Commit Graph

23114 Commits

Author SHA1 Message Date
Markus Wick cb7eede193 VideoCommon: Apply custom texture scale for arbitrary mipmaps.
We want to get the same mipmap level. And if the IR and the custom
texture upscaling fits, we don't need to modify the LOD bias.
2018-01-17 09:02:36 +01:00
Markus Wick 2a43f41ace
Merge pull request #6297 from JosJuice/custom-texture-arb-filename
Treat custom textures with "_arb" suffix as having arbitrary mipmaps
2018-01-15 09:58:30 +01:00
spycrab fffa883cae Qt/Settings: Implement "GameCube pane" 2018-01-14 12:24:05 +01:00
Léo Lam 27b6a2e634
Merge pull request #6292 from gyroninja/master
Fixed SIGSEGV in PPCDebugInterface When Reading Too Early in The Boot Process
2018-01-13 14:34:38 +01:00
Léo Lam 973bd154b9
Merge pull request #6304 from container1234/qt-debugger
Qt/Debugger: Minor fixes
2018-01-13 11:53:20 +01:00
container1234 025d9383ac Use double instead of float for FPRs 2018-01-13 19:33:11 +09:00
Léo Lam ec78118a43
Merge pull request #6302 from JosJuice/gradle-compile
Use "implementation" for all dependencies in build.gradle
2018-01-13 11:25:37 +01:00
container1234 b6138b9408 Fix 64bit registers that are not displayed correctly 2018-01-13 16:21:32 +09:00
gyroninja 9628e22916 Changed PPCDebugInterace to check memory only after the emulator has finished starting 2018-01-12 15:18:29 -08:00
Léo Lam 955214c6b6
Merge pull request #6299 from Ebola16/master
ISOProperties: Rename "Edit Config" and "Show Defaults"
2018-01-12 21:34:16 +01:00
JosJuice 83870fbcf0 Use "implementation" for all dependencies in build.gradle 2018-01-12 21:29:42 +01:00
Markus Wick 56d74d65d0
Merge pull request #6298 from 34will/feature/Android_Single_Char_Fix
[Android] Fix for single char name for Wii and WAD Games
2018-01-12 09:41:52 +01:00
Stenzek ce0c699b66
Merge pull request #6246 from stenzek/vulkan-readback-fixes
Vulkan: Fix MSAA regression from 5.0-5968
2018-01-12 11:46:55 +10:00
34will 86a787bdf9 Modified StringUtil to change UTF16ToUTF8 to use a wstring_convert and codecvt_utf8<wchar_t> to convert a UTF16 wstring to a UTF8 string. 2018-01-11 21:49:25 +00:00
Markus Wick b93ae14272
Merge pull request #6300 from JonnyH/WIP/glsl-es-implicit-int-float-conversions-in-gpu-texture-decode
GLSL-ES doesn't allow implicit int/uint conversions
2018-01-11 22:22:05 +01:00
34will a949e98d9b Modified UTF16BEUTF8 to just convert the UTF-16 C-string into a std::u16string, and pass it into CodeToUTF8 with the 'from' parameter being "UTF-16BE", rather than manually performing the big endian to little endian encoding. 2018-01-11 19:51:19 +00:00
Jonathan Hamilton 46254a2cf2 Some more implicit uint/float conversions in the texture decode shaders 2018-01-11 11:15:40 -08:00
Jonathan Hamilton f23dd992dd GLSL-ES doesn't allow implicit int/uint conversions 2018-01-11 10:54:55 -08:00
Ryan Meredith 1fabc93756 ISOProperties: Rename Edit Config and Show Defaults 2018-01-11 08:31:01 -05:00
Stenzek 4997fbce44 Vulkan: Fix possible mismatch between EFB framebuffer and render pass
This could happen when changing MSAA settings or internal resolution at
runtime.
2018-01-11 16:02:31 +10:00
Stenzek 0525726338 Vulkan: Move pipeline barrier outside render pass for EFB peeks 2018-01-11 15:36:01 +10:00
Stenzek 48a8063cd5 Vulkan: Fix FramebufferManagerBase::m_EFBLayers being set out-of-range 2018-01-11 15:30:27 +10:00
Stenzek 173a33886c Vulkan: Move render pass management to ObjectCache 2018-01-11 15:21:34 +10:00
Stenzek 0e50b2c9f2 Vulkan: Add missing layout transition when resolving MSAA depth buffers 2018-01-11 15:21:33 +10:00
34will ba111959fa Modified StringUtil to use a u16string instead of a wstring in the non-win32 UTF16BEToUTR8 method. 2018-01-11 02:45:27 +00:00
JosJuice 226b65bd38 Clean up variable naming in HiresTextures::Update 2018-01-10 17:53:51 +01:00
JosJuice c25fffc9a0 Treat custom textures with "_arb" suffix as having arbitrary mipmaps
This is adapted from Bighead's code that was posted at
https://forums.dolphin-emu.org/Thread-dolphin-custom-texture-mipmaps?pid=460867#pid460867

In master, custom textures are never treated as having arbitrary mipmaps,
so we need either a change like this or a change that makes us apply the
arbitrary mipmap heuristic even when a custom texture is used.
2018-01-10 17:51:45 +01:00
Markus Wick 41fe276323
Merge pull request #6295 from 34will/master
Yes/No Dialogs for Android
2018-01-10 14:55:37 +01:00
34will 10ea9e5f5b Added an actual implementation for yes/no dialogs on Android using Object.wait and Object.notify.
Modified NativeLibrary to display alerts in AlertDialogs rather than Toast notifications, and allow yes/no options.
Modified MainAndroid to use the new displayAlertMsg, and to return its output.
2018-01-10 13:41:57 +00:00
Markus Wick a1467f0e5a
Merge pull request #6282 from mahdihijazi/replace_file_browser
[Android] Replace current file browser
2018-01-10 09:50:16 +01:00
Anthony 57640a4c83
Merge pull request #6293 from container1234/dolphinqt-debugger
Qt/Debugger: Add TB, XER and GQRs to Registers Window
2018-01-09 21:25:17 -05:00
container1234 5cff714b77 Qt/Debugger: Add TB, XER and GQRs to Registers Window 2018-01-09 18:09:01 +09:00
Markus Wick 22f469697b
Merge pull request #6290 from JosJuice/invalid-aspect-ratio
Treat invalid aspect ratio setting values as Auto
2018-01-08 13:46:30 +01:00
JosJuice 1557e6ab05 Specify underlying types for enums that get casted from integers
Otherwise we might get UB if the value we cast is larger than the
max value of the underlying type that the compiled picked for the enum.

I haven't done any extensive check through Dolphin to find cases
of this, I'm just fixing the cases I already know of.
2018-01-08 12:14:18 +01:00
JosJuice a2404c42a1 Treat invalid aspect ratio setting values as Auto 2018-01-06 12:53:53 +01:00
Markus Wick 56d153f548 VideoCommon: Apply the yscale as upscaling of the XFB. 2018-01-06 10:36:33 +01:00
Markus Wick dc08b73db1
Merge pull request #6141 from JonnyH/WIP/shader-framebuffer-fetch2
Implement dual-source blending in shader
2018-01-05 23:42:43 +01:00
Markus Wick 1cf1e7cde0
Merge pull request #6286 from JosJuice/game-list-cache-vector
DolphinWX: Speed up in-memory operations on game list cache
2018-01-05 23:37:41 +01:00
JosJuice 6ad04fc589
Merge pull request #6288 from JosJuice/boot-savestate-thread
Don't involve host thread when booting from savestate
2018-01-05 21:45:28 +01:00
mahdihijazi 409ae4c444 [Android] Replace current file browser
1. Allow users to pick games dircetory from external storage.
2. Better UX experince to distinguish between selecting a directory or
a game. The later is needed when we implement change disk for android.
2018-01-05 21:43:19 +01:00
JosJuice af51063a9a DolphinWX: Rewrite the logic for adding/removing games from cache
Thanks to degasus for coming up with most of this faster design.
2018-01-05 19:52:14 +01:00
Jonathan Hamilton c709f3c2d1 Standardise some enums from ALL_CAPS to CamelCase 2018-01-05 10:03:58 -08:00
Jonathan Hamilton ceb1f8c8cb Enable shader_framebuffer_fetch blend path on ubershaders
Tested on a linux Intel Skylake integrated graphics with
blend_func_extended force-disabled, as it's the only platform I have
that doesn't crash with ubershaders and supports fb_fetch
2018-01-05 09:56:46 -08:00
Jonathan Hamilton 8d68adcaf3 Workaround qualcomm driver bug
It seems it doesn't like modifying inout variables in place - so instead
use a temporary for ocol0/ocol1 and only write them once at the end of
the shader
2018-01-05 09:56:46 -08:00
Jonathan Hamilton 29a9ed043b Implement dual-source blending in shader
For some GLES drivers that don't support dual-source blending, but do
support GL_EXT_shader_framebuffer_fetch, this might be useful.
2018-01-05 09:56:46 -08:00
Markus Wick 11976526d1
Merge pull request #6283 from JosJuice/qt-vs-launch
Fix launching DolphinQt2 from Visual Studio
2018-01-05 15:34:33 +01:00
Markus Wick ff8893b1a9
Merge pull request #6277 from vladfi1/surfaceless_egl
Surfaceless egl rendering.
2018-01-05 15:20:35 +01:00
JosJuice c492a5a86a Don't involve host thread when booting from savestate
Suggested by https://github.com/dolphin-emu/dolphin/pull/6271#discussion_r159868704
2018-01-05 14:14:12 +01:00
Markus Wick e705d43312
Merge pull request #6270 from mahdihijazi/suppport_restore_state
[Android] Support restore emulator state
2018-01-05 13:45:36 +01:00
spycrab 2167a45c24 Qt/Mapping: Implement Microphone widget 2018-01-04 18:42:42 +00:00
JosJuice 04cefc6ed3 DolphinWX: Use vector instead of list for game list cache
The advantage of std::list is that elements can be removed from the
middle efficiently, but we don't actually need that, because the
ordering of the elements doesn't matter for us. We can just replace the
element we want to remove with the last element and then call pop_back.

Replacing list with vector should speed up looping through the elements.
2018-01-04 17:14:35 +01:00
JosJuice e44b64b82c DolphinQt2: Don't use a mutex in GameFileCache
GameTracker's usage of GameFileCache is thread-safe even without
using a mutex. All of its access to GameFileCache happens on the
thread m_load_thread, except for the call to GameFileCache::Load,
which finishes before m_load_thread starts executing.
2018-01-04 16:33:15 +01:00
JosJuice 9988652d86 Fix launching DolphinQt2 from Visual Studio
Starting with 5.0-5504, trying to launch DolphinQt2 from Visual Studio
shows the error message "The operation could not be completed. Undefined
error" instead of launching the exe file. (The exe gets created
correctly, it just doesn't get launched. It's possible to work around
the problem by launching the exe manually outside of Visual Studio, but
then you won't have an attached debugger automatically.) This commit
fixes that by removing headers from DolphinQt2.vcxproj's ClInclude list
that already are in the QtMoc list. (The problem was originally about
LogWidget.h and LogConfigWidget.h, but 5.0-5600 made the problem be
about CheatWarningWidget.h and GeckoCodeWidget.h instead.)
2018-01-04 13:03:47 +01:00
Léo Lam 637fbec35d
Merge pull request #6274 from myfreeweb/freebsd-libusb-no-detach
passthrough: do not detach kernel driver on FreeBSD
2018-01-04 10:39:58 +01:00
mahdihijazi 42fa129552 [Android] Fix refreshing the games list after adding a directory
This was a regression from the time we introrduced the Platform enums.
2018-01-03 19:39:28 +01:00
Vlad Firoiu 330881ae80 Allow users to specify the encoder used for framedumping. 2018-01-03 13:23:10 +01:00
Léo Lam 1f89d91deb
Merge pull request #6280 from spycrab/qt_screensaver
Qt: Toggle Screensaver
2018-01-03 13:13:18 +01:00
spycrab adada16603 Qt: Toggle Screensaver 2018-01-03 12:38:34 +01:00
spycrab 0dd52ca7ab UICommon: Move screensaver code to UICommon 2018-01-03 12:38:33 +01:00
Markus Wick 075a226961
Merge pull request #4437 from sepalani/d3d11_fix_debug_build
MAX_XFB_HEIGHT: PAL value off by two fixed
2018-01-03 08:53:26 +01:00
Pierre Bourdon fd13851df2
Merge pull request #6076 from spycrab/qt_debugger
Qt: Implement Debugger (part 1 of ∞)
2018-01-03 03:44:27 +01:00
Markus Wick cb168b1843
Merge pull request #6134 from ligfx/soundstreamlifecycle
SoundStream: change Start/Stop lifecycle to Init/SetRunning/destruct
2018-01-02 09:58:36 +01:00
spycrab afa69a5876 Qt: Implement "AR Codes" 2018-01-01 21:44:49 +00:00
spycrab 4f4021686e Qt/KDE: Fix icon 2018-01-01 12:31:53 +00:00
Sepalani 44935c23e0 MAX_XFB_HEIGHT: PAL value off by two fixed 2017-12-30 20:22:10 +01:00
Vlad Firoiu 45ac9b678d Require WINDOW_BIT if we have a window handle. 2017-12-29 23:20:16 -05:00
Vlad Firoiu eb59267196 Surfaceless egl rendering. 2017-12-29 19:35:43 -05:00
mahdihijazi 136e835fb4 [Android] Support restore emulator state after the emulation screen is killed
1) Most of the times the native heap is kept around even after the activity
is killed, we can ask the native code if it is still running and resume
the emulation if that is the case.

2) In case the native heap is freed and the emulation can't resume we used
a temporary state to load on the game boot.

I couldn't find a way to test this, if you want to test this schnario,
add this block to EmulationFragment.

public void onDestroy()
{
	stopEmulation();
	super.onDestroy();
}

onDestroy is only called if the acivity killed by the OS and not be rotation
change whihch in this case will make sure to kill the emulation and start
again when the activiy is re-created.
2017-12-28 23:50:25 +01:00
JosJuice 82a6701f79 Optionally delete savestate that gets loaded at boot 2017-12-28 23:15:48 +01:00
spycrab b63ec57c1e Qt: Connect debugging widgets 2017-12-28 19:08:38 +01:00
spycrab 8795b342d1 Qt/Debugger: Implement "Breakpoints" window 2017-12-28 19:08:38 +01:00
spycrab 08716be43b Qt/Debugger: Implement "Watch" window 2017-12-28 19:07:56 +01:00
spycrab ec37ce093f Qt/Debugger: Implement "Registers" window 2017-12-28 19:07:18 +01:00
spycrab 2a19ccf806 Qt/InterfaceSettings: Add "Show Debugging UI" option 2017-12-28 18:59:42 +01:00
spycrab ff283ff912 Qt/Settings: Add debug mode flag 2017-12-28 18:59:42 +01:00
JosJuice b921f6cdef MainAndroid: Don't set User directory redundantly 2017-12-28 13:34:49 +01:00
JosJuice 3e6e66b0d9 Android: Don't return anything from HandleInit
It only ever returned false.
2017-12-28 12:51:45 +01:00
JosJuice d8f10ba177 Android: Always run HandleInit logic on app start
Note: By "HandleInit" in this commit message, I mean the code that is
in HandleInit in master except the part that launches EmulationActivity.
In other words, I mean the call to SetUserDirectory and the call to
DirectoryInitializationService.startService. Couldn't think of
something more accurate to call that than "HandleInit"...

In master, HandleInit only runs when the main activity is launched.
This is a problem if the app ends up being launched in some other way,
such as resuming EmulationActivity after the app has been killed in
order to reclaim memory. It's important that we run HandleInit, because
otherwise the native code won't know where the User and Sys folders are.

In order to implement this, I'm dropping the ability to set a custom
User folder in an intent. I don't think anyone is using that anyway.
It's not impossible to support it, but I can't see a way to support
it that doesn't involve something ugly like having code for calling
HandleInit in every activity (or at least MainActivity + TvMainActivity
+ EmulationActivity, with more activities potentially needing it in
the future if we expand the usage of native code for e.g. settings).
If we want to support setting a custom user directory, we should
consider another way to do it, such as a setting that's stored in
getFilesDir() or getExternalStorageDirectory(). Intents are intended
to control the behavior of a specific activity, not the whole app.
2017-12-28 12:51:00 +01:00
JosJuice f9a0511937 MainAndroid: Optionally wait for savestate to finish writing 2017-12-27 21:53:14 +01:00
JosJuice 87957faddd MainAndroid: Allow specifying savestate to load at boot 2017-12-27 21:53:13 +01:00
JosJuice a81cbf60fb MainAndroid: Add wrapper for Core::IsRunning 2017-12-27 21:53:13 +01:00
JosJuice d9dd210739 MainAndroid: Allow specifying path for savestates 2017-12-27 21:53:07 +01:00
JosJuice 1df69c5750
Merge pull request #6051 from JosJuice/android-sys
Android: Extract Sys to a different folder than the User folder
2017-12-27 17:34:24 +01:00
JosJuice 9dd88d76dd Redesign the ability to load state at boot
BootParameters can now contain the path of a savestate to load at boot.
Movie has been made to use this instead of poking at Core.cpp's state.
2017-12-26 20:39:03 +01:00
Greg V 5c1c67d4d8 passthrough: do not detach kernel driver on FreeBSD
libusb_detach_kernel_driver() always fails as a regular non-root user:
https://lists.freebsd.org/pipermail/freebsd-usb/2016-March/014161.html
2017-12-26 21:50:50 +03:00
JosJuice 152f7fa35c Android: Fix race condition with writing files before setting User path 2017-12-26 09:53:44 +01:00
JosJuice 3262314435 Android: Don't extract Sys if it already is extracted 2017-12-26 09:53:43 +01:00
JosJuice b3b7aef09a Android: Extract Sys to a different folder than the User folder 2017-12-26 09:53:32 +01:00
JosJuice ac18cffcab DolphinQt2: Don't crash when trying to play without a game selected 2017-12-25 18:41:53 +01:00
JosJuice d1c1793a34 Don't expose SYSDATA_DIR in a header 2017-12-24 17:13:04 +01:00
Leo Lam b187d4cd08
Merge pull request #6269 from JosJuice/ini-section-mapping
GameConfigLoader: Map whole sections, not just individual keys
2017-12-24 15:26:47 +01:00
JosJuice bfa7c14fef
Merge pull request #6258 from mahdihijazi/extract_service
[Android] Refactor AssetCopyService and the way we extract resources …
2017-12-24 14:59:14 +01:00
JosJuice bedc814923
Merge pull request #6267 from mahdihijazi/gc_pad_settings
[Android] Fix a bug when you open the gc pad settings after fresh install
2017-12-24 14:51:37 +01:00
JosJuice f41273fe79 GameConfigLoader: Map whole sections, not just individual keys
There are two reasons for this change:

1. It removes many repetitive lines of code.

2. I think it's a good idea to enable the use of old-style section
names even for settings that previously haven't been settable in game
INIs. Mixing the two styles in INIs (using the new style only for new
settings) is not ideal, and people on the forums don't even seem to
know that the new style exists (nobody knew a way to set ubershader
settings per game, for instance). Encouraging everyone to start using
only the new style might work long-term, but it would take take time
and effort to make everyone get used to it. Considering that this commit
*reduces* the amount of code by adding the ability to use old-style
names for more settings, I'd say that adding this ability is worth it.
2017-12-23 18:59:27 +01:00
JosJuice 5296ee6d3d Reduce the indentation level of MapINIToRealLocation 2017-12-23 18:25:49 +01:00
mahdihijazi 58ee9d2a78 Fix a bug when you open the gc pad settings after fresh install of Dolphin
You will see an empty gc pad settings screen until you open any other
settings screen and change something, at that moment the Dolphin.ini will
be created and the gc pad settings will be loaded successfully the next
time you open the screen.

This fixes the bug by putting the default gc pad settings section even if
the Dolphin.ini file doesn't exist
2017-12-23 16:39:26 +01:00
mahdihijazi 2cecb64e4c Don't override the WiimoteNew.ini so the user don't loose the selected source 2017-12-23 00:03:02 +01:00
iwubcode 50d96a4411 BPStructs: Use static cast for XFB/EFB copies 2017-12-21 21:19:26 -06:00
iwubcode e1332b1d7e Texture Cache Base: Move PAL vertical scaling to be baked into the texture size. This saves on a number of multiplications and fixes an issue where we were multiplying the y-scaling factor by the srcRectangle's height + 1 which was causing a crash in some GC titles 2017-12-21 21:19:26 -06:00
Ryan Meredith 1f226ec14f Update Readme.md and various fixes 2017-12-20 10:54:51 +01:00
JosJuice 06e25d1b4a Fix default value for Show FPS in Android GUI
https://bugs.dolphin-emu.org/issues/10728
2017-12-20 10:45:45 +01:00
JosJuice a3355a3e4a Only use the "Scaled EFB Copy" setting for EFB, not XFB
The hybrid XFB PR made it apply to both EFB copies and XFB copies.
2017-12-19 12:59:36 +01:00
Markus Wick 5006ac5c51
Merge pull request #6262 from linkmauve/no-shadow
Rename constructor parameters to avoid shadowing members
2017-12-19 12:23:32 +01:00
Emmanuel Gil Peyrot f5dc8e7737 Rename constructor parameters to avoid shadowing members 2017-12-19 12:05:06 +01:00
Emmanuel Gil Peyrot d9c2de90c0 Reimplement EFB copy for intensity formats
This is the direct continuation of #5887, and removes the last usage of
the colmat matrix in EFB copy conversion shaders.
2017-12-19 12:04:56 +01:00
Markus Wick 0bf24f549a
Merge pull request #6190 from JosJuice/is-trivially-copyable-vs
Remove IsTriviallyCopyable hack for VS
2017-12-19 11:15:58 +01:00
Markus Wick f547703660
Merge pull request #6224 from hackbar/input-fix-moga
Android: Handle missing mappings for the Moga Pro 2 HID controller.
2017-12-19 09:55:57 +01:00
Markus Wick ed13a8d7a7
Merge pull request #6255 from JosJuice/strerrorr-detect
Handle both the XSI and GNU versions of strerror_r
2017-12-19 09:47:51 +01:00
Markus Wick 5afd07c033
Merge pull request #6254 from iwubcode/frame_counter_and_advance_fix
Video Common: frame logic fix
2017-12-19 09:44:49 +01:00
Markus Wick 685df1fdf7
Merge pull request #6260 from JosJuice/android-hybrid-xfb
Update Android GUI settings for Hybrid XFB
2017-12-19 09:42:38 +01:00
JosJuice bd5da5cfd6 Handle both the XSI and GNU versions of strerror_r
Trying to force the XSI version by undefining _GNU_SOURCE can lead
to compilation errors on some systems because of headers expecting
that _GNU_SOURCE is defined.

This commit uses define checks to detect which version we have.
I tried making an overloaded function (int and const char*) instead,
but that led to a warning about one of the variants being unused.
2017-12-18 22:09:02 +01:00
JosJuice 4973ae9952 Rename GFX_HACK_COPY_EFB_ENABLED to GFX_HACK_COPY_EFB_SCALED
Not sure why it was named like this... It doesn't affect whether
the copy happens or not, only what resolution it uses.
2017-12-18 21:55:02 +01:00
JosJuice acee8b1e23 Update Android GUI settings for Hybrid XFB 2017-12-18 21:53:06 +01:00
mahdihijazi 1190afef51 [Android] Refactor AssetCopyService and the way we extract resources from the assets
This solves the following issues:
1. If user uninstall Dolphin and install it again the resources will
not be copied unless the user manually clear the app cache because we
are enabling the allowBackup flag in the manifest which will make the app
restore the settings saved in the shared prefernces including the flag
assetsCopied. This PR always copy the files everytime you open Dolphin.

2. If the AssetCopyService took long time and you tried to open the settings
screen or start a game the behaviour was not expected or the emulator will
crash, this PR make sure that whatever we add to the DirectoryInitializationService
or how long it will take will still work as expected by blocking both
the settings screen and the emulaion screen to wait untill all resources
needed are copied.

3. Better communication between the DirectoryInitializationService and the
UI screens using brocast messages.
2017-12-18 14:32:39 +01:00
mahdihijazi e61e4d4b3c Replace all Anonymouse class with lambdas or method refernce where applicable 2017-12-18 13:19:57 +01:00
mahdihijazi c6bc25a189 Enable Java 8 features in Dolphin 2017-12-17 16:52:19 +01:00
Leo Lam 4733bbd8f3
Merge pull request #6166 from ligfx/invokedeviceschangedcallbacks
ControllerInterface: cleanup callbacks API and logic
2017-12-15 21:05:17 +01:00
Leo Lam a4592bc3c5
Merge pull request #6210 from ligfx/qtmappingwindowdontstoredevq
MappingWindow: don't store devq separately from controller default device
2017-12-15 20:50:06 +01:00
Leo Lam 7e7f1fe713
Merge pull request #6226 from aldelaro5/add-xer-debugger
debugger: Add the XER to the register view
2017-12-15 20:49:24 +01:00
Leo Lam fa0cf5c038
Merge pull request #6247 from leoetlino/homebrew
Boot: Minor fixes for Wii homebrew
2017-12-15 20:47:02 +01:00
bobjrsenior 7589ade972 DolphinWX: Add TB and GQR to Register Window
The Time Base Register was added under the BAT registers. TBL and TBU
were ORed together to get one 64-bit value to display. It is labeled TB

The Graphics Quantisation Registers were added under the Segment
Registers. They are Labeled GQR0-GQR7.

All new registers are read only.
2017-12-15 20:38:46 +01:00
iwubcode 2f7eacd08c Video Common: move frame advance and counter logic to only happen when we actually render a frame. 2017-12-15 12:46:18 -06:00
Jonathan Hamilton a38103afbf Fix GLES GPU texture conversion shader
GLES doesn't support C-style array initialisers, so stuff like:

Type var[2] = {
VALUE_A,
VALUE_B
};

isn't supported in GLES (it was added in
GL_ARB_shading_language_420pack).

The texture conversion shader used this, so would fail to compile on
GLES.
2017-12-12 22:01:10 +00:00
Markus Wick a70c03a1c0
Merge pull request #6249 from stenzek/texture-dump
Texture dumping regression fixes
2017-12-11 08:44:09 +01:00
Jonathan Hamilton e401004766 Fix an invalid (uint < int) comparison in GLES with ubershaders 2017-12-10 10:52:32 -08:00
Stenzek 2579f8eaa5 TextureCache: Don't dump custom textures
They don't have a basename, therefore were being saved to empty files, and potentially can be compressed.
2017-12-10 15:31:46 +10:00
Stenzek 5f5aca7870 OGL: Fix incorrect usage of glGetTextureSubImage
Was causing issues with texture dumping on newer drivers.
2017-12-10 15:31:14 +10:00
Markus Wick eb1ae38304
Merge pull request #6027 from JonnyH/WIP/chained-signal-handler-android-debuggerd
Call the previously-set sigaction in fastmem handler if it's not our fault
2017-12-10 00:18:13 +01:00
Jonathan Hamilton 8ae76a6680 Fix arm64 MOVI2R for addresses between 2gb and 4gb offset from PC
The PC offset ADRP() path takes a s32 value, but the input offset was
being tested as abs(ptr) < 0xFFFFFFFF. This caused values between
0x80000000 and 0xFFFFFFFF to incorrectly use this path, despite the
offsets not being representable in an s32.

This caused a crash in the VertexLoader on android 8.1 immediate in wind
waker (and possibly all other apps on android 8.1) as the jit and data
sections happened to be loaded 4gb apart in virtual memory, causing some
pointers to hit this
2017-12-09 13:21:58 -08:00
Léo Lam 3dd777be70 Boot: Add default exception handlers
Some homebrew expect exception handlers to be present -- which is
almost always the case on console, since most of the time homebrew are
launched from either a libogc or SDK title) -- and break if they are
not. To fix this, we just need to include default, dummy handlers.
2017-12-09 17:24:04 +01:00
Léo Lam 520039ab28 Boot: Use values from libogc for booting Wii homebrew
Set HID0, HID4, GPR1 to values that are used by libogc for
initialisation. This makes boots more similar to a launch
from the HBC or another loader, since normally the registers
have already been initialised by the loader.

This fixes a crash in homebrew that assume GPR1 points to a correct
location and attempt to use it before initialising registers.
2017-12-09 17:24:03 +01:00
Léo Lam ecd7191b5a Boot: Fix BAT setup in Wii mode
HID4.SBE must be set before calling PowerPC::Update{D,I}BAT, otherwise
extended BATs will not be enabled.
2017-12-09 17:24:03 +01:00
Leo Lam 1a9d6b99e9
Merge pull request #6237 from lioncash/gekko-disasm
GekkoDisassembler: Correct disassembly of fabs, fnabs, and fneg
2017-12-08 22:50:40 +01:00
Lioncash e88c457276 DolphinWX: Resolve missing declaration warnings
Without the include, the prototypes of the functions can't be found
2017-12-07 18:58:20 -05:00
Markus Wick d243b2c0a8
Merge pull request #6244 from tramzel/android_analog_triggers
[Android] Add support for true analog triggers.
2017-12-07 21:53:58 +01:00
Anthony 3b887388cd
Merge pull request #6234 from amolloy/high_sierra
Fix Wiimote support on macOS 10.13 High Sierra
2017-12-07 12:04:37 -08:00
Pierre Bourdon 8a830074b6
Merge pull request #6220 from leoetlino/utf8
WX: Fix argument parsing
2017-12-07 15:16:39 +01:00
Leo Lam ecf30cfc74
Merge pull request #6240 from JosJuice/stream-path-encoding
Don't use wrong encoding for paths when opening streams on Windows
2017-12-07 10:04:55 +01:00
taylor 6f6cdd206b [Android] Add support for true analog triggers.
This only works if GCPadNew.ini and Dolphin.ini files are not already in the dolphin config folder. Any advice would be helpful. I'd really like to tackle the UI and wiring for deadzones, radius, etc.
2017-12-06 16:46:10 -08:00
degasus 02dd062518 VideoCommon: Drop now unused efb2tex matrix generation. 2017-12-06 09:30:03 +01:00
JosJuice 9d8a82e1d9 Don't use wrong encoding for paths when opening streams on Windows 2017-12-05 21:23:35 +01:00
Stenzek d0601c0a83 TextureConversionShader: Use round() instead of roundEven() in HLSL
HLSL does not define roundEven(), only round(). This means that the
output may differ slightly for OpenGL vs Direct3D. However, it ensures
consistency across OpenGL drivers, as round() in GLSL can go either way.
2017-12-06 03:33:50 +10:00
Stenzek e0ffce2785 D3D: Use VideoCommon EFB-to-texture shaders 2017-12-06 03:33:50 +10:00
Stenzek beb35320f6 TextureConverterShaderGen: Make generated shaders HLSL-compatible 2017-12-06 03:33:50 +10:00
Leo Lam 08da19fc87
Merge pull request #6217 from ligfx/qtfifofix
FIFOPlayerWindow: don't reset frame/object limit every frame
2017-12-04 12:05:33 +01:00
Lioncash ed2be3b8e3 DolphinWX/Main: Fix shader compilation dialog translations
Fixes issue 10685
2017-12-04 04:33:49 -05:00
Markus Wick 30b5cbcb02
Merge pull request #6235 from lioncash/reorder
WiiSaveBanner: Resolve a -Wreorder warning
2017-12-04 08:52:42 +01:00
Lioncash de82330a74 GekkoDisassembler: Correct disassembly of fabs, fnabs, and fneg
These three instructions use the B field (bits 16-20 of the opcode)
to determine what the operand register is. However, the code was
using the path that uses the C field (bits 21-25).

This amends the code to use the B field (and also fixes the 64-bit PPC
opcodes, because why not?).

Fixes issue 10683.
2017-12-04 00:02:35 -05:00
Lioncash 050440fd5b OGL/TextureConverter: Remove unnecessary using declaration 2017-12-03 18:51:22 -05:00
Lioncash 93e85f9a7c OGL/TextureConverter: Resolve -Wmissing-variable-declaration warnings 2017-12-03 18:51:17 -05:00
Lioncash 666af4605e WiiSaveBanner: Resolve a -Wreorder warning 2017-12-03 18:34:49 -05:00
Andrew Molloy f5839f854a Fix whitespace in and around WiimoteScannerDarwin::~WiimoteScannerDarwin() (linter). 2017-12-03 12:31:18 -05:00
Andrew Molloy 8354e89cf1 Break out of the loop waiting for the SearchBT to be done in WiimoteScannerDarwin::FindWiimotes() when the object is destroyed. Allows the application to quit correctly when Continuous Scanning is enabled on macOS. 2017-12-03 11:41:06 -05:00
Andrew Molloy d306397bbc -[deviceInquiryComplete:error:aborted:] comes in on the main thread in macOS 10.13, so instead of using CFRunLoopRun()/CFRunLoopStop(), just let the run loop do one pass. This is already in a loop waiting for done to be false. This also means -[deviceInquiryComplete:error:aborted:] should no longer call CFRunLoopStop(). Fixes connecting to Wiimotes in macOS 10.13+, should continue to work as before in 10.12 and below. 2017-12-03 10:32:07 -05:00
Markus Wick 8bcc392d5d
Merge pull request #5887 from linkmauve/alpha-fix
Simplify EFB copy shaders
2017-12-03 11:21:08 +01:00
JosJuice f68956a614
Merge pull request #6232 from lioncash/d3d-vert-mgr
D3D/VertexManager: Add missing includes
2017-12-03 09:24:23 +01:00
Lioncash 6ca85dbf0a VKTexture: Add missing override specifier to the other ScaleRectangeFromTexture() prototype 2017-12-02 20:20:13 -05:00
Lioncash c7bc16811c VKTexture: Remove unimplemented ScaleRectangleFromTexture() prototype 2017-12-02 20:15:32 -05:00
Lioncash b0fadbb5de D3D/VertexManager: Add missing includes
Gets rid of reliance on indirect includes
2017-12-02 20:09:33 -05:00
Léo Lam d95177526f VideoBackends: Fix -Wswitch warnings 2017-12-02 21:52:07 +01:00
Léo Lam 67ba326ff6 VideoCommon: Fix -Wformat warnings 2017-12-02 21:48:01 +01:00
Emmanuel Gil Peyrot 85bb1d7bb0 VideoCommon: Reimplement texture format conversion
This fixes the rendering of the scan visor in Metroid Prime 2: Echoes,
as seen in https://fifoci.dolphin-emu.org/dff/mp2-scanner/

The alpha channel was off-by-one on Ivy Bridge due to the rounding
after multiplication with colmat.  This commit removes this matrix
altogether in most cases, making them simple GLSL swizzles.
2017-12-02 19:29:01 +01:00
Anthony d71f4168e9
Merge pull request #6229 from JosJuice/clarify-keys-dump
Clarify the "Select the OTP/SEEPROM dump" message
2017-12-02 09:49:22 -08:00
JosJuice c4db59e7b6 Clarify the "Select the OTP/SEEPROM dump" message
Most users don't know what OTP/SEEPROM means.
2017-12-02 18:23:38 +01:00
JosJuice 05879875f6 Make USB keyboard input respect the background input setting 2017-12-02 18:12:04 +01:00
Markus Wick 76fbdbb06e
Merge pull request #5903 from linkmauve/fix-mp2e
Round values in swizzlers
2017-12-02 17:38:21 +01:00
degasus e2a9ee384f VideoCommon: Rename TextureConversionShader namespace. 2017-12-02 15:17:39 +01:00
degasus e8febd0cef VideoCommon: Create a namespace for TextureConversionShaderGen. 2017-12-02 15:17:39 +01:00
Markus Wick 491c10ec96 VideoBackends: Use VideoCommon shader generators for efb2tex copies.
This will generate one shader per copy format. For now, it is the same
shader with the colmat hard coded. So it should already improve the GPU
performance a bit, but a rewrite of the shader generator is suggested.

Half of the patch is done by linkmauve1:
VideoCommon: Reorganise the shader writes.
2017-12-02 15:17:39 +01:00
aldelaro5 b7fdf374e6 debugger: Add the XER to the register view 2017-12-01 05:31:41 -05:00
Lioncash 1e7096dd27 D3DBase: Mark file-scope variables as internally linked where applicable 2017-11-30 23:46:46 -05:00
Stenzek cd68b3606c
Merge pull request #6193 from stenzek/readbacks
Abstract Staging Textures - VideoCommon interface for texture readbacks/uploads
2017-12-01 14:24:06 +10:00
Mike 0067bf1b3e Android: Handle missing mappings for the Moga Pro 2 HID controller.
It seems to report the GENERIC_1 axis stuck at 1.
2017-11-28 19:57:50 -08:00
Anthony 7c96e51bc8
Merge pull request #6187 from raelgc/1-exit-on-esc
Add an exit key to `dolphin-emu-nogui`
2017-11-27 13:30:33 -08:00
Léo Lam 291c99217e Qt: Fix NAND import menu item parent 2017-11-26 18:33:07 +01:00
Léo Lam 6e796a74fb Qt: Add support for --exec 2017-11-26 18:32:28 +01:00
Léo Lam 05c8d229af Config: Handle unknown system strings better
Currently, a simple typo in the system name will trigger an assert
message that complains about a "programming error". This is not
user friendly and misleading.

So this changes GetSystemFromName to return an std::optional, which
allows for callers to check whether the system exists and handle
failures better.
2017-11-26 18:24:01 +01:00
Léo Lam 653977cec7 UICommon: Fix unsafe usage of optparse::Values::all
The const-qualified all() member method triggers undefined behaviour
if the option passed to it is not set.
2017-11-26 18:18:49 +01:00
Léo Lam 60afb1d1b4 WX: Fix argument parsing
Manually convert each argument to a UTF-8 std::string, because the
implicit conversion for wxCmdLineArgsArray to char** calls ToAscii
(which is obviously undesired).

Fixes https://bugs.dolphin-emu.org/issues/10274
2017-11-26 18:18:48 +01:00
Markus Wick 96e094e127
Merge pull request #6216 from stenzek/headless-frame-dumping
OGL: Fix headless frame dumping
2017-11-26 11:36:10 +01:00
Jules Blok 7dd207931d UberShaderPixel: Fix the interpolation qualifier for interface blocks.
Fixes MSAA on MacOS with ubershaders enabled.
2017-11-25 21:51:14 +01:00
Michael M fc2a0a1988 FIFOPlayerWindow: don't reset frame/object limit every frame 2017-11-24 14:11:59 -08:00
Stenzek cf1f975148 Vulkan: Fix headless framedumping without USE_X11 set 2017-11-23 17:00:32 +10:00
Stenzek 32125cf181 OGL: Fix headless frame dumping
Also skips swapping the window system buffers in headless mode, as there
may not be a surface which can be swapped in the first place. Instead,
we call glFlush() at the end of a frame in this case.
2017-11-23 16:53:55 +10:00
Stenzek ab44536a3c OGL: Update the window size after swapping buffers, not before
Prevents us from rendering beyond the viewport bounds.
2017-11-23 16:09:59 +10:00
Stenzek 7f217a8bb2 Vulkan: Drop StagingTexture2D class as it is now duplicated functionality 2017-11-22 18:49:33 +10:00
Stenzek db1d9de933 AbstractTexture: Drop slow map readback path 2017-11-22 18:49:33 +10:00
Stenzek 193763ca3a TextureCacheBase: Don't crop last row/column of XFB copies
Unsure why this was happening in the first place.
2017-11-22 18:49:33 +10:00
Stenzek 6577365851 VideoCommon: Re-implement asynchronous frame dumping
This was lost as a result of hybrid XFB, now it is back, and ~10%
faster in very brief testing.
2017-11-22 18:49:33 +10:00
Stenzek 752dd4761d D3D: Use new readback methods for EFB2RAM 2017-11-22 18:47:04 +10:00
Stenzek 9da9f26b90 OGL: Use new readback methods for EFB2RAM 2017-11-22 18:47:04 +10:00
Stenzek 59517318d6 Vulkan: Use new readback methods for texture encoding 2017-11-22 18:47:04 +10:00
Stenzek c2cc128f1b AbstractTexture: Implement Save using new common methods 2017-11-22 18:47:04 +10:00
Stenzek 56afebeb44 AbstractTexture: Seperate CopyRectangleFromTexture to two methods
ScaleRectangleFromTexture, which does a draw, and
CopyRectangleFromTexture, which where possible, does a bit-for-bit copy.
2017-11-22 18:47:04 +10:00
Stenzek f43d85921d VideoBackends: Add AbstractStagingTexture class
Can be used for asynchronous readback or upload of textures.
2017-11-22 18:47:04 +10:00
Stenzek a584ccc7d8 AbstractTexture: Support BGRA8 formats
Used for some driver's swap chains, and EFB to RAM.
2017-11-22 18:47:04 +10:00
Stenzek 49a9c33bd7 VideoCommon: Move abstract texture creation function to Renderer 2017-11-22 18:47:04 +10:00
Stenzek 5860c97144 D3D: Move device release from Renderer destructor to shutdown
Necessary if we wish to have GPU objects in our base class, as otherwise
the device will be released before the objects.
2017-11-22 18:47:04 +10:00
Stenzek c5a89b6483 D3D: Remove BeginFrame/EndFrame
These functions did not do anything anyway. There is also no need to
present the backbuffer when shutting down.
2017-11-22 18:47:04 +10:00
Stenzek d9400f708a D3D: Move remaining static variables from Render.cpp to Renderer class 2017-11-22 18:47:04 +10:00