Anthony
1fa61af413
Merge pull request #4492 from aldelaro5/gc-mic-ui-reimplement
...
Move the GameCube mic button configuration to the GameCube config dialog
2016-12-09 14:53:47 -06:00
Mat M
b042377393
Merge pull request #4494 from lioncash/isoproperties
...
ISOProperties: Separate the filesystem tab out into its own class
2016-12-09 07:55:36 -05:00
Léo Lam
31ccfffd38
Common: Add alignment header
...
Gets rid of duplicated alignment code.
2016-12-06 20:33:53 +01:00
aldelaro5
9ff95c58fa
Add a special input configuration dialog for the GameCube Mic
...
This is more logical as the mic is plugged into an EXI slot so it should be configured via the GameCube config dialog. This also allows to pass the right port number for the new dialog.
2016-12-05 18:09:31 -05:00
aldelaro5
431929fa1d
Moved the Mic button of the GCPad to its own group.
...
This is needed to separate it from the GCPad input configuration dialog as it would be moved to its own dialog.
2016-12-05 18:09:23 -05:00
Markus Wick
7192789c11
Merge pull request #4486 from stenzek/gl-minimize-assert
...
OGL: Fix assertion when minimizing window
2016-12-05 12:46:29 +01:00
Lioncash
ddeccf2622
ISOProperties: Separate the filesystem tab out into its own class
2016-12-04 22:35:01 -05:00
Stenzek
bff394ec8a
Merge pull request #4489 from stenzek/vulkan-minor-fixes
...
Vulkan: Minor fixes
2016-12-05 12:19:49 +10:00
Stenzek
8f97a24904
Vulkan: Enable GS instancing
2016-12-04 20:53:49 +10:00
Stenzek
9736198c3b
Vulkan: Use explicit barriers instead of dependancies
...
At least on NV, some of these don't seem to have the intended effect. One
known instance of this is in texture conversion.
2016-12-04 20:10:13 +10:00
Stenzek
a475792163
Vulkan: Fix incorrect logic in readback preemption
...
This could have been causing a large number of command buffer
submissions per frame, depending on when the readbacks occured.
2016-12-04 20:10:13 +10:00
Stenzek
58978c1440
Vulkan: Faster path for decoding XFB data
...
Using a texel buffer as the copy destination removes the need to copy to
an intermediate texture first.
2016-12-04 20:10:13 +10:00
Stenzek
804cd0ff03
Vulkan: Move XFB encoding/decoding to TextureConverter
2016-12-04 20:10:13 +10:00
Stenzek
d67463e0a7
Vulkan: Simplify palette texture conversion
2016-12-04 20:10:13 +10:00
Stenzek
add638538b
Vulkan: Combine PaletteTextureConverter and TextureEncoder classes
2016-12-04 20:10:13 +10:00
Stenzek
804af42ccc
Vulkan: Support binding texel buffers in UtilityShaderDraw
2016-12-04 20:10:13 +10:00
Stenzek
e241ec6666
Vulkan: Implement StagingTexture2D on top of StagingBuffer
...
Greatly simplifies things, and we weren't using the linear texture
implementation anyway.
2016-12-04 20:10:13 +10:00
Stenzek
4bc0e14995
Vulkan: Use an enumeration to index pipeline layouts
2016-12-04 20:10:13 +10:00
Stenzek
cd3481fbc7
Vulkan: Differentiate between descriptor set layouts and bind points
...
This also moves the pipeline and descriptor set layouts used for texture
conversion (texel buffers) to ObjectCache, and shares a binding location
with the SSBO set.
2016-12-04 20:10:13 +10:00
Stenzek
4e9018049d
Vulkan: Support logging debug reports without enabling validation layers
...
There is a caveat, Host GPU must be checked prior to starting the game, as
we can't enable the extension at runtime without recreating the instance.
2016-12-04 19:55:12 +10:00
Stenzek
1cfb0a1185
Vulkan: Fix deadlock in some resize scenarios
...
Only have experienced this on a few occasions when using the anv driver.
2016-12-04 19:12:33 +10:00
Mat M
d1c89db8c8
Merge pull request #4448 from lioncash/isoproperties
...
DolphinWX: Separate the information panel from ISOProperties
2016-12-03 19:15:25 -05:00
Stenzek
2ef884893a
Vulkan: Fix map error when texture dumping is enabled
2016-12-04 00:23:34 +10:00
Stenzek
4c860ddb70
Vulkan: Fix typo in PopulateBackendInfoMultisampleModes
2016-12-04 00:23:30 +10:00
Stenzek
730ec3809a
Vulkan: Remove unused variable
2016-12-04 00:23:25 +10:00
Stenzek
107e8c8ee7
OGL: Fix assertion when minimizing window
...
Also fixes a potential divide by zero in Renderer::RenderText.
2016-12-03 20:35:14 +10:00
Michael Maltese
f798bcd5c0
DolphinQt2: InfoWidget: explicit type for std::min
...
Avoids errors on macOS:
```
Source/Core/DolphinQt2/Config/InfoWidget.cpp:190:21: error: no matching function for call to 'min'
u64 read_size = std::min(file_data.size(), game_size - read_offset);
^~~~~~~~
/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/../include/c++/v1/algorithm:2589:1: note: candidate template ignored: deduced conflicting types for parameter '_Tp' ('unsigned long' vs. 'unsigned long long')
min(const _Tp& __a, const _Tp& __b)
```
2016-12-02 21:26:18 -08:00
Stenzek
7b1966a680
Vulkan: Fix assertion triggering when geometry shaders are unsupported
...
Happened when loading the pipeline UID cache.
2016-12-02 17:37:10 +10:00
Lioncash
20fcfd0ed8
DolphinWX: Separate the information panel from ISOProperties
...
Makes the information panel self-contained.
This was done first, as opposed to isolating the GameConfig panel--the
first panel in the group--as this panel had code all over the place in
ISOProperties, so I figured it'd be best to fix this one up first.
2016-12-01 21:21:46 -05:00
Mat M
2e7c90eeb5
Merge pull request #4450 from PEmu1/fifo-player-capitalization
...
Update FIFO Player Window Capitalization
2016-12-01 21:09:44 -05:00
Anthony
0705c53681
Merge pull request #4340 from sepalani/step_timeout
...
CodeWindow: Fix step out issues
2016-12-01 13:32:44 -06:00
Anthony
ffe20705dd
Merge pull request #4362 from ligfx/osxhotplug
...
ControllerInterface: enable hotplugging on macOS
2016-12-01 00:29:56 -06:00
Michael Maltese
7ed8fb95c5
ControllerInterface: enable hotplugging on macOS
2016-11-30 22:27:46 -08:00
Anthony
a95e3c875e
Merge pull request #4343 from ligfx/fixsdlcrash
...
ControllerInterface: Fix crashes when using SDL controllers
2016-11-30 20:47:38 -06:00
Stenzek
e2018f2208
Merge pull request #4480 from stenzek/vulkan-streambuffer-reuse
...
Vulkan: Fix stream buffer re-use problems
2016-12-01 12:38:31 +10:00
Michael Maltese
3e69d066f5
ControllerInterface: replace Reinitialize with RefreshDevices
...
The SDL backend crashes when you close a joystick after SDL_Quit has
been called. Some backends don't need to be shutdown and
re-initialized everytime, we can just ask to enumerate devices again.
2016-11-30 16:07:55 -08:00
Michael Maltese
cebb4d84f2
ControllerInterface: clear devices before shutting down backends
...
The SDL backend faults if it tries to close a joystick after SDL_Quit
has been called.
2016-11-30 16:07:54 -08:00
Hector Martin
90c2dec02d
Wii IPC HLE: do not clobber memory when launching a new title
...
It's questionable whether ES_LAUNCH should write *anything* to the
command structure at all, ever, given that it never actually returns
it back through the mailbox. But it *definitely* shouldn't write
anything to it if it has just launched a DOL, because otherwise it might
clobber code/data from the just-loaded application.
2016-12-01 06:55:15 +09:00
Hector Martin
288e75f672
Wii IPC HLE: Fix IPC missing reply fail
2016-12-01 06:38:51 +09:00
Hector Martin
2b906e3fc4
DOL/ELF loaders: enable HID4.SBE in Wii mode
...
When booting "cooked" executables, BATs should already be set up and
enabled. They should only really be disabled when booting NAND contents
in real mode.
2016-12-01 06:36:53 +09:00
Hector Martin
a6742d9cf7
ELF boot: scan segments for Wii mode detection, not sections
2016-12-01 06:36:53 +09:00
Hector Martin
3f11879640
ES HLE / WAD boot: hardcode the entrypoint
...
NAND titles are always started at address 0x3400 with translation off.
The entrypoint in the DOL is ignored.
2016-12-01 06:36:53 +09:00
Stenzek
ca691a9d95
Vulkan: Allow re-use of uniform buffers when doing per-stage uploads
...
This is safe now because we invalidate the pointers after submitting a
command buffer.
2016-11-30 23:34:46 +10:00
Stenzek
6a4eba1153
Vulkan: Replace explicit command buffer submits with wrapper function
...
Should we ever introduce anything else that has to be done when a command
buffer is executed (e.g. invalidating constants from previous commit), we
don't have to update all the callers.
2016-11-30 23:14:36 +10:00
Stenzek
3adeacb78d
Vulkan: Fix case where uniforms could be overwritten
...
If a draw caused a command buffer submission, the current uniform storage
should not be used for the new command buffer.
2016-11-30 23:14:35 +10:00
Stenzek
4c11735bd5
Vulkan: Fix case where a draw's vertices could be overwritten
...
This could happen because the vertex memory was already committed, if a
uniform buffer allocation failed and caused a command buffer to be
executed, it would be associated with the previous command buffer rather
than the buffer containing the draw that consumed these vertices.
2016-11-30 22:45:00 +10:00
Stenzek
37550501cc
Vulkan: Fix incorrect handling of buffer wrap-around in StreamBuffer
...
This was happening when a fence wait happened mid-frame. The data written
between the fence being queued and the allocation occuring was incorrectly
assumed to be consumed by the GPU.
2016-11-30 22:44:52 +10:00
Sean Maas
8647639746
Android: Fix Wii bindings resetting everything
2016-11-29 22:27:40 -05:00
JosJuice
3cfc49a613
Merge pull request #4472 from JosJuice/revert-absolute-path
...
IOS HLE: Replace broken path traversal prevention
2016-11-29 18:34:22 +01:00
aldelaro5
f705d8378e
Fix the order of the name of the hotkeys
2016-11-29 11:51:55 -05:00