Stenzek
344f2e57f6
VideoCommon: Use avg(color1, color2) for color3 in CMPR textures
2016-12-19 20:17:44 +10:00
Markus Wick
989cdc0929
Merge pull request #4505 from hthh/macos-likes-pbos
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OpenGL: Always use a PBO in EncodeToRamUsingShader
2016-12-19 09:47:40 +01:00
Anthony
f431b18675
Merge pull request #4491 from leoetlino/debugger-symbol-filter
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DolphinWX: Add ability to filter symbols (by name)
2016-12-17 11:13:28 -06:00
Lioncash
8b6f8892d6
TrampolineCache: Make constant constexpr
2016-12-14 04:43:32 -05:00
Lioncash
d0c54fe15e
Jit64Util: Make constants constexpr
2016-12-14 04:43:31 -05:00
Lioncash
9c1ad3dde6
Jit64Base: Replace #defines with concrete constants
2016-12-14 04:43:31 -05:00
Lioncash
d010246af2
Jit64Base: Clean up casting
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Mostly intended to clean up HandleFault than anything else.
2016-12-14 04:43:31 -05:00
Lioncash
1aff8c4eb1
BlockCache: Use const_cast
2016-12-14 04:43:30 -05:00
Lioncash
36c99df9f5
Jit: Move most x86-64-specific code out of JitCommon
2016-12-14 04:43:25 -05:00
Stenzek
5aaa5141ed
PixelShaderGen: Fix incorrect indexing of tevLerpBias
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Fixes the white box in the fortune street fifolog.
2016-12-13 00:03:25 +10:00
Markus Wick
d64c9dd5c9
Merge pull request #4419 from degasus/master
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Jit64: Fix a few trivial PIE issues.
2016-12-12 10:58:16 +01:00
hthh
801d1d1876
OpenGL: Always use a PBO in EncodeToRamUsingShader
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This improves performance significantly on macOS, particularly
noticeably in the Super Mario Sunshine transition, which goes
from ~5FPS to ~17FPS.
2016-12-12 20:33:41 +11:00
Stenzek
607ce40f0b
OGL: Fix black screen when MSAA is enabled
2016-12-12 17:51:19 +10:00
Markus Wick
863aeb383a
Merge pull request #4509 from lioncash/assign
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ShaderManagers: Use aggregate initialization for some variables.
2016-12-11 13:53:28 +01:00
Markus Wick
6ed462a059
Merge pull request #4511 from lioncash/ac
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AudioCommon: Remove unnecessary headers
2016-12-11 13:52:59 +01:00
Lioncash
87f2a74c08
AudioCommon: Remove unnecessary headers
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Now AudioCommon code won't need to be recompiled if the TAS movie header
is ever modified.
2016-12-11 06:11:37 -05:00
Lioncash
8dcb05802b
ShaderManagers: Use aggregate initialization for some variables.
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These provide the same semantics, however aggregate initialization
doesn't force the structs to be trivially copyable. memset, on the other
hand, does.
2016-12-10 17:33:51 -05:00
Stenzek
993e029f75
Merge pull request #4506 from stenzek/vulkan-no-depth-clamp
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Vulkan: Fix viewport depth when depth clamp is unsupported
2016-12-11 01:57:25 +10:00
Mat M
a0920afd5b
Merge pull request #4500 from leoetlino/fileio-fix
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IPC_HLE: Fix incorrect file path for IOCTL_SET_ATTR
2016-12-09 17:48:21 -05:00
Anthony
7a5bb46016
Merge pull request #4030 from clinchergt/fix-setfocus-rendertowindow
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Fix focus bug when using the "render to main window" feature
2016-12-09 15:39:31 -06:00
Anthony
1fa61af413
Merge pull request #4492 from aldelaro5/gc-mic-ui-reimplement
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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
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ISOProperties: Separate the filesystem tab out into its own class
2016-12-09 07:55:36 -05:00
Stenzek
af706efaef
Vulkan: Fix viewport depth when depth clamp is unsupported
2016-12-09 22:45:10 +10:00
Léo Lam
10c7e56689
IPC_HLE: Fix incorrect file path for IOCTL_SET_ATTR
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We were reading the string from the wrong location…
2016-12-07 13:52:44 +01:00
Léo Lam
31ccfffd38
Common: Add alignment header
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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
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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.
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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
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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
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Vulkan: Minor fixes
2016-12-05 12:19:49 +10:00
Léo Lam
59abfee11d
DolphinWX: Add ability to filter symbols (by name)
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This allows the user to filter symbols by name, instead of having to
scroll through a very, very long listbox…
2016-12-04 18:18:07 +01:00
degasus
5082a664c8
VertexLoaderX64: Avoid unchecked pointer cast.
2016-12-04 13:09:16 +01:00
degasus
21f3e97435
Jit64: Avoid pointer casts if possible.
2016-12-04 13:09:16 +01:00
degasus
f325d41def
DSPJit: Use tmp register for pointer immediate.
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PIE.
2016-12-04 13:09:16 +01:00
degasus
d26709f713
Jit64: Use ImmPtr for mtcrf.
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Only a small overhead, but PIE compatible.
2016-12-04 13:09:16 +01:00
degasus
8189ef432b
Jit64: Use ImmPtr for mcrxr.
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Only a small overhead, but PIE compatible.
2016-12-04 13:09:16 +01:00
degasus
23c284c081
Jit64: Use ImmPtr for inst.OE handling.
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A bit slower, but PIE compatible and *very* rarely.
2016-12-04 13:09:15 +01:00
Stenzek
8f97a24904
Vulkan: Enable GS instancing
2016-12-04 20:53:49 +10:00
Stenzek
9736198c3b
Vulkan: Use explicit barriers instead of dependancies
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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
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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
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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
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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
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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
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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
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Only have experienced this on a few occasions when using the anv driver.
2016-12-04 19:12:33 +10:00