NeoBrainX
0811311604
TextureCacheBase: Delete textures completely instead of just invalidating them in ClearRenderTargets.
...
That's what would've been done in the next TCB::Load() call, anyway.
Fixes issue 5742.
Additionally, change efb copies to specify 1 as the number of mipmaps because that makes more sense than anything else.
2012-12-17 19:36:31 +01:00
Glenn Rice
98ed34d50b
Use wxNullCursor to put the cursor back to its default instead of
...
explicitly setting the cursor to the arrow.
2012-12-17 11:32:10 -06:00
Glenn Rice
f1cc5c2ff9
Define the icon for "dolphin". The IDI_ICON1 seems to be preempted by the wx resource. This one does not.
2012-12-17 08:33:42 -06:00
rog
4c7b63cf0e
Save secondary list sorting.
...
Allow sorting by platform ascending.
Fixes issue 5774.
2012-12-17 06:08:45 -05:00
Glenn Rice
0a918782cf
Reorder the inclusions to hopefully fix the icon issue.
2012-12-17 00:11:59 -06:00
Glenn Rice
ff7041804c
Make sure that the wxWidgets manifest does not override the dolphin one.
2012-12-16 23:55:22 -06:00
Glenn Rice
832a5a0b26
Add the resource include in only one place for all builds.
2012-12-16 23:39:05 -06:00
Glenn Rice
d34fb84734
Add the resource inclusion to the other builds.
2012-12-16 23:21:11 -06:00
Glenn Rice
a581c75a37
Make the resource include path relative.
2012-12-16 22:52:29 -06:00
Glenn Rice
d1a812231e
Rework the way that windows mouse cursor hiding is done to use the built
...
in wxWidgets methods.
2012-12-16 21:32:14 -06:00
LPFaint99
351979795c
revert changes to banner background color
2012-12-16 15:29:25 -08:00
Ryan Houdek
8838944cd3
Revert "Use the global ::wxSetCursor instead of the local one from our panel object. Should close 3956."
...
This reverts commit 884006e4c8
.
2012-12-15 00:04:10 -06:00
Ryan Houdek
884006e4c8
Use the global ::wxSetCursor instead of the local one from our panel object. Should close 3956.
2012-12-14 15:19:22 -06:00
Ryan Houdek
88b890824b
(CoreAudio) Retain volume value until initialization. Makes volume slider work when game isn't running. Fixes issue 5383.
2012-12-14 12:15:01 -06:00
Ryan Houdek
3b559d89ec
If the HOME environment variable isn't set, fall back on to PWD. Closes 5584.
2012-12-14 11:47:12 -06:00
Ryan Houdek
532fdada96
Adds the Wii Korean settings file. It was handled in the wii-network branch in rev c42a6f156e
. Master handles the settings files differently. Until wii-network merges in to master, this closes issue 5642.
2012-12-14 11:37:26 -06:00
degasus
d0c4332d99
don't update vbo, if there are no changes in Renderer::Swap
...
Signed-off-by: Ryan Houdek <Sonicadvance1@gmail.com>
2012-12-13 15:28:13 -06:00
degasus
8b62be2025
fix ShowEFBCopyRegions
...
those fancy colors were the result of the usage of non-allocated heap
Signed-off-by: Ryan Houdek <Sonicadvance1@gmail.com>
2012-12-13 15:27:49 -06:00
Glenn Rice
a6374f25fd
Fix OSX build once again. Apparently OSX needs to get with the times.
2012-12-10 10:31:08 -06:00
NeoBrainX
c82136abdc
PixelShaderGen: Drop some useless and potentially buggy code.
...
Thanks to glennrics for noticing.
2012-12-10 16:13:22 +01:00
Glenn Rice
f6df3d1513
OSX build fix for the unordered_map/hash_map issue.
2012-12-10 08:40:27 -06:00
rog
330ea74d19
Allow input displays to work without an active movie.
2012-12-10 06:20:06 -05:00
Glenn Rice
e85438cba0
Clean up gcc/g++ compiler warnings that have accumulated.
2012-12-10 00:40:28 -06:00
rog
43d673b576
Save game list sorting.
...
Fixes issue 5771.
2012-12-08 23:53:50 -05:00
NeoBrainX
4fc0125fb3
Fix OS X 10.6 compatibility.
...
Patch by mathieudel.
2012-12-07 19:49:08 +01:00
skidau
aeb5782395
Merge conflict. Fixes issue 5471.
2012-12-06 21:16:27 +11:00
rog
bbf7c3a4d0
Fix a save state crash in some situation.
2012-12-05 17:11:19 -05:00
Ryan Houdek
423024110e
Includes are case sensitive and Common is in the include directories so including the file this way was silly.
2012-12-04 11:44:28 -06:00
John Peterson
470a4eee8b
Fixing wiimote savestate and recording.
2012-12-03 21:14:25 -05:00
John Peterson
983d5d1f73
Making cheats manager resizeable, maximizable, hideable (parentless), higher by default.
2012-12-03 20:58:25 -05:00
rog
47aaca89eb
Fix error message about state undo backup always appearing when no movie is active.
2012-12-02 02:08:43 -05:00
NeoBrainX
bed260aa14
VertexShaderManager: Fix redundant shader constant updates.
...
Thanks to konpie for spotting this.
Might give a fairly perceivable speedup in the D3D11 backend.
2012-12-01 14:23:24 +01:00
Pierre Bourdon
3ca77cf077
Fix samples clamping and interlacing in the OUTPUT command. Shouldn't have assumed previous AX HLE was doing something right.
2012-12-01 00:54:25 +01:00
Pierre Bourdon
04b1ee0016
Implemented command 01 (download data and mix to MAIN/AUXA/AUXB with volume control). Fixes missing weapon sounds in Metroid Prime 2.
2012-11-28 15:22:02 +01:00
Pierre Bourdon
4cf2856284
Improve savestates support in AX and AXWii
2012-11-28 03:31:46 +01:00
Pierre Bourdon
f11a40f858
Command 13 should upload only AUXA LRS, not MAIN LRS + AUXA LRS. Fixes more GC EA games sound/music (including FIFA 06, Madden 08).
2012-11-28 01:48:27 +01:00
Pierre Bourdon
1a129abe0d
AUX return data should be mixed to main buffers, not AUX buffers. Fixes a regression introduced by r954c55e35afb, now EA games sound works again.
2012-11-27 21:48:59 +01:00
Pierre Bourdon
9270b62830
Rewrite MixAUXSamples to make it more clean
2012-11-27 20:36:34 +01:00
Pierre Bourdon
2120f536d5
Implement command 07 in GC AX (download data to main LR and reset main surround)
2012-11-27 20:36:14 +01:00
rog
aaeeef48da
Compile fix for linux.
2012-11-26 23:36:47 -05:00
rog
c0bb7aa8f3
Turns out you have to actually commit a change before merging if you want it to be included.
2012-11-26 18:17:07 -05:00
Pierre Bourdon
9b1a66245e
Fix an AUX mixing issue introduced when implementing AXWii. Now FIFA 06 sounds great with AX HLE.
2012-11-27 00:03:40 +01:00
Pierre Bourdon
706939e632
Implement command 10, used by FIFA 06 and linked to AUXB mixing. Sound still broken in that game.
2012-11-27 00:03:02 +01:00
Pierre Bourdon
fb1ecd90b0
Implemented command 13 in GC AX, used in some EA games (FIFA 06 now has broken sound, which is still better than no sound)
2012-11-26 23:34:18 +01:00
rog
db458a234a
Merge branch 'desync-fixes' into movie-fixes
2012-11-26 12:40:56 -05:00
rog
38e0d06e8c
Whoops, was calling GetMD5() twice.
2012-11-26 12:29:36 -05:00
rog
3d9712a99e
Remove more unused code.
2012-11-26 03:48:04 -05:00
rog
c2146921f9
Call InputUpdate() for wii games when using gc controller but not wiimote.
2012-11-26 03:04:17 -05:00
rog
97f5b1665f
what is this even...
2012-11-26 02:11:52 -05:00
rog
0903e20817
Expand input buffer as needed, instead of hardcoding it at 40 MiB.
...
Patch (mostly) by Ilari.
2012-11-25 22:41:48 -05:00
rog
1917f83244
Cleanup and misc movie fixes.
2012-11-25 19:26:37 -05:00
rog
0c6dad6a37
Clear unneeded variables upon stopping emulation.
2012-11-24 18:27:20 -05:00
rog
d26c7fea17
Remove old, unused code.
2012-11-24 01:40:34 -05:00
rog
f251704df2
The trick to multithreaded emulation is to include thread.h more than once.
...
Also, rewords some awkardly written messages.
2012-11-24 01:15:26 -05:00
rog
a374f9f049
Check md5 when recording from save state too.
2012-11-23 22:47:32 -05:00
rog
ca650d4435
Record md5 of game file to .dtm, and check it when playing back.
2012-11-23 22:23:58 -05:00
skidau
085c81da86
Mapped the addco and subfco PowerPC instructions. Fixes Frogger: Hyper Arcade Edition.
2012-11-24 00:04:28 +11:00
NeoBrainX
0fcb246b7e
Enable GFX debugger functionality in Release builds.
2012-11-20 17:54:48 +01:00
Pierre Bourdon
9d85052a66
Implement Wiimote audio output in AXWii. Not very useful yet as no sound is currently being mixed to the wiimote channels.
2012-11-20 11:34:49 +01:00
Pierre Bourdon
affdf08fd6
Real fix for the crashes on Windows with AXWii
2012-11-20 09:49:27 +01:00
Pierre Bourdon
e858835c7e
Fixing the hack fix (I can't multiply 32x32)
2012-11-20 04:26:07 +01:00
Pierre Bourdon
0d3c3f6339
Fix a crash in AXWii with SRC ratio > 4 (which I thought was impossible, but AXWii changed the SRC algorithm)
2012-11-20 04:18:48 +01:00
Pierre Bourdon
321e3a8421
Add global volume handling for AUX mixing and L/R output in AXWii
2012-11-20 03:32:29 +01:00
Pierre Bourdon
ae85159a94
Add surround sound support to GC AX HLE
2012-11-20 03:22:24 +01:00
Pierre Bourdon
954c55e35a
New AXWii now working properly in some games I tested
2012-11-20 03:13:55 +01:00
Pierre Bourdon
e750bed2a9
Rename NewAX -> AX and remove the old code. Time to work on AXWii.
2012-11-19 22:03:56 +01:00
NeoBrainX
4f652c4086
Partially revert "Check if BP and XF changes actually change values before flushing". Dolphin code sucks too much to get optimizations.
...
This reverts commit 5a77cae2e3
.
Fixes issue 5459.
Fixes issue 5606.
2012-11-19 21:09:31 +01:00
parlane
d7e65f03e4
Fix indentation [ using the web editor D: ]
2012-11-19 19:44:44 +00:00
Pierre Bourdon
4f88fee560
Added a small TODO list of things missing in NewAX
2012-11-19 20:25:57 +01:00
Pierre Bourdon
3541d33c25
Support both versions of the mixer_control bitfield. Fixes Skies of Arcadia music being muted (and sounds being mixed only on the left audio channel), this time without a hack.
2012-11-19 20:10:37 +01:00
NeoBrainX
4ff9e03509
Merge branch 'efb_scaling_fixes'.
2012-11-19 13:18:57 +01:00
NeoBrainX
b02bb7617f
Fix some fractional EFB scaling issues.
2012-11-19 13:10:32 +01:00
parlane
9345501388
Dolphin was crashing after attempting to use a NULL on macosx.
...
(turns out that passing NULL to string cmp funcs has "undefined behavior".)
Thanks to Grant Paul for this quickfix!
2012-11-19 03:19:51 +00:00
rog
69e8942dac
Fixes pausing movies for some 30 fps games, in some situations.
...
Thanks abahbob for testing.
2012-11-18 01:07:48 -05:00
XtraFear
d6697d50c7
Added option to toggle the display of On-Screen Display messages in the Interface tab.
2012-11-16 23:54:48 +01:00
NeoBrainX
a135512f9b
Build fix.
...
Fixes issue 5674.
2012-11-16 23:46:28 +01:00
rog
3a8e8af2d5
Merge movie-fixes.
2012-11-16 12:07:22 -05:00
rog
101de62c86
Remove an old TODO, and add a new one.
2012-11-16 12:03:51 -05:00
NeoBrainX
f88e7d3b73
Fix an off-by-one error.
2012-11-16 14:29:11 +01:00
NeoBrainX
a38bb488d2
Remove Renderer::xScale and Renderer::yScale.
2012-11-16 14:29:09 +01:00
NeoBrainX
78031c2d54
Move ComputeDrawRectangle() to Renderer::UpdateDrawRectangle().
2012-11-16 14:25:49 +01:00
Pierre Bourdon
c8b2ba1bc6
Implement the MORE command (0D) used to read more commands from the CPU
2012-11-16 07:51:19 +01:00
Braden
a024d04583
Patch by mwessel that fixes real wiimotes on OSX 10.8
2012-11-15 21:30:19 -06:00
X-tra Fear
5170d65711
Fixed last commit.
2012-11-15 14:47:51 -05:00
Pierre Bourdon
5a2d8661d7
Add comments explaining how the voice processing works
2012-11-15 16:57:33 +01:00
Pierre Bourdon
aa90f799b7
Re-implementation of the AX voice mixing algorithm. Now with 100% less WTF.
2012-11-15 16:30:05 +01:00
rog
25a1979b22
Merge https://code.google.com/r/xtrafear-dolphin-emu
2012-11-14 17:27:46 -05:00
rog
14aa7150d9
Add option for author name for movies. Also, minor cleanup for previous options i've added.
2012-11-14 16:23:20 -05:00
X-tra Fear
11fc13aea4
Fixed WiiMotes disconnecting when ES_LAUNCH is ran.
2012-11-14 16:12:25 -05:00
rog
f5a3379d71
Add config option for mac address. Fixes issue 5694.
2012-11-14 14:28:38 -05:00
Pierre Bourdon
531cc6aaf3
Fixed AUXB_NOWRITE command number and implemented UPLOAD_LRS command (06)
2012-11-14 18:08:29 +01:00
Pierre Bourdon
f84f15c5bf
Oops, forgot a memset which removed all AUX effects
2012-11-14 18:03:55 +01:00
Pierre Bourdon
a630357c9e
Add AUX mixing support as well as a send&return effect implementation
2012-11-14 17:55:16 +01:00
Pierre Bourdon
61c1fab2c6
Fix Windows support again: std::thread can't take a member pointer with StdThread.h from Common
2012-11-14 12:13:19 +01:00
Pierre Bourdon
db46ccd175
More accurate mixing buffers initialization using parameters from command 00
2012-11-14 12:08:41 +01:00
Pierre Bourdon
24d430eba0
Add NewAX to the VC++ project files
2012-11-14 11:32:57 +01:00
Pierre Bourdon
6a1241c03e
Make a hack optional to fix 48KHz output mode with NewAX
2012-11-14 11:25:27 +01:00
Pierre Bourdon
0b275c20af
Added output support to NewAX. Now working fine with Tales of Symphonia.
2012-11-14 11:20:54 +01:00
Pierre Bourdon
18f3630af5
PBs processing is now done, just need the output to be able to test
2012-11-14 06:53:36 +01:00
Pierre Bourdon
7535c6d903
Parse the AX command list in the AX thread
2012-11-14 06:15:55 +01:00
Pierre Bourdon
9e813502ac
Create a new thread for AX and make it handle the command lists
2012-11-14 05:33:04 +01:00
Pierre Bourdon
3195916744
Basic infrastructure for the new AX HLE, currently not doing anything besides answering mails
2012-11-14 05:08:04 +01:00
Pierre Bourdon
e4d18e3a8b
Bound the iteration on the PB list when processing updates.
...
Fixes freezes introduced in 3.0-807 with DSPHLE on some AX games.
Apparently logic doesn't apply inside the HW/DSPHLE/UCodes directory.
2012-11-13 16:50:42 +01:00
Pierre Bourdon
16060290c2
Fix missing notes in musics with DSPHLE.
...
Tales of Symphonia and Skies of Arcadia Legends now have working musics with
DSPHLE. Some other games with the same symptoms (missing instruments) should
probably be fixed by that change too.
2012-11-13 09:37:44 +01:00
rog
8fe5aa4ee8
movie cleanup
2012-11-12 20:40:11 -05:00
rog
8eb6f9002e
Fixes interpreter when not recording or playing back a movie.
2012-11-12 20:20:34 -05:00
rog
a5d210129d
Add an on screen lag counter.
2012-11-11 17:57:06 -05:00
rog
35e5a1e592
Add an option to pause on the last frame of a movie.
2012-11-10 21:57:31 -05:00
Rog
e8c0fea16e
Retain dsp JIT setting when switching to HLE. Fixes issue 5691.
2012-11-09 12:08:56 -05:00
Rog
ab48e1154b
Stop saving undo buffer (and associated .dtm, and .sav) when starting playing back a movie from save state. This is completely useless, and just wastes time copying save states around.
2012-11-08 23:25:55 -05:00
Pierre Bourdon
d13163380d
Bye mamario, you won't be missed
2012-11-02 02:48:55 +01:00
sulokuTDCmago
d032c40a58
- Added a new wilcard for importing savegames, which basically shows all saves (gci, gcs and sav). This is set as default (I really got frustrated of having to change the type every single time when making tests for GCMM, and I think it makes more sense at user level to just show all saves regardless the format)
...
- In icon retrieving I removed the "format check" as it shouldn't really matter to have mixed icon formats. Also removed the "Time splitters hack" as there's no reason for it since we are only checking the last 3 bits and I'm pretty sure having bits 1 and 2 set is the same as having them unset.
- Icon retrieving uses AnimSpeed as stop signal (every icon must have an speed set, the first speed that is 0 means there are no more icons)
- Also, in icon retrieving I added support for "blank frames"(Luigi's Mansion and Pikmin that I know of). With this the base for icon animation is complete.
- Fixed PSOIII savegame patch which was wrong before.
Signed-off-by: LPFaint99 <lpfaint99@gmail.com>
2012-10-29 21:02:59 -07:00
Sonicadvance1
5dd49edaec
Badaboom. Add in Memory include to CDUtils.cpp
2012-10-30 02:45:42 +00:00
skidau
303b0f6b6d
Test the audio loop with aligned addresses. Fixes the high pitched squeal in Muramasa.
2012-10-29 14:03:28 +11:00
skidau
882d5161f8
Merge branch 'Capcom-Music-Loop'
...
* Capcom-Music-Loop:
Removed the fake DMA wait time as it is no longer needed after the aram-dma-fixes branch is merged. This fixes the Resident Evil 2/3 cutscene audio in DSP LLE mode. Fixes issue 2723.
Changed the loop end address detection to an exact match with the current address for ADPCM audio. Fixes the non-looping music in PN03.
2012-10-28 13:36:34 +11:00
rog
95d55ed1c7
fixes for backing up wii saves when playing a movie
2012-10-26 20:04:06 -04:00
rog
8921fe0d09
move wii saves to a backup if playing a movie that starts with no save
2012-10-26 17:36:18 -04:00
rog
0bc2021284
save if a wii game's save data exists when starting recording. Probably not the best way to do this, and could result in a false negative if banner.bin exists, but the actual save file doesn't, but this should work well enough.
2012-10-25 03:15:54 -04:00
rog
8dfb12da3e
stuff
2012-10-24 23:21:34 -04:00
rog
76a6917fdf
Check game ID against what is recorded to the .dtm
2012-10-24 19:42:04 -04:00
rog
7ee455ce3b
When beginning recording, check settings in Init() instead of just in BeginRecordingInput(), since it's called after bootmanager.cpp reads the game's config.
2012-10-24 18:44:26 -04:00
rog
7006cd1217
i'm still not using a branch to fix the name of a variable
2012-10-24 15:32:02 -04:00
rog
4358f8384f
readd memory card detection for movie code. I deleted this before, intending to move it elsewhere, but never did
2012-10-24 15:16:41 -04:00
rog
a1186d84df
update state version
2012-10-23 02:31:16 -04:00
rog
5133ac551b
merge relevant changes from bc61dbdf58a8 in otu0001-desync-fix clone
2012-10-23 02:10:49 -04:00
skidau
421a75493c
Removed the fake DMA wait time as it is no longer needed after the aram-dma-fixes branch is merged. This fixes the Resident Evil 2/3 cutscene audio in DSP LLE mode. Fixes issue 2723.
...
Removed the ADPCM format detection from the previous commit as it broke the audio looping in Knockout Kings 2003.
2012-10-23 00:30:01 +11:00
skidau
b2a01dc348
Changed the loop end address detection to an exact match with the current address for ADPCM audio. Fixes the non-looping music in PN03.
...
Fixes issue 3998.
2012-10-22 22:59:35 +11:00
NeoBrainX
f7edfc0118
FifoPlayer: Copy selected object commands to clipboard when pressing ctrl+c
2012-10-22 12:32:57 +02:00
rog
aece5310f3
more movie cleanup. Removes the remaining globals that didn't need to be global, rearranges some code to make more sense, and removes some redundant code.
2012-10-21 23:20:28 -04:00
rog
9070e7ff8c
misc movie cleanup and fixes
2012-10-20 22:26:40 -04:00
rog
92d2f5dee2
keeping padding right is so hard
2012-10-20 15:58:29 -04:00
rog
a6028b055b
Save disc changes to .dtm, and load the full movie header every time it's loaded.
2012-10-20 14:40:16 -04:00
rodolfoosvaldobogado@gmail.com
5230146c73
Hey, long time no commits :).
...
So to compensate lets bring back some speed to the emulation.
change a little the way the vertex are send to the gpu,
This first implementation changes dx9 a lot and dx11 a little to increase the parallelism between the cpu and gpu.
ogl: is my next step in ogl is a little more trickier so i have to take a little more time.
the original concept is Marcos idea, with my little touch to make it even more faster.
what to look for: SPEEEEEDDD :).
please test it a lot and let me know if you see any problem.
in dx9 the code is prepared to fall back to the previous implementation if your card does not support the amount of buffers needed.
So if you did not experience any speed gains you know where is the problem :).
for the ones with more experience and compression of the code please test changing the amount and size of the buffers to tune this for your specific machine.
The current values are the sweet spot for my machine.
All must Thanks Marcos, I hate him for giving good ideas when I'm full of work.
2012-10-20 10:22:15 -03:00
rog
0384f61af3
re-rearrange movie code so it actually works all of the time
2012-10-19 19:43:03 -04:00
rog
b1dee5fc23
small fix for undo load state while not recording
2012-10-18 04:40:56 -04:00
rog
79692a6c78
save settings necessary for syncing a movie to the .dtm, and load them upon playback
2012-10-18 04:18:40 -04:00
rog
783409c765
clear the save state loaded from a previous movie when starting emulation
2012-10-18 04:14:25 -04:00
rog
6b99b746c8
fix undo load state and load last overwritten state while recording
2012-10-18 04:11:14 -04:00
rog
7f624cda10
fix recording from save state
2012-10-18 04:03:12 -04:00
rog
a366521d13
Correct the hotkey labels for undo load state, and load last overwritten state buttons
2012-10-18 03:30:44 -04:00
Pierre Bourdon
3990002250
Optimize JitCache::InvalidateICache by maintaining a "valid blocks" bitset
...
Most of the InvalidateICache calls are for a 32 bytes block: this is the
number of bytes invalidated by PowerPC dcb*/icb* instructions. Profiling
shows that a lot of CPU time is spent checking if there are any JIT blocks
covered by these 32 bytes (using std::map::lower_bound).
This patch adds a bitset containing the state of every 32 bytes block in
RAM (JIT cached/not JIT cached). Using that, a 32 bytes InvalidateICache
can check in the bitset if any JIT block might be invalidated. A bitset
check is a lot faster than an std::map::lower_bound operation, improving
performance of JitCache::InvalidateICache by more than 100%.
Some practical numbers:
* Xenoblade Chronicles (PAL)
56.04FPS -> 59.28FPS (+5.78%)
* The Last Story (PAL)
30.9FPS -> 32.83FPS (+6.25%)
* Super Mario Galaxy (PAL)
59.76FPS -> 62.46FPS (+4.52%)
This function still takes more time than it should - more optimization in
this area might be possible (specializing for 32 bytes blocks to avoid
useless memcpy, for example).
2012-10-06 01:49:09 +02:00
Pierre Bourdon
8cefcaa94c
Implement a simple benchmarking mode which logs FPS to a file
...
Very useful to compare performance between two builds, check the impact of
a configuration option, etc. FPS log is stored in User/Logs/fps.txt and is
reset each time you launch a game. Only enabled if you check the "Log FPS
to file" option in your graphics settings.
Could be improved a bit: currently logs only every 1s (so you can't really
see small variations), maybe output more infos to the fps.txt like
average/stddev (but Excel/Libreoffice/Google Docs can compute that easily
too).
2012-10-04 05:41:02 +02:00
NeoBrainX
035840e7b5
Move last XFB size from Render to FramebufferManager.
2012-10-03 13:44:35 +02:00
NeoBrainX
6e4a61a991
Minor cleanups.
2012-10-03 13:44:04 +02:00
NeoBrainX
bb8b5936c0
Revert "Partially revert revision d511b506120c."
...
This reverts commit 08e06b2293
.
2012-09-27 18:15:44 +02:00
Sonicadvance1
8fed3b76c8
If setting videobackend back to null strings, Just set it to the front of the list. Fixes loading game specific INI files that don't load back the "default" video backend which is nothing.
2012-09-25 00:47:37 +00:00
Ryan Houdek
41266129ba
Should fix issue 5630.
2012-09-24 17:16:34 -05:00
Ryan Houdek
3229bf824c
Should actually load the backend when it changes via game INI
2012-09-23 17:54:23 -05:00
Ryan Houdek
f8f8aea577
Allow the user to set graphics backend from Game INI. Zero GUI option available for setting.
2012-09-23 16:02:11 -05:00
Ryan Houdek
b4ae200d0d
This changes a mmap in MemArena so you don't need 786MB of memory free to actually allocate the 1GB memory space in Linux 32bit. I was also running in to this issue in my development. Kudos to plbl4ster to actually taking the time to research this. Closes issue 5625.
2012-09-23 10:08:13 -05:00