I am not sure i am understanding what the pipeline really does, and more so what
the GC/WII expects here. If my comments are incorrect, please let me know.
This was tested with MP2:E, ZWW on r6075.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6078 8ced0084-cf51-0410-be5f-012b33b47a6e
* Improved constants folding in load instructions
* Merged load instructions
* Fixed the register allocator so that it can restore the registers state after jumping to the dispatcher (in case of a conditional jump)
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6076 8ced0084-cf51-0410-be5f-012b33b47a6e
* Added working Step Over function.
* Added hard-coded hotkeys for step into (F11), step over (F10) and toggle breakpoint (F9). The hotkeys are only active when the debugger is enabled. They function as before when the debugger is disabled.
* Added Debug menu item.
* Removed obsolete NotifyBreakpoint function from JIT and JITIL.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6069 8ced0084-cf51-0410-be5f-012b33b47a6e
Clean up of the input selected for the opengl x window in linux.
Fix a potential segfault when taking a screenshot (happens consistently when using "Save Targets" from the video debugger window).
Fix a memory corruption error that results from the wrong image size being passed when dumping textures.
Make the screenshot hotkey configurable.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6067 8ced0084-cf51-0410-be5f-012b33b47a6e
Remove a member variable which I introduced in r5907 although it never actually got used. Restores binary compatibility (at least in that regard) to pre-r5907 video plugins, but breaks any binaries after that :P
Update FIFO watermark tightness recommendations. 1000 is quite a high value I guess, but some people seem to need it.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6060 8ced0084-cf51-0410-be5f-012b33b47a6e
The code changes disable the usual pipeline flush for certain BP Writes that occur while the minimap is being drawn in Zelda: twilight princess. This significantly increases speed while in hyrule field. The way this is accomplished is described more in depth on page 42 of Xtreme's thread. Big thanks to Xtreme for doing a great job hosting that thread, and Kiesel-stein for initial work on the hack
Also, I used the resource editor in Visual studio to generate the GUI code for the DX11 plugin, and some code appeared to be removed, although the behavior of the GUI did not seem to change. Hopefully someone more experienced with resource files (forms?) can double check that no code was damaged
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6057 8ced0084-cf51-0410-be5f-012b33b47a6e
(those originating from a thread other than the gpu thread)
glxMakeCurrent is supposed to error out when the context is
still current in another thread. NVIDIA handles that, but mesa3d errors.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6054 8ced0084-cf51-0410-be5f-012b33b47a6e
Now it only writes back dirty registers when flushed
* Fixed KillImmediate
* Renamed LoadToX64 and StoreFromX64 to BindToRegister and StoreFromRegister respectively (as suggested by ector)
* Code cleanup in calls to the reg allocator
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6053 8ced0084-cf51-0410-be5f-012b33b47a6e
* Some fixes to linear interpolation
* Adds interpolation to ADPCM samples
* Relaxed a volume limit in ADPCM_Vol
Fixed:
- Frac rolls over one iteration before samplePos advances. Can introduce noise similar to flipping samples (1234 => 1214). Introduced oldFrac to fix this. This isn't as noticeable as it probably should be because of below.
- When samplePos doesn't advance it interpolates between two copies of the same sample which actually does nothing. Changed it to always use the current and next sample.
- When frac is 0 you should get 100% of yn2 instead of ~99% added a +yn2 to balance it.
Other changes:
- Added linear interpolation for ADPCM. Sounds like a good idea.
- Set ADPCM_Vol to clamp to x8000 instead of x4e20. Some games will play some sounds at x8000 volume anyways since the volume is applied before this. Lower limit can result in quiet music (x4e20) but some loud ambient sounds (0x8000).
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6041 8ced0084-cf51-0410-be5f-012b33b47a6e
Made it so that Source/Core/DolphinWX/Globals.h is only used for the wxWidgets build, and a little other file inclusion clean up.
Fix an issue where a user runs a game from the open menu or toolbar items with a clean user directory, and henceforth double clicking on the empty game list (where it says double click to browse for games), that game is run again.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6037 8ced0084-cf51-0410-be5f-012b33b47a6e
platforms as well. It would seem that ABI_PARAMx will have to be
used more consistently elsewhere to match up with a change to use
them here.
Not sure yet why I still need the final section of Jit64::stX.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6035 8ced0084-cf51-0410-be5f-012b33b47a6e
* Un-cleaned the Load/Store code. I think this will fix the stability issues from r6032
* Added memory exception checking to a couple more JIT FPU instructions
* Optimised the 64bit fast memory access slightly
* Optimised the MMU speed hack.
The rest of the speed optimisations from r6032 have been retained.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6034 8ced0084-cf51-0410-be5f-012b33b47a6e