Commit Graph

10189 Commits

Author SHA1 Message Date
Rodolfo Bogado 3066d8471e Mark the Direct3D9 backend deprecated.
sadly one important functionality is impossible to implement correctly in this backend(zcomplock).
Still, I will  try to fix as many issues as i can.
2013-08-11 11:55:13 -03:00
kostamarino@hotmail.com 30a501cfa5 Gameini database update. Robotech: Battlecry, MySims, Donkey Kong Country Returns, Mario Kart Wii, Totsugeki Famicom Wars vs, Paper Mario (n64 VC), SUPER MONKEY BALL 2 and BEACH SPIKERS are affected. Fixes Issue 6468. 2013-08-11 15:35:55 +03:00
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
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
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
degasus dc23a076be disable emulate format changes on glsl120
The current shader uses bit operations which aren't supported by glsl120.
A workaround with round + frac + lots of additions would be possible, but unreadable.
So I think it isn't worth

But this fixes the annoying shader compilation error message
2013-08-06 10:34:30 +02:00
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 0d2083c670 Merge branch 'netplay' 2013-08-05 06:44:17 -04:00
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 7d187dc597 Change a glClear in the OpenGL renderer to improve performance on Mali chips. 2013-08-02 23:19:16 +00:00
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