Ryan Houdek
e2f8286415
[ARM32] Adds unsigned compares.
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Superscedes PR #1131 .
Optimizes cmpi a bit.
2014-11-30 04:10:16 +00:00
Ryan Houdek
581ab9edec
[ARM32] cntlzwx optimization if source is immediate
2014-11-30 04:10:16 +00:00
Ryan Houdek
9c82adb14f
[ARM32] negx optimization if source is immediate
2014-11-30 04:10:15 +00:00
Ryan Houdek
1dbb39f791
[ARM32] srawix optimization when source is an immediate.
2014-11-30 04:10:15 +00:00
Ryan Houdek
fca0fd9dd5
[ARM32] rlwimix and rlwnmx optimizations.
2014-11-30 04:10:15 +00:00
Rohit Nirmal
239eaf122a
VideoCommon: Fix -Wsign-compare warnings.
2014-11-29 17:40:14 -06:00
magumagu
c693cf46e9
JIT: remove unused flag.
2014-11-29 12:41:36 -08:00
Fiora
72c96c20d3
JIT: more optimizing of float ops based on known input characteristics
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If the inputs are both float singles, and the top half is known to be identical
to the bottom half, we can use packed arithmetic instead of scalar to skip
the movddup.
This is slower on a few rather old CPUs, plus the Atom+Silvermont, so detect
Atom and disable it in that case.
Also avoid PPC_FP on stores if we know that the output came from a float op.
2014-11-29 11:33:11 -08:00
Fiora
4e0591cdf1
JIT: float instruction attribute fixes, fix binding mistakes
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These instructions modify only the bottom halves of the output register,
so the output register needs to be treated as an input too.
2014-11-29 11:30:52 -08:00
Fiora
8d039a77af
JIT: minor cleanup, avoid MOVSD where MOVAPD will do
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Avoids false dependencies.
2014-11-29 11:30:51 -08:00
Fiora
7df50b0710
JIT: skip weird fmul rounding if the input is known to be single precision
2014-11-29 11:30:51 -08:00
Yuriy O'Donnell
36b886cb80
D3D: Viewport min and max depth is now clamped to [0..1] range
2014-11-29 11:42:53 +01:00
Yuriy O'Donnell
a886d8a8ee
Renamed DEPTHPARAMS to PIXELCENTERCORRECTION
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This shader constant was previously used for depth remapping in D3D and for pixel center correction. Now it only serves one purpose and the new name makes it clear.
2014-11-29 11:42:52 +01:00
Yuriy O'Donnell
1fe3d07cbd
D3D: Removed somewhat mysterious comment
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It would be good to know which games exactly exhibited the issue.
2014-11-29 11:11:28 +01:00
Yuriy O'Donnell
cc2227fbc3
D3D: Replaced shader-based depth range remap with viewport
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This fixes UI rendering in some games mentioned in https://code.google.com/p/dolphin-emu/issues/detail?id=7785
2014-11-29 11:11:28 +01:00
Ryan Houdek
d4125231f3
Merge pull request #1608 from Sonicadvance1/fix-gles3-rendering
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Fixes OpenGL ES rendering.
2014-11-29 01:28:36 -06:00
Ryan Houdek
38dfc970df
Fixes OpenGL ES rendering.
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sampler2DArray doesn't have a default precision, so we need to set it ourselves.
2014-11-29 01:27:47 -06:00
Ryan Houdek
f588a82b9a
Merge pull request #1294 from FioraAeterna/noaccuratefcmp
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JIT: remove "accurate fcmp" option
2014-11-28 22:48:11 -06:00
Ryan Houdek
1aed2542c7
Merge pull request #1602 from FioraAeterna/fixforce25bitimprecise
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JIT: fix Force25BitPrecision with accurate single precision mode off
2014-11-28 22:42:44 -06:00
Ryan Houdek
e7daf6b3bc
Merge pull request #1606 from FioraAeterna/vertexloadercall
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Vertex loader: use ABI_CallFunction
2014-11-28 22:40:06 -06:00
Ryan Houdek
5003618587
Merge pull request #1605 from FioraAeterna/fixcrormerge
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JIT: fix fcmp+cror merging bug
2014-11-28 22:39:13 -06:00
Ryan Houdek
1a85df0459
Merge pull request #1603 from FioraAeterna/nofastinterrupts
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JIT: remove "fast interrupts" option set and then used nowhere
2014-11-28 22:37:52 -06:00
Ryan Houdek
2d2baec65d
Merge pull request #1595 from degasus/master
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OGL: require GL version >= 3.0
2014-11-28 22:37:35 -06:00
Fiora
7acd5eba17
Vertex loader: use ABI_CallFunction
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Should result in faster/shorter code sequences on platforms where generated
code is close enough to the code segment (e.g. Windows).
2014-11-28 20:26:00 -08:00
Ryan Houdek
ec3d6da7b5
[ARM32] Remove conditional execution from store instructions.
2014-11-29 02:44:17 +00:00
Ryan Houdek
6c399ce9ae
[ARM32] Removes a block of conditional execution in the dispatcher.
2014-11-29 02:42:30 +00:00
Ryan Houdek
e358696d46
[ARM32] Removes conditional execution from ARMv7's Jit function.
2014-11-29 02:42:22 +00:00
Lioncash
c2e5715034
Merge pull request #1601 from RachelBryk/wiimote-hotkey2
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Fix wiimote connect hotkeys.
2014-11-28 19:50:13 -05:00
Fiora
d42305aba0
JIT: fix fcmp+cror merging bug
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Destination CR bit needs to be cleared if it's not one of the sources.
2014-11-28 16:11:04 -08:00
Jasper St. Pierre
854f6b8688
HW: Poll system input from system timers
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Rather than playing terrible hacks to determine the start of input
frames, just update system input periodically. Specifically, every
60th of a second.
2014-11-28 10:56:11 -08:00
Jasper St. Pierre
f3b739341e
HW: Remove UpdateOutput
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All of the rumble interfaces are now immediate mode.
2014-11-28 10:54:04 -08:00
Jasper St. Pierre
86e4da2c07
ForceFeedback: Apply immediately as well
2014-11-28 10:54:04 -08:00
Jasper St. Pierre
1958a10b6f
XInput: Apply immediately as well
2014-11-28 10:54:04 -08:00
Jasper St. Pierre
1b3d0173f5
SDL: Apply updates immediately rather than going through UpdateOutput
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We're going to remove UpdateOutput as it's redundant, and horribly
complicates the code.
2014-11-28 10:54:03 -08:00
Jasper St. Pierre
1cee3b8cc6
WiimoteEmu: Hardcode acceleration calibration values
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Now we don't have any runtime calibration at all.
2014-11-28 10:51:30 -08:00
Jasper St. Pierre
5f6cfd67b7
Nunchuk: Hardcode Nunchuk accelerometre calibration values as well
2014-11-28 10:51:30 -08:00
Jasper St. Pierre
211eafc130
Nunchuk: Hardcode Nunchuk stick calibration values
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The game can never change these, so there's no reason to make it
dynamic. Just put the constants in the code.
While we're at it, take the time to clean up the code and also
and document several of the hacks we're doing inside to make the code
clearer to understand.
2014-11-28 10:51:30 -08:00
Jasper St. Pierre
64014d1dcd
Nunchuk: Use the accel_cal struct directly in nu_cal
2014-11-28 10:51:30 -08:00
Jasper St. Pierre
cd95002356
WiimoteHid: Remove unused structs
2014-11-28 10:51:30 -08:00
Jasper St. Pierre
fca9b491cc
WiimoteEmu: Remove Spy method
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This is the only use for a lot of unused methods and structs, and it's a
poorly written mess that doesn't even compile. Just remove it so we can
clean up the rest of a lot of code.
2014-11-28 10:51:30 -08:00
Jasper St. Pierre
e43ad58a3a
GCPad: Clean up Motor/Rumble interfaces
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Remove the duplication here and just have one Rumble interface that
takes a single strength parameter.
2014-11-28 10:50:45 -08:00
Jasper St. Pierre
f2787f620e
ControllerInterface: Make UpdateInput / UpdateOutput return void
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The return values here have never been checked, so it doesn't make sense
to return a value to begin with.
2014-11-28 10:50:45 -08:00
Jasper St. Pierre
61fcfc4bf2
ControllerInterface: Remove unused ClearInputState
2014-11-28 10:50:45 -08:00
Jasper St. Pierre
367a42dcfd
ControllerInterface: Implement dummy UpdateInput / UpdateOutputs
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Make the implementation here a bit easier.
2014-11-28 10:50:45 -08:00
Jasper St. Pierre
0c056c6411
DInput: Remove the unsupported Lights output
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The LEDs feature doesn't actually do anything: the SetState method is
entirely commented out.
2014-11-28 10:50:45 -08:00
Jasper St. Pierre
b5d4e8d37e
ControllerInterface: Remove unused "force" parameter
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I'm not sure when this nonsense of forcing locking the mutex when it's
already taken should have ever taken effect, but let's be thankful it
isn't now. That was a badly worded sentence.
2014-11-28 10:50:45 -08:00
Jasper St. Pierre
6aa1a59ee8
SI: Clean up controller-like devices with subclassing
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This takes the giant mess of controller-like devices (dance mat and
steering wheel) down to something more manageable, similar to how
the Donkey Konga bongo controller works.
Based-on-a-patch-by: comex <comexk@gmail.com>
2014-11-28 10:50:45 -08:00
Ryan Houdek
ce059769f6
Merge pull request #1439 from Armada651/ogl-stereo-3d
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OGL: Stereoscopic 3D Support
2014-11-28 11:45:38 -06:00
Fiora
41f5ef3304
JIT: remove "fast interrupts" option set and then used nowhere
2014-11-28 06:42:40 -08:00
Fiora
3e893913dd
JIT: fix Force25BitPrecision with accurate single precision mode off
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Doesn't affect anything now, but it's more correct (and should make setting
AccurateSinglePrecision to false work properly now).
2014-11-28 06:39:47 -08:00