the PPSSPP crew. Should fix the dumb random crashes I had from IOS icache clearing not initializing a value.
2013-04-12 11:59:19 -05:00
Matthew Parlane
d5ef9f3e85
Merge branch 'master' into wii-network
2013-04-12 17:11:32 +12:00
parlane
2c722bb04f
GOOGLE CODE, STOP BEING CRAP please :(
2013-04-12 02:46:30 +00:00
parlane
71a1ae3a16
Make debug builds use unicode, not multibyte.
2013-04-12 02:44:48 +00:00
skidau
ef4d59a21e
Refactored the SystemTimers to allow for per-UCode timing. Fixes issue 6237.
2013-04-12 12:08:05 +10:00
Matthew Parlane
2c51b34f3c
Revert "How did this ever work?"
...
This reverts commit 04d299a418
.
2013-04-12 00:45:06 +12:00
Matthew Parlane
04d299a418
How did this ever work?
2013-04-12 00:43:06 +12:00
Matthew Parlane
5eeed7aa9f
This should never have been committed. Sorry.
2013-04-12 00:14:38 +12:00
degasus
7e630ba920
Merge branch 'primitive_restart'
2013-04-11 14:01:58 +02:00
Matthew Parlane
0c9d8d34e1
Merge branch 'master' into wii-network
...
Conflicts:
Source/Core/Core/CMakeLists.txt
2013-04-11 19:55:36 +12:00
degasus
3c87512180
ogl: fix single core crash
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osx is missing, sorry but I'm too stupid for objective-c
2013-04-11 03:32:07 +02:00
NeoBrainX
7480f5dfd6
ShaderGenCommon: Clean up.
2013-04-10 14:55:46 +02:00
NeoBrainX
6af14bd4ce
DolphinWX: Fail less at explaining what framelimit is doing.
2013-04-10 12:52:13 +00:00
NeoBrainX
e7a5847c30
ShaderGen: Build fix.
2013-04-10 14:44:09 +02:00
NeoBrainX
abde070f63
LightingShaderGen: Use a float4 array for lights instead of a struct (uniform management in the non-UBO path is a mess otherwise).
...
Also fix a small bug (cf. revision 154c533e76
).
2013-04-10 14:25:18 +02:00
NeoBrainX
154c533e76
VertexShaderGen: Fix a small GLSL regression in emboss mapping.
2013-04-10 11:44:49 +00:00
NeoBrainX
fab4f1d0a5
LightingShaderGen: Improve code flexibility.
2013-04-10 13:38:31 +02:00
NeoBrainX
31d2cab8d3
Add ShaderGenCommon to vcproj file list.
2013-04-10 12:55:42 +02:00
NeoBrainX
ec08914905
Move Shader UID mismatch checking to VideoCommon.
2013-04-10 12:54:22 +02:00
degasus
1aa10b579a
fix triangle_fan size calculation
...
wasn't updated for the new primitive restart implementation
2013-04-10 12:45:44 +02:00
degasus
a6412f7bd4
render a triangle for a 3 vertice quad
...
fix issue 6214
2013-04-10 12:36:59 +02:00
NeoBrainX
ec5f596b31
VertexShaderGen: More per-pixel-lighting fixes.
2013-04-10 12:17:28 +02:00
Jordan Woyak
b30c5b0048
NetPlay: Updated the "Alert" text. Removed the "?" button as it was useless. Sorted the game lists. Made wider the player list.
2013-04-09 22:04:55 -05:00
Jordan Woyak
385d8e2b15
ChunkFile has allowed me to accidentally "Do" a non-POD for the last time!
2013-04-09 19:02:22 -05:00
Jordan Woyak
5c374b2718
Update iso file cache version.
2013-04-09 13:04:23 -05:00
Jordan Woyak
98d35e590e
Fixed split WBFS file size display. (probably)
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Fixed issue 6222.
2013-04-09 12:58:56 -05:00
Jordan Woyak
018282c2b9
Track the real wiimote rumble state to drop outgoing rumble reports with no effect.
...
This eliminates constant streams of reports in various games that constantly send audio reports. (Just Dance 2, DKCR, etc.)
(Speaker data reports are converted to rumble reports when speaker data is disabled.)
2013-04-08 18:50:42 -05:00
degasus
b0108631f6
use templates for primitive restart
2013-04-08 19:39:43 +02:00
degasus
4dca133745
small cleanups
2013-04-08 17:58:23 +02:00
degasus
80b56ddd17
convert triangle_fan to triangle_strip
2013-04-08 17:22:16 +02:00
degasus
702198f39b
Merge branch 'master' into primitive_restart
...
Conflicts:
Source/Core/VideoCommon/Src/VideoConfig.h
Source/Plugins/Plugin_VideoDX9/Src/main.cpp
Source/Plugins/Plugin_VideoOGL/Src/Render.cpp
2013-04-08 15:57:51 +02:00
degasus
4c40e70b8a
ogl: support glsl120
2013-04-08 14:50:58 +02:00
Rachel Bryk
deece78e19
Seriously, someone kill me.
2013-04-08 03:11:45 -04:00
Rachel Bryk
48f3e962d6
Kill me now.
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Fixes issue 6227.
2013-04-08 03:05:12 -04:00
Lioncash
3ed0a96367
Remove an extraneous comment indicator from DebuggerPanel.cpp in DolphinWX.
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Was asked to remove it, so... yeah.
2013-04-08 01:47:51 -04:00
Lioncash
1db10b139c
Remove all tab/space mismatches from the DolphinWX project (at least 99%. I promise!)
...
Also fix up the dangling else's. Shit just looks incredibly ugly in terms of actual structure in the code.
I took the liberty of adding comments in FifoPlayerDlg.cpp, LogConfigWindow.cpp, LogWindow.cpp, and FrameAui.cpp to better explain some things.
If any comments are wrong, don't hesitate to complain.
2013-04-08 01:16:50 -04:00
NeoBrainX
5b2d9a7d9f
Rename the "Disable Dest. Alpha Pass" option to "Disable Destination Alpha" (GUI-only).
2013-04-07 21:41:25 +00:00
Lioncash
195336021f
Fix a few typos in the comments/logging in VideoDX9, VideoCommon, and VideoSoftware projects.
...
See Render.cpp, PixelShaderGen.cpp, and PixelShaderManager.cpp for most of the changes.
See VertexShaderManager.cpp for a logging typo fix.
See SWRenderer.cpp for a small typo fix for a message that gets swprintf'd in DrawDebugText.
See SWVertexLoader.cpp for a typo fix of an assert message.
Should slightly improve the readability of some of those files.
2013-04-07 17:11:29 -04:00
Jordan Woyak
42e97e462c
Look for wiimotes when "Continuous Scanning" is enabled even if a device using the MS stack is not found.
...
Fixed issue 6215.
2013-04-07 14:21:20 -05:00
Pierre Bourdon
0ca7ea6c3f
D3D11: Fix glitched polygon edges when MSAA is enabled (this time without breaking OpenGL)
2013-04-07 20:58:48 +02:00
John Chadwick
8ce0d43717
Allow enabling memory card writes for netplay clients, instead of just the server.
2013-04-07 13:04:44 -04:00
John Chadwick
c7abf7e8d2
Allow disabling memory card writes in netplay.
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Fixes issue 6217.
2013-04-07 12:18:07 -04:00
skidau
b76c7cf4f3
Bumped up the LLE period to 12600 as it seemed to be a bit more stable.
2013-04-07 21:44:44 +10:00
skidau
52053f5d95
Forced an exception check after an interrupt is generated by the DSP. Changed the timing back to 3ms/5ms periods, fixing the slowdown and garbled AX audio.
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Fixed Accurate VBeam emulation when DSP HLE audio is being used.
2013-04-07 16:27:46 +10:00
Jordan Woyak
53368823cb
Merge branch 'real-wiimote-minor-fixes'
2013-04-06 16:57:55 -05:00
skidau
8a2109691a
Quick fix to get Zelda: Wind Waker booting again.
2013-04-07 07:18:28 +10:00
skidau
ecb4337209
Made the timing consistent between DSP HLE and DSP LLE. Fixes Lost Kingdoms II in DSP HLE mode.
2013-04-06 20:26:43 +11:00
Rachel Bryk
4d81e0739d
Use an enum for efb scale values.
2013-04-06 01:49:13 -04:00
Jordan Woyak
c32e2f33ac
Fix IORead return off-by-one error in Windows real wiimote code.
2013-04-05 21:45:35 -05:00
Jordan Woyak
3c8477df03
Real Wiimotes: Invalidate last data report when any non-data input reports comes in.
2013-04-05 21:10:36 -05:00
skidau
518e7a7635
Adjusted the ARAM DMA transfer size again. Fixes the audio in the Sonic Mega Collection games.
2013-04-06 11:52:00 +11:00
Rachel Bryk
ee163d1e49
Someone take my commit rights away.
2013-04-05 17:26:56 -04:00
Rachel Bryk
6a5a522bba
Hastily committing untested code without making sure i didn't miss anything first? I would never!
2013-04-05 17:20:34 -04:00
Rachel Bryk
e531970052
Round IR scale down to whole number if using 1.5x/2.5x IR, if game ini specifies -1 for EFBScale.
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Fixes issue 6210.
2013-04-05 17:13:48 -04:00
Jordan Woyak
ceebed9268
Apply changes to Windows real wiimote code as suggested by bughunter2.
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Fixed issue 6071.
2013-04-04 21:46:00 -05:00
Jordan Woyak
f8e52bd83a
Eliminate some redundant constants.
2013-04-04 19:46:42 -05:00
Jordan Woyak
71f4bf25a7
Make FifoQueue take advantage of rvalue references to avoid std::vector copies.
2013-04-04 19:34:50 -05:00
Jordan Woyak
99da297951
Fix minor issue with real wiimote data report handling.
2013-04-04 19:34:00 -05:00
lioncash
a7c05dc922
Remove an unused variable in VideoConfig.cpp and SWVideoConfig.cpp
2013-04-04 09:32:28 -04:00
skidau
aaf6c3b753
Forced the exception check when the ARAM DMA transfer is between 32 and 320 blocks in size. Fixes Lost Kingdoms II.
2013-04-04 22:38:39 +11:00
Grant Paul
39965e894d
Add native fullscreen support for OS X.
2013-04-03 21:20:43 -07:00
Grant Paul
9f8841e960
Revert "D3D11: Fix glitched polygon edges when MSAA is enabled."
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This reverts commit 61c327ba8b
.
2013-04-03 21:17:09 -07:00
Ryan Houdek
d06379fc59
Fix 32bit Linux. GCC's lrotl/lrotr instrinsic functions are 32bit when building for 32bit, we require 64bit at all times, so keep using our own instead.
2013-04-03 12:43:17 -05:00
NeoBrainX
61c327ba8b
D3D11: Fix glitched polygon edges when MSAA is enabled.
2013-04-03 18:56:33 +02:00
Ryan Houdek
b5676fe82b
Fix GCC 4.8 compiling. GCC 4.8 now defines _rotl/_rotr/_lrotl/_lrotr.
2013-04-03 10:52:26 -05:00
Glenn Rice
3fdc46877a
Make the GUI show a translated "No audio output" sound backend string.
2013-04-03 09:22:39 -05:00
Glenn Rice
6371a6f15d
Fix some more strings for translation, and update the catalog.
2013-04-02 17:44:27 -05:00
Jordan Woyak
92e82a4160
Suppress warnings.
2013-04-02 15:02:02 -05:00
Pierre Bourdon
27e08f66b5
Fix build on OS X
2013-04-02 21:15:04 +02:00
Pierre Bourdon
eb06c62a6e
Merge branch 'new-ax-hle'
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GC and Wii games using the AX UCode should now work almost perfectly with DSP
HLE. If you get any issue, make sure the "DSP on dedicated thread" option is
disabled, and try setting framelimit to "Audio".
As a side effect, DSP HLE should not desync anymore (making it usable in
netplay and TAS) with AX games.
Conflicts:
Source/Core/Core/Src/HW/DSPHLE/UCodes/UCode_AX.h
Source/Core/Core/Src/HW/DSPHLE/UCodes/UCode_AXWii.cpp
2013-04-02 21:00:44 +02:00
Pierre Bourdon
9860137291
Initialize the audiocommon mixer on the first write to DSPCR, even if DSP is not enabled. Fixes issue 6192.
2013-04-02 20:42:07 +02:00
Jordan Woyak
d951c4c374
real buildfix
2013-04-02 13:07:51 -05:00
Jordan Woyak
c65473d9d3
Probably a sloppy buildfix.
2013-04-01 23:30:05 -05:00
Jordan Woyak
69779a4321
Fix loading of "themes" with non-ascii character names.
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Fixed issue 6189.
Why did GetUserPath return a non-const ref to string..?
2013-04-01 23:22:20 -05:00
Pierre Bourdon
6e708005df
Implement AXWii commands 08/09, aka. "upload AUXA/AUXB and use it as a temp buffer to mix to MAIN L/R/S and AUXC L", aka. "what the fuck were they thinking?!"
2013-04-02 04:12:17 +02:00
Pierre Bourdon
0220fd1940
Implemented command 03: ADD_SUB_TO_LR
2013-04-02 03:23:48 +02:00
Pierre Bourdon
74dee41b87
Add implementation for command 02: SUB_TO_LR
2013-04-02 03:10:29 +02:00
Pierre Bourdon
5c67a0bcf6
Partial fix for the EA Wii games having no sound - implement the second OUTPUT command in AXWii. Sound in videos and musics still don't play.
2013-04-02 02:53:19 +02:00
Jordan Woyak
4ba12be669
We can use unordered_map without pain now!
2013-04-01 19:25:32 -05:00
Lioncash
f36e18593b
More log elaborating. Final time I'm doing this.
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Logs should actually be somewhat understandable to some people outside of programming and stuff (in a way). It's certainly better than being bombarded by abbreviations when errors/general logging occur, at least.
2013-04-01 18:45:23 -04:00
Lioncash
04913a855e
Update function descriptions in GCPad.cpp and Wiimote.cpp
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Add inputs. Those that still need a description are tagged with [Description Needed]
2013-04-01 18:07:44 -04:00
Pierre Bourdon
49d809ac0e
Merge branch 'osx-libcxx'
2013-04-01 18:17:49 +02:00
Lioncash
58159a1693
Some more logging typos and clarifications. Missed these in my last commit.
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This commit mainly elaborates on some messages a little more. Also fixes some typos that slipped through the last commit.
A large change in text can be seen in EXI_DeviceMemoryCard.cpp. I added more info as to why a write to a memory card may fail. (This actually was a reason I was unable to write to a memcard recently).
Elaborations can be seen in WGL.cpp
I did change some comments in some files that I was correcting logging messages in, however this is only if I spot a typo or if an abbreviation is lower-cased. Even in that case, the amount of changes done to comments is very minimal.
2013-04-01 00:10:54 -04:00
Lioncash
f432d6038e
Fix some typos and correct some capitalizations in the log messages.
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Makes the logging look more orderly and less spammy when spitting out things.
2013-03-31 19:13:30 -04:00
Rodolfo Bogado
45651098f6
Use a brute force approach to test for Dual source blend support.
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Sorry for a direct commit to the main branch but i need fast feedback, and i don't want to leave problematic code in the main branch for a long time.
if this approach does not work for the drivers with problems will transform dual source blend to an option in the D3D9 backend.
I appreciate the help of the people that tested my last commit and thanks to neobrain for pointing this solution.
2013-03-31 20:02:13 -03:00
NeoBrainX
a60e1a3db8
ShaderGen: Remove some TODOs and fix an issue with per pixel lighting.
2013-03-31 23:57:39 +02:00
NeoBrainX
f57b902d33
PixelShaderGen: Cleanups.
2013-03-31 23:53:46 +02:00
NeoBrainX
f6d65a636e
ShaderGen: Fix per pixel lighting.
2013-03-31 23:29:33 +02:00
NeoBrainX
248d56d930
ShaderGen: Small optimization.
2013-03-31 20:55:57 +02:00
Grant Paul
aabd8ce664
Add retina display support for Mac.
2013-03-31 11:36:42 -07:00
Pierre Bourdon
4d27315cd1
Initialize the AX Thread after the sync objects are initialized
2013-03-31 01:55:41 +01:00
Pierre Bourdon
60b43eb8d3
Support the old AXWii version used in games like Wii Sports or Excite Truck
2013-03-31 00:25:00 +01:00
Pierre Bourdon
276c457bed
Basic framework to support the old AXWii version used in Wii Sports and Excite Truck
2013-03-30 22:22:57 +01:00
Pierre Bourdon
79c0316243
Disable the polyphase resampler - it causes audio glitches with non integer ratios
2013-03-30 16:59:06 +01:00
Pierre Bourdon
04f9c6793b
Fix the argument to the samples reading callback in voice processing - should fix issues with wiimote audio, untested
2013-03-30 14:39:59 +01:00
Pierre Bourdon
a813f9e13c
Support loading polyphase resampling coeffs from User and Sys in HLE
2013-03-30 14:38:14 +01:00