Commit Graph

26580 Commits

Author SHA1 Message Date
Lioncash 666af4605e WiiSaveBanner: Resolve a -Wreorder warning 2017-12-03 18:34:49 -05:00
Andrew Molloy f5839f854a Fix whitespace in and around WiimoteScannerDarwin::~WiimoteScannerDarwin() (linter). 2017-12-03 12:31:18 -05:00
Andrew Molloy 8354e89cf1 Break out of the loop waiting for the SearchBT to be done in WiimoteScannerDarwin::FindWiimotes() when the object is destroyed. Allows the application to quit correctly when Continuous Scanning is enabled on macOS. 2017-12-03 11:41:06 -05:00
Andrew Molloy d306397bbc -[deviceInquiryComplete:error:aborted:] comes in on the main thread in macOS 10.13, so instead of using CFRunLoopRun()/CFRunLoopStop(), just let the run loop do one pass. This is already in a loop waiting for done to be false. This also means -[deviceInquiryComplete:error:aborted:] should no longer call CFRunLoopStop(). Fixes connecting to Wiimotes in macOS 10.13+, should continue to work as before in 10.12 and below. 2017-12-03 10:32:07 -05:00
Markus Wick 8bcc392d5d
Merge pull request #5887 from linkmauve/alpha-fix
Simplify EFB copy shaders
2017-12-03 11:21:08 +01:00
JosJuice f68956a614
Merge pull request #6232 from lioncash/d3d-vert-mgr
D3D/VertexManager: Add missing includes
2017-12-03 09:24:23 +01:00
Stenzek 0c480a7777
Merge pull request #6233 from lioncash/vulkan-texture
VKTexture: Remove unimplemented ScaleRectangleFromTexture() prototype
2017-12-03 11:32:36 +10:00
Lioncash 6ca85dbf0a VKTexture: Add missing override specifier to the other ScaleRectangeFromTexture() prototype 2017-12-02 20:20:13 -05:00
Lioncash c7bc16811c VKTexture: Remove unimplemented ScaleRectangleFromTexture() prototype 2017-12-02 20:15:32 -05:00
Lioncash b0fadbb5de D3D/VertexManager: Add missing includes
Gets rid of reliance on indirect includes
2017-12-02 20:09:33 -05:00
Markus Wick 4c48cc6757
Merge pull request #6230 from leoetlino/warning-fixes
Small warning fixes
2017-12-02 22:16:21 +01:00
Léo Lam d95177526f VideoBackends: Fix -Wswitch warnings 2017-12-02 21:52:07 +01:00
Léo Lam 67ba326ff6 VideoCommon: Fix -Wformat warnings 2017-12-02 21:48:01 +01:00
Emmanuel Gil Peyrot 85bb1d7bb0 VideoCommon: Reimplement texture format conversion
This fixes the rendering of the scan visor in Metroid Prime 2: Echoes,
as seen in https://fifoci.dolphin-emu.org/dff/mp2-scanner/

The alpha channel was off-by-one on Ivy Bridge due to the rounding
after multiplication with colmat.  This commit removes this matrix
altogether in most cases, making them simple GLSL swizzles.
2017-12-02 19:29:01 +01:00
Anthony d71f4168e9
Merge pull request #6229 from JosJuice/clarify-keys-dump
Clarify the "Select the OTP/SEEPROM dump" message
2017-12-02 09:49:22 -08:00
Anthony c48ccdb1cd
Merge pull request #6228 from JosJuice/usb-keyboard-background-input
Make USB keyboard input respect the background input setting
2017-12-02 09:48:42 -08:00
JosJuice c4db59e7b6 Clarify the "Select the OTP/SEEPROM dump" message
Most users don't know what OTP/SEEPROM means.
2017-12-02 18:23:38 +01:00
JosJuice 05879875f6 Make USB keyboard input respect the background input setting 2017-12-02 18:12:04 +01:00
Markus Wick 76fbdbb06e
Merge pull request #5903 from linkmauve/fix-mp2e
Round values in swizzlers
2017-12-02 17:38:21 +01:00
Markus Wick 7498d80a6f
Merge pull request #5882 from degasus/efb2tex_copies
Use VideoCommon shader generators for efb2tex copies.
2017-12-02 16:28:12 +01:00
degasus e2a9ee384f VideoCommon: Rename TextureConversionShader namespace. 2017-12-02 15:17:39 +01:00
degasus e8febd0cef VideoCommon: Create a namespace for TextureConversionShaderGen. 2017-12-02 15:17:39 +01:00
Markus Wick 491c10ec96 VideoBackends: Use VideoCommon shader generators for efb2tex copies.
This will generate one shader per copy format. For now, it is the same
shader with the colmat hard coded. So it should already improve the GPU
performance a bit, but a rewrite of the shader generator is suggested.

Half of the patch is done by linkmauve1:
VideoCommon: Reorganise the shader writes.
2017-12-02 15:17:39 +01:00
JosJuice 2b2941d0c9 Translation resources sync with Transifex 2017-12-01 20:34:09 +01:00
aldelaro5 b7fdf374e6 debugger: Add the XER to the register view 2017-12-01 05:31:41 -05:00
Anthony 05b67c7f7c
Merge pull request #6209 from lioncash/file-statics
D3DBase: Mark file-scope variables as internally linked where applicable
2017-11-30 21:13:55 -08:00
Lioncash 1e7096dd27 D3DBase: Mark file-scope variables as internally linked where applicable 2017-11-30 23:46:46 -05:00
Stenzek cd68b3606c
Merge pull request #6193 from stenzek/readbacks
Abstract Staging Textures - VideoCommon interface for texture readbacks/uploads
2017-12-01 14:24:06 +10:00
Leo Lam 0773a48c6c
Merge pull request #6223 from JosJuice/dont-force-immediate-xfb
Don't forcibly enable immediate XFB in game INIs
2017-11-30 19:09:55 +01:00
Mike 0067bf1b3e Android: Handle missing mappings for the Moga Pro 2 HID controller.
It seems to report the GENERIC_1 axis stuck at 1.
2017-11-28 19:57:50 -08:00
iwubcode bb0d6cced4 Game Inis: change Rhythm Heaven Fever to have Immediate Mode disabled which is needed for certain levels 2017-11-28 21:24:54 -06:00
iwubcode febeb49df2 Game Inis: set Immediate Mode to false for Xenoblade and Zelda Twilight Princess which are known to have frame pacing issues with it enabled 2017-11-28 21:24:54 -06:00
Anthony 7c96e51bc8
Merge pull request #6187 from raelgc/1-exit-on-esc
Add an exit key to `dolphin-emu-nogui`
2017-11-27 13:30:33 -08:00
JosJuice 6344997fad Don't forcibly enable immediate XFB in game INIs
Forcing people to use hacks is a bad idea in general, and there are
two practical problems with doing it for immediate XFB in particular:

1. It breaks the GC IPL, which some users run when launching games.

2. Competitive players don't necessarily want the lowest possible
   latency - they might want the latency that's the closest to console,
   so if they're playing locally with a low-latency monitor, they might
   not want to use immediate XFB. (This isn't a theoretical concern -
   I've seen Melee players want to increase their latency.)

Besides, it feels arbitrary that just these five specific games should
have immediate XFB forced on.
2017-11-27 14:32:27 +01:00
Leo Lam 9fe5dd7fa9
Merge pull request #6221 from leoetlino/qt-small-fixes
Qt: Small fixes
2017-11-27 13:21:34 +01:00
Léo Lam 291c99217e Qt: Fix NAND import menu item parent 2017-11-26 18:33:07 +01:00
Léo Lam 6e796a74fb Qt: Add support for --exec 2017-11-26 18:32:28 +01:00
Léo Lam 05c8d229af Config: Handle unknown system strings better
Currently, a simple typo in the system name will trigger an assert
message that complains about a "programming error". This is not
user friendly and misleading.

So this changes GetSystemFromName to return an std::optional, which
allows for callers to check whether the system exists and handle
failures better.
2017-11-26 18:24:01 +01:00
Léo Lam 653977cec7 UICommon: Fix unsafe usage of optparse::Values::all
The const-qualified all() member method triggers undefined behaviour
if the option passed to it is not set.
2017-11-26 18:18:49 +01:00
Léo Lam 60afb1d1b4 WX: Fix argument parsing
Manually convert each argument to a UTF-8 std::string, because the
implicit conversion for wxCmdLineArgsArray to char** calls ToAscii
(which is obviously undesired).

Fixes https://bugs.dolphin-emu.org/issues/10274
2017-11-26 18:18:48 +01:00
Markus Wick 96e094e127
Merge pull request #6216 from stenzek/headless-frame-dumping
OGL: Fix headless frame dumping
2017-11-26 11:36:10 +01:00
Jules Blok 7e24b09301
Merge pull request #6218 from Armada651/uber-interpolation
UberShaderPixel: Fix the interpolation qualifier for interface blocks.
2017-11-26 02:19:14 +01:00
Jules Blok 7dd207931d UberShaderPixel: Fix the interpolation qualifier for interface blocks.
Fixes MSAA on MacOS with ubershaders enabled.
2017-11-25 21:51:14 +01:00
Michael M fc2a0a1988 FIFOPlayerWindow: don't reset frame/object limit every frame 2017-11-24 14:11:59 -08:00
Stenzek cf1f975148 Vulkan: Fix headless framedumping without USE_X11 set 2017-11-23 17:00:32 +10:00
Stenzek 32125cf181 OGL: Fix headless frame dumping
Also skips swapping the window system buffers in headless mode, as there
may not be a surface which can be swapped in the first place. Instead,
we call glFlush() at the end of a frame in this case.
2017-11-23 16:53:55 +10:00
Stenzek ab44536a3c OGL: Update the window size after swapping buffers, not before
Prevents us from rendering beyond the viewport bounds.
2017-11-23 16:09:59 +10:00
Stenzek 7f217a8bb2 Vulkan: Drop StagingTexture2D class as it is now duplicated functionality 2017-11-22 18:49:33 +10:00
Stenzek db1d9de933 AbstractTexture: Drop slow map readback path 2017-11-22 18:49:33 +10:00
Stenzek 193763ca3a TextureCacheBase: Don't crop last row/column of XFB copies
Unsure why this was happening in the first place.
2017-11-22 18:49:33 +10:00