Commit Graph

20440 Commits

Author SHA1 Message Date
JosJuice 66be867f4e Update Windows build instructions
Git has been required for a long time, and we also have two
more recent requirements.
2016-04-16 16:51:43 +02:00
Pierre Bourdon f980e20b6b Merge pull request #3782 from lioncash/stable-bool
ChunkFile: Handle bool in a stable way across platforms
2016-04-15 10:22:29 +02:00
Pringo 9433e7b08c Update CPack Package Description
Update description from old Google Code page to latest homepage description.
2016-04-14 21:24:27 -07:00
Lioncash 4ae4b241ec ChunkFile: Handle bool in a stable way across platforms
bool is not always guaranteed to be the same size on every platform.
On some platforms it may be one byte, on others it can be 8 bytes if the
platform dictates it. It's implementation-defined.

This can be problematic when it comes to storing this
data to disk (it can also be space-inefficient, but that's not really an
issue). Also say for some reason you moved your savestates to another
platform, it's possible they won't load correctly due to differences in size.

This change stores all bools to savestates as if they were a byte in size
and handles the loading of them accordingly.
2016-04-14 22:55:03 -04:00
Pierre Bourdon 4d864ece27 Merge pull request #3759 from JosJuice/dvd-callback-savestates
DVDInterface/DVDThread: Don't store CoreTiming event IDs in savestates
2016-04-14 17:55:52 +02:00
Pierre Bourdon 7e832c4726 Merge pull request #3778 from RisingFog/fix_windows_build
Fix Windows build not copying certain Sys files
2016-04-13 02:07:38 +02:00
Chris Burgener 02bfc62d1c Fix Windows build not copying certain files 2016-04-12 19:05:17 -04:00
Matthew Parlane 763ca7151e Merge pull request #3777 from RisingFog/patch-1
Only copy relevant files for Windows builds
2016-04-13 08:57:22 +12:00
Chris Burgener ab4c3314e7 Only copy relevant files for Windows builds
Fixes issue 9455: https://bugs.dolphin-emu.org/issues/9455
2016-04-12 12:20:23 -04:00
JosJuice be191c0473 DVDInterface/DVDThread: Don't store CoreTiming event IDs in savestates
CoreTiming event types aren't guaranteed to be stable across
runs of Dolphin, so they shouldn't be in savestates.
2016-04-11 22:14:25 +02:00
Pierre Bourdon 2063fc671a Merge pull request #3748 from mimimi085181/partial-updates-paletted-textures
Partial updates for paletted textures
2016-04-11 21:47:24 +02:00
Pierre Bourdon 58d8c734b8 Merge pull request #3773 from phire/if_you_want_100_cycles_ask_for_100_cycles
"Instant" ARAM DMA shouldn't schedule and event too soon.
2016-04-11 21:46:43 +02:00
Pierre Bourdon 61ea5328f7 Merge pull request #3774 from phire/Fix_Metroid_Other_M
Fix Metroid: Other M
2016-04-11 21:43:20 +02:00
Pierre Bourdon fc3c83eb7b Merge pull request #3775 from degasus/shader_opt
PixelShaderGen: Fixes implicit type conversion or PR #3772.
2016-04-10 13:02:22 +02:00
degasus ef01f234df PixelShaderGen: Fixes implicit type conversion or PR #3772.
This regression did only happen on OpenGL ES.
2016-04-10 12:49:32 +02:00
Pierre Bourdon c4af588945 Merge pull request #3772 from degasus/shader_opt
PixelShaderGen: Move constant multiplication to constant generation.
2016-04-10 01:20:34 +02:00
mimimi085181 9f625417c0 Partial updates for paletted textures
This pr fixes another regression that happened after pr #3165 was merged. The shadows in mario baseball should now work again.
2016-04-09 18:22:36 +02:00
Pierre Bourdon e98fb0af84 Merge pull request #3752 from mimimi085181/remove-use-only-once-restriction-partial-updates
Remove the restriction to use efb copies only once as partial update
2016-04-09 18:10:20 +02:00
Scott Mansell 5e50c37c13 Alternative fix: promote cycleslate to an s64 everywhere.
Also changed a few functions to be static.
2016-04-10 02:13:06 +12:00
Scott Mansell 28e0607522 Fix Metroid: Other M
During boot of Other M, there is momentarily a period when VICallback's
cycles late is larger than GetTicksPerHalfLine(). Because
GetTicksPerHalfLine() returns a u32 and c++'s weird type promotion rules,
cycleslate gets promoted from a s32 to a u32 and the result of the
substraction is a really large u32.

Before ScheduleEvent accuracy improvements, ScheduleEvent took a s32, so
the result got cast back to the small negitave we expect. But it now takes
a s64 and the u32 to s64 conversion gives us a really large number (around
two seconds) and Other M times out while waiting for something.
2016-04-10 00:10:56 +12:00
Scott Mansell 662ed217d7 "Instant" ARAM DMA shouldn't schedule and event too soon.
Now that the accuracy of ScheduleEvent has changed, 0 cycles will
schedule an event as soon as possible. But this breaks ATV 2.

So we schedule it 100 cycles out (unless it's a really short copy)
2016-04-09 22:34:53 +12:00
degasus 10e4f7e7bf PixelShaderGen: Move constant multiplication to constant generation.
No need to do this within the shader per pixel if it can be done once.
2016-04-09 12:25:00 +02:00
EmptyChaos 80ff82b81a DSP: Fix integer promotion spill 2016-04-08 12:08:17 +10:00
Dolphin Bot 94098a50c2 Merge pull request #3753 from phire/obviously_hacks_are_hacky
Only force progressive if we are currently in an interlaced video mode (fix NES games on Zelda collectors edition)
2016-04-05 19:29:39 +02:00
Scott Mansell 365baeccb4 Only force progressive if we are currently in an interlaced video mode
The NES games on the Zelda Collecters Edition disk use a XFB which is
only 256 pixels wide, but has a stide of 640 pixels.

This fits our definition of a interlaced xfb, as a second line of data
could fit in the extra space. The solution is to check that we are
actually in a interlaced video mode before activating the force
progressive hack.
2016-04-06 05:12:53 +12:00
Chris Burgener 3140f9b226 Change GetStatePtr() Return to const 2016-04-05 12:45:48 -04:00
Chris Burgener 54eb8c09f9 Remove Unused Framestop Functions 2016-04-05 12:19:12 -04:00
Pierre Bourdon 3f079fb2c1 Merge pull request #3762 from mimimi085181/partial-updates-efb-copy-before-texutre
Partial texture updates: Allow the efb copy to start before the texture
2016-04-04 14:53:06 +02:00
shuffle2 c63ef18fcc Merge pull request #3760 from lioncash/vs
pch: Update Visual Studio version check
2016-04-03 17:14:45 -07:00
Lioncash 8d9221a71e MathUtilTest: Fix tests on MSVC - Document compiler bug
MSVC's implementation of numeric_limits currently generates incorrect
signaling NaNs. The resulting values are actually quiet NaNs instead.

This commit is based off of a solution by shuffle2. The only
difference is a template specialization for floats is also added
to cover all bases
2016-04-03 19:16:47 -04:00
Mathew Maidment 23f6c64525 Merge pull request #3733 from EmptyChaos/wx-playbtn-fix
WXGUI: Fix disabled play button not fading
2016-04-03 11:26:14 -04:00
Pierre Bourdon 12c393ed60 Merge pull request #3766 from orbea/master
mandir added
2016-04-02 23:20:21 +02:00
orbea 2b59b1ac45 mandir added 2016-04-02 13:16:29 -07:00
mimimi085181 befb2e4809 Partial texture updates: Allow the efb copy to start before the texture
This is an oversight from pr https://github.com/dolphin-emu/dolphin/pull/3266 . Thanks to degasus for pointing this out.

It's possible that MAX_TEXTURE_BINARY_SIZE can be optimised, but i wanted to play it safe considering the 5.0 stable release.
2016-04-02 20:34:49 +02:00
Pierre Bourdon 57e40445a1 Merge pull request #3765 from sigmabeta/fix-android-builds-permanently
[Android] Fix android builds permanently.
2016-04-02 17:04:41 +02:00
sigmabeta 57eea4f330 Fix android builds permanently. 2016-04-02 10:14:40 -04:00
Pierre Bourdon 2e8d918709 Merge pull request #3764 from degasus/android
Android: Update gradle version
2016-04-02 14:02:24 +02:00
degasus 6cd7740f4b Android: Update gradle version 2016-04-02 13:56:30 +02:00
Pierre Bourdon 418b8c03d5 Merge pull request #3763 from JosJuice/boot-clear-memory
Always clear memory when booting
2016-04-02 12:59:24 +02:00
JosJuice 2db2672810 Always clear memory when booting
Reading uninitalized memory is non-deterministic. We used to only
clear the memory when using EmulatedBS2_GC or FifoPlayer, but we
now do it during Memory::Init instead so it always gets done.
2016-04-01 21:35:26 +02:00
Pierre Bourdon 77c05737e9 Merge pull request #3757 from stenzek/amd-glsl-storage-qualifier
ShaderGen: Handle AMD bug with storage qualifiers in interface blocks
2016-04-01 10:05:50 +02:00
Lioncash b3c77fd96a VertexLoaderTest: Amend code to fix new warnings in Visual Studio
Fixes warning C4334
2016-03-30 21:00:08 -04:00
Lioncash 33c22ffab7 D3D: Amend code to fix a new VS warning
Fixes warning C4334
2016-03-30 20:59:57 -04:00
Lioncash d2c4ce8696 pch: Update Visual Studio version check 2016-03-30 20:31:59 -04:00
Pierre Bourdon 486d3a7114 Merge pull request #3656 from phire/windows-10-sdk-update
Updated D3D12 to build on the newer windows 10 sdk.
2016-03-30 18:37:53 +02:00
Stenzek e6b2212ec0 ShaderGen: Only specify storage qualifier in interface block when needed
Drivers that don't support GL_ARB_shading_language_420pack require that
the storage qualifier be specified even when inside an interface block.

AMD's driver throws a compile error when "centroid in/out" is used within
an interface block.

Our previous behavior was to include the storage qualifier regardless, but
this wasn't working on AMD, therefore we should check for the presence of
the extension and include based on this, instead.
2016-03-30 00:42:50 +10:00
Pierre Bourdon 6d42054274 Merge pull request #3754 from JosJuice/dolphin-ico-lowres
Replace low-res bitmaps in Dolphin.ico
2016-03-28 13:54:49 +02:00
Pringo d8e66b4655 Replace low-res bitmaps in Dolphin.ico
To match Microsoft's recommendations better, Dolphin now has 16x16,
32x32 and 48x48 bitmaps in both 8-bit and 32-bit, in addition to the
256x256 32-bit bitmap. There used to be an 8-bit 32x32 bitmap but no
32-bit 32x32 bitmap, which led to Windows using the ugly 8-bit bitmap
at some sizes.
2016-03-28 11:37:19 +02:00
Pierre Bourdon 2d1c0e4092 Merge pull request #3722 from Sonicadvance1/upgrade_to_new_MaJoR1
Update to MaJoR1's latest on screen buttons
2016-03-27 22:43:22 +02:00
mimimi085181 2dd9e6bfe2 Remove the restriction to apply efb copies only once as partial update
I'm not entirely sure what is happening, but this optimisation is causing an issue in Sonic Riders: Zero Gravity. Apparently the issue would also be fixed by PR#3747, but this PR should also fix similar issues.

Games that use partial updates might get slower with this, so some performance regression testing would be nice. Games like New Super Mario Bros, RS2, Zelda TP and Silent Hill. Testing with high graphics settings makes sense, since this would mostly end up in more work for the GPU.
2016-03-27 04:13:20 +02:00