Commit Graph

22341 Commits

Author SHA1 Message Date
Lioncash 8dcb05802b ShaderManagers: Use aggregate initialization for some variables.
These provide the same semantics, however aggregate initialization
doesn't force the structs to be trivially copyable. memset, on the other
hand, does.
2016-12-10 17:33:51 -05:00
Daniel Eck 6ca5533d7c GameINI: NAR Legend of Zelda: Majora's Mask VC
Set EFBtoTextures=False, fixes issue #9942 from Ocarina of Time, makes Link preview visible in Equipment screen, with EFB to Textures Only enabled the preview stays black, rather than showing Link's current equipment.
2016-12-10 09:01:03 -07:00
Stenzek 993e029f75 Merge pull request #4506 from stenzek/vulkan-no-depth-clamp
Vulkan: Fix viewport depth when depth clamp is unsupported
2016-12-11 01:57:25 +10:00
JosJuice 07dd6d08e4 Automatic translation resources sync with Transifex 2016-12-10 13:09:28 +01:00
Mat M a0920afd5b Merge pull request #4500 from leoetlino/fileio-fix
IPC_HLE: Fix incorrect file path for IOCTL_SET_ATTR
2016-12-09 17:48:21 -05:00
Léo Lam 09fdab7fb4 HLE: Add a hook for JUTWarningConsole_f
JUTWarningConsole_f calls vprintf, but in a way we currently don't
handle (which messes up the printed message). However, it is a standard
debug print function, so we can directly hook it instead of waiting for
the vprintf call.

This is necessary to fix debug output in a few games now that vprintf
is properly detected in more games.
2016-12-09 23:40:06 +01:00
Léo Lam c785352c6f Add common Wii SDK function signatures to the signature DB
The signature DB is very helpful for generating a symbol map for games
which don't ship with debugging symbols, since it includes signatures
for common SDK functions.

However, it isn't very complete and only contained signatures for GC
games -- the current database isn't very helpful for Wii games, which
still have a huge number of unknown functions even after using this DB.

Yet Wii games typically share a lot of code (since they all use the
SDK), and not having symbols makes it a lot harder to look into what
a game is doing… So this commit adds common Wii SDK function signatures
to the database, in order to make generated symbol maps a lot more
useful for Wii games.

The debug info comes from the debugging map that was left in the Wii
version of The Legend of Zelda: Twilight Princess. To avoid cluttering
the DB with game-specific debug info (even though it already contains
some game-specific symbols), some basic filtering was done on the
shipped symbol map:

    egrep '(section layout|\.a|m_Do|lib|Lib| OS)' tp-framework.map | grep -v Z2 > common-wii-sdk.map

Then this map was loaded in Twilight Princess, and "append to existing
signature file" was used to append the new hashes to totaldb.dsy.
2016-12-09 23:40:06 +01:00
Lioncash 58a5395173 TextureCacheBase: Eliminate static state 2016-12-09 16:50:37 -05:00
Anthony 7a5bb46016 Merge pull request #4030 from clinchergt/fix-setfocus-rendertowindow
Fix focus bug when using the "render to main window" feature
2016-12-09 15:39:31 -06:00
Anthony 1fa61af413 Merge pull request #4492 from aldelaro5/gc-mic-ui-reimplement
Move the GameCube mic button configuration to the GameCube config dialog
2016-12-09 14:53:47 -06:00
Daniel Eck 015a2aff4f GameINI: NAC Legend of Zelda: Ocarina of Time VC
Set EFBtoTextures=False, fixes issue #9942, makes Link preview visible in Equipment screen, with EFB to Textures Only enabled the preview stays black, rather than showing Link's current equipment.
2016-12-09 12:37:56 -07:00
Mat M b042377393 Merge pull request #4494 from lioncash/isoproperties
ISOProperties: Separate the filesystem tab out into its own class
2016-12-09 07:55:36 -05:00
Stenzek af706efaef Vulkan: Fix viewport depth when depth clamp is unsupported 2016-12-09 22:45:10 +10:00
Grant Paul 449ae01db6 Remove dead code to set the path to the macOS SDK.
CMake autodetects a macOS SDK into `CMAKE_OSX_SYSROOT`. There's no
need to duplicate that logic and search out a specifc old version.
2016-12-08 20:53:12 -08:00
Mat M d7dc854b50 Merge pull request #4482 from leoetlino/align
Common: Add alignment header
2016-12-08 06:06:05 -05:00
Ethan Lee 7cfead6429 DolphinWX: Add 'DisableTooltips' config option
(Revision 2: Remove checkbox from WX GUI)
2016-12-07 13:20:37 -05:00
Léo Lam 10c7e56689 IPC_HLE: Fix incorrect file path for IOCTL_SET_ATTR
We were reading the string from the wrong location…
2016-12-07 13:52:44 +01:00
Léo Lam 31ccfffd38 Common: Add alignment header
Gets rid of duplicated alignment code.
2016-12-06 20:33:53 +01:00
aldelaro5 9ff95c58fa Add a special input configuration dialog for the GameCube Mic
This is more logical as the mic is plugged into an EXI slot so it should be configured via the GameCube config dialog.  This also allows to pass the right port number for the new dialog.
2016-12-05 18:09:31 -05:00
aldelaro5 431929fa1d Moved the Mic button of the GCPad to its own group.
This is needed to separate it from the GCPad input configuration dialog as it would be moved to its own dialog.
2016-12-05 18:09:23 -05:00
Michael e31aa70ff8 Add a hotkey for dumping textures 2016-12-05 08:20:45 -08:00
Markus Wick 7192789c11 Merge pull request #4486 from stenzek/gl-minimize-assert
OGL: Fix assertion when minimizing window
2016-12-05 12:46:29 +01:00
Lioncash ddeccf2622 ISOProperties: Separate the filesystem tab out into its own class 2016-12-04 22:35:01 -05:00
Stenzek bff394ec8a Merge pull request #4489 from stenzek/vulkan-minor-fixes
Vulkan: Minor fixes
2016-12-05 12:19:49 +10:00
Stenzek 15e2133ce7 Merge pull request #4462 from stenzek/vulkan-faster-xfb
Vulkan: Cleanup/refactoring, faster RealXFB
2016-12-05 12:15:38 +10:00
Tillmann Karras f575902cf3 evdev: set flag in a thread-safe way 2016-12-05 00:47:26 +00:00
Tillmann Karras 3c090a37d4 evdev: fix shutdown hang
Note: This probably means our approach of populating from udev isn't
safe to be called multiple times.
2016-12-05 00:47:26 +00:00
Tillmann Karras 0043bd3547 Remove two unused variables 2016-12-05 00:47:26 +00:00
Léo Lam 59abfee11d DolphinWX: Add ability to filter symbols (by name)
This allows the user to filter symbols by name, instead of having to
scroll through a very, very long listbox…
2016-12-04 18:18:07 +01:00
degasus 5082a664c8 VertexLoaderX64: Avoid unchecked pointer cast. 2016-12-04 13:09:16 +01:00
degasus 21f3e97435 Jit64: Avoid pointer casts if possible. 2016-12-04 13:09:16 +01:00
degasus f325d41def DSPJit: Use tmp register for pointer immediate.
PIE.
2016-12-04 13:09:16 +01:00
degasus d26709f713 Jit64: Use ImmPtr for mtcrf.
Only a small overhead, but PIE compatible.
2016-12-04 13:09:16 +01:00
degasus 8189ef432b Jit64: Use ImmPtr for mcrxr.
Only a small overhead, but PIE compatible.
2016-12-04 13:09:16 +01:00
degasus 23c284c081 Jit64: Use ImmPtr for inst.OE handling.
A bit slower, but PIE compatible and *very* rarely.
2016-12-04 13:09:15 +01:00
Stenzek 8f97a24904 Vulkan: Enable GS instancing 2016-12-04 20:53:49 +10:00
Stenzek 9736198c3b Vulkan: Use explicit barriers instead of dependancies
At least on NV, some of these don't seem to have the intended effect. One
known instance of this is in texture conversion.
2016-12-04 20:10:13 +10:00
Stenzek a475792163 Vulkan: Fix incorrect logic in readback preemption
This could have been causing a large number of command buffer
submissions per frame, depending on when the readbacks occured.
2016-12-04 20:10:13 +10:00
Stenzek 58978c1440 Vulkan: Faster path for decoding XFB data
Using a texel buffer as the copy destination removes the need to copy to
an intermediate texture first.
2016-12-04 20:10:13 +10:00
Stenzek 804cd0ff03 Vulkan: Move XFB encoding/decoding to TextureConverter 2016-12-04 20:10:13 +10:00
Stenzek d67463e0a7 Vulkan: Simplify palette texture conversion 2016-12-04 20:10:13 +10:00
Stenzek add638538b Vulkan: Combine PaletteTextureConverter and TextureEncoder classes 2016-12-04 20:10:13 +10:00
Stenzek 804af42ccc Vulkan: Support binding texel buffers in UtilityShaderDraw 2016-12-04 20:10:13 +10:00
Stenzek e241ec6666 Vulkan: Implement StagingTexture2D on top of StagingBuffer
Greatly simplifies things, and we weren't using the linear texture
implementation anyway.
2016-12-04 20:10:13 +10:00
Stenzek 4bc0e14995 Vulkan: Use an enumeration to index pipeline layouts 2016-12-04 20:10:13 +10:00
Stenzek cd3481fbc7 Vulkan: Differentiate between descriptor set layouts and bind points
This also moves the pipeline and descriptor set layouts used for texture
conversion (texel buffers) to ObjectCache, and shares a binding location
with the SSBO set.
2016-12-04 20:10:13 +10:00
Stenzek 4e9018049d Vulkan: Support logging debug reports without enabling validation layers
There is a caveat, Host GPU must be checked prior to starting the game, as
we can't enable the extension at runtime without recreating the instance.
2016-12-04 19:55:12 +10:00
Stenzek 1cfb0a1185 Vulkan: Fix deadlock in some resize scenarios
Only have experienced this on a few occasions when using the anv driver.
2016-12-04 19:12:33 +10:00
Mat M d1c89db8c8 Merge pull request #4448 from lioncash/isoproperties
DolphinWX: Separate the information panel from ISOProperties
2016-12-03 19:15:25 -05:00
Stenzek 2ef884893a Vulkan: Fix map error when texture dumping is enabled 2016-12-04 00:23:34 +10:00