is required to correctly link with C++ libraries like wxw.
Tell OS X that the user is doing something when using the wiimote
so that the screensaver doesn't come on when playing a Wii game.
Replace unnecessary floating point with integer math.
Remove unnecessary <sys/stat.h>'s.
Correct a few type nits.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5995 8ced0084-cf51-0410-be5f-012b33b47a6e
* Emulated correct behaviour of DSI and ISI exceptions
* Added memory exception checks
* Added fast TLB cache implementation (written by booto)
* Added "Enable MMU" option in the game properties
* Renamed old TLBHack to "MMU speed hack"
Thanks to booto (PowerPC) and nash (testing) who spent many weeks of their time helping me make this work. Also thanks to shuffle2 for finding and converting the map file of the original target.
There are two options for MMU emulation found under the game properties. "Enable MMU" is the accurate emulation option. "MMU speed hack" is the old TLBHack renamed. Most games will work with one or the other. Some games can work with both options ticked.
Only the JIT recompiler and Interpreter work with the MMU code. JITIL is not supported (too hard for me to add).
The speed optimised code still needs a lot more work and is disabled for now.
Fixes issue 2546
Fixes issue 2583
Fixes issue 2704
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5994 8ced0084-cf51-0410-be5f-012b33b47a6e
* Code cleanup
* Reduce the cost of RFI instruction (heavily used on PowerPC)
* Implement missing cases in bclrx
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5991 8ced0084-cf51-0410-be5f-012b33b47a6e
Fix an issue that prevented the code window settings from taking effect on application start. (Thanks shuffle2, skid_au, and sanchez).
Fix a potential segmentation fault with the DSP-LLE debugger window.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5988 8ced0084-cf51-0410-be5f-012b33b47a6e
This is EXPERIMENTAL, in theory don't break any game but if so Revert this commit immediately please.
Note: Beside Eternal Darkness needs DirectX 11 or DirectX 9 with Zelda Hack to works fine.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5986 8ced0084-cf51-0410-be5f-012b33b47a6e
Also refresh the log window at that time so artifacts are cleared.
A little more code cleanup of the debugger windows.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5983 8ced0084-cf51-0410-be5f-012b33b47a6e
PowerPC needs 2 instructions to load a 32-bits immediate value in a register (lis + addi; lis + ori). We can merge both instructions into a single SetImmediate().
This commit shares code with r5799, so to prevent another flame war on OSX vs Windows, I added #ifdef around the "bad" lines...
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5982 8ced0084-cf51-0410-be5f-012b33b47a6e
Added a default perspective for the debugger.
Save all perspectives, and not just the active one.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5979 8ced0084-cf51-0410-be5f-012b33b47a6e
* Merge some loops in PPCAnalyst::Flatten()
* Put ppcState.cr and ppcState.cr_fast[] into a single C++ union. This allows quick access to the whole CR register without needing to merge the cr_fast array. The implemented solution assumes the host system is little-endian, but it seems to be already assumed in many places in the code...
* Inline the call to computeCR: it now costs a few more memory bytes per JITed instruction but it removes the CPU overhead of the CALL. This allowed to remove some unneeded MOV as well.
* Jit64::GenerateCarry() don't need a temporary register anymore
* Fix what seems to be a bug in PowerPC instruction RFI: the wrong bit was cleared in MSR
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5970 8ced0084-cf51-0410-be5f-012b33b47a6e
Don't rely on trailing /'s in directory names.
Destdir only works for global builds.
Only tar up global builds if they are in a destdir to
avoid SCons eating all available memory indexing /usr.
Print current status of shared_foo in 'scons -h'.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5966 8ced0084-cf51-0410-be5f-012b33b47a6e
Of course, this doesn't do much good without another shader compiler..
WIP of OS X application bundle building.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5961 8ced0084-cf51-0410-be5f-012b33b47a6e
wxFileSelectorDefaultWildcardStr had been copy-pasted and
changed to use specific filetypes had retained the extranous
format arguments to wxString::Format.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5957 8ced0084-cf51-0410-be5f-012b33b47a6e
autoconfiguration tests. Some versions of gcc care enough about ANSI C
to complain about this.
Use the Linux install hierarchy conventions on other Unices as well.
XKeysymToString returns NULL on unknown keysyms, which is not a valid
std::string initializer.
There appears to be some disagreement regarding the second parameter
to iconv(). Some versions/installations have it as const, others don't.
Unfortunately, due to wonderful C++ brain damage, implicit conversion
from const to non-const doesn't work here.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5945 8ced0084-cf51-0410-be5f-012b33b47a6e
Also added a DSPCORE_STOP state. The DSP-LLE debugger window segmentation faults if it is openned when a game is not running.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5931 8ced0084-cf51-0410-be5f-012b33b47a6e
Should revisit and make the distinction more explicit.
Put the Data and Sys directories under Resources in the OS X app bundle.
Construct config.h (now lower-case to avoid confusion with other Config.h
instances in the tree) in the root. One tiny step towards a read-only
and cross-buildable source tree.
Some minor bits of non-Linux Unix portability.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5921 8ced0084-cf51-0410-be5f-012b33b47a6e
Use SCons' convenient # shorthand for the root of our tree.
Also various minor cleanup of SConscripts.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5915 8ced0084-cf51-0410-be5f-012b33b47a6e
To change it, right click the affected game in the iso list, select Properties, and enter some constant for "Watermark tightness". Reasonable values range from 20 to 200.
FIFO seems unoverflowable on my computer no matter what I set this value to, so test whether tuning the value helps you ;P
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5907 8ced0084-cf51-0410-be5f-012b33b47a6e
- fix numerous warnings
- make some variables unsigned
- remove redundant code and header inclusions
- make code more compact in lots of cases
Committing some additional changes by myself:
- additional header cleanups
- cleanup DX11 initialization/shutdown process (hinted at by avindra)
- Remove the cgD3D9 stuff from Externals since it's no longer needed
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5903 8ced0084-cf51-0410-be5f-012b33b47a6e
Because we only ever call Pos_ReadDirect (and through that, DataRead<T>)
from JIT generated code, the compiler may not get the heads-up to properly
prepare for run-time instantiation of those template functions.
Explicitly instantiating Pos_ReadDirect gets around that issue.
Also force DataRead* inline as gcc didn't always do that itself when the
DataRead functions in turn were called from (other) template functions.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5902 8ced0084-cf51-0410-be5f-012b33b47a6e
from JIT generated code, the compiler may not get the heads-up to properly
prepare for run-time instantiation of those template functions.
Explicitly instantiating Pos_ReadDirect gets around that issue.
Also force DataRead* inline as gcc didn't always do that itself when the
DataRead functions in turn were called from (other) template functions.
I am far from a C++ language lawyer, so I cannot speak learnedly about the
correctness of this solution, but it works.
Dolphin.app built on OS X 10.6 now actually works on 10.5 as well.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5901 8ced0084-cf51-0410-be5f-012b33b47a6e
Move MAP_32BIT to MemoryUtil.h.
MAP_VARIABLE is simply the absence of MAP_FIXED.
Replace MAP_ANONYMOUS with the more traditional MAP_ANON - Linux is compatible.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5900 8ced0084-cf51-0410-be5f-012b33b47a6e
Move MAP_32BIT to MemoryUtil.h.
MAP_VARIABLE is simply the absence of MAP_FIXED.
Replace MAP_ANONYMOUS with the more traditional MAP_ANON - Linux is compatible.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5899 8ced0084-cf51-0410-be5f-012b33b47a6e
- Eliminate the useless check for cpu modifications option from efb to ram as it must be enabled always
- use constant names in dx11 for buffer length calculation instead to simplify code reading
- implemented scaled efb copy in opengl, still bugy in some games, the option is not in the gui but will add it when it works perfect
- Change the depth calculation behavior:
if the game use z textures is exactly the same as before.
if the game do not use z texture calculate z values in the vertex shader. the advantage id this approach is that early z culling is applied,
improving fill rate. this mus speed up things, even with ssaa and msaa enabled.
please test for regression and enjoy.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5896 8ced0084-cf51-0410-be5f-012b33b47a6e
For a typical OS X app, one only needs to specify the SDK version and the
target OS version range.
Because we use OpenCL which is new in 10.6, however, we must be somewhat
more verbose in order to make use of the forward compatibility facilities.
Unfortunately, the critical bit that is required to have binaries built
on 10.6 work on 10.5, namely disabling the new compact __LINKEDIT format,
causes stack alignment crashes at emulation time on 10.6, so for now
Leopard users still have to build Dolphin themselves.
Hopefully, this stack alignment problem will turn out to be coincident
with lingering alignment issues.
Include the OS X version of the Cg framework in Externals as with the
Windows one. The header files appear to be the same in the Windows and the
OS X builds of the February 2.2 Cg toolkit, although they are differently
munged by what appears to be some automatic process, so no new duplicates.
Any upgrades to the Cg libraries will of course need to be done in sync.
I do hope that Sonicadvance1's GLSL work will enable us to get rid of Cg.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5893 8ced0084-cf51-0410-be5f-012b33b47a6e
Use SDL for input devices only on Windows and Linux.
(Still globally enabled for the legacy Wiimote plugin.)
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5886 8ced0084-cf51-0410-be5f-012b33b47a6e
can go to the log window like with other subsystems.
Remove a Wiiuse dependency on libm from when it was a shared library.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5885 8ced0084-cf51-0410-be5f-012b33b47a6e
implemented new efb to ram in opengl
modified TextureConversionShader preparing the implementation of new efb to ram in dx11
please test for regressions
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5874 8ced0084-cf51-0410-be5f-012b33b47a6e
Move bits of HAVE_OPENCL/HAVE_WX for OS X from SConstruct to header files.
Use /usr/lib/libz on OS X now that we no longer have -L/opt/local/lib in
the library path. It is still possible that we could pick up a libz in
/usr/local/lib that would make the application non-redistributable, but
the danger is much less than previously.
Also bits of minor portability cleanup.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5868 8ced0084-cf51-0410-be5f-012b33b47a6e
are properly declared at thread entry/exit. I am leaving the ones in
Wiiuse while there's still a small hope that it may be used outside of
Dolphin, though.
Move the fixed MAP_32BIT definition for OS X to Common.h.
UDPNunchuk.cpp was deleted, so update the scons build.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5864 8ced0084-cf51-0410-be5f-012b33b47a6e