JosJuice
4b3fda7906
JitArm64: Implement frsqrte
2021-05-15 19:21:15 +02:00
JosJuice
85226e09f0
JitArm64: Implement fres
2021-05-15 19:16:32 +02:00
Mat M
41befc21cd
Merge pull request #9708 from JosJuice/dsp-volatile
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DSP: Change external_interrupt_waiting from volatile to atomic
2021-05-14 14:34:09 -04:00
Mat M
964fed77c5
Merge pull request #9707 from JosJuice/remove-atomic-header
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Remove Atomic.h
2021-05-14 14:33:24 -04:00
JMC47
16e91172b1
Merge pull request #9668 from leoetlino/windows-cmake-fixes
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CMake: minor Windows fixes
2021-05-14 08:22:11 -04:00
Scott Mansell
9f91fb6447
Merge pull request #9688 from Filoppi/input_cleanup
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Input cleanup
2021-05-14 20:51:33 +12:00
JosJuice
d17341572d
DSP: Change external_interrupt_waiting from volatile to atomic
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Making this volatile accomplishes... Well, nothing in practice.
Making it atomic, on the other hand, lets us enforce a memory ordering.
2021-05-14 09:28:10 +02:00
JosJuice
b93983b50a
Remove Atomic.h
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The STL has everything we need nowadays.
I have tried to not alter any behavior or semantics with this
change wherever possible. In particular, WriteLow and WriteHigh
in CommandProcessor retain the ability to accidentally undo
another thread's write to the upper half or lower half
respectively. If that should be fixed, it should be done in a
separate commit for clarity. One thing did change: The places
where we were using += on a volatile variable (not an atomic
operation) are now using fetch_add (actually an atomic operation).
Tested with single core and dual core on x86-64 and AArch64.
2021-05-13 18:56:27 +02:00
JosJuice
099bf16326
Merge pull request #9630 from PatrickFerry/ini-fixes-2
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Gameini: Disable ICache for Indiana Jones and the Staff of Kings
2021-05-13 14:54:24 +02:00
Mat M
7a72a5b997
Merge pull request #9703 from Filoppi/fix_expression_serialization
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Fix serialization of control expressions with line breaks
2021-05-13 06:47:38 -04:00
Mat M
d034c830ac
Merge pull request #9681 from iwubcode/texture-info
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VideoCommon: move all texture calculations to a "TextureInfo" class
2021-05-13 06:44:08 -04:00
Mat M
0ef88d4ecb
Merge pull request #9705 from Leseratte10/master
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Socket: Fix AF_INET6 on non-Windows systems
2021-05-13 06:42:44 -04:00
Mat M
24b9a64c11
Merge pull request #9690 from Sintendo/jit64divwux
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Jit64: divwux - Prefer three-operand IMUL
2021-05-13 06:42:14 -04:00
Mat M
80ac36a712
Merge pull request #9701 from sspacelynx/master
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Android: bump gradle & dependencies version
2021-05-13 06:41:01 -04:00
Mat M
8d7b0004b9
Merge pull request #9698 from JosJuice/android-settings-charsequence
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Android: Use CharSequence for SettingsItem name/description
2021-05-13 06:40:30 -04:00
Mat M
725ea3d9c1
Merge pull request #9637 from JosJuice/jitarm64-fprf
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JitArm64: Implement FPRF updates
2021-05-13 06:39:28 -04:00
JosJuice
25dc059f6f
JitArm64: Add FPRF unit test
2021-05-13 11:51:00 +02:00
JosJuice
bfe8b1068d
JitArm64: Implement FPRF updates
2021-05-13 11:51:00 +02:00
JosJuice
749db94dec
Arm64Emitter: Implement more variants of FMOV
2021-05-13 10:13:59 +02:00
Jordan Woyak
bf16f77402
Merge pull request #9657 from lioncash/wiimote-mode
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DataReport: Amend conditional test for data reports in IsValidMode
2021-05-12 17:23:17 -05:00
Filoppi
f3ffac0058
Qt: add tooltip to MappingBool
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Tooltip code is identical to MappingDouble and the tooltips (UI description)
are present in the underlying setting object.
2021-05-12 18:27:24 +03:00
Filoppi
26f6648421
StickGate: add custom clamp value
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Works exactly as before by default.
It will be used by my upcoming input PRs.
2021-05-12 18:27:24 +03:00
Filoppi
5f74d0e08f
InputCommon: follow coding conventions
2021-05-12 18:27:24 +03:00
Filoppi
4625359a4f
InputCommon: clamp the attachment setting max to its actual enum max
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NumericSettings support a max, so let's use it.
It might not do much now, but the max and min values will be used to give visual feeback
in the UI in one of my upcoming input PRs
2021-05-12 18:27:24 +03:00
Filoppi
f4fec42165
Add mixed comments to input code, make some tooltip clearer
2021-05-12 18:27:23 +03:00
Filoppi
574477866f
InputCommon: fix serialization of control expression with line breaks
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The control expression editor allows line breaks, but the serialization was
losing anything after the first line break (/r /n).
Instead of opting to encode them and decode them on serialization
(which I tried but was not safe, as it would lose /n written in the string by users),
I opted to replace them with a space.
2021-05-12 18:25:56 +03:00
iwubcode
182dfc38e6
VideoCommon: move all texture calculations to a "TextureInfo" class. This ever so slightly improves readability and allows for the full texture name to be generated outside of the hires texture cache
2021-05-11 22:58:36 -05:00
Florian Bach
c21e9909ab
Socket: Fix AF_INET6 on non-Windows systems
2021-05-11 17:00:02 +02:00
Filoppi
e9e41b925b
InputCommon: follow coding conventions and rename GetState() to UpdateState()
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And remove useless include
2021-05-10 23:48:10 +03:00
Filoppi
a261e61e9e
InputCommon: add a ton of missing consts
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fix some related grammar errors
only the ButtonManager required code changes
2021-05-10 23:48:10 +03:00
sspacelynx
ac77f8207e
Android: bump gradle & dependencies version
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jecenter() is EOL, so swap that out with mavenCentral()
2021-05-10 12:35:50 +02:00
JMC47
eb5cd9be78
Merge pull request #9694 from iwubcode/xfb-tcache-hash
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VideoCommon: update TextureCache logic for finding oversized XFBs
2021-05-09 15:20:53 -04:00
JMC47
a66852d37c
Merge pull request #9651 from Pokechu22/oob-texcoord
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Fix out of bounds tex coord behavior; always apply fb_addprev and tex coord wrapping
2021-05-09 15:00:40 -04:00
JosJuice
c5491e8205
Android: Remove CheckBoxSettingViewHolder's log setting name hack
2021-05-09 17:11:37 +02:00
JosJuice
a8f48feddb
Android: Use CharSequence for SettingsItem name/description
2021-05-09 17:02:22 +02:00
iwubcode
6fd7867c56
VideoCommon: simplify TextureCacheBase by comparing a xfb's hash against a newly calculated one. This fixes games like Teenage Mutant Ninja Turtles (Wii) which use oversized textures where the stride doesn't match the BytesPerRow and that resulted in a different hash algorithm being used. By not hashing the texture before, we improve performance by hashing at most once in all direct XFB lookup scenarios.
2021-05-08 01:29:48 -05:00
Pokechu22
e1d45e9ba6
UberShaderPixel: always run indirect stage logic
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Hardware testing has confirmed that fb_addprev and wrapping both run even when the indirect stage is disabled.
2021-05-07 16:37:47 -07:00
Pokechu22
b5844ab195
PixelShaderGen: always run indirect stage logic
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Hardware testing has confirmed that fb_addprev and wrapping both run even when the indirect stage is disabled.
2021-05-07 16:37:47 -07:00
Pokechu22
5e3360c2cc
UberShaderPixel: Fix OOB tex coord indices
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Previously we set the texture coordinate to zero, now we set
the texture coordinate *index* to zero. This fixes the ripple
effect of the Mario painting in Luigi's Mansion.
2021-05-07 16:37:47 -07:00
Pokechu22
ed02034967
UberShaderPixel: Return fixed-point values from selectTexCoord
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This change should have no behavioral differences itself, but allows for changing the behavior of out of bounds tex coord indices more easily in the next commit. Without this change, returning tex0 for out of bounds cases and then applying the fixed-point logic would use the wrong tex dimension info (tex0 with I_TEXDIMS[1] or such), which is inaccurate.
2021-05-07 16:37:10 -07:00
Pokechu22
16c17ed9ce
Software: Fix OOB tex coord indices
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Previously we set the texture coordinate to zero, now we set
the texture coordinate *index* to zero. This fixes the ripple
effect of the Mario painting in Luigi's Mansion.
2021-05-07 16:28:09 -07:00
Tillmann Karras
f6cf85a8bc
PixelShaderGen: Fix OOB tex coord indices
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Previously we set the texture coordinate to zero, now we set
the texture coordinate *index* to zero. This fixes the ripple
effect of the Mario painting in Luigi's Mansion.
Co-authored-by: Pokechu22 <Pokechu022@gmail.com>
2021-05-07 16:28:09 -07:00
Pokechu22
002ff4e4dd
PixelShaderGen: Remove unused num_texgens argument
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It became unused in f039149198
.
2021-05-07 16:28:08 -07:00
Pokechu22
c3668e179c
Split TevStageIndirect::mid into matrix_index and matrix_id
2021-05-07 16:27:52 -07:00
Pokechu22
1d628d087b
Add 1 when displaying the number of TEV stages
2021-05-07 16:14:19 -07:00
Pokechu22
072304404c
Correct indirect stage ref typos
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YAGCD uses BI0/BC0/BI1/BC1/BI2/BC2/BI3/BC3, so I'm pretty sure the BI2/BC3/BI4/BC4 names are a typo that just was propagated.
2021-05-07 16:14:18 -07:00
Léo Lam
a6f6211dde
Merge pull request #9633 from Pokechu22/BitfieldExtract-pointer-to-member
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Change BitfieldExtract to use a pointer to the bitfield member
2021-05-08 00:21:15 +02:00
Pokechu22
0f7c9ef767
Change BitfieldExtract to use a pointer to the bitfield member
2021-05-07 15:11:17 -07:00
Léo Lam
049b92b7ef
Merge pull request #9417 from Filoppi/input-1
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Fix FPS counter and Game Window speed % breaking on pause/unpause
2021-05-07 15:08:01 +02:00
Léo Lam
8547de2593
Merge pull request #9615 from Dentomologist/updater_documentation
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Updater: Add code documentation
2021-05-07 15:05:14 +02:00