Commit Graph

14644 Commits

Author SHA1 Message Date
Scott Mansell fbcac2598a Use a sane default for the controller update rate.
Previously the default queryed the controller 4500 times a second,
Wasn't really a problem for most games as they set it to a sane
value. But fifoplayer didn't, and so in my profile dolphin spends
12% of the cpu time reading the controllers.

This new default value (I just took what the gamecube bios set)
drops that to 1.2% of cpu time and increase the framerate of the
silent hill fifo by 10-12%
2016-03-27 09:02:52 +13:00
Pierre Bourdon bd200bd195 Merge pull request #3736 from BhaaLseN/issue-9135
Rewrite NAND Content handling in ES to fix Issue 9135
2016-03-26 05:00:08 +01:00
Pierre Bourdon 2fd0884347 Merge pull request #3672 from EmptyChaos/d3d-anisotropy
Fix D3D Forced Anisotropy
2016-03-26 03:25:01 +01:00
Pierre Bourdon ae4cb12033 Merge pull request #3719 from Sonicadvance1/workaround_osx_video_drivers
Workaround OS X video driver bug #24983074
2016-03-26 01:43:32 +01:00
Pierre Bourdon 21eb1cd158 Merge pull request #3635 from phire/lazy_comex
Implement BLR Overflow handling for Windows.
2016-03-26 01:42:54 +01:00
Pierre Bourdon 8f74f1f4e9 Merge pull request #3601 from phire/AccurateEventScheduling
Adjust cycle counts so they are accurate to the JIT block level (Fixes OoT virtual console and other games)
2016-03-25 17:02:30 +01:00
Scott Mansell 066b6b0bcb OpenGL: Cache query to max texture size.
This showed up really high when I was profiling things.
2016-03-26 03:14:39 +13:00
EmptyChaos 0b9a72a62d VideoCommon: Refactor TexMode0 mipmaps disabled test into a helper function 2016-03-24 13:43:29 +11:00
EmptyChaos 902e5cddf7 VideoBackends: Do not use Anisotropy on Point filtered textures.
The D3D backend was always forcing Anisotropic filtering when that is enabled regardless of how the game chose to configure the texture filtering registers; this causes the same issues as "Force Filtering" without Anisotropy, such as causing game UI elements to no longer line up adjacent correctly. Historically, OpenGL's Anisotropy support has always worked "better" than D3D's due to seeming to not have this problem; unfortunately, OpenGL's Anisotropy specification only gives GL_LINEAR based filtering modes defined behavior, with only the mipmap setting being required to be considered. Some OpenGL implementations were implicitly disabling Anisotropy when the min/mag filters were set to GL_NEAREST, but this behavior is not required by the spec so cannot be relied on.
2016-03-24 13:43:29 +11:00
Scott Mansell d61baef2f6 Disable JitArm64's inline timebase implemenation, as it's incorrect.
The interpeted version is correct.
2016-03-24 05:17:10 +13:00
Scott Mansell 27beef1ff4 Store an inverted copy of lastOCfactor.
The inverse operation is more common, especially when games check the
timer rapidly. So we do the division once and store the inverted copy.
2016-03-24 05:17:10 +13:00
Scott Mansell 407f86e01a Mark global variables with g_ prefix 2016-03-24 04:32:12 +13:00
Scott Mansell 67dc26cf1d CoreTiming: Fix 31bit overflow for events scheduling.
Events scheduled more than 4.12 seconds in the future (2.96 seconds for
Wii games) would overflow the sign bit and get scheduled in the past
instead, causing them to fire instantly.
2016-03-24 04:27:14 +13:00
Scott Mansell 2ebbfd6f85 Adjust cycle counts so they are accurate to the jit block level
Previously GlobalTimer was only updated at the end of each slice
when CoreTiming::Advance() was called, so it could be upto 20,000
cycles off.

This was causing huge problems with games which made heavy use of
the time base register, such as OoT (virtual console) and Pokemon
puzzle.

I've also made it so event scheduling will be accurate to the jit
block level, instead of accurate to the slice.
2016-03-24 04:24:53 +13:00
BhaaL 0aeac66222 clear the NAND data cache on ES_LAUNCH to avoid leaving files open
also, clear it on Device_ES::Close, just to make sure nothing remains open.
2016-03-20 13:50:19 +01:00
BhaaL a449ef4e11 properly open/close the file to avoid rapid open/close cycles
ES_OPENCONTENT and ES_CLOSECONTENT now call Open and Close respectively,
as the old code did.
2016-03-20 13:10:51 +01:00
BhaaL 8a6d9e1e0b hide the distinction between WAD and File from ES
instead, leave all the management with the NANDContentLoader.

for file data (directly on the NAND), this opens the file on-demand and
returns the requested chunk when asked for it.
for on-the-fly decrypted WAD data, we just keep the decoded buffer in
memory, like we've done before - except that we don't give away any objects
we don't want to.
2016-03-20 13:10:50 +01:00
BhaaL 8fd2f05741 remove all accesses to m_pContent
this fixes the crashes, but leaves the "else" part of ES_READCONTENT
temporarily broken until the next commit.

WAD access that are performed on the encrypted WAD will most likely fail
with this commit.
2016-03-20 13:10:49 +01:00
BhaaL 598c3dbe2f get rid of the cached pointer inside ES
only fixes half the issues, since we still cache a pointer from
SContentAccess.m_pContent to SNANDContent.m_data (which is free'd along
with the rest of the NAND data cached inside the CNANDContentManager when
ClearCache is called)
2016-03-20 13:10:48 +01:00
BhaaL 1e28d06f26 fix some style inconsistencies that drove me nuts 2016-03-20 13:10:47 +01:00
Rukai cc6a7826c0 Implements Emulation MenuBar
Save states, fullscreen, frame advance, screenshot and emulation
controls are available through the MenuBar
2016-03-20 11:44:35 +11:00
Scott Mansell c5b3a2efac Implement BLR Overflow handling for Windows. 2016-03-20 00:41:28 +13:00
Pierre Bourdon 647fec92a0 Merge pull request #3266 from mimimi085181/partial-updates-with-parts-of-efb-copies
Partial texture updates with parts of efb copies
2016-03-18 01:11:59 +01:00
Pierre Bourdon 421a67d7cc Merge pull request #3684 from Sonicadvance1/fix_vertexshadergen_asserts
Fix a few asserts in the VertexShaderGen.
2016-03-17 23:33:53 +01:00
mimimi085181 e4f984d5dd Minor fixes to the partial updates code
- remove an outdated comment about the efb to ram and scaled efb restriction
- when upscaling efb copies, mark the new texture as efb copy
- dx12 fixes for the src box, especially the number of layers for 3D
2016-03-16 22:24:11 +01:00
mimimi085181 80250f47e9 Partial texture updates with parts of efb copies new version 2016-03-16 22:24:10 +01:00
Ryan Houdek a53c0f6995 Merge pull request #3717 from degasus/videosw
VideoSW: Drop stupid state setters.
2016-03-14 09:36:12 -04:00
Ryan Houdek 95e7c247df Merge pull request #3700 from degasus/custom_textures
CustomTextures: Fix loading of the last mipmaps.
2016-03-14 09:35:40 -04:00
Pierre Bourdon f0e25b8477 Merge pull request #3668 from RisingFog/wii_movie_sysconf
Apply Wii Settings on Movie Recording/Playback
2016-03-14 01:42:37 +01:00
Ryan Houdek 03071c0c5c Merge pull request #3711 from degasus/arm
JitArm64: Implement dcbx
2016-03-12 17:38:00 -05:00
Ryan Houdek 4c4eaaa1d6 Merge pull request #3570 from endrift/indtev-reduce-shifting
VideoBackend: Remove extraneous shifts from indirect texture lookups
2016-03-10 13:12:47 -05:00
Ryan Houdek 3ab7806e24 Workaround OS X video driver bug #24983074
OS X's shader compiler has a bug with interface blocks where interface block members don't properly inherit the layout qualifier from the interface
block.
Work around this limitation by explicitly stating the layout qualifier on both the interface block and every single member inside of that block.
2016-03-09 09:11:00 -06:00
Pierre Bourdon a06eaabcdc Merge pull request #3721 from lioncash/net
NetPlayServer: Get rid of some explicit deallocations
2016-03-09 15:29:44 +01:00
Mathew Maidment 1c7f5b139d Merge pull request #3623 from rukai/dolphinQtAbout
DQt2: About Dialog
2016-03-09 03:16:40 -05:00
Lioncash 84b0a930da NetPlayServer: Get rid of some explicit deallocations 2016-03-08 19:31:36 -05:00
Pierre Bourdon 370e91d4c0 Merge pull request #3708 from ismail/miniupnpc-api-16
Fix build with MINIUPNPC_API_VERSION >= 16
2016-03-07 13:49:26 +01:00
degasus ab44d2ec5c VideoSW: Drop SetTevReg for colors. 2016-03-06 11:05:49 +01:00
degasus 7a154181b4 VideoSW: Drop SetScissor().
Just access the global state directly.
2016-03-06 10:24:28 +01:00
degasus 8b0fd623e5 VideoSW: Drop SetViewOffset.
Just use the global state.
2016-03-06 10:22:44 +01:00
Ryan Houdek 40931f5030 Merge pull request #3690 from aserna3/bikeshedding_bait
[Config UI] add "normal speed" to speed limit 100%
2016-03-05 11:55:06 -05:00
degasus 54a4d68c9a JitArm64: implement dcbx 2016-03-05 00:29:38 +01:00
Ryan Houdek 8f75594de7 Merge pull request #3694 from degasus/arm
JitArm64: Small improvements.
2016-03-04 18:01:25 -05:00
Pierre Bourdon 3b6af8c7a5 Merge pull request #3691 from rukai/netplayWiiRemoval
Netplay Wii Remote Removal
2016-03-04 23:45:07 +01:00
degasus 9bf50fb93d JitArm64: Fix mulli.
mulli has no inst.OE
2016-03-04 22:51:47 +01:00
degasus 9ed465f4ac JitArm64: Implement mulhwx 2016-03-04 22:51:46 +01:00
degasus 889a0d396d JitArm64: Align farcode entry points to 16 bytes 2016-03-04 22:49:02 +01:00
degasus eaa0e275db JitArm64: Use immediate WriteExceptionExit more often. 2016-03-04 22:49:01 +01:00
degasus 689205f0a4 JitArm64: small cleanup, no changes 2016-03-04 22:49:01 +01:00
degasus 7b017c6a65 JitArm64: Use a register as PC argument for the dispatcher. 2016-03-04 19:50:12 +01:00
degasus 050932ed23 JitArm64: Rename global registers. 2016-03-04 19:50:12 +01:00