Commit Graph

22238 Commits

Author SHA1 Message Date
Markus Wick 827de2ed06 Merge pull request #4485 from ligfx/fixmin
DolphinQt2: InfoWidget: explicit type for std::min
2016-12-03 11:15:00 +01:00
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
Mat M 0e93bad737 Merge pull request #4483 from stenzek/vulkan-gs-uid-assert
Vulkan: Fix assertion triggering when geometry shaders are unsupported
2016-12-02 02:41:37 -05:00
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 20676a6640 Merge pull request #4463 from leoetlino/libusb
Externals: Update libusb to version 1.0.21
2016-12-01 21:14:58 -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
David Korth 25fe999a79 Added support for Wii RVT-R disc images.
These disc images are encrypted and signed using a different set of keys.
We only care about the master key, so we check the signature issuer. If
it matches the debug issuer, then we'll use the RVT-R key. Otherwise,
the previous set of common and Korean keys are used.
2016-12-01 07:51:29 -05:00
JosJuice 4baa368f8b Automatic translation resources sync with Transifex 2016-12-01 08:37:36 +01:00
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
Anthony a3d2dead76 Merge pull request #4468 from marcan/master
Make the neutered version of HBC work in Dolphin
2016-11-30 16:39:53 -06:00
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
JosJuice 2ceea61bbf Merge pull request #4477 from kirbyUK/master
Create G2RE52.ini (Shrek SuperSlam)
2016-11-30 20:46:31 +01:00
Alex Kerr a7ef1de25b Create G2RE52.ini
Adds codes for G2RE52 (Shrek SuperSlam). Sourced from https://github.com/ShrekBoards/patches/blob/master/gamecube/G2RE52.ini.
2016-11-30 19:29:57 +00:00
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
Markus Wick 3039794ffd Merge pull request #4478 from SeannyM/wii-bind
Android: Fix Wii bindings resetting everything
2016-11-30 08:14:28 +01:00
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
Anthony 97ebb02a07 Merge pull request #4475 from aldelaro5/hotkeys-config-hotfix
[WIP] Fix the order of the name of the hotkeys
2016-11-29 11:32:05 -06:00
aldelaro5 f705d8378e Fix the order of the name of the hotkeys 2016-11-29 11:51:55 -05:00
Stenzek aadc77c493 Merge pull request #3649 from stenzek/wgl-core-shared
GLInterface: Implement core and shared context creation for WGL
2016-11-29 22:59:31 +10:00
Mat M eebe4ef1fd Merge pull request #4461 from aldelaro5/hotkey-config-redo
Redo every input configuration dialog
2016-11-29 07:39:28 -05:00
Stenzek 7353cae707 GLInterface: Implement core and shared context creation for WGL 2016-11-29 20:04:32 +10:00
aldelaro5 32a0dae257 Completely redo All configuration dialog
Hotkeys

Make a new class that inherits from InputConfigDialog with a specialised constructor.  The changes are mainly the top portion and it now uses tabs to categorise the hotkeys.

Redo the GCPad configuration dialog

The layout is similar, but it now allows flexibility to change it more easily.

Redo the GC Keyboard configuration dialog

Same layout.

Redo completely the Wiimote configuration dialog

Separated the controls into 2 tabs to make them less imposing overall.

Redo the Nunchuk configuration dialog

Similar layout, except for 2 control group sizers.

Redo the Classic controller configuration dialog

Same layout.

Redo the Guitar input configuration dialog

Stacked 2 sets of group together.

Redo the Turntable configuration dialog

More stacked groups and the window is much less wide.
2016-11-28 08:26:34 -05:00
aldelaro5 03e0cae9b7 Prepare for having different extensions dialogs
Just setting up a switch on the type so that different dialogs can be instantiated.  This also makes the extension type an enum because I don't see why not here and finally, it removes ControlGroupSizer.  This removal allows to not dynamically generate the UI, but instead, let the specialised constructors do the layout.
2016-11-28 08:26:34 -05:00
aldelaro5 00f680b830 Add flexibility to InputConfigDialog
Removed the unecessary forced tabbed layout, removed the layout part of the constructor and remade some method in preparation for tabbed styled input dialog such as the new hotkey configuration one.  It breaks every inputconfigDialog, but this will get fixed in the next commits.

Also moved to a folder since there will be many more files created in the next commits so it gives better separation.
2016-11-28 08:26:27 -05:00
Stenzek 0212741574 Merge pull request #4436 from stenzek/vulkan-full-ir-framedump
VideoBackends: Internal resolution frame dumping
2016-11-28 22:05:16 +10:00
Stenzek 49e807b71f Merge pull request #4459 from stenzek/nogui-resize-notify
DolphinNoGUI: Receive resize events and notify backend when this occurs
2016-11-28 22:04:21 +10:00
Stenzek da87580dc1 Merge pull request #4449 from stenzek/vulkan-pipeline-cache
Vulkan: Implement pipeline UID cache
2016-11-28 22:03:49 +10:00
Stenzek b81dee8b9a OGL: Support full-resolution frame dumping 2016-11-28 21:54:56 +10:00
Stenzek 93221e7f48 OGL: Move frame rendering procedures to seperate methods 2016-11-28 21:54:56 +10:00
Stenzek 1c1a686f63 Vulkan: Support full resolution frame dumping 2016-11-28 21:54:55 +10:00
Stenzek adc22a5e20 VideoCommon: Add method for calculating full-scale framedump rectangles 2016-11-28 21:54:54 +10:00
Stenzek 8d48319414 Vulkan: Validate the pipeline cache before using it
This ensures that if a user changes adapters or vendors we're not passing
invalid data to the driver.
2016-11-28 21:21:55 +10:00
Stenzek 9604b336c8 Vulkan: Don't destroy the device's pipeline cache on MSAA mode change
The user could switch back again, and this would mean this data would be
lost. Disk space is cheap, and it's not going to be much.
2016-11-28 21:21:54 +10:00
Stenzek aac66a1b61 Vulkan: Implement a pipeline UID cache
This stores enough information to recreate the pipeline, including the
shader UIDs, blend/depth/rasterization state, primitive and vertex format.
2016-11-28 21:21:53 +10:00