Ryan Houdek
5169804a61
Remove duplicated X11 code.
2012-12-26 12:12:26 -06:00
Ryan Houdek
93f72d8463
Don't add superfluous whitespace to the CMake file
2012-12-26 11:07:33 -06:00
skidau
05730af724
Added some IOS version checks and code to clear memory before loading the dol.
2012-12-26 23:10:41 +11:00
skidau
0c845728cc
Added support for Reset (from menu). Fixes Sam & Max.
2012-12-26 23:10:40 +11:00
skidau
88e273fac1
Added an IOS check as games which use IOS older than IOS30 do not need to be HLE'd. Added some stubs for Reset to Menu and SSBB's load from disc partition. Fixed loading Fate of Atlantis from the Indiana Jones and the Staff of Kings game.
2012-12-26 23:06:43 +11:00
skidau
651cedaac4
Added argument detection and passing to the loaded dol. This fixes the Wii Sports+Wii Sports Resort bundle pack.
2012-12-26 23:06:43 +11:00
skidau
fbdf9ba153
Added preliminary support for ES_LAUNCH (Wii Multi-boot games) by using HLE to hijack the OSBootDol function.
...
Metroid Prime Trilogy is working. Wii Sports+Wii Sports Resort is not working. Any games which can be played using the dol replacement trick should work here.
Suspect that the DOL's are meant to receive an argument list which has not been catered for in this code. This probably also means that the Metroid Prime Trilogy games are locked in Veteran difficulty for the time-being.
2012-12-26 23:06:42 +11:00
Ryan Houdek
9a58f9a3bb
Rename another function...
2012-12-26 00:34:09 -06:00
Ryan Houdek
c43a0dac2e
Add to more than 32bit debug
2012-12-26 00:25:49 -06:00
Ryan Houdek
fa9abfdc42
Add a include directory
2012-12-26 00:22:17 -06:00
Ryan Houdek
a35c5a7f22
Add a include directory
2012-12-26 00:20:09 -06:00
Ryan Houdek
f4e7a280a9
Remove cg.lib from some files for Windows and renaming a function.
2012-12-26 00:07:43 -06:00
Ryan Houdek
e9099459bb
Maybe fix Windows compiling.
2012-12-25 22:52:30 -06:00
Glenn Rice
0de073edea
When using the "Keep window on top option" make sure that the effect of
...
that option ends when emulation ends when using render to main.
2012-12-25 21:12:51 -06:00
Ryan Houdek
c884dbf654
Mistype in WX.cpp
2012-12-25 19:18:03 -06:00
Ryan Houdek
01953ff64a
Rename the interface files and hopefully fix OSX building.
2012-12-25 19:08:24 -06:00
Pierre Bourdon
b3ed3bdb91
Define NvOptimusEnablement to tell the Nvidia driver we need high performance
2012-12-25 13:51:13 +01:00
Pierre Bourdon
ba348c29d7
Merge branch 'new-ax-hle'
...
Only AX GC is merged so far, the new Wii AX development will be done in a
separate branch when I'll start working on it.
There are still a few AX GC bugs remaining, but overall a lot less games have
sound issues than before.
Thanks to everyone who helped test the development builds of this branch and
reported results on the forum thread.
Conflicts:
Source/Core/Core/Src/HW/DSPHLE/UCodes/UCode_AX.cpp
2012-12-25 13:33:53 +01:00
Pierre Bourdon
4a74da3e87
Readd the old AXWii (rename the new version to NewAXWii) and set it as default
2012-12-25 13:30:55 +01:00
degasus
bff0faea2d
Merge branch 'immediate-removal'
...
Conflicts:
Source/Plugins/Plugin_VideoOGL/Src/Render.cpp
2012-12-25 12:39:00 +01:00
rog
b3714f4874
Don't show compress iso option for wbfs and ciso files.
...
Fixes issue 5809.
2012-12-25 06:31:31 -05:00
NeoBrainX
4798524b75
Dolphin 3.5 release.
2012-12-24 21:29:24 +01:00
NeoBrainX
e3e14af0dd
Revert "VertexShaderGen: Fix a shader compilation error.". I'm an idiot :p
...
This reverts commit 4d868705fd
.
2012-12-24 21:29:24 +01:00
Pierre Bourdon
2c58385fe2
Revert "Uninitialized usage.. or so it thought."
...
This reverts commit 7839676c87
.
Parlane, I hate you.
2012-12-24 21:23:28 +01:00
NeoBrainX
4d868705fd
VertexShaderGen: Fix a shader compilation error.
2012-12-24 19:50:16 +01:00
NeoBrainX
5a78351033
TextureCacheBase: Fix a potential bug when using custom textures.
2012-12-24 19:50:16 +01:00
NeoBrainX
249afa5eac
Change copyright year to 2013 in the about dialog.
2012-12-24 19:50:16 +01:00
rog
2dd570c880
Should completely fix game list sorting.
2012-12-24 13:29:19 -05:00
Ryan Houdek
53398ca5d8
Remove GLSL option from video options
2012-12-24 12:22:02 -06:00
rog
da5e61b45b
Fix another sorting bug.
2012-12-24 13:04:57 -05:00
rog
14a31d9b3a
Fix sorting bug.
2012-12-24 12:48:14 -05:00
Ryan Houdek
9209253e0d
Initial removal of Nvidia CG. Still some more cleanup to go
2012-12-24 11:09:52 -06:00
Ryan Houdek
09b05c0f6c
Add header guards to InterfaceBase.h
2012-12-24 09:46:37 -06:00
degasus
78ff8a769c
Merge branch 'osx-savegame-fix'
2012-12-24 13:30:59 +01:00
Matthew Parlane
eedca57270
Revert "support retina display"
...
This reverts commit 3aa9901618
.
2012-12-24 08:01:44 +13:00
Matthew Parlane
59ec1fe180
Fix some random warnings.
2012-12-24 07:37:50 +13:00
degasus
bd0abb3d2f
revert last commit, add CheckInvalidState to VideoBackend
2012-12-23 13:32:23 +01:00
Matthew Parlane
f865450b5a
Changed to non conflicting overload.
2012-12-24 00:00:45 +13:00
Matthew Parlane
a8ddc3e069
Function definition was not updated.
2012-12-24 00:00:25 +13:00
Matthew Parlane
7839676c87
Uninitialized usage.. or so it thought.
2012-12-24 00:00:04 +13:00
Matthew Parlane
4dbd2ed7fb
Unused variable.
2012-12-23 23:59:44 +13:00
Matthew Parlane
589222857f
Someone changed this to a u32... it's definitely a s32 :)
2012-12-23 23:59:10 +13:00
Grant Paul
3aa9901618
support retina display
2012-12-23 21:33:52 +13:00
Matthew Parlane
3a2c0b778a
Fixed stupid bool to int conversion warnings.
2012-12-23 19:53:15 +13:00
Matthew Parlane
1c01fd9c9d
Remove warning about ambigious if/else.
2012-12-23 19:24:30 +13:00
rog
d66dd970cd
Implement select audio backend CLI option.
...
Fixes issue 4920.
2012-12-22 18:25:52 -05:00
degasus
ffddfd8662
do only invalid hashes instead of all textures on loading
...
this is a hack, but only the gpu thread is allowed to call ogl commands
suggestion: create an unused texture cache, so we can move all textures there
2012-12-22 17:30:13 +01:00
degasus
2df0c31d13
add invalid flag for BPStructs (fix issue 5790)
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this flag will be set on loading a state and checked before every rendering.
2012-12-21 21:04:53 +01:00
degasus
cf8f936abb
fix efb2ram decoder
2012-12-19 23:43:05 +01:00
degasus
85ac76e8e2
fix gcc compilation
2012-12-19 23:42:22 +01:00
Pierre Bourdon
b0cbac174b
Implemented dpop samples support
2012-12-19 08:31:17 +01:00
Ryan Houdek
2db4549174
Fix a memory leak based on Lioncash's patches.
2012-12-18 23:35:28 -06:00
Pierre Bourdon
071b27f0bb
Fix volume mixing in DownloadAndMixWithVolume (same issue with >1.0 volumes)
2012-12-19 05:56:57 +01:00
rog
16ac7803f1
Add support for recording bongos.
2012-12-18 23:20:26 -05:00
Pierre Bourdon
2c10ca4e46
Rewrite the linear sample rate conversion algorithm to make it less hacky and to support arbitrarly big ratios
2012-12-18 17:38:41 +01:00
Glenn Rice
1bd42b7acc
Merge branch 'rehash-msw-cursor-hide'
2012-12-18 08:07:47 -06:00
Pierre Bourdon
1cecbaedce
Fix MixAdd with volume. The previous volume formula completely failed with volumes >= 1.0 (0x8000). Fixes Tomb Raider Legends (GC) music.
2012-12-18 07:01:22 +01:00
Pierre Bourdon
faaaa97c9e
Added a utility function to dump an AX PB for debugging
2012-12-18 07:00:24 +01:00
Pierre Bourdon
1abbfd4b15
Remove some useless 'inline' attributes from the AX HLE voice mixing functions
2012-12-18 07:00:04 +01:00
Pierre Bourdon
70b3980f46
Fix AX HLE command 12 arguments: takes 4 u16, not 1
2012-12-18 06:58:47 +01:00
Pierre Bourdon
ed59f8ff1d
Remove UCode_AX_ADPCM.h, now useless (incorporated into UCode_AX_Voice.h)
2012-12-18 05:55:40 +01:00
Ryan Houdek
f6ef6fa0d9
I had the wrong header for Windows in GLVideoInterface.h
2012-12-17 16:23:02 -06:00
Ryan Houdek
f2004b2474
Blindly add WGL.cpp file to the Windows project file. Just for Neo
2012-12-17 16:19:55 -06:00
Ryan Houdek
512cae69f8
Add a useful comment to DSP.cpp
2012-12-17 15:55:34 -06:00
Ryan Houdek
6099148541
Blind coding fail
2012-12-17 15:33:19 -06:00
Ryan Houdek
8082323c44
Should hopefully fix OSX
2012-12-17 15:29:38 -06:00
Ryan Houdek
3cb5dffbc9
Missed the video interface files.
2012-12-17 15:01:52 -06:00
Ryan Houdek
b78f5debe6
Initial push of GLES and GLUtil file breakup.
2012-12-17 14:54:20 -06:00
NeoBrainX
0811311604
TextureCacheBase: Delete textures completely instead of just invalidating them in ClearRenderTargets.
...
That's what would've been done in the next TCB::Load() call, anyway.
Fixes issue 5742.
Additionally, change efb copies to specify 1 as the number of mipmaps because that makes more sense than anything else.
2012-12-17 19:36:31 +01:00
Glenn Rice
98ed34d50b
Use wxNullCursor to put the cursor back to its default instead of
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explicitly setting the cursor to the arrow.
2012-12-17 11:32:10 -06:00
Glenn Rice
f1cc5c2ff9
Define the icon for "dolphin". The IDI_ICON1 seems to be preempted by the wx resource. This one does not.
2012-12-17 08:33:42 -06:00
rog
4c7b63cf0e
Save secondary list sorting.
...
Allow sorting by platform ascending.
Fixes issue 5774.
2012-12-17 06:08:45 -05:00
Glenn Rice
0a918782cf
Reorder the inclusions to hopefully fix the icon issue.
2012-12-17 00:11:59 -06:00
Glenn Rice
ff7041804c
Make sure that the wxWidgets manifest does not override the dolphin one.
2012-12-16 23:55:22 -06:00
Glenn Rice
832a5a0b26
Add the resource include in only one place for all builds.
2012-12-16 23:39:05 -06:00
Glenn Rice
d34fb84734
Add the resource inclusion to the other builds.
2012-12-16 23:21:11 -06:00
Glenn Rice
a581c75a37
Make the resource include path relative.
2012-12-16 22:52:29 -06:00
Glenn Rice
d1a812231e
Rework the way that windows mouse cursor hiding is done to use the built
...
in wxWidgets methods.
2012-12-16 21:32:14 -06:00
LPFaint99
351979795c
revert changes to banner background color
2012-12-16 15:29:25 -08:00
Ryan Houdek
8838944cd3
Revert "Use the global ::wxSetCursor instead of the local one from our panel object. Should close 3956."
...
This reverts commit 884006e4c8
.
2012-12-15 00:04:10 -06:00
Ryan Houdek
884006e4c8
Use the global ::wxSetCursor instead of the local one from our panel object. Should close 3956.
2012-12-14 15:19:22 -06:00
Ryan Houdek
88b890824b
(CoreAudio) Retain volume value until initialization. Makes volume slider work when game isn't running. Fixes issue 5383.
2012-12-14 12:15:01 -06:00
Ryan Houdek
3b559d89ec
If the HOME environment variable isn't set, fall back on to PWD. Closes 5584.
2012-12-14 11:47:12 -06:00
Ryan Houdek
532fdada96
Adds the Wii Korean settings file. It was handled in the wii-network branch in rev c42a6f156e
. Master handles the settings files differently. Until wii-network merges in to master, this closes issue 5642.
2012-12-14 11:37:26 -06:00
degasus
d0c4332d99
don't update vbo, if there are no changes in Renderer::Swap
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Signed-off-by: Ryan Houdek <Sonicadvance1@gmail.com>
2012-12-13 15:28:13 -06:00
degasus
8b62be2025
fix ShowEFBCopyRegions
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those fancy colors were the result of the usage of non-allocated heap
Signed-off-by: Ryan Houdek <Sonicadvance1@gmail.com>
2012-12-13 15:27:49 -06:00
Glenn Rice
a6374f25fd
Fix OSX build once again. Apparently OSX needs to get with the times.
2012-12-10 10:31:08 -06:00
NeoBrainX
c82136abdc
PixelShaderGen: Drop some useless and potentially buggy code.
...
Thanks to glennrics for noticing.
2012-12-10 16:13:22 +01:00
Glenn Rice
f6df3d1513
OSX build fix for the unordered_map/hash_map issue.
2012-12-10 08:40:27 -06:00
rog
330ea74d19
Allow input displays to work without an active movie.
2012-12-10 06:20:06 -05:00
Glenn Rice
e85438cba0
Clean up gcc/g++ compiler warnings that have accumulated.
2012-12-10 00:40:28 -06:00
rog
43d673b576
Save game list sorting.
...
Fixes issue 5771.
2012-12-08 23:53:50 -05:00
NeoBrainX
4fc0125fb3
Fix OS X 10.6 compatibility.
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Patch by mathieudel.
2012-12-07 19:49:08 +01:00
skidau
aeb5782395
Merge conflict. Fixes issue 5471.
2012-12-06 21:16:27 +11:00
rog
bbf7c3a4d0
Fix a save state crash in some situation.
2012-12-05 17:11:19 -05:00
Ryan Houdek
423024110e
Includes are case sensitive and Common is in the include directories so including the file this way was silly.
2012-12-04 11:44:28 -06:00
John Peterson
470a4eee8b
Fixing wiimote savestate and recording.
2012-12-03 21:14:25 -05:00
John Peterson
983d5d1f73
Making cheats manager resizeable, maximizable, hideable (parentless), higher by default.
2012-12-03 20:58:25 -05:00
rog
47aaca89eb
Fix error message about state undo backup always appearing when no movie is active.
2012-12-02 02:08:43 -05:00
NeoBrainX
bed260aa14
VertexShaderManager: Fix redundant shader constant updates.
...
Thanks to konpie for spotting this.
Might give a fairly perceivable speedup in the D3D11 backend.
2012-12-01 14:23:24 +01:00
Pierre Bourdon
3ca77cf077
Fix samples clamping and interlacing in the OUTPUT command. Shouldn't have assumed previous AX HLE was doing something right.
2012-12-01 00:54:25 +01:00
Pierre Bourdon
04b1ee0016
Implemented command 01 (download data and mix to MAIN/AUXA/AUXB with volume control). Fixes missing weapon sounds in Metroid Prime 2.
2012-11-28 15:22:02 +01:00
Pierre Bourdon
4cf2856284
Improve savestates support in AX and AXWii
2012-11-28 03:31:46 +01:00
Pierre Bourdon
f11a40f858
Command 13 should upload only AUXA LRS, not MAIN LRS + AUXA LRS. Fixes more GC EA games sound/music (including FIFA 06, Madden 08).
2012-11-28 01:48:27 +01:00
Pierre Bourdon
1a129abe0d
AUX return data should be mixed to main buffers, not AUX buffers. Fixes a regression introduced by r954c55e35afb, now EA games sound works again.
2012-11-27 21:48:59 +01:00
Pierre Bourdon
9270b62830
Rewrite MixAUXSamples to make it more clean
2012-11-27 20:36:34 +01:00
Pierre Bourdon
2120f536d5
Implement command 07 in GC AX (download data to main LR and reset main surround)
2012-11-27 20:36:14 +01:00
rog
aaeeef48da
Compile fix for linux.
2012-11-26 23:36:47 -05:00
rog
c0bb7aa8f3
Turns out you have to actually commit a change before merging if you want it to be included.
2012-11-26 18:17:07 -05:00
Pierre Bourdon
9b1a66245e
Fix an AUX mixing issue introduced when implementing AXWii. Now FIFA 06 sounds great with AX HLE.
2012-11-27 00:03:40 +01:00
Pierre Bourdon
706939e632
Implement command 10, used by FIFA 06 and linked to AUXB mixing. Sound still broken in that game.
2012-11-27 00:03:02 +01:00
Pierre Bourdon
fb1ecd90b0
Implemented command 13 in GC AX, used in some EA games (FIFA 06 now has broken sound, which is still better than no sound)
2012-11-26 23:34:18 +01:00
rog
db458a234a
Merge branch 'desync-fixes' into movie-fixes
2012-11-26 12:40:56 -05:00
rog
38e0d06e8c
Whoops, was calling GetMD5() twice.
2012-11-26 12:29:36 -05:00
rog
3d9712a99e
Remove more unused code.
2012-11-26 03:48:04 -05:00
rog
c2146921f9
Call InputUpdate() for wii games when using gc controller but not wiimote.
2012-11-26 03:04:17 -05:00
rog
97f5b1665f
what is this even...
2012-11-26 02:11:52 -05:00
rog
0903e20817
Expand input buffer as needed, instead of hardcoding it at 40 MiB.
...
Patch (mostly) by Ilari.
2012-11-25 22:41:48 -05:00
rog
1917f83244
Cleanup and misc movie fixes.
2012-11-25 19:26:37 -05:00
rog
0c6dad6a37
Clear unneeded variables upon stopping emulation.
2012-11-24 18:27:20 -05:00
rog
d26c7fea17
Remove old, unused code.
2012-11-24 01:40:34 -05:00
rog
f251704df2
The trick to multithreaded emulation is to include thread.h more than once.
...
Also, rewords some awkardly written messages.
2012-11-24 01:15:26 -05:00
rog
a374f9f049
Check md5 when recording from save state too.
2012-11-23 22:47:32 -05:00
rog
ca650d4435
Record md5 of game file to .dtm, and check it when playing back.
2012-11-23 22:23:58 -05:00
skidau
085c81da86
Mapped the addco and subfco PowerPC instructions. Fixes Frogger: Hyper Arcade Edition.
2012-11-24 00:04:28 +11:00
NeoBrainX
0fcb246b7e
Enable GFX debugger functionality in Release builds.
2012-11-20 17:54:48 +01:00
Pierre Bourdon
9d85052a66
Implement Wiimote audio output in AXWii. Not very useful yet as no sound is currently being mixed to the wiimote channels.
2012-11-20 11:34:49 +01:00
Pierre Bourdon
affdf08fd6
Real fix for the crashes on Windows with AXWii
2012-11-20 09:49:27 +01:00
Pierre Bourdon
e858835c7e
Fixing the hack fix (I can't multiply 32x32)
2012-11-20 04:26:07 +01:00
Pierre Bourdon
0d3c3f6339
Fix a crash in AXWii with SRC ratio > 4 (which I thought was impossible, but AXWii changed the SRC algorithm)
2012-11-20 04:18:48 +01:00
Pierre Bourdon
321e3a8421
Add global volume handling for AUX mixing and L/R output in AXWii
2012-11-20 03:32:29 +01:00
Pierre Bourdon
ae85159a94
Add surround sound support to GC AX HLE
2012-11-20 03:22:24 +01:00
Pierre Bourdon
954c55e35a
New AXWii now working properly in some games I tested
2012-11-20 03:13:55 +01:00
Pierre Bourdon
e750bed2a9
Rename NewAX -> AX and remove the old code. Time to work on AXWii.
2012-11-19 22:03:56 +01:00
NeoBrainX
4f652c4086
Partially revert "Check if BP and XF changes actually change values before flushing". Dolphin code sucks too much to get optimizations.
...
This reverts commit 5a77cae2e3
.
Fixes issue 5459.
Fixes issue 5606.
2012-11-19 21:09:31 +01:00
parlane
d7e65f03e4
Fix indentation [ using the web editor D: ]
2012-11-19 19:44:44 +00:00
Pierre Bourdon
4f88fee560
Added a small TODO list of things missing in NewAX
2012-11-19 20:25:57 +01:00
Pierre Bourdon
3541d33c25
Support both versions of the mixer_control bitfield. Fixes Skies of Arcadia music being muted (and sounds being mixed only on the left audio channel), this time without a hack.
2012-11-19 20:10:37 +01:00
NeoBrainX
4ff9e03509
Merge branch 'efb_scaling_fixes'.
2012-11-19 13:18:57 +01:00
NeoBrainX
b02bb7617f
Fix some fractional EFB scaling issues.
2012-11-19 13:10:32 +01:00
parlane
9345501388
Dolphin was crashing after attempting to use a NULL on macosx.
...
(turns out that passing NULL to string cmp funcs has "undefined behavior".)
Thanks to Grant Paul for this quickfix!
2012-11-19 03:19:51 +00:00
rog
69e8942dac
Fixes pausing movies for some 30 fps games, in some situations.
...
Thanks abahbob for testing.
2012-11-18 01:07:48 -05:00
XtraFear
d6697d50c7
Added option to toggle the display of On-Screen Display messages in the Interface tab.
2012-11-16 23:54:48 +01:00
NeoBrainX
a135512f9b
Build fix.
...
Fixes issue 5674.
2012-11-16 23:46:28 +01:00
rog
3a8e8af2d5
Merge movie-fixes.
2012-11-16 12:07:22 -05:00
rog
101de62c86
Remove an old TODO, and add a new one.
2012-11-16 12:03:51 -05:00
NeoBrainX
f88e7d3b73
Fix an off-by-one error.
2012-11-16 14:29:11 +01:00
NeoBrainX
a38bb488d2
Remove Renderer::xScale and Renderer::yScale.
2012-11-16 14:29:09 +01:00
NeoBrainX
78031c2d54
Move ComputeDrawRectangle() to Renderer::UpdateDrawRectangle().
2012-11-16 14:25:49 +01:00
Pierre Bourdon
c8b2ba1bc6
Implement the MORE command (0D) used to read more commands from the CPU
2012-11-16 07:51:19 +01:00
Braden
a024d04583
Patch by mwessel that fixes real wiimotes on OSX 10.8
2012-11-15 21:30:19 -06:00
X-tra Fear
5170d65711
Fixed last commit.
2012-11-15 14:47:51 -05:00
Pierre Bourdon
5a2d8661d7
Add comments explaining how the voice processing works
2012-11-15 16:57:33 +01:00
Pierre Bourdon
aa90f799b7
Re-implementation of the AX voice mixing algorithm. Now with 100% less WTF.
2012-11-15 16:30:05 +01:00
rog
25a1979b22
Merge https://code.google.com/r/xtrafear-dolphin-emu
2012-11-14 17:27:46 -05:00
rog
14aa7150d9
Add option for author name for movies. Also, minor cleanup for previous options i've added.
2012-11-14 16:23:20 -05:00
X-tra Fear
11fc13aea4
Fixed WiiMotes disconnecting when ES_LAUNCH is ran.
2012-11-14 16:12:25 -05:00
rog
f5a3379d71
Add config option for mac address. Fixes issue 5694.
2012-11-14 14:28:38 -05:00
Pierre Bourdon
531cc6aaf3
Fixed AUXB_NOWRITE command number and implemented UPLOAD_LRS command (06)
2012-11-14 18:08:29 +01:00
Pierre Bourdon
f84f15c5bf
Oops, forgot a memset which removed all AUX effects
2012-11-14 18:03:55 +01:00
Pierre Bourdon
a630357c9e
Add AUX mixing support as well as a send&return effect implementation
2012-11-14 17:55:16 +01:00
Pierre Bourdon
61c1fab2c6
Fix Windows support again: std::thread can't take a member pointer with StdThread.h from Common
2012-11-14 12:13:19 +01:00
Pierre Bourdon
db46ccd175
More accurate mixing buffers initialization using parameters from command 00
2012-11-14 12:08:41 +01:00
Pierre Bourdon
24d430eba0
Add NewAX to the VC++ project files
2012-11-14 11:32:57 +01:00
Pierre Bourdon
6a1241c03e
Make a hack optional to fix 48KHz output mode with NewAX
2012-11-14 11:25:27 +01:00
Pierre Bourdon
0b275c20af
Added output support to NewAX. Now working fine with Tales of Symphonia.
2012-11-14 11:20:54 +01:00
Pierre Bourdon
18f3630af5
PBs processing is now done, just need the output to be able to test
2012-11-14 06:53:36 +01:00
Pierre Bourdon
7535c6d903
Parse the AX command list in the AX thread
2012-11-14 06:15:55 +01:00
Pierre Bourdon
9e813502ac
Create a new thread for AX and make it handle the command lists
2012-11-14 05:33:04 +01:00
Pierre Bourdon
3195916744
Basic infrastructure for the new AX HLE, currently not doing anything besides answering mails
2012-11-14 05:08:04 +01:00
Pierre Bourdon
e4d18e3a8b
Bound the iteration on the PB list when processing updates.
...
Fixes freezes introduced in 3.0-807 with DSPHLE on some AX games.
Apparently logic doesn't apply inside the HW/DSPHLE/UCodes directory.
2012-11-13 16:50:42 +01:00
Pierre Bourdon
16060290c2
Fix missing notes in musics with DSPHLE.
...
Tales of Symphonia and Skies of Arcadia Legends now have working musics with
DSPHLE. Some other games with the same symptoms (missing instruments) should
probably be fixed by that change too.
2012-11-13 09:37:44 +01:00
rog
8fe5aa4ee8
movie cleanup
2012-11-12 20:40:11 -05:00
rog
8eb6f9002e
Fixes interpreter when not recording or playing back a movie.
2012-11-12 20:20:34 -05:00
rog
a5d210129d
Add an on screen lag counter.
2012-11-11 17:57:06 -05:00
rog
35e5a1e592
Add an option to pause on the last frame of a movie.
2012-11-10 21:57:31 -05:00
Rog
e8c0fea16e
Retain dsp JIT setting when switching to HLE. Fixes issue 5691.
2012-11-09 12:08:56 -05:00
Rog
ab48e1154b
Stop saving undo buffer (and associated .dtm, and .sav) when starting playing back a movie from save state. This is completely useless, and just wastes time copying save states around.
2012-11-08 23:25:55 -05:00
Pierre Bourdon
d13163380d
Bye mamario, you won't be missed
2012-11-02 02:48:55 +01:00
sulokuTDCmago
d032c40a58
- Added a new wilcard for importing savegames, which basically shows all saves (gci, gcs and sav). This is set as default (I really got frustrated of having to change the type every single time when making tests for GCMM, and I think it makes more sense at user level to just show all saves regardless the format)
...
- In icon retrieving I removed the "format check" as it shouldn't really matter to have mixed icon formats. Also removed the "Time splitters hack" as there's no reason for it since we are only checking the last 3 bits and I'm pretty sure having bits 1 and 2 set is the same as having them unset.
- Icon retrieving uses AnimSpeed as stop signal (every icon must have an speed set, the first speed that is 0 means there are no more icons)
- Also, in icon retrieving I added support for "blank frames"(Luigi's Mansion and Pikmin that I know of). With this the base for icon animation is complete.
- Fixed PSOIII savegame patch which was wrong before.
Signed-off-by: LPFaint99 <lpfaint99@gmail.com>
2012-10-29 21:02:59 -07:00
Sonicadvance1
5dd49edaec
Badaboom. Add in Memory include to CDUtils.cpp
2012-10-30 02:45:42 +00:00
skidau
303b0f6b6d
Test the audio loop with aligned addresses. Fixes the high pitched squeal in Muramasa.
2012-10-29 14:03:28 +11:00
skidau
882d5161f8
Merge branch 'Capcom-Music-Loop'
...
* Capcom-Music-Loop:
Removed the fake DMA wait time as it is no longer needed after the aram-dma-fixes branch is merged. This fixes the Resident Evil 2/3 cutscene audio in DSP LLE mode. Fixes issue 2723.
Changed the loop end address detection to an exact match with the current address for ADPCM audio. Fixes the non-looping music in PN03.
2012-10-28 13:36:34 +11:00
rodolfoosvaldobogado
ee72852491
implement some code to reduce the amounts of calls to setup vertex format, in d3d9 it gives no noticeable speedup, in opengl it still does not work right.
...
thanks to neobrain for the idea
2012-10-26 23:18:09 -03:00
rog
95d55ed1c7
fixes for backing up wii saves when playing a movie
2012-10-26 20:04:06 -04:00
rog
8921fe0d09
move wii saves to a backup if playing a movie that starts with no save
2012-10-26 17:36:18 -04:00
rodolfoosvaldobogado
eaa1ea71c1
Implement the new buffer approach in opengl. sadly in my machine it gives my only 2 more fps and if your hardware does not support ARB_map_buffer_range is even slower than plain vertex arrays.
...
change naming in all the backends vertex managers to make more easy to continue with the merge an some future improvements.
please test this as i'm interested in knowing the performance in linux and windows with the different hardware platforms.
2012-10-26 11:34:02 -03:00
rog
0bc2021284
save if a wii game's save data exists when starting recording. Probably not the best way to do this, and could result in a false negative if banner.bin exists, but the actual save file doesn't, but this should work well enough.
2012-10-25 03:15:54 -04:00
rog
8dfb12da3e
stuff
2012-10-24 23:21:34 -04:00
rog
76a6917fdf
Check game ID against what is recorded to the .dtm
2012-10-24 19:42:04 -04:00
rog
7ee455ce3b
When beginning recording, check settings in Init() instead of just in BeginRecordingInput(), since it's called after bootmanager.cpp reads the game's config.
2012-10-24 18:44:26 -04:00
rog
7006cd1217
i'm still not using a branch to fix the name of a variable
2012-10-24 15:32:02 -04:00
rog
4358f8384f
readd memory card detection for movie code. I deleted this before, intending to move it elsewhere, but never did
2012-10-24 15:16:41 -04:00
rog
a1186d84df
update state version
2012-10-23 02:31:16 -04:00
rog
5133ac551b
merge relevant changes from bc61dbdf58a8 in otu0001-desync-fix clone
2012-10-23 02:10:49 -04:00
skidau
421a75493c
Removed the fake DMA wait time as it is no longer needed after the aram-dma-fixes branch is merged. This fixes the Resident Evil 2/3 cutscene audio in DSP LLE mode. Fixes issue 2723.
...
Removed the ADPCM format detection from the previous commit as it broke the audio looping in Knockout Kings 2003.
2012-10-23 00:30:01 +11:00
skidau
b2a01dc348
Changed the loop end address detection to an exact match with the current address for ADPCM audio. Fixes the non-looping music in PN03.
...
Fixes issue 3998.
2012-10-22 22:59:35 +11:00
NeoBrainX
f7edfc0118
FifoPlayer: Copy selected object commands to clipboard when pressing ctrl+c
2012-10-22 12:32:57 +02:00
rog
aece5310f3
more movie cleanup. Removes the remaining globals that didn't need to be global, rearranges some code to make more sense, and removes some redundant code.
2012-10-21 23:20:28 -04:00
rog
9070e7ff8c
misc movie cleanup and fixes
2012-10-20 22:26:40 -04:00
rog
92d2f5dee2
keeping padding right is so hard
2012-10-20 15:58:29 -04:00
NeoBrainX
069d949a57
[cleanup] TextureCache: Kill the autogen_mipmap parameter
2012-10-20 21:07:02 +02:00
NeoBrainX
ee3d6d66d7
[cleanup] [bugfix] TextureCacheBase: Cleanup and simplify mipmapping logic. Possibly fixes a bug or two.
2012-10-20 21:07:02 +02:00
NeoBrainX
c859aaae84
[optimization] TextureCacheBase: Slightly loosen the requirements for reusing mipmapped textures
2012-10-20 21:07:02 +02:00
rog
a6028b055b
Save disc changes to .dtm, and load the full movie header every time it's loaded.
2012-10-20 14:40:16 -04:00
rodolfoosvaldobogado@gmail.com
5230146c73
Hey, long time no commits :).
...
So to compensate lets bring back some speed to the emulation.
change a little the way the vertex are send to the gpu,
This first implementation changes dx9 a lot and dx11 a little to increase the parallelism between the cpu and gpu.
ogl: is my next step in ogl is a little more trickier so i have to take a little more time.
the original concept is Marcos idea, with my little touch to make it even more faster.
what to look for: SPEEEEEDDD :).
please test it a lot and let me know if you see any problem.
in dx9 the code is prepared to fall back to the previous implementation if your card does not support the amount of buffers needed.
So if you did not experience any speed gains you know where is the problem :).
for the ones with more experience and compression of the code please test changing the amount and size of the buffers to tune this for your specific machine.
The current values are the sweet spot for my machine.
All must Thanks Marcos, I hate him for giving good ideas when I'm full of work.
2012-10-20 10:22:15 -03:00
rog
0384f61af3
re-rearrange movie code so it actually works all of the time
2012-10-19 19:43:03 -04:00
rog
b1dee5fc23
small fix for undo load state while not recording
2012-10-18 04:40:56 -04:00
rog
79692a6c78
save settings necessary for syncing a movie to the .dtm, and load them upon playback
2012-10-18 04:18:40 -04:00
rog
783409c765
clear the save state loaded from a previous movie when starting emulation
2012-10-18 04:14:25 -04:00
rog
6b99b746c8
fix undo load state and load last overwritten state while recording
2012-10-18 04:11:14 -04:00
rog
7f624cda10
fix recording from save state
2012-10-18 04:03:12 -04:00
rog
a366521d13
Correct the hotkey labels for undo load state, and load last overwritten state buttons
2012-10-18 03:30:44 -04:00
Ryan Houdek
57426ee726
Forced commit
2012-10-13 13:00:04 -05:00
Ryan Houdek
3f0d7312fa
A couple missed lines on the rebase.
2012-10-13 12:43:00 -05:00
Ryan Houdek
10666a9b87
More 'stuff'
2012-10-09 23:56:00 -05:00
Ryan Houdek
eb7a0c485a
More "stuff" for SS, also a small fix in the program shader cache cache setup."
2012-10-09 23:56:00 -05:00
Ryan Houdek
71f6b1eec6
Change 'stuff'
2012-10-09 23:56:00 -05:00
Ryan Houdek
03b09bed5d
Get the program binary type correctly or else ATI makes massive (~400MB) shader caches. Also, don't need the line in the PixelShaderGen.
2012-10-09 23:56:00 -05:00
Ryan Houdek
2e15440896
Add support for Dual source blending to older ATI cards that don't support 420pack but do support GL_ARB_blend_func_extended. This is more proper as well anyways.
2012-10-09 23:56:00 -05:00
Ryan Houdek
e88d35d1c1
Had a few vec4 and float4(0) calls floating around.
2012-10-09 23:55:59 -05:00
Shawn Hoffman
31a8424bcc
fix formatting uglies introduced in glsl-master branch
2012-10-09 23:54:17 -05:00
Shawn Hoffman
4a4833e617
default to GLSL instead of Cg
2012-10-09 23:43:22 -05:00
Ryan Houdek
9996f27120
Give OSX users more of a chance of supporting Single pass DSB in the future.
2012-10-09 23:42:41 -05:00
Ryan Houdek
d012c75005
Implement Program shaders cache. Seems to reduce a small amount of stuttering when F-Zero starts. Did it because I can :|
2012-10-09 23:42:41 -05:00
Ryan Houdek
c76593f6a2
Looky, OSX found an issue for me.
2012-10-09 23:42:40 -05:00
Ryan Houdek
7aad45658e
Add a GUI option to use GLSL shaders. Also fix a small typo.
2012-10-09 23:42:39 -05:00
Ryan Houdek
7f12daa014
Looks like we make use of fmod, make a GLSL function for it!
2012-10-09 23:41:49 -05:00
Pierre Bourdon
3bcec51334
More coding style fixes because I suck at sed
2012-10-09 23:41:48 -05:00
Pierre Bourdon
3c6d0fc710
8 spaces indentation -> tabs
2012-10-09 23:41:48 -05:00
Ryan Houdek
5b06bbf87d
Use UBOs in every shader. I had missed a few. Only cache Uniform locations if we aren't using UBOs.
2012-10-09 23:41:06 -05:00
Ryan Houdek
5bcbf92f43
Make sure to support everything even if GPU doesn't.
2012-10-09 23:41:06 -05:00
Ryan Houdek
d4a80ca3ec
yay, UBOs work 100% now.
2012-10-09 23:41:05 -05:00
Ryan Houdek
1f75ee49bf
UBO works for Pixel Shaders if Binding for UBO is zero, otherwise fails. Probably why Vertex shader UBO is failing. Too tired to investigate right now.
2012-10-09 23:41:05 -05:00
Ryan Houdek
b105d70339
Firin ma lazer
2012-10-09 23:41:05 -05:00
Ryan Houdek
c82b92bfc2
Fix one error.
2012-10-09 23:41:05 -05:00
Ryan Houdek
2fbca145cb
Remove bSupportsGLSLLocation since it won't work how I expect it.
2012-10-09 23:41:05 -05:00
Ryan Houdek
4a84c6f742
Add in UBOs, doesn't work yet. Still debugging here.
2012-10-09 23:41:05 -05:00
Ryan Houdek
76e5766a1b
Put Vertex Uniforms in to the correct places to get ready for UBOs.
2012-10-09 23:41:04 -05:00
Ryan Houdek
d897491f94
Few compiler errors that got exposed once I got Dual Source Blending working. Seems it isn't working quite 100% either. Good chance I missed something anyway.
2012-10-09 23:41:04 -05:00
Ryan Houdek
d83ead5914
Support Dual Source Blending in OGL plugin with GLSL.
2012-10-09 23:39:16 -05:00
Ryan Houdek
eff019442f
Playing through SSBM story made me find this.
2012-10-09 23:37:52 -05:00
Ryan Houdek
b24990ca28
Bit of cleanup. Clean up my massive hack in the ShaderManagerFiles. Almost feature parity with Nvidia CG now I think. Just need to do Alpha test with Dual source blending now.
2012-10-09 23:37:52 -05:00
Ryan Houdek
cf68cc0c61
Add support for GL_ARB_shading_language_420pack so we don't have to binding sampler locations. Also add support for GL_ARB_separate_shader_objects which doesn't currently work for some reason....investigating.
2012-10-09 23:37:52 -05:00
Ryan Houdek
8058f2f32f
Missed one
2012-10-09 23:33:02 -05:00
Ryan Houdek
9064b76deb
Shader Compile fixes. Played SMS for two shines.
2012-10-09 23:33:02 -05:00
Ryan Houdek
7cec31dbf3
Almost there.
2012-10-09 23:33:02 -05:00
Ryan Houdek
8123b137aa
This is the terrible bit that can't be removed until we use UBOs in the GLSL shaders.
2012-10-09 23:31:31 -05:00
Ryan Houdek
0fc755c4df
More stuff
2012-10-09 23:31:31 -05:00
Ryan Houdek
66a5334158
moe
2012-10-09 23:30:48 -05:00
Ryan Houdek
3943840d5c
Now CG plays nice with this new stuff.
2012-10-09 23:27:59 -05:00
Ryan Houdek
a357c77257
Add in GLSL setting again.
...
PS and VS making. Untested and won't work for now.
Add in program shader cache files.
Readd NativeVertexFormat stuffs.
Add in PS and VS cache things.
SetShaders in places.
Fixed EFB cache index computations in OpenGL renderer.
The previous computation was very likely to go out of array bounds,
which could result in crashes on EFB access.
Also, the cache size was rounded down instead of up. This is a problem
since EFB_HEIGHT (528) is not a multiple of EFB_CACHE_RECT_SIZE (64).
2012-10-09 23:23:37 -05:00
Pierre Bourdon
3990002250
Optimize JitCache::InvalidateICache by maintaining a "valid blocks" bitset
...
Most of the InvalidateICache calls are for a 32 bytes block: this is the
number of bytes invalidated by PowerPC dcb*/icb* instructions. Profiling
shows that a lot of CPU time is spent checking if there are any JIT blocks
covered by these 32 bytes (using std::map::lower_bound).
This patch adds a bitset containing the state of every 32 bytes block in
RAM (JIT cached/not JIT cached). Using that, a 32 bytes InvalidateICache
can check in the bitset if any JIT block might be invalidated. A bitset
check is a lot faster than an std::map::lower_bound operation, improving
performance of JitCache::InvalidateICache by more than 100%.
Some practical numbers:
* Xenoblade Chronicles (PAL)
56.04FPS -> 59.28FPS (+5.78%)
* The Last Story (PAL)
30.9FPS -> 32.83FPS (+6.25%)
* Super Mario Galaxy (PAL)
59.76FPS -> 62.46FPS (+4.52%)
This function still takes more time than it should - more optimization in
this area might be possible (specializing for 32 bytes blocks to avoid
useless memcpy, for example).
2012-10-06 01:49:09 +02:00
Pierre Bourdon
8cefcaa94c
Implement a simple benchmarking mode which logs FPS to a file
...
Very useful to compare performance between two builds, check the impact of
a configuration option, etc. FPS log is stored in User/Logs/fps.txt and is
reset each time you launch a game. Only enabled if you check the "Log FPS
to file" option in your graphics settings.
Could be improved a bit: currently logs only every 1s (so you can't really
see small variations), maybe output more infos to the fps.txt like
average/stddev (but Excel/Libreoffice/Google Docs can compute that easily
too).
2012-10-04 05:41:02 +02:00
NeoBrainX
035840e7b5
Move last XFB size from Render to FramebufferManager.
2012-10-03 13:44:35 +02:00
NeoBrainX
6e4a61a991
Minor cleanups.
2012-10-03 13:44:04 +02:00
NeoBrainX
bb8b5936c0
Revert "Partially revert revision d511b506120c."
...
This reverts commit 08e06b2293
.
2012-09-27 18:15:44 +02:00
Sonicadvance1
8fed3b76c8
If setting videobackend back to null strings, Just set it to the front of the list. Fixes loading game specific INI files that don't load back the "default" video backend which is nothing.
2012-09-25 00:47:37 +00:00
Ryan Houdek
41266129ba
Should fix issue 5630.
2012-09-24 17:16:34 -05:00
Ryan Houdek
3229bf824c
Should actually load the backend when it changes via game INI
2012-09-23 17:54:23 -05:00
Ryan Houdek
f8f8aea577
Allow the user to set graphics backend from Game INI. Zero GUI option available for setting.
2012-09-23 16:02:11 -05:00
Ryan Houdek
b4ae200d0d
This changes a mmap in MemArena so you don't need 786MB of memory free to actually allocate the 1GB memory space in Linux 32bit. I was also running in to this issue in my development. Kudos to plbl4ster to actually taking the time to research this. Closes issue 5625.
2012-09-23 10:08:13 -05:00
sulokuTDCmago
1e174ad31a
F-Zero and Phantasy Star Online Memory Card Manager support. Thanks to Ralf from GS Central
...
Original information:
http://board.gscentral.org/retro-hacking/53093.htm
Signed-off-by: LPFaint99 <lpfaint99@gmail.com>
2012-09-21 21:41:04 -07:00
Pierre Bourdon
760f777f5a
Simulate a small delay on GC Memcard operations
...
This was not needed for most games before because the external exception was
itself delayed. aram-dma-fixes changed that and made the external exception
happen a lot quicker, breaking games that relied on the memcard operations
delay.
Fixes issue 5583.
2012-09-07 01:24:10 +02:00
Pierre Bourdon
208d25c3f5
Revert merges of aram-dma-fixes and memcard-delay
...
These merges, while in theory improving emulation accuracy, cause issues
in other parts of the emulator based on invalid assumptions. memcard-delay
fixed some of these issues in the EXI memcard code, but several other
problems still exist and I don't have the time to debug that right now.
2012-09-07 01:11:38 +02:00
Scott Moreau
1ffb9ce47e
Fix broken build when using SDL from Externals.
...
The problem here was the logic that detects SDL in the main CMakeLists.txt
is not the same as it is in DolphinWX/CmakeLists.txt to set libraries. When
using SDL from Externals it failed at link time because -lSDL was never set.
This fixes the problem by using the same condition logic to set the libs
as used when detecting SDL in the first place.
2012-09-02 16:53:15 -06:00
Glenn Rice
d2e057d137
Update libav code to remove deprecation warnings.
2012-08-28 22:34:24 -05:00
Scott Moreau
6773261a85
Use correct linker flags for SDL.
2012-08-28 03:35:31 -06:00
NeoBrainX
1c1ae63b69
Windows build fix.
2012-08-26 20:26:10 +02:00
NeoBrainX
cf8744cf2c
OGL: Implement pixel metrics (untested)
2012-08-26 20:26:10 +02:00
NeoBrainX
4d8d86bd6a
D3D11: Implement some PE pixel performance metrics.
...
Super Mario Sunshine is using a cool trick: To determine how much goop has been cleaned in ep. 6 of Sirena Beach, it counts the number of pixels that are input to the blending stage. For that it's using the PE performance registers ;)
Fixes issue 1498.
2012-08-26 20:26:10 +02:00
Pierre Bourdon
90af798d3d
Partially revert be200074e9
for OS X systems
...
/dev/shm is not a tmpfs mountpoint on that operating system. Use /tmp but keep
the unlinking to avoid useless disk IO.
2012-08-25 03:30:37 +02:00
Pierre Bourdon
60aed4e5b0
Merge branch 'memcard-delay'
2012-08-24 12:45:45 +02:00
Ryan Houdek
be200074e9
[Linux] Change from using /tmp to /dev/shm in MemArena so we don't cause any disk IO, also unlink file while it is open to allow multiple instances running. This was discussed months ago, but was never implemented for whatever reason.
2012-08-22 23:39:50 -05:00
NeoBrainX
bab9b5d3ce
FifoPlayer: Fix fifo log playback in dual-core mode.
2012-08-22 01:04:09 +02:00
Pierre Bourdon
0b00c95b79
Simulate a small delay on GC Memcard operations
...
This was not needed for most games before because the external exception was
itself delayed. aram-dma-fixes changed that and made the external exception
happen a lot quicker, breaking games that relied on the memcard operations
delay.
Fixes issue 5583.
2012-08-20 13:49:12 +02:00
Pierre Bourdon
54fc4029dd
Use do { ... } while (0) for the *_LOG macros
...
Without this patch, such code would not compile:
if (cond)
WARN_LOG(FOO, "msg");
else
WARN_LOG(FOO, "msg2");
2012-08-20 13:12:49 +02:00
LPFaint99
603bd9982d
bugfix for memorycard manager. fixes exporting from page > 1 on slot b, thanks to suloku for reporting
...
Signed-off-by: LPFaint99 <lpfaint99@gmail.com>
2012-08-19 20:45:43 -07:00
skidau
28bc5eca37
Added a check for out of bounds memory accesses. Fixes Avatar: The Last Airbender (GC).
2012-08-17 22:14:35 +10:00
NeoBrainX
08a9c66037
Revert the recent zcomploc changes including the Graphic_Fixes merge.
...
Reason:
- It's wrong, zcomploc can't be emulated perfectly in HW backends without severely impacting performance.
- It provides virtually no advantages over the previous hack while introducing lots of code.
- There is a better alternative: If people insist on having some sort of valid zcomploc emulation, I suggest rendering each primitive separately while using a _clean_ dual-pass approach to emulate zcomploc.
This reverts commit 0efd4e5c29
.
This reverts commit b4ec836aca
.
This reverts commit bb4c9e2205
.
This reverts commit 146b02615c
.
2012-08-10 20:12:02 +02:00
NeoBrainX
6e02ad55bc
Maintenance.
2012-08-07 18:57:53 +02:00
NeoBrainX
ec859009b7
Add a sanity check for viewports with zero width/height.
...
Fixes issue 5466.
2012-08-07 01:37:31 +02:00
Pierre Bourdon
a2b71f1ed7
Clean up WX style issues mentionned in previous commits comments
2012-08-06 14:21:49 +02:00
skidau
0efd4e5c29
Skipped the ZCompLoc pass if the result can be determined at compile time. Brings back the speed lost by r146b02615c07.
2012-08-06 09:29:01 +10:00
Pierre Bourdon
86a1899b9e
Fix a wrong data type in the WBFS Blob reader causing issues on x86 systems
...
Fixes issue 5489.
2012-08-05 19:35:49 +02:00
Pierre Bourdon
d7d2e5b9bf
Link explicitly DolphinWX with GTK2 libraries
...
Fixes issue 5555.
2012-08-05 20:51:42 +02:00
Pierre Bourdon
fe1501db9a
Check if WX recognized a key before testing if it's a hotkey
...
Fixes issue 5537.
2012-08-05 17:28:57 +02:00
Pierre Bourdon
b3c9f437db
Return early from DoOpen if the user cancelled the file picker box
...
Fixes issue 5551
2012-08-05 16:53:36 +02:00
Pierre Bourdon
80bf3c2c0b
Add VTune profiling support for Dolphin's JIT
2012-08-05 16:39:15 +02:00
Pierre Bourdon
228172d656
Fix a typo in the indexed color vertex loader
...
Patch from konpie: http://forums.dolphin-emulator.com/showthread.php?tid=24658
2012-08-05 04:24:16 +02:00
Pierre Bourdon
8597660855
Replace all of the opcode data read functions by their SSSE3 equivalent, not only the first one.
...
Patch from konpie: http://forums.dolphin-emulator.com/showthread.php?tid=24658
2012-08-05 04:24:08 +02:00
Pierre Bourdon
d44a3471be
Fix DSP LLE thread affinity being set to the wrong core
...
Patch from konpie: http://forums.dolphin-emulator.com/showthread.php?tid=24658
2012-08-05 04:24:00 +02:00
Pierre Bourdon
e42c6214d9
Fix a typo in GenQuantizedLoads causing issues with SSSE3 in x86 builds
...
Patch from konpie: http://forums.dolphin-emulator.com/showthread.php?tid=24658
2012-08-05 04:23:46 +02:00
skidau
00df727d2f
Optimised the JitCache struct size from 88 bytes to 80 bytes. Thanks to Lioncash for the patch.
2012-07-23 22:15:34 +10:00
Pierre Bourdon
174c1b00f8
Use the right modifier for hotkeys on Mac
...
Fixes issue 5324.
2012-07-22 19:22:50 +02:00
sktsqrl
c0060f9ef8
Merge branch 'bba'
...
OS X support not impl
2012-07-21 12:53:46 -07:00
sktsqrl
601b9fc03b
typo fix
2012-07-21 12:50:40 -07:00
sktsqrl
9442d334d8
bba: stub the os x impl
2012-07-21 12:21:55 -07:00
Scott Moreau
0e1348c839
Re-add hack to use SDL/SDL.h ifndef _WIN32.
...
The correct convention is to use #include SDL.h in all cases but we have to
do this so Externals/SDL builds, which isn't in the best shape.
2012-07-14 20:50:58 -06:00
Scott Moreau
d34418100b
Add periodic effects for haptic devices.
...
This adds support for drivers supporting sine, square and triangle
periodic haptic effects. This allows rumble to work on devices/drivers
supporting these effects, such as an xbox controller using the xpad
driver under Linux.
2012-07-12 19:47:17 -06:00
Scott Moreau
80c15f21b4
Add SDL2 support to build system.
...
Dolphin code already builds against SDL2 but the build system never
checks for SDL2, which is the what latest SDL is called now. SDL2
replaces SDL 1.3. This allows Dolphin to be build against SDL2, which
activates certain new features such as the haptic interface.
2012-07-12 19:47:17 -06:00
sktsqrl
8dd11bd1c0
fixes issue 5507
2012-07-11 20:54:50 -07:00
sktsqrl
1d44de53b5
reset samples_avail when stopping gc mic sampling. fixes Mario Party 7
2012-07-11 01:03:25 -07:00
sktsqrl
a02cbedb0f
bba: generate MAC if needed
2012-07-07 13:44:26 -07:00
Pierre Bourdon
dd48b246b2
Reduce logging verbosity in the Linux BBA code
2012-07-05 01:30:37 +02:00
Pierre Bourdon
5db70f452b
Remove the now unneeded recv sleep hack and fixes game exit by implementing a timeout on read(2) calls in the read thread.
2012-07-05 01:29:42 +02:00
sktsqrl
bb84043de0
bba: (windows) fix games which stop and restart recving, such as logging off of PSO and loggin on again without stopping dolphin
2012-07-04 16:17:47 -07:00
sktsqrl
6cccbb91ec
bba: implement recv buffer full interrupt
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(windows) hopefully fix crashes from closing dolphin while recving
2012-07-04 16:02:05 -07:00
sktsqrl
9cff8316d2
code cleanup for win32/tap/eth
2012-07-04 16:02:04 -07:00
Pierre Bourdon
9a3dd778cb
Preliminary BBA support for Linux. Assumes that a TAP interface named 'Dolphin' exists and is preconfigured. Contains some dirty hacks.
2012-07-04 04:34:40 +02:00
skidau
c57640dfbd
Implemented proper timing in the "No audio output" back-end.
2012-07-01 17:07:58 +10:00
sktsqrl
3cb6e4a864
Redo BBA once again. Now it works on windows, if crappily.
...
To use, install OpenVPN's TAP device driver. Then create a network bridge between the TAP and your device connected to the internet.
TODO:
proper overlapped read - can look at qemu impl
non-windows impl
2012-06-29 17:33:56 -07:00
skidau
b4ec836aca
Removed the offset if the ZCompLoc GREATER or LESS function is used. Fixes the invisible player in THPS3.
2012-06-29 18:47:49 +10:00
Pierre Bourdon
b27d8ff0d6
Add a missing Invalidate() call in ~TextureCache(). Fixes a regression from 8bed27a3d1
causing textures to load improperly when a game is run two times in the same Dolphin instance
2012-06-27 20:20:28 +02:00
NeoBrainX
29e21026e9
Merge branch 'awesome-texcache-cleanups-and-fixes'
2012-06-21 22:21:34 +02:00
Pierre Bourdon
fa2ee1f4a0
Only call CheckExceptions in dcbz in interpreter mode, use FL_ENDBLOCK for Jit64. Now RS3 demo disc does ingame with Jit and block_size = 1
2012-06-20 18:33:23 +02:00
NeoBrainX
7dabba5095
Fix a small bug.
2012-06-20 18:18:20 +02:00
NeoBrainX
043a85f8a6
Minor cleanup.
2012-06-20 18:18:19 +02:00
NeoBrainX
8a5abbddc4
Enable texture format overlay on the fly.
2012-06-20 18:18:18 +02:00
NeoBrainX
8bed27a3d1
Enable hires textures even when texture dumping is enabled.
...
Remove some deprecated code.
2012-06-20 18:18:17 +02:00
NeoBrainX
8d30ac462a
Instead of invalidating texcache whenever the graphics configuration dialog gets opened, clean up textures on configuration changes.
2012-06-20 18:18:05 +02:00
Pierre Bourdon
30de244050
Check for DSI exceptions after a dcbz instruction. Fixes Rogue Squadron 3 in interpreter mode.
2012-06-20 12:15:22 +02:00
Pierre Bourdon
e550623b11
Added a button to dump the FakeVMEM from the memory debugger if the game uses it
2012-06-19 13:51:29 +02:00
Pierre Bourdon
988bd53b5f
Support ANSI color codes in the console logger for Linux/Mac
2012-06-19 12:11:15 +02:00
Pierre Bourdon
34606f34a9
Allow disassembly of FakeVMEM with the dolphin debugger
2012-06-19 11:57:57 +02:00
Pierre Bourdon
76a13604ef
Optimize mtmsr by going to an exception exit only if EE are enabled and some
...
exceptions are pending.
2012-06-19 06:35:30 +02:00
Pierre Bourdon
bfc797ede1
Removed an obsolete comment
2012-06-16 14:39:17 +02:00
Pierre Bourdon
e1ddbdd214
Use WriteExceptionExit and implement the change for JitIL
2012-06-16 14:38:48 +02:00
Pierre Bourdon
da4141aa9f
Simulate ARAM DMAState correctly and check for external exceptions after
...
MTMSR is executed.
This commits fixes issue 617. WWE Day of Reckoning 1 and 2 are now playable
with Dolphin.
The changes are not implemented for JitIL yet.
2012-06-16 14:38:44 +02:00
NeoBrainX
227580d1a5
Remove "Disable Textures".
2012-06-11 23:35:46 +02:00
NeoBrainX
1dd6b978c1
Remove "Disable Lighting".
2012-06-11 23:30:20 +02:00
skidau
1d9ac2f6e1
Removed the check for changed JIT blocks before invalidation. Fixes the slow speed in Zelda: Ocarina of Time Master Quest.
...
Fixes issue 5454.
2012-06-09 18:48:15 +10:00
NeoBrainX
b5ad382b07
Fast mipmaps deserves to die!!
2012-06-08 00:22:57 +02:00
NeoBrainX
0d577d886a
Remove some TODOs.
2012-06-02 19:23:20 +02:00
skidau
d74c50b942
OSX build fix for BPStructs. Thanks to pauldacheez for the fix.
2012-06-02 11:28:43 +10:00
skidau
bb4c9e2205
Fixed "Failed to compile pixel shader" error when Per-Pixel Lighting is enabled. Thanks to slmpika for the fix.
2012-06-02 11:25:44 +10:00
skidau
b0d271db3c
Changed MOVDDUP to use MOVSD on non-SSE3 CPU's.
...
Added DMA wait time under DSP HLE mode.
Fixes Knockout Kings 2003.
2012-06-02 10:06:47 +10:00
skidau
99b7c91df5
Checked if dcbst instructions are preceded by dcbt. If it is, the game is prefetching memory into the data cache, and not loading new code. In these cases, the JIT cache will no longer be flushed. Fixes the frequent "Clearing code cache" issue in games like "The Last Story".
2012-05-31 22:09:33 +10:00
NeoBrainX
372e00632d
Fix changing internal resolution via hotkeys (settings above 1.5x weren't accessible anymore before).
2012-05-29 13:11:28 +02:00
Pierre Bourdon
bfde41895f
Update the viewport when the scissor offset is changed
...
Fixes a bug with Another Code: R that was noticed when gx-optimization was
merged.
2012-05-27 08:03:26 +02:00
Glenn Rice
00f6b7b6ea
Fix core dump on start up on linux. Thanks to degasus.
2012-05-26 08:24:18 -05:00
Pierre Bourdon
1efabea9b4
Fix compilation errors with g++4.7
2012-05-26 08:09:50 +02:00
skidau
b79d8d9e10
Fixed the Cheat Search. Patch by nagosaki.
2012-05-26 15:45:58 +10:00
skidau
146b02615c
Merge rodolfoosvaldobogado's zcomploc code (Graphic_Fixes branch)
2012-05-26 13:47:07 +10:00
Braden
82cb14e49b
Actually fixes crashing on start up.
2012-05-26 13:21:30 +10:00
Braden
cbc84ecd72
set variables equal to zero or false correctly. Should fix crashes on 32bit version.
2012-05-26 13:21:30 +10:00
Braden
defb4c255d
Allows analog sticks to be used with the TAS Input Open.
2012-05-26 13:21:30 +10:00
unknown
873437d58a
Adds better support for the tas input.
2012-05-26 13:21:29 +10:00
nitsuja
9ea8d54343
remove some code that was made unused by rca287e7957c7
2012-05-26 13:19:57 +10:00
nitsuja
1f9586a8ba
compile fix for my merging of rca287e7957c7
2012-05-26 13:19:57 +10:00
nitsuja
99b202fd2e
savestate vertexmanager (base) since it affects VertexLoader::RunVertices which affects g_pVideoData
2012-05-26 13:18:08 +10:00
nitsuja
ae242e5675
added some missing VideoBackendHardware data to savestates. I think this makes savestates more stable (fewer "GFX FIFO: Unknown Opcode" errors) in dual core mode.
...
also added some extra verification markers around here, to potentially give better info on future version mismatches
2012-05-26 13:18:08 +10:00
nitsuja
2be579e8ba
fixed some graphics problems with loading savestates (for example, wrong colors on title screen of metroid prime 3)
2012-05-26 13:18:07 +10:00
nitsuja
19b0b02ad7
add some missing IPC HLE data to savestates
2012-05-26 13:14:15 +10:00
nitsuja
c9059c708e
save events in a safer way. the old way assumed that event type indices remain constant (they don't always), which could result in running arbitrary events or crashing upon loading.
2012-05-26 13:09:39 +10:00
nitsuja
a81631b58e
made savestates synchronous and immediate. this allows saving or loading while the emulator is paused, fixes issues where savestate hotkeys would get ignored if pressed too close together, might speed up savestates in some cases, and hopefully makes savestates more stable too.
...
the intent is to replace the haphazard scheduling and finger-crossing associated with saving/loading with the correct and minimal necessary wait for each thread to reach a known safe location before commencing the savestate operation, and for any already-paused components to not need to be resumed to do so.
2012-05-26 13:09:38 +10:00
nitsuja
108f69eaa9
to help movie sync, added some more wiimote data to savestates and disabled auto-reconnect. although I think this is basically just removing hacks and should be more correct, I don't know what side effects this could cause for normal players, so for now these changes ONLY take effect when an input movie is playing back or being recorded.
2012-05-26 12:59:08 +10:00
nitsuja
d19c389246
clean up some savestate code
2012-05-26 12:59:08 +10:00
nitsuja
8ef75dac67
add missing SI device state to saves
2012-05-26 12:59:07 +10:00
nitsuja
5423bca79c
add some more missing dsp ucode data to savestates
2012-05-26 12:59:07 +10:00
nitsuja
152351d96c
implement PointerWrap::Do(std::map<unsigned int, T>)
2012-05-26 12:59:07 +10:00
nitsuja
aa674a65f1
implement PointerWrap::DoLinkedList and use it to simplify saving CoreTiming events
2012-05-26 12:59:06 +10:00
skidau
a54e72640f
Merge branch 'misc-speedups'
...
* misc-speedups:
fixed and reenabled and slightly optimized the JIT version of fcmpo/fcmpu.
slightly more precise speed percent display (this is really minor)
a small thread synchronization speedup for dual core mode. it's most noticeable in games where the CPU is running behind compared to the GPU.
Conflicts:
Source/Core/Core/Src/PowerPC/Jit64/Jit.cpp
The Fifo.cpp changes from rdaefb3b550e2 was not merged as there was no performance benefit.
2012-05-26 12:35:08 +10:00
Pierre Bourdon
cf69e7ca8a
Merge branch 'gx-optimization'
...
This branch reduces the number of useless state flushes in the video
emulation layer by checking whether a BP/XF change will have an effect
or not. Greatly reduces the number of GL calls per frame.
Thanks to degasus for his help!
2012-05-24 21:49:37 +02:00
NeoBrainX
4131ca8d38
Merge branch 'hires-tex-improvements'
2012-05-22 08:14:49 +02:00
Pierre Bourdon
fee2d83f68
Fix a data endianness problem introduced by r7cccb4baa724.
2012-05-20 22:16:21 +02:00
Pierre Bourdon
c95baf614d
Avoid changing video state on useless BP writes
...
When a game writes the same value that was already configured to a BP
register, Dolphin previously flushed the GPU pipeline and reconfigured
the internal video state (calling SetScissor/SetLineWidth/SetDepthMode).
Some of these useless writes still need to perform actions, for example
writes to the EFB copy trigger or the texture preload registers (which
need to reload the texture from memory).
2012-05-20 20:56:03 +02:00
Pierre Bourdon
7cccb4baa7
Check if data was modified in LoadIndexedXF too
2012-05-19 10:54:40 +02:00
Pierre Bourdon
b8d4d013f6
Compute the comparison size properly (transferSize is in u32, not in u8)
2012-05-18 23:27:02 +02:00
Pierre Bourdon
5a77cae2e3
Check if BP and XF changes actually change values before flushing
2012-05-18 23:13:53 +02:00
Matthew Parlane
1bc5f41e40
Fixes issue 5428. Thanks delroth.
2012-05-18 17:57:28 +12:00
skidau
5a8ad92302
Changed a JMP that needed to be a far JMP in JITIL.
2012-05-15 09:32:21 +10:00
NeoBrainX
54aeec7a8f
Dump the redundant "save textures" function. Use TextureCache's dumping feature instead.
2012-05-13 17:48:23 +02:00
NeoBrainX
72e83140f0
TextureCacheBase: Remove the texture size limit for custom textures. Only the GPU restrictions for maximum texture size remain.
2012-05-13 17:43:14 +02:00
NeoBrainX
41d37ab0a0
TextureCacheBase: Support loading custom mipmaps.
2012-05-13 17:42:22 +02:00
NeoBrainX
a5e68ab10e
TextureCacheBase: Support dumping individual mipmaps.
2012-05-13 17:41:04 +02:00
NeoBrainX
a8ad59ee3e
TextureCacheBase: Move texture dumping to a helper function.
2012-05-13 17:41:03 +02:00
NeoBrainX
3ecc5e879c
TextureCacheBase: Move custom texture loading to a helper function
2012-05-13 17:41:03 +02:00
skidau
b27f471488
Invalidated the JIT cache when the dcbst instruction is used.
2012-05-13 21:07:03 +10:00
skidau
48bf5c739d
Changed the block linker to work on physical addresses. Checked whether the code has changed before invalidating it. Fixes the cut-scenes in Tales of Graces.
...
Fixes issue 2933.
2012-05-12 21:43:39 +10:00
Pierre Bourdon
f567782b47
Implement a better heuristic to detect whether an ELF is for GC or Wii
2012-05-12 01:48:56 +02:00
Pierre Bourdon
04bde406d3
Fix DVD root path for Wii games. Now Wii games can be booted using extracted files instead of a disc image.
2012-05-11 22:19:57 +02:00
skidau
1587cb3738
Fixed texture encoding. Fixes the interaction with objects in Another Code R. Thanks to wordmanwords for the patch.
...
Fixes issue 5405.
2012-05-05 11:21:05 +10:00
Pierre Bourdon
77f47866df
Add Wii DVD integrity checking to Dolphin
...
This allows users to easily check whether their Wii dump is corrupted or not
using the Dolphin properties window. Right click on a game, Properties,
Filesystem tab, then right click on the game partition and select "Check
partition integrity".
This may have some false negatives due to the unused clusters heuristic (see
the comment in VolumeWiiCrypted.cpp). False positives are unlikely.
2012-05-04 16:27:42 +02:00
orphis
6254edcfbc
Add the missing *.wbfs extension to the file picker.
2012-05-03 22:27:06 +00:00
skidau
0e812cb187
JIT32 fix.
...
Added wbfs to the File Open list.
2012-05-04 07:00:30 +10:00
skidau
7885e63deb
Added wbfs support. Thanks to lordlyhobo for the patch. Fixes issue 859.
2012-05-04 00:09:01 +10:00
skidau
a1b3eaffb7
Reverted the ES changes from r0fc390b55226. Fixes the crash that occurred when loading a channel from the sysmenu.
2012-05-03 23:32:32 +10:00
skidau
e5d527340d
Optimised the JIT path.
2012-05-03 23:17:15 +10:00
skidau
d7f468a781
Applied the "Hide cursor" fix to the Pause button.
2012-05-03 20:57:22 +10:00
Glenn Rice
40640217f1
Fix hide mouse cursor on linux.
...
Fix emulator window position when rendering to main on linux.
Allow building against wxWidgets 2.9.3 on linux.
2012-05-02 14:40:40 -05:00
Billiard26
1974938c5a
Fix DirectInput D-Pad handling.
2012-05-02 06:31:38 +00:00
Pierre Bourdon
beb4204bbb
Include libavutil/mathematics.h explictly in AVIDump.cpp. Fixes issue #5266 .
2012-05-02 07:29:15 +02:00
Pierre Bourdon
5e2d692cec
Lock the DSP thread on its own core when using "Lock threads to cores" and "LLE on Thread". Greatly improves DSPLLE performance on Linux with >= 3 cores CPUs.
2012-05-02 07:19:14 +02:00
skidau
1b15cd0b60
Added preliminary support for ARAM memory map mode "4".
...
Fixes issue 3410.
2012-05-01 22:05:48 +10:00
skidau
2540fe0606
Fixed ARAM DMA overflow situations. Fixes issue 4952.
2012-05-01 21:31:21 +10:00
skidau
30d6d22816
Merge Conflicts:
...
Source/Core/Core/Src/PowerPC/PowerPC.cpp
2012-05-01 21:00:57 +10:00
skidau
d015f0926a
Fixed a typo and some far jumps in the JIT.
2012-05-01 20:52:35 +10:00
skidau
d557c913e8
Reset the performance counters at the start of the each block.
2012-05-01 20:42:01 +10:00
skidau
389823a749
Changed the performance monitor check to a compile time check instead of run-time.
2012-05-01 20:42:00 +10:00
skidau
cdace9d776
Added preliminary support for the Gekko CPU Performance Monitor. Fixes Harry Potter and the Prisoner of Azkaban.
2012-05-01 20:42:00 +10:00
skidau
75fbbcae40
Merge branch 'JIT-Exceptions'
...
* JIT-Exceptions:
JitIL code cleanup
Changed the JIT code to make the FPU exception timing more accurate. The exception is now triggered at the first FP instruction instead of the start of the block. Rearranged the JIT exception code for a tiny speed-up. Only external exceptions are checked at the end of the block. All other exceptions are checked at the time they occur.
Fixes issue 5382.
Conflicts:
Source/Core/Core/Src/PowerPC/Jit64/Jit_LoadStore.cpp
2012-05-01 20:35:12 +10:00
skidau
05040379e9
JitIL code cleanup
2012-05-01 20:26:05 +10:00
skidau
15d3c45159
Reset the performance counters at the start of the each block.
2012-04-29 00:10:20 +10:00
skidau
853d12b42c
Changed the performance monitor check to a compile time check instead of run-time.
2012-04-28 22:47:55 +10:00
skidau
103e73030f
Added preliminary support for the Gekko CPU Performance Monitor. Fixes Harry Potter and the Prisoner of Azkaban.
2012-04-28 20:42:45 +10:00
skidau
330f63df80
Corrected the file offset within the FST of virtual disks (used by the DVD Root path function).
2012-04-28 11:21:55 +10:00
skidau
8878ae5fc3
Merge branch 'AudioStreaming'
...
* AudioStreaming:
Reset the stream playing flag on init.
force VolumeDirectory to align files to 32KB (only streaming audio files really need to be aligned...)
Removed the DTK Music option. It is now always enabled.
Added the response for audio streaming disc offset requests. Generate an AI interrupt at the end of the audio streaming loop. Fixes Pac-man Fever and the background music in Eternal Darkness.
Fixed the erroneous looping in audio streaming games like Eternal Darkness and Zoids: Battle Legends. Thanks for the tip, tueidj.
2012-04-23 22:40:58 +10:00
skidau
f0e1b4c1dd
Reset the stream playing flag on init.
2012-04-23 22:15:23 +10:00
Shawn Hoffman
26521aa66a
force VolumeDirectory to align files to 32KB (only streaming audio files really need to be aligned...)
2012-04-23 00:50:44 -07:00
skidau
5ceef0c513
Removed the DTK Music option. It is now always enabled.
2012-04-23 05:02:43 +10:00
skidau
f0a5214a3f
Added the response for audio streaming disc offset requests. Generate an AI interrupt at the end of the audio streaming loop. Fixes Pac-man Fever and the background music in Eternal Darkness.
2012-04-23 04:47:31 +10:00
skidau
8ff3954069
Added the memcheck for stXx.
2012-04-21 21:38:57 +10:00
skidau
7038a841bd
Fixed the erroneous looping in audio streaming games like Eternal Darkness and Zoids: Battle Legends. Thanks for the tip, tueidj.
...
Fixes issue 5378.
2012-04-21 15:50:07 +10:00
Matthew Parlane
0fc390b552
Modify state.dat before launching wads. Fixes Liight, maybe others. If in doubt, install the wad to the nand.
2012-04-21 16:21:13 +12:00
skidau
13b66df125
Changed the JIT code to make the FPU exception timing more accurate. The exception is now triggered at the first FP instruction instead of the start of the block.
...
Rearranged the JIT exception code for a tiny speed-up. Only external exceptions are checked at the end of the block. All other exceptions are checked at the time they occur.
2012-04-15 21:34:15 +10:00
Pierre Bourdon
c08510baa8
wxWindow::FindFocus() sometimes return NULL, check for that to avoid segfaulting
2012-04-15 02:24:41 +02:00
skidau
a488b2c0ca
Fixed the rerecord counter when using more than one save state. Patch by rdragoon.
2012-04-13 19:50:44 +10:00
Jordan Woyak
722480cb2e
Fix compilation with g++ 4.7 and some warnings. Fixes issue 5347.
2012-04-07 15:45:32 -05:00
skidau
5d9ac22d58
Added a "Keep window on top" option in the graphics options.
2012-04-08 10:29:49 +10:00
LPFaint99
87954dacad
Revert part of r6bfb8c9597dc so new memory card files will be created.
...
some how I neglected to remember that r+ requires the file to exist.
still should fix the issue with 0 byte memory cards.
This reverts commit 6bfb8c9597
.
2012-04-05 21:43:05 -07:00
rodolfoosvaldobogado
5650b3b5f6
more fixes. take in account when depth textures are used and alpha test fails :)( i really forgot that).
2012-04-03 15:08:58 -03:00
rodolfoosvaldobogado
4fafbd0700
Fix for my last commit thanks to Lolaker for pointing the error
2012-04-03 09:56:11 -03:00
Shawn Hoffman
702905131b
follow-up for last commit: don't warn about the EUART init commands.
2012-04-03 03:54:17 -07:00
Shawn Hoffman
423cdb6398
fixes issue 5335
2012-04-03 03:26:06 -07:00
rodolfoosvaldobogado
6a446efd5f
Second Stage: re implement zcomplock and correct all the logic error in PixelShaderGen.cpp. i disable fastzcomlock for the moment to avoid confusions.
...
please test for regressions
2012-04-03 00:08:36 -03:00
rodolfoosvaldobogado
a0d60210fd
First Stage:
...
Fix depth related errors in dstalpha pass.
best place to test: water splash effect in super mario galaxy
2012-04-02 14:26:12 -03:00
skidau
f7ce27c91d
Fixed the audio streaming "blocks left" register by making it zero-based. Fixes DreamMix TV World Fighters (GameCube).
2012-04-02 22:14:11 +10:00
LPFaint99
6bfb8c9597
small fix to writing memorycards, open as r+b so the file is not cleared when opening. should eliminate the 0byte memory card files reported http://forums.dolphin-emulator.com/showthread.php?tid=21964 http://forums.dolphin-emulator.com/showthread.php?tid=22631 http://forums.dolphin-emulator.com/showthread.php?tid=22098
2012-03-31 14:03:19 -07:00
Matthew Parlane
5c27e27a4a
Oops how did that compile...
2012-03-31 16:26:41 +13:00
Matthew Parlane
763916a779
Comments about DVDLowAudioBufferConfig
2012-03-30 20:13:29 -07:00
Matthew Parlane
404a6b9ba8
Fixes issue 5330.
2012-03-30 20:10:48 -07:00
skidau
995a84e06a
Removed CGDisplayCapture from the OSX fullscreen mode code, fixing full-screen mode. Thanks to celgilles for the patch.
...
Fixes issue 5331.
2012-03-31 13:48:40 +11:00
NeoBrainX
460610ea0e
Revert Rodolfo's recent zcomploc commits until they actually work correctly.
...
This reverts commit 402006a83a
.
This reverts commit 48d8d71391
.
This reverts commit 450dcc9d2c
.
2012-03-30 01:57:53 +02:00
LPFaint99
f7c17c6351
Merge branch 'GCMemcardFixes'
2012-03-29 14:39:01 -07:00
rodolfoosvaldobogado
402006a83a
more fixes to zcomplock and opengl implementation
2012-03-29 18:26:58 -03:00
NeoBrainX
2356def0d4
Merge branch 'fifoplayer_updates'.
...
This adds an "Analyzer" tab to the fifoplayer dialog which allows to conveniently browse through all register pokes that are being sent by the game each frame.
There's also a search function, but it doesn't work all that well for anything but simple searches at the moment. However, I'm merging this anyway since I'm not sure if I'm going to finish this.
Note that due to recent fifo changes, it's not yet possible to run fifoplayer in dual-core mode.
2012-03-29 22:50:45 +02:00
NeoBrainX
04c2f2382f
FifoPlayerDlg: Don't use wxString::fromAscii()
2012-03-29 21:50:21 +02:00
Sacha
5f85815922
Remove inherited variable that was no longer used. Clean up.
2012-03-29 17:01:59 +10:00
Shawn Hoffman
2ee5e5cebc
Merge branch 'scons-removal'
2012-03-28 00:02:04 -07:00
rodolfoosvaldobogado
450dcc9d2c
As requested, this is my implementation of zcomploc using a multi-pass algorithm. My apologize to the others devs for committing in the main branch but is the only way to get this tested as soon as possible.
...
please test for regressions, speed and for other issues fixed, as a example, the black color in water splash in super mario galaxy are fixed with this rev.
please as soon as yo find a bug let me know.
2012-03-27 15:44:58 -03:00
Shawn Hoffman
48eb791a4e
Merge remote-tracking branch 'timowiren/master'
2012-03-25 13:21:25 -07:00
Shawn Hoffman
48bfca3c86
Merge remote-tracking branch 'adlr/macwiimote'
2012-03-25 13:15:38 -07:00
Shawn Hoffman
d15740daf1
Merge branch 'wxw3-update'
2012-03-25 12:27:38 -07:00
skidau
f30aebf8d7
Added a check for TMEM overflows while preloading textures. Thanks to NeoBrainX for the tip.
2012-03-25 21:35:57 +11:00
Timo Wiren
cb92805445
Spaces to tabs. Removed a comment.
2012-03-25 13:01:26 +03:00
skidau
fa2b4cd8fc
Quick fix for minimum number of cheat codes needed to activate Gecko.
2012-03-25 04:13:41 +00:00
rodolfoosvaldobogado
9ed83765e6
long time no commits :)
...
a little code cleaning to avoid duplicated execution of AlphaPreTest and a little correction to some comments from the previous commits.
this change must behave exactly like last revision, if something is broken please let me know
2012-03-25 00:01:47 -03:00
Pierre Bourdon
c662b8ee2f
Bump the shader cache version
2012-03-24 20:46:40 +01:00
Pierre Bourdon
b5ba2eb030
Merge branch 'master' into zcomploc-support
2012-03-24 18:41:51 +01:00
Timo Wiren
11959a3781
Matching new and delete.
2012-03-24 19:41:13 +02:00
NeoBrainX
7a1744575d
D3D9: Fix texel to pixel mapping when sampling textures properly.
2012-03-24 17:23:03 +01:00
NeoBrainX
fee98b426b
Revert r41bcf657f89d, r3a9fed0ba285, r9adc119e3c2f and re58692653afd (all of them are wrong).
2012-03-24 15:58:44 +01:00
skidau
33e20cf76d
Added a check for active Gecko codes before installing the Gecko code handler.
...
Fixes issue 5279.
2012-03-23 23:36:23 +11:00
skidau
41bcf657f8
Adjusted the DX9 offset of the Sampling address to more closely match what we are seeing in games.
...
Fixes issue 5305.
2012-03-23 23:20:19 +11:00
skidau
c4fbb6e377
Checked PRELOAD_MODE to determine if TMEMODD or TMEMEVEN should be used.
...
Fixes issue 5212.
2012-03-23 22:10:48 +11:00
Shawn Hoffman
fab037446c
Forward "raw" reads of GC discs to the normal read function, since they are not encrypted in the first place.
2012-03-22 23:04:45 -07:00
Andrew de los Reyes
d3361494ce
WiiremoteReal for Mac: Find Wiimotes by name.
...
The decided way to find Wii Remotes is by their bluetooth name, so
this patch introduces common code to identify if a given string is a
valid Wiimote name.
On Mac, when scanning bluetooth, consult the function with all found
bluetooth devices.
2012-03-22 20:55:41 -07:00
Andrew de los Reyes
93b78d7139
WiimoteReal for Mac: Send commands on interrupt channel.
...
There are two ways to send commands to Wii Remotes:
- On command channel, with a first byte of 0x52. This works on
Nintendo RVL-CNT-01, but not Nintendo RVL-CNT-01-TR wiimotes.
- On interrupt channel, with a first byte of 0xa2. This works on
Nintendo RVL-CNT-01 and Nintendo RVL-CNT-01-TR wiimotes.
This patch switches Mac from the former to the latter. Windows and
Linux remain unchanged.
2012-03-22 20:17:28 -07:00
Andrew de los Reyes
af8690a7d8
Revert "Add Support for Wii Motion Plus INSIDE Wii Remotes on Mac OS X."
...
This reverts commit c9dfcf8cf7
.
That commit attempted to support all Wii Remotes on Mac OS X, but the
logic was incorrect, and as a result the original (non-TR) Wii Remotes
were broken by that change.
Future patches will address this problem in a better way.
2012-03-22 20:06:52 -07:00
Shawn Hoffman
36f3962551
small fix for last commit - didn't notice that was an #elif instead of #if
2012-03-22 18:57:30 -07:00
Shawn Hoffman
56b1373baf
Remove scons-related files
2012-03-25 12:55:02 -07:00
Shawn Hoffman
5bf99f461b
Add some padding to the GameList column sizes on non-MSW.
...
These underlying controls seem to insert 8px of divider between each column.
2012-03-22 18:45:11 -07:00
Shawn Hoffman
7d57b925e6
Disable wxHAS_MSW_TASKDIALOG because as of wxW svn r70933,
...
there is a bug with the wxPD_AUTO_HIDE style which can cause a non-dolphin
window to come to the foreground after auto-closing of the TaskDialog.
2012-03-24 20:59:20 -07:00
Shawn Hoffman
e0941828f5
Fix uglies on gcpad/wiimote config pages.
...
Use wxPanel in place of wxNotebookPage (which is really just a typedef for wxWindow). This applies the correct background color for the page.
2012-03-23 00:27:54 -07:00
Shawn Hoffman
f7423a0a4f
Merge branch 'master' into wxw3-update
...
Conflicts:
Source/Core/DolphinWX/Src/LogWindow.cpp
2012-03-22 17:57:38 -07:00
Pierre Bourdon
5242f09104
Fix Linux build: search for gthread-2.0 and pangocairo, then add both these libs to wx dependencies
2012-03-23 01:06:45 +01:00
LPFaint99
9c9e593479
fix crash on windows while changing exi/si devices when interface language is Japanese or Chinese
2012-03-22 14:52:20 -07:00
Pierre Bourdon
339ee98e62
Add a comment before the zcomploc test explaining the implementation/hack
2012-03-22 22:10:23 +01:00
Pierre Bourdon
0ffc12bbfd
Merge branch 'master' into zcomploc-support
...
Conflicts:
Source/Core/VideoCommon/Src/PixelShaderGen.cpp
2012-03-22 15:21:52 +01:00
Matthew Parlane
d95e31af3f
Fixes issue 4932 AGAIN :D
2012-03-22 22:52:12 +13:00
skidau
006923e871
Disabled zcomploc while update_enable has been set in zmode. Fixes zcomploc in F-Zero GX.
2012-03-22 20:36:41 +11:00
Matthew Parlane
2d75d7a8be
Fixes issue 5278. Thanks to megazig for finding the bug :)
2012-03-22 21:15:05 +13:00
Matthew Parlane
dc1cde4581
Re-enabled stfs, was caused by fast fp, thanks delroth!
2012-03-22 17:25:43 +13:00
Pierre Bourdon
70b6c4280f
Compile with /fp:precise instead of /fp:fast in release mode on Windows
...
/fp:fast was introducing FP precision problems, and mixing it with some
/fp:precise code caused strange game behaviors, DSI exceptions and freezes.
This commit should fix most of the issues introduced by 3.0-73 (r95517a97).
Thanks to hatarumoroboshi@hotmail.com for tracking a lot of these Win32 bugs.
Fixes issue 4906.
Fixes issue 5138.
Probably fixes (not tested) issue 5067.
2012-03-21 22:43:44 +01:00
NeoBrainX
6202714efd
Fix some regressions from r3b38295cbd08.
2012-03-20 22:36:21 +01:00
skidau
5e2fd45203
Merge fix
2012-03-20 21:01:15 +11:00
skidau
a60a0825a3
Merged 'FifoBusy' branch. Thanks
...
to marcosvitali.
Added an external exception check when the CPU writes to the FIFO. This allows
the CPU time to service FIFO overflows. Fixes random hangs caused by FIFO
overflows and desyncs like in "The Last Story" and "Battalion Wars 2". Thanks
to marcosvitali for the research.
Added some code to unlink invalidated blocks so that the recompiled block can be
linked (speed-up).
This release still fixed the hangs produced by fifo overflow without sacrifice
performance. For example you can test Tutorial moves at the beginning of The last history now
is fluid 30/60.
Fixed possibles random hangs in DC mode.
Fixed hangs in DC mode in (Simpsons, Monkey Island, Pokemon XD, etc)
Implemented accurate management of Pixel Engine Interrupts. Now the GPU loop
is stopped when a PE Interrupt needs to be managed and resumed when Pixel Engine
finish.
Fixed Metroid Prime 3 and 2 desync. And other games with desync because of
FIFO Reset. That happens because FIFO_RW_DISTANCE_HI must be written first, for checking
fifo.CPReadWriteDistance == 0, so some fifo resets was not managed in the right
way.
Fixed Super Monkey Ball in some cases when the game write the
WriteReadDistance need to be safe like the SafeCPRead.
Improved the CheckException for the GatherPipe writes in JIT, now only the
External Exceptions are processed.
Fixed definitely Pokemon XD in dual core mode. This game is doing something
not allowed. It attach to CPU the same fifo attached to the GPU in multibuffer
mode. I added a check to prevent overwrite the GPU FIFO with the CPU FIFO. If
the game do that on breakpoint the solution can fail.
Fixed ReadWriteDistance calc when CPRead > CPWrite.
Added Token and Finish cause to GP Jit checking.
Additional cleanup in CommandProcessor.
Fixes issue 5209
Fixes issue 5055
Fixes issue 4889
Fixes issue 4061
Fixes issue 4010
Fixes issue 3902
2012-03-20 19:37:25 +11:00
Matthew Parlane
14ea442382
srawx fixed thanks to boo toe.
2012-03-20 19:51:42 +13:00
Shawn Hoffman
c0992cc73e
Build fix:
...
Don't use isascii() - just do it ourselves
Bump required wxw version (for shared libs)
There still seems to be linking issues on some linux distros, I can't reproduce it though...
2012-03-19 23:16:01 -07:00
Shawn Hoffman
dd5df17688
forgot to save my buffer :(
2012-03-19 12:07:47 -07:00
Shawn Hoffman
cf52029b51
Check if the game's ID is valid before accessing it to set the ntsc u/j register. Prevents discs without a real ID from crashing dolphin.
2012-03-19 11:12:40 -07:00
Shawn Hoffman
ff6023df27
Change wxString(<string>, wxConvUTF8) method of creating unicode from filenames to wxSafeConvertMB2WX()
...
(Just applied to FrameTools.cpp for now)
Allows one to properly restart Pokémon by hitting play :P
Ignore non-ASCII strings passed to DisplayMessage(). These strings would end up going to renderer display and statusbar/titlebar, which can't handle them properly.
2012-03-19 10:37:15 -07:00
Shawn Hoffman
4a1e8ba30a
sigh...fix #ifdefs in last commit...
2012-03-19 07:46:23 -07:00
Shawn Hoffman
05c964e6d6
wxw3: OSX can use the same method of hiding cursors as MSW
2012-03-19 07:40:27 -07:00
Shawn Hoffman
35a5a3b9d4
Fix "Hid cursor" causing a wxWidgets warning
2012-03-19 06:54:02 -07:00
Shawn Hoffman
c3a537728f
Don't allow wiimote config while in Gamecube mode
...
Fixes crash when attempting to open emulated wiimote config in Gamecube mode
2012-03-19 06:03:23 -07:00
Matthew Parlane
418f46ea72
Fixed memory leak. And added braces to match the rest of the switch statement in FileIO.
2012-03-19 18:08:16 +13:00
marcosvitali
20eca1bf7e
Ive fixed definitely Pokemon XD in dual core mode. This game is doing something not allowed. It attach to CPU the same fifo attached to the GPU in multibuffer mode. I added a check to prevent overwrite the GPU FIFO with the CPU FIFO. If the game do that on breakpoint the solution can fail.
...
Fixed ReadWriteDistance calc when CPRead > CPWrite.
Added Token and Finish cause to GP Jit checking.
2012-03-18 22:54:58 -03:00
Andrew de los Reyes
d6d52920ec
Fix segfault in LogWindow on Mac
...
Commit 9ddb67d4a9
seems to have
introduced a segfault on Mac. The issue is that it this change casts
wxConvCurrent (which is a wxMBConvLibc) to a wxCSConv. This is an
unsafe cast because wxCSConv has member variables, but wxMBConvLibc
does not.
In LogWindow.cpp, the constructor for m_SJISConv is dereferencing one
of those member variables, which is a dereference of uninitialized
memory!
This CL reverts to the older (non-crashing) constructor, but keeps the
behavior the same.
2012-03-18 15:11:34 -07:00
Shawn Hoffman
c5d746f3d8
remove scons files from VS projects
2012-03-18 06:41:12 -07:00
Shawn Hoffman
483d15a9c3
fix Common lib re-linking all the time
...
rename wxBase28 project to wxWidgets
2012-03-18 05:47:55 -07:00
skidau
cfbcaa2cc6
Linux build fix
2012-03-18 23:37:38 +11:00
Shawn Hoffman
d9a7510937
forgot to add wxwidgets3 vcxproj to git, since it was masked by gitignore...
...
fix up misc warnings and build errors
2012-03-18 03:30:03 -07:00
Shawn Hoffman
ff63c689d6
wxMSW no longer allows overriding OnPaintDrawImages, so remove the msw-specific drawing code from the GameListCtrl (it's rendered correctly by default)
2012-03-18 02:33:03 -07:00
Shawn Hoffman
c3d13b048c
build against wxWidgets3 from Externals on Windows.
...
use Externals version of libpng on Windows.
2012-03-18 02:31:19 -07:00
Matthew Parlane
8479d5bdf7
Some code clean up. I am terrible at coding styles...
2012-03-18 21:50:07 +13:00
Matthew Parlane
6fe495e1aa
Fixed Pokepark 2! Maybe... :D Don't trust save states, although I think they are correct. File fd's were too large. Let me know if file related loading stops working in some games. fds are many to 1, not 1 to 1. ES has two instances available at a time. Sadly a clean up requires changing IWII_IPC_HLE_Device Constructor, as a deviceID doesn't make much sense per device. I won't do this until we have less branches :|
2012-03-18 21:00:23 +13:00
Shawn Hoffman
8bdf93a15c
fix logwindow crash
2012-03-17 21:51:24 -07:00
Shawn Hoffman
1fbf2e38c4
wxw implements wxEVT_THREAD itself now
2012-03-17 21:50:40 -07:00
Shawn Hoffman
a648aca65c
wxWidgets3: update to svn r70933
2012-03-17 21:47:47 -07:00
skidau
05692b1e7e
Sped up to the Dolphin debugger by not checking for breakpoints when stepping.
...
Fixed the JIT cache, invalidating one instruction length at a time.
Fixed a bug where the JIT cache did not get invalidated when stepping.
Disabled fused instructions in the debugger.
2012-03-16 20:08:05 +11:00
skidau
8ed6ea3b07
Sped up the Dolphin debugger in JIT mode by splitting a block only while stepping or when it contains a breakpoint. The block is invalidated when a breakpoint is set or cleared.
...
Fixed a bug in the JitCache where the JIT icache was not being invalidated when a block containing the instruction was destroyed.
2012-03-15 21:48:19 +11:00
skidau
0ed8af2287
Forced reload of the native Gecko Code handler if the game overwrites it.
...
Fixes issue 5225.
2012-03-13 23:41:40 +11:00
skidau
dc79d68e72
Added the corresponding change from r352ab2ba4394 into JITIL.
...
Tidied some code.
2012-03-13 22:35:11 +11:00
Matthew Parlane
b37c468039
Fixes issue 5269
...
Sorry guys but I needed to disable stfs so that Pokepark 2 would not freeze(?). Feel free to put some effort in to finding out why, I do not understand Jit sorry.
2012-03-13 23:42:30 +13:00
marcosvitali
352ab2ba43
Improved the CheckException for the GatherPipe writes in JIT, now only the External Exceptions are processed.
...
We Didn't Check 0x0008000 in PowerPC::ppcState.msr this was killing the performance, this also fix a hang when this check is performed.
SMG for example.
Deleted the HiWatermark condition from GPFifo.
Please test games affected in this Revision 9e649ce798
, and games affected in this Revision b0f75f17ae
.
I do not want to excite the game players of 'The Las Story', but Could test again the random hangs with this rev?
Thanks
2012-03-13 01:44:10 -03:00
marcosvitali
fedf6055ce
I've fixed Super Monkey Ball in some cases when the game write the WriteReadDistance need to be safe like the SafeCPRead.
...
This fix is not related with the previous commits, but the previous commits help me to see that because in the new scenery SMB was hanging. May be in the past also doesn't boot some times because of that.
Please Test FZero boot also. Thanks.
2012-03-11 12:40:39 -03:00
skidau
bf76b802a7
Fixed the in-built Dolphin profiler.
2012-03-10 16:24:13 +11:00
marcosvitali
104603467b
This commit fix games hanging because of my prior Revision c2e6fdf09f
...
The external exceptions in dolphin are checking frequently but is different to real HW, so sometime the game is in a loop checking GPU STATUS, the exceptions doesn't checked, and the game hang.\
For solve this I need a trick: still waiting for the exception handler be linked but if CommandProcecsor is reading the GPStatus, resume this.
This fixed "TimeSplitters: Future Perfect" broken in the Revision c2e6fdf09f
and surely others games.
2012-03-09 18:58:23 -03:00
marcosvitali
41652d6b1f
I've fixed Metroid Prime 3 and 2 desync. And other games with desync because of FIFO Reset.
...
That happens because FIFO_RW_DISTANCE_HI must be written first, for checking fifo.CPReadWriteDistance == 0, so some fifo resets was not managed in the right way.
I didn't test Metroid 2 desync reported in Issue 4336 but I think is the same.
About the flickering in MP2, I don't know for my is not related or yes, but you can test anyway.
Fixed Issue 3902
Well now the FIFO is 99.99% finished :)
2012-03-09 01:33:29 -03:00
marcosvitali
c2e6fdf09f
- I've fixed possibles random hangs in DC mode.
...
- I've fixed hangs in DC mode in (Simpsons, Monkey Island, Pokemon XD, etc)
- I've implemented accurate manage of Pixel Engine Interrupts, now the GPU loop is stopped when a PE Interrupt needs to be managed and resume when Pixel Engine finish,
I think now, the Fifo in DC mode is more accurate than SC mode. :)
Time to close the big fifo Issue 3694 (snif), please if you have a possible fifo issue report this like a game issue.
I was working with Skid_AU together, especially thanks for him.
Test a lot all games, and compare the performance with the master maybe this accuracy has a cost (not a lot).
I think now the fifo is very stable, overflow fixed, random hang fixed, if you have a game with a hang with this rev and not in master please report this.
2012-03-08 02:47:55 -03:00
LPFaint99
6fc8cdf12d
revert r90a2096a24f4 behavior changes in PixelEngine.cpp. Thanks to Autoran1 for finding the responsible commit. Fixes Scrubbing Serena Beach Countdown in both SC and DC.
...
Fixes issue 1498.
2012-03-07 20:08:14 -08:00
Matthew Parlane
880992b10f
Fixed DoState and removed unneeded class variable.
2012-03-07 00:22:55 +13:00
Matthew Parlane
53d2d9718f
Fixes issue 2917 and possibly others like 5232
2012-03-06 23:32:13 +13:00
Matthew Parlane
e8e2c241d7
delroth pointed out that it should be "starts with" not "contains". Unlikely this has ever affected anyone....
2012-03-06 23:31:59 +13:00
Matthew Parlane
614c43029f
fixed files so they can have more than one handle opened at a time.
2012-03-06 23:31:48 +13:00
marcosvitali
b0f75f17ae
This release still fixed the hangs produced by fifo overflow without sacrifice performance.
...
For example you can test Tutorial moves at the beginning of The last history now is fluid 30/60.
Shuffle2: I've delete the hacky line, I think is not necessary anymore. Additional some clean in CommandProcessor.
Please test The Last Story and others games affected in the previous commits and give me a feedback.
2012-03-05 02:40:10 -03:00
skidau
a53916ff5d
Changed the detection of FIFO write addresses to writes at the gather pipe boundary. This speeds up games which frequently write to the gather pipe like the pre-rendered movies in The Last Story.
...
Added some code to unlink invalidated blocks so that the recompiled block can be linked (speed-up).
2012-03-04 23:42:33 +11:00
skidau
5de8366db2
Made the invalidation of the FIFO write JIT blocks more selective (efficient). Fixes the slowdown in the House of the Dead: Overkill cutscenes.
2012-03-04 08:10:46 +11:00
Henrik Rydgard
f5d4fe0bfe
Fix some minor bugs pointed out by PVS Studio (thanks!)
2012-03-03 20:07:20 +01:00
skidau
874e17e504
Added the corresponding change from r9e649ce79850 to JITIL.
2012-03-03 15:41:55 +11:00
skidau
9e649ce798
Added additional checks to ensure that only a FIFO breakpoint exception is handled. This fixes the hangs in games like de Blob, Xenoblade and Super Mario Galaxy introduced by r9e398fd41802.
2012-03-03 14:26:39 +11:00
skidau
9e398fd418
Added an external exception check when the CPU writes to the FIFO. This allows the CPU time to service FIFO overflows. Fixes random hangs caused by FIFO overflows and desyncs like in "The Last Story" and "Battalion Wars 2". Thanks to marcosvitali for the research.
...
Fixes issue 5209.
Fixes issue 5150.
Fixes issue 5055.
Fixes issue 4889.
Fixes issue 4061.
Fixes issue 4010.
Fixes issue 3902.
2012-03-02 18:53:41 +11:00
Jordan Woyak
ee09def802
Merge branch 'cpp11'
2012-02-28 00:28:13 -06:00
Jordan Woyak
38823b6371
Add comment here so people know what's up.
2012-02-28 00:27:16 -06:00
NeoBrainX
c3293b1a1c
Improvement to revision b8bef29bcc
.. :P
2012-02-25 10:59:00 +01:00
skidau
b8bef29bcc
Fixed a divide by zero error in the hash functions
2012-02-25 20:36:49 +11:00
Jordan Woyak
f92d1e1e93
fix some clang compilation errors
2012-02-24 14:25:02 -06:00
Jordan Woyak
8a8dc77ef1
enable c++11 compilation in cmakelists
2012-02-24 14:19:24 -06:00
Jordan Woyak
f15aeb26b3
Use an auto typed variable in IniFile.cpp
2012-02-24 19:20:17 -06:00
NeoBrainX
3a9fed0ba2
PixelShaderGen: Fix a bug introduced in revision 9adc119e3c
.
...
D3D11: Fix shader constant mapping.
2012-02-21 12:51:41 +01:00
NeoBrainX
9adc119e3c
PixelShaderGen: For custom textures and scaled EFB copies, use correct texel to pixel mapping when sampling textures
...
(D3D9 only)
This is basically the same as revision e58692653a
, just for scaled textures and with a LOT more work...
2012-02-20 20:32:08 +01:00
NeoBrainX
e58692653a
PixelShaderGen: Use correct texel to pixel mapping when sampling textures
...
(D3D9 only)
Fixes issue 2068.
Fixes issue 5158.
2012-02-17 17:09:17 +01:00
parlane
bea635d1d5
Fixes issue 5214 for real!
2012-02-15 20:56:50 +00:00
LPFaint99
643770bff9
more work towards correct file importing
...
Signed-off-by: LPFaint99 <lpfaint99@gmail.com>
2012-02-12 14:40:53 -08:00
LPFaint99
e68b892cc6
more changes from u8[] to u16/u32
...
Signed-off-by: LPFaint99 <lpfaint99@gmail.com>
2012-02-12 14:40:45 -08:00
LPFaint99
ebdab914cb
Change UpdateCounter to u16
...
Signed-off-by: LPFaint99 <lpfaint99@gmail.com>
2012-02-12 14:40:34 -08:00
LPFaint99
0aeb94d3be
disable changing a dentry to "broken file" before removing it, the ipl does not always do this
...
Signed-off-by: LPFaint99 <lpfaint99@gmail.com>
2012-02-12 14:40:18 -08:00
LPFaint99
3d20c57458
Update directorys and BlockAllocs correctly, use the most uptodate directory/bat instead of always the first
...
Signed-off-by: LPFaint99 <lpfaint99@gmail.com>
2012-02-12 14:40:03 -08:00
LPFaint99
1fe67e19ab
use BAT for block locations instead of assuming nonfragmented blocks *untested*
...
Signed-off-by: LPFaint99 <lpfaint99@gmail.com>
2012-02-12 14:39:45 -08:00
LPFaint99
8355363dcd
change the data section from a plain array to a vector of blocks (arrays of 0x2000)
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Signed-off-by: LPFaint99 <lpfaint99@gmail.com>
2012-02-12 14:39:23 -08:00
LPFaint99
dfe890e8f1
pass by reference instead of pointer in several places,
...
return std::strings instead of filling a buffer,
move gci filename generation to a function inside gcmemcard instead of the gui code
change all functions that do not modify the object to const
Conflicts:
Source/Core/Core/Src/HW/GCMemcard.cpp
Source/Core/DolphinWX/Src/MemcardManager.cpp
Signed-off-by: LPFaint99 <lpfaint99@gmail.com>
2012-02-12 14:39:10 -08:00
LPFaint99
d5c393fe96
initial work on displaying, exporting, and deleting from
...
memory cards that have gaps in the fst
Conflicts:
.gitignore
Source/Core/DolphinWX/Src/MemcardManager.cpp
Signed-off-by: LPFaint99 <lpfaint99@gmail.com>
2012-02-12 14:38:55 -08:00
LPFaint99
98993bfbd3
fix the twocardsloaded settings, correctly disables the copy functions when only one card is loaded
...
Signed-off-by: LPFaint99 <lpfaint99@gmail.com>
2012-02-12 14:38:44 -08:00
Andrew de los Reyes
c9dfcf8cf7
Add Support for Wii Motion Plus INSIDE Wii Remotes on Mac OS X.
...
This patch makes a few changes necessary for support for the new Wii
Remotes:
- For all OSes:
- Adds a new bool member variable m_motion_plus_inside to identify
the new Wii Remotes.
- If we have a new Wii Remote, use a head byte of 0xa2. We could
just change this behavior for all Wii Remotes, but an existing
comment suggests that would break 3rd party Wii Remotes.
- On Mac OS X:
- Expand the search criteria for the bluetooth scan. This is
necessary because the new Wii Remote identifies with minor class
kBluetoothDeviceClassMinorPeripheral2Gamepad, but the old Wii
Remotes use minor class
kBluetoothDeviceClassMinorPeripheral2Joystick (1).
- Send commands on the interrupt channel, not the control
channel. The new Wii Remotes require this; old ones are compatible
with this. Note: 3rd party Wii Remots are untested with this
change; the hope is they are still functional.
- Get the name of the bluetooth device and see if it ends in
"-TR". If so, set a member variable so we know it's the new kind
of Wii Remote.
This should fix issue 5011 for Mac OS X:
http://code.google.com/p/dolphin-emu/issues/detail?id=5011
2012-02-09 11:42:42 -08:00
skidau
25eae39b7c
Rearranged the SSE detection. Patch by lordlyhobo.
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Fixes issue 5172.
2012-02-06 20:51:24 +11:00
skidau
8f83a89416
Removed the busy-wait from DSP LLE on thread. Reduces the CPU usage in this scenario by around a third.
2012-02-05 17:18:11 +11:00
skidau
c53283185d
Added an error check for invalid contents in ES_OPENCONTENT. Fixes Jungle Speed and Doc's Punch Out.
...
Fixes issue 3035.
2012-02-05 16:16:33 +11:00
NeoBrainX
0bbb112298
Merge branch 'texcache-preload'
...
For further info, see revision 56ccfc5d9d4defb308e02a71d201aee9eef0a76e.
2012-02-04 13:19:48 +01:00
NeoBrainX
439613b833
TextureCacheBase: Remove a superfluous TODO (texture hashing takes care of that stuff)
2012-02-04 13:01:52 +01:00
skidau
ea2e0e9063
Added the HID2.WPE condition to dcbz. Fixes issue 5114.
2012-02-04 13:25:04 +11:00
NeoBrainX
eb01a110c9
Implement texture preloading
2012-02-03 21:21:13 +01:00
NeoBrainX
dabb35afce
Prepare texture preloading support
2012-02-03 21:20:34 +01:00
NeoBrainX
20a4735b4d
Update some license headers.
2012-02-02 14:02:39 +01:00
LPFaint99
5cfb03da26
Merge branch 'variousSmallFixes'
2012-02-01 16:50:09 -08:00
LPFaint99
d6de53f235
convert name, notes and creator to wxstring using *wxConvCurrent instead of FromAscii. fix issue 5069
2012-02-01 00:09:24 -08:00
LPFaint99
a78c5f984f
download codes for virtualconsole titles
2012-02-01 00:09:23 -08:00
LPFaint99
a0d6d68243
sysconf SetArayData use the minimum of the buffersize or the dataLength
2012-02-01 00:04:18 -08:00
LPFaint99
8e332948bf
less log noise from CNandContentLoader
2012-02-01 00:04:06 -08:00
LPFaint99
c3e46d5b45
partial fix for issue 4742
2012-02-01 00:03:57 -08:00
LPFaint99
60594c079d
allow just ejecting the disc by canceling the file dialog
2012-02-01 00:03:49 -08:00
LPFaint99
303d1b83eb
minor cleanup to /dev/es, fix for grabbing titleid from the disc, and es_gettitledir
2012-02-01 00:03:41 -08:00
LPFaint99
3fb42f6bb6
split adding the ticket to its own function (installing a wad)
2012-02-01 00:03:16 -08:00
NeoBrainX
d1605abfa9
Add license header for TextureCacheBase files
2012-01-31 19:52:02 +01:00
NeoBrainX
1446fb33d5
TextureCacheBase: Replace the efbcopy_state member variable of texture cache entries with a more general "texture type"
2012-01-31 19:52:02 +01:00
NeoBrainX
cf899781f9
TextureCacheBase: Update and improve documentation for EFB copies
2012-01-31 19:52:02 +01:00
NeoBrainX
b34b6e47f2
TextureCacheBase: Remove a redundant variable
2012-01-31 19:52:02 +01:00
NeoBrainX
9fed10fc75
Remove SaveTexture declaration in VideoCommon since it's only actually defined in OpenGL
2012-01-31 19:52:02 +01:00
NeoBrainX
3b38295cbd
TextureCacheBase: De-uglify hybrid EFB copies (documentation needs updating though)
...
TextureCacheBase: Fixed dynamic EFB copies being set to normal textures.
2012-01-31 18:09:35 +01:00
NeoBrainX
67129404dd
TextureCacheBase: Small bugfix
...
Added documentation for hybrid EFB copy stuff
2012-01-31 18:09:35 +01:00
NeoBrainX
5239ba88c9
TextureCache: Remove unsafe texture cache
2012-01-31 18:09:35 +01:00
NeoBrainX
8c2d87f668
TextureCacheBase: Move around stuff, add some TODOs
2012-01-31 18:09:35 +01:00
NeoBrainX
93dbd93a8d
TextureCacheBase: More cleanup...
2012-01-31 18:09:35 +01:00
NeoBrainX
0c1e015ec3
TextureCacheBase: Small change
2012-01-31 18:09:35 +01:00
NeoBrainX
f68ee87e0e
TextureCacheBase: De-uglify texcache entry lookup even more + documentation
2012-01-31 18:09:35 +01:00
NeoBrainX
dcf18fbaaf
TextureCacheBase: Force autogenerating mipmaps if custom textures are used
2012-01-31 18:09:35 +01:00
NeoBrainX
8bc9e443fd
TextureCacheBase: De-uglify entry lookup a bit
2012-01-31 18:09:35 +01:00
NeoBrainX
9c39952c34
TextureCacheBase: Kill deprecated entry member isNonPow2
...
TextureCacheBase: Add a TODO about a potential bug
2012-01-31 18:09:35 +01:00
NeoBrainX
94a8536b8c
TextureCacheBase: Simplify texture cache entry initialization
2012-01-31 18:09:34 +01:00
NeoBrainX
c5008fe9de
TextureCache: Renaming some variables
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OGL: Fix a possible bug at texture dumping
OGL: Add a TODO about a possible bug
2012-01-31 18:09:34 +01:00
LPFaint99
04a7e33f0b
proper unicode literal and wstring to wxstring conversions.
...
Fixes issue 5156.
2012-01-27 00:30:52 -08:00
calc84maniac
fd616ccb0c
[Jit64] Register-based shift instructions optimized on 64-bit processors
2012-01-22 21:54:39 -05:00
calc84maniac
a7f3f61598
[Jit64] Constant unsigned division and constant multiplication optimizations. Also, signed division can now be recompiled.
2012-01-22 19:58:59 -05:00
NeoBrainX
2d6d73df95
[maintenance] Add a note explaining why we aren't emulating CP clear register writes.
...
For further reference, see also r700f5eabc752.
2012-01-21 14:58:29 +01:00
NeoBrainX
ad1a4d7ce3
FifoPlayer: Add a search function for the analyzer tab.
...
Also some tiny fixes.
2012-01-21 13:49:24 +01:00
NeoBrainX
ecb616f7ff
FifoPlayer: Make sure that we actually display "Yes" if some variable is true...
...
FifoPlayer: More consistency of output (display "0x" in front of hex numbers, write hex numbers in capital letters)
2012-01-21 13:49:24 +01:00
NeoBrainX
5eb24a51cf
FifoPlayer: Add a description label for the currently selected object command.
...
Requires adding such descriptions for all BP/CP/XF registers. For now, I added descriptions for EFB copy related BP registers.
2012-01-21 13:49:24 +01:00
NeoBrainX
8c62a56c71
FifoPlayer: Show full data of XF register loads (Did I do this correctly?)
2012-01-21 13:49:24 +01:00
NeoBrainX
700123c55b
FifoPlayer: Add an "Analyzer" tab which allows browsing through all rendered objects per frame and through all register setting commands per object
2012-01-21 13:49:24 +01:00
LPFaint99
96d56cd8ef
fix for memcard manager using sjis for ascii encoded string
...
thanks to gerbilsoft for finding my mistake, fixes issue 5148
2012-01-18 22:41:35 -08:00
Shawn Hoffman
bef3d7229e
Ensure comment strings in CBannerLoaderWii::SWiiBanner are null-terminated. Fixes issue 5012.
...
Signed-off-by: Shawn Hoffman <godisgovernment@gmail.com>
2012-01-17 23:59:48 -08:00
Ryan Houdek
d355ad7055
More 'stuff'
2012-01-11 16:00:30 -06:00
Ryan Houdek
0b74ead13f
More "stuff" for SS, also a small fix in the program shader cache cache setup."
2012-01-11 04:10:43 -06:00
Ryan Houdek
576955c145
Change 'stuff'
2012-01-11 01:18:54 -06:00
calc84maniac
79ca43226c
Added SHRD/SHLD x86 emitters, further optimized srawx
2012-01-09 00:10:13 -05:00
nitsuja
31ff1907a4
added an option to log to the attached Windows debugger (so e.g. NOTICE_LOG messages can show up in Visual Studio's output window)
2012-01-07 23:04:18 -08:00
nitsuja
1603bbb5f4
fixed and reenabled and slightly optimized the JIT version of fcmpo/fcmpu.
2012-01-07 22:23:59 -08:00
nitsuja
9ab69febe5
fix for stack corruption caused by certain DSP LLE JIT ABI calls.
...
if you were getting crashes or freezes as a result of using the "DSP LLE on Thread" option, this might fix that.
2012-01-07 20:46:41 -08:00
nitsuja
2368d88c65
slightly more precise speed percent display (this is really minor)
2012-01-07 20:24:11 -08:00
nitsuja
daefb3b550
a small thread synchronization speedup for dual core mode.
...
it's most noticeable in games where the CPU is running behind compared to the GPU.
2012-01-07 20:22:48 -08:00
calc84maniac
8fb1a02f6b
Fixed small error for instructions with overflow enabled
2012-01-05 22:39:17 -05:00
calc84maniac
5a15d58964
Added emitters for BT/BTR/BTS/BTC x86 instructions, optimized extended arithmetic PowerPC instructions
2012-01-05 22:36:27 -05:00
calc84maniac
a7a6a1859e
subfex optimization when RD==RA
2012-01-05 19:07:31 -05:00
calc84maniac
60cddf0823
Fixed some BindToRegister calls (removing unnecessary MOV instructions for speedup)
2012-01-05 18:27:04 -05:00
calc84maniac
ecc63651c7
srawx/srawix optimizations
2012-01-04 14:06:19 -05:00
nitsuja
57d1c87a2d
Merge branch 'determinism-fixes'
2012-01-04 01:49:31 -08:00
nitsuja
39613a95a8
initialize the uninitialized
2012-01-04 01:36:09 -08:00
nitsuja
81a1efab8e
fixed an issue where the CPU sometimes single-steps an extra time after pausing
2012-01-04 01:33:38 -08:00
nitsuja
ced8ca7219
better support for RTC when recording
2012-01-04 01:33:35 -08:00
nitsuja
c6ce58ab64
fixed a wii recording desync
...
(some remote init code was running in playback but not recording)
2012-01-04 01:17:11 -08:00
nitsuja
fe5a82357a
fix potential wiimote playback desync
2012-01-04 01:16:45 -08:00
nitsuja
88df9d25a1
fixed potential crash in wii fileio
2012-01-04 01:13:46 -08:00
calc84maniac
363cf39ca9
Got rid of no-longer-valid assert 'W T F !!!'
2012-01-04 02:27:04 -05:00
calc84maniac
415aad3b03
Fixed some GCC compiler warnings
2012-01-03 10:57:58 -05:00
calc84maniac
f9f9bb9870
Merge branch 'master' of https://code.google.com/p/dolphin-emu
2012-01-03 10:05:08 -05:00
calc84maniac
b23a3df5e8
More x86 shift fixing
2012-01-03 10:03:12 -05:00
skidau
ebca41e78b
Merge branch 'Wiimote'
2012-01-03 22:23:45 +11:00
calc84maniac
b88d0aa53f
x86 shift of 0 doesn't update flags, check the value manually
2012-01-03 01:24:21 -05:00
skidau
a812e3bd3d
Removed the "Reload MemCard on load state" hack as it is no longer needed with the new save states system.
...
Fixes issue 4898.
2012-01-03 01:24:20 -05:00
skidau
32755aa48c
Reordered the safe write path of the stfd instruction.
2012-01-03 01:24:19 -05:00
skidau
daf7e96521
Fixed the safe write path of the stfd instruction in the JIT. Fixes issue 4001.
2012-01-03 01:24:18 -05:00
skidau
b9547a07f5
Updated the Gecko code handler to the latest version from Gecko OS 1.9.3.1.
...
Added a check to ensure that the number of codes fits in memory (maximum 231 codes).
Store a copy of codehandler.bin in the Sys directory.
2012-01-03 01:24:17 -05:00
skidau
318d3cff02
Added a note to try the native code handler in the error message window.
...
Added copyright notices.
2012-01-03 01:24:16 -05:00
skidau
69b2d4ddc1
Changed the Gecko code handling to the native code handler. This provides full compatibility with all Gecko codes.
...
To use the native code handler, place the kenobiwii.bin file into the Sys directory. Dolphin will silently fall-back to the emulated code handler if the file is not there.
Fixes issue 4561.
2012-01-03 01:24:14 -05:00
calc84maniac
2c3a714e49
Merge branch 'master' of https://code.google.com/p/dolphin-emu
2012-01-03 00:44:41 -05:00
calc84maniac
aa47a8c690
x86 shift of 0 doesn't update flags, check the value manually
2012-01-03 00:37:43 -05:00
skidau
ca287e7957
Removed the "Reload MemCard on load state" hack as it is no longer needed with the new save states system.
...
Fixes issue 4898.
2012-01-03 15:36:32 +11:00
calc84maniac
6ecae3e556
srwx and slwx optimizations
2012-01-02 19:45:28 -05:00
calc84maniac
9c4106027c
Erp, some changes were not committed
2012-01-02 19:45:27 -05:00
calc84maniac
ff6d0d056a
rolwinmix and rlwnmx optimizations, another Rc/RC typo fixed
2012-01-02 19:45:26 -05:00
calc84maniac
9530bd0292
rlwimix optimizations
2012-01-02 19:45:25 -05:00
calc84maniac
a6d041bfa9
Removed an extraneous FlushLockX, further optimized simultaneous handling of carry/overflow.
2012-01-02 19:45:24 -05:00
calc84maniac
4cb1af0f13
Fixed a bad typo. Why are there different inst.Rc and inst.RC variables? >_>
2012-01-02 19:45:23 -05:00
unknown
ab54000d73
Fixed and streamlined overflow detection, improved subtraction methods, general flag-based optimizations including GenerateRC() which uses the sign/zero flag of the last operation
2012-01-02 19:45:21 -05:00
skidau
d399e6b26d
Reordered the safe write path of the stfd instruction.
2012-01-03 10:20:20 +11:00
calc84maniac
f575c2c3be
srwx and slwx optimizations
2012-01-02 18:00:28 -05:00
calc84maniac
42cdda42c9
Erp, some changes were not committed
2012-01-02 17:34:07 -05:00
calc84maniac
ce80772007
rolwinmix and rlwnmx optimizations, another Rc/RC typo fixed
2012-01-02 17:30:54 -05:00
calc84maniac
7d262ff1f4
rlwimix optimizations
2012-01-02 15:07:36 -05:00
calc84maniac
a2bd91b726
Removed an extraneous FlushLockX, further optimized simultaneous handling of carry/overflow.
2012-01-02 11:50:01 -05:00
skidau
67e38fb6c6
Fixed the safe write path of the stfd instruction in the JIT. Fixes issue 4001.
2012-01-03 01:17:52 +11:00
calc84maniac
8d67354179
Fixed a bad typo. Why are there different inst.Rc and inst.RC variables? >_>
2012-01-02 04:00:47 -05:00
unknown
d6bf166694
Fixed and streamlined overflow detection, improved subtraction methods, general flag-based optimizations including GenerateRC() which uses the sign/zero flag of the last operation
2012-01-02 03:42:00 -05:00
skidau
6b0d21efa7
Merge branch 'Gecko'
2012-01-02 15:21:58 +11:00
skidau
f4d8e527b5
Updated the Gecko code handler to the latest version from Gecko OS 1.9.3.1.
...
Added a check to ensure that the number of codes fits in memory (maximum 231 codes).
Store a copy of codehandler.bin in the Sys directory.
2012-01-02 15:14:30 +11:00
skidau
96600ef48d
Added a note to try the native code handler in the error message window.
...
Added copyright notices.
2012-01-02 13:53:39 +11:00
Pierre Bourdon
008fd446f5
Replace some printfs from the PPC Interpreter code by Dolphin logger calls
2012-01-02 00:59:37 +01:00
Pierre Bourdon
59e93bff78
Fix a crash at startup with Dolphin on Linux compiled in debug mode
...
Use the clobber list instead of the stack to save rbx when executing the cpuid
instruction with inline assembly. This avoids breaking GCC assumptions about
the stack pointer location.
2012-01-02 00:59:37 +01:00
nitsuja
0d9e87da18
prevent CLogWindow::UpdateLog from constantly burning through timer objects, because it was allocating memory a lot and making it hard to debug some things. I think this should be faster even in release builds, but any speedup is probably too tiny to measure.
2012-01-01 14:28:21 -08:00
nitsuja
f0d7b8122f
increased fault tolerance of shader cache files.
...
more specifically: if the emulator stops unexpectedly, it is quite possible that one of the shader cache files will have some bytes near the end that never got their values filled in. this change adds an index number at the end of each entry as extra verification that the entry is valid, so that invalid entries can be ignored (and eventually overwritten) instead of causing crashes.
2012-01-01 14:28:20 -08:00
nitsuja
6f1b2d7748
name all audio threads (that I know how to) for debugging, as suggested in response to revision d00b719966
.
2012-01-01 14:28:19 -08:00
skidau
ba545ec1e9
Build fix
2012-01-01 18:09:39 +11:00
skidau
e4b4a65346
Merge branch 'PowerPC'
2012-01-01 16:17:52 +11:00
skidau
5a914744a2
Added some support for the OE flag. Thanks to j4ck.fr0st for the tip.
2012-01-01 16:12:53 +11:00
skidau
c53593a40a
Moved the Audio Throttle option to the Framelimit drop-down. The Audio Throttle should never be used alongside the frame limiter as that can cause audio sync issues.
2012-01-01 14:32:54 +11:00
skidau
80504efcdf
Changed the Gecko code handling to the native code handler. This provides full compatibility with all Gecko codes.
...
To use the native code handler, place the kenobiwii.bin file into the Sys directory. Dolphin will silently fall-back to the emulated code handler if the file is not there.
Fixes issue 4561.
2011-12-31 15:18:48 +11:00
skidau
cfee6d8473
Stubbed the /dev/usb/oh1 path. Fixes issue 4936.
2011-12-31 09:51:41 +11:00
skidau
f7ef58ff9a
Removed the VID/PID validation for Wiimotes allowing Dolphin to detect third party wiimotes with a VID/PID that is different to Nintendo's.
...
Checked for timeouts reported by the bluetooth stack.
Added RVL-CNT-01-TR detection.
2011-12-29 21:18:35 +11:00
Ryan Houdek
6a5b56d25f
Get the program binary type correctly or else ATI makes massive (~400MB) shader caches. Also, don't need the line in the PixelShaderGen.
2011-12-29 01:35:50 -06:00
Ryan Houdek
8a48b42e4c
Add support for Dual source blending to older ATI cards that don't support 420pack but do support GL_ARB_blend_func_extended. This is more proper as well anyways.
2011-12-29 00:32:06 -06:00
skidau
1df7af35e9
Reset errno to zero before testing it after the strtoul call. Fixes issue 5078.
2011-12-29 12:05:36 +11:00
Ryan Houdek
88d20f1a2b
Had a few vec4 and float4(0) calls floating around.
2011-12-27 12:35:35 -06:00
Shawn Hoffman
4bc14c3473
fix formatting uglies introduced in glsl-master branch
2011-12-26 00:15:54 -05:00
Shawn Hoffman
f59063c8e7
default to GLSL instead of Cg
2011-12-25 22:00:24 -05:00
Pierre Bourdon
af8a866afc
Implement what was done by r9a627e89 using a stub device
...
This is arguably better then using the slot0 device for slot1, because it maps
the real hardware better (nothing can be mounted on slot1 on a Wii AFAICT).
This also makes Kirby: Return to Dreamland work properly and fixes some of the
SD card problems (libs do not expect to have the same SD card mounted two times
in RW...).
2011-12-25 01:55:25 +01:00
Pierre Bourdon
070c933088
Revert "Add unimplemented device map for sdio/slot1 and slot2. Fixes #4932."
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This reverts commit 9a627e89fb
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The attempted Kirby: Return to Dreamland fix does not work properly and while
it fixes this particular game, it completely breaks SD card support on Dolphin.
BTW, I've never head of /dev/sdio/slot2 before...
2011-12-25 00:03:45 +01:00
LPFaint99
d389f7139b
restore wii sorting order by using the ascii string from the banner instead of the iso file
2011-12-22 15:53:41 -08:00
LPFaint99
ca8af741b8
Merge branch 'unicode_gamelist'
2011-12-22 14:29:47 -08:00
LPFaint99
825e2ea4df
fix an ascii/wxstring in gamelistctrl, replace fromascii("") with wxemptystring, don't push_back 0 at the end of wstrings
2011-12-22 14:28:12 -08:00
Ryan Houdek
8e0172374c
Give OSX users more of a chance of supporting Single pass DSB in the future.
2011-12-21 01:29:29 -06:00
Ryan Houdek
a10656b1b2
Implement Program shaders cache. Seems to reduce a small amount of stuttering when F-Zero starts. Did it because I can :|
2011-12-21 00:15:48 -06:00
LPFaint99
8f6c25a5aa
cleanup: merge handling of ntsc/pal games in gamelist/isoproperties
2011-12-20 02:19:46 -08:00
LPFaint99
e4c4602d9e
use windows-1252 for gamename/description, fixes copyright/tm symbol in the gamelist & isoproperties
2011-12-20 02:10:40 -08:00
LPFaint99
9ddb67d4a9
fix shift-jis conversion on linux, and check for the codepage on windows in the memorycard manager like everywhere else
2011-12-20 01:35:12 -08:00
nitsuja
33f0f9fd9f
fix ZWW intro music crackling with DSPHLE
2011-12-19 21:52:47 -08:00
nitsuja
3006d0696c
fix the read-only menu item being disabled when emulation is paused (the hotkey was fine but I guess some people still use the menu)
2011-12-19 16:38:07 -08:00
nitsuja
3e773f093d
fixed a freeze on emu shutdown in windows build
2011-12-19 15:13:26 -08:00
LPFaint99
de4e3e7462
add wstring name(s)/description to the cachefile, use when available in gamelist and properties window
2011-12-18 22:01:46 -08:00
LPFaint99
7f4efa094e
add the function to read the game name and description from the banner as unicode
2011-12-18 21:56:13 -08:00
LPFaint99
a73ad3554c
add the function to read all unicode gamenames from a wad file
2011-12-18 21:42:20 -08:00
nitsuja
567e90bbd5
fix for an un-threadsafe call to UpdateGUI (oops)
2011-12-18 20:38:54 -08:00
nitsuja
4a88d5ae93
fix for wiimote dying if you use savesetates too fast
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(by dying I mean all wiimote slots permanently disconnecting until emulation reset)
2011-12-18 19:47:11 -08:00
Ryan Houdek
3513dd7115
Looky, OSX found an issue for me.
2011-12-18 21:06:28 -06:00
Glenn Rice
4ecb48eaf8
Update a few more translations and add Farsi.
2011-12-18 14:03:57 -06:00
Pierre Bourdon
b20c26f0b7
Adding more drama to the git history.
2011-12-18 13:58:44 +01:00
kostamarino@hotmail.com
9829beab42
Gameini database update, mainly changes to the emulation issues lines (make them shorter, with more substance and less bla bla, update outdated stuff). The emulation issues lines can be further improved(this is a start).
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Also re - implement the emulation issues column that was reverted, make it a bit bigger since sentences need more words and delete the issues portion of the emustate tooltip since it is unnecessary now.
2011-12-18 14:52:40 +02:00
nitsuja
d00b719966
give the audio thread a name (this doesn't really matter, but it was bugging me)
2011-12-18 02:25:50 -08:00
nitsuja
d44fc0c820
small fixes for some recording-related menu items
2011-12-18 02:23:59 -08:00
nitsuja
c88e4a097e
update ui after savestate load (because loading a savestate can affect whether certain items should be grayed out in the menu)
2011-12-18 01:15:59 -08:00
nitsuja
cfad00d6e0
added missing ExpansionInterface data to savestates, and related fixes (for savestate robustness)
2011-12-18 00:23:12 -08:00
nitsuja
e5286e0406
improve the movie savestate load verification a bit more
2011-12-18 00:22:57 -08:00
nitsuja
c6ea5f31f5
remove some suspect code in PowerPC::DoState which I think has already been supplanted by more correct code in CoreTiming::DoState
2011-12-18 00:22:31 -08:00
nitsuja
1e4e05fdc3
made ucode saving more reliable (especially for the case of loading across boundaries where the ucode changes). I think this is related to the occasional memory corruption I was seeing upon loading a savestate.
2011-12-18 00:22:21 -08:00
nitsuja
c68c8c388c
made savestate loads less fragile by adding some markers and rolling back on a mismatch.
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This should make it so if you try to load an incompatible save, it simply doesn't load, instead of crashing dolphin. (I can't guarantee no crash but it's much less likely now)
2011-12-18 00:22:06 -08:00
Jordan Woyak
98d22d0e03
Revert the latest GUI change (Emulation Notes column). We don't care for it.
2011-12-17 23:44:09 -06:00
Maarten ter Huurne
ed1bfdf293
Merge branch 'cmake-osx2'
2011-12-17 16:30:02 +01:00
Maarten ter Huurne
83bf5790a6
Copy translation files into OS X bundle.
2011-12-17 16:26:52 +01:00
Ryan Houdek
fe6fb55389
Add a GUI option to use GLSL shaders. Also fix a small typo.
2011-12-16 23:18:24 -06:00
kostamarino@hotmail.com
a58c46be81
Gui change and an update to the gameini database.
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The "Notes" column is gone and in it's place an "Emulation Notes" column is placed (it contains the emulationissues lines from the game inis). Notes that contain useful info about the game can be seen with just a glance this way.
Fixes issue 5043.
2011-12-16 21:01:10 +02:00