Commit Graph

10284 Commits

Author SHA1 Message Date
degasus 814c1c9572 pixelShaderGen: also execute alpha test for always fail with late z test
This should fix issue 6493, but maybe no real issue as this rendering just do nothing
2013-08-19 21:27:54 +02:00
kostamarino@hotmail.com 3a7802e771 Gameini database update for Tom Clancy's Splinter Cell, Tom Clancy's Splinter Cell Double Agent, Tom Clancy's Splinter Cell Chaos Theory and Super Mario Sunshine (Japanese).
Fixes issue 6504.
Fixes issue 6505.
2013-08-19 21:53:47 +03:00
Ryan Houdek ba3d3311bd [ARM] If one requests a FPR to not preload but then later ask it to preload. Make sure to preload it at that time. Would have caused issues with having to make sure the non-preloaded regs were always grabbed last. 2013-08-19 18:13:08 +00:00
Ryan Houdek 8094037104 [ARM] Add ps_sum0 and a disabled ps_madd. 2013-08-19 18:13:08 +00:00
Ryan Houdek 42de733c41 [ARM] Disable floating loadstores as they cause problems. Reenable faddsx/fsubsx as it works with loadstores disabled. 2013-08-19 18:13:08 +00:00
degasus 23ce6b9227 ogl: remove glMapBuffer as it isn't in gles 2013-08-19 19:20:10 +02:00
Ryan Houdek 1675f56f02 [ARM] Disable faddsx since it causes problems in crazy taxi. 2013-08-19 12:26:25 +00:00
Ryan Houdek b4baa4fdb9 [ARM] Add mullwx, mulhwux and half implemented srawix instructions. Change fsubsx/fmulsx slightly, still broken. 2013-08-19 06:26:34 +00:00
Ryan Houdek 9bded1382c [ARM] Add ASR/ASRS and UMULLS emitters. 2013-08-19 06:26:34 +00:00
Jasper St. Pierre 7a41acd8ff NetPlayServer: Remove unused code
GetPlayerList is always called on the client.
2013-08-18 21:38:32 -04:00
Pierre Bourdon 5c3dcc50bc Add an INI option to not loop FIFO playback and stop emulation when it's done 2013-08-19 01:39:00 +02:00
Lioncash 205ebbebbb [Android] Catch a more specific exception type (UnsatisfiedLinkError) when trying to load the main native Dolphin 'library'.
Also made the logging tag more specific.

It's generally bad to catch Exception because it's not very specific for the person reading the code. It doesn't say why that exception might have happened, it just indicates it's possible for an Exception to happen, which is quite general.
2013-08-18 18:30:13 -04:00
Ryan Houdek 9f4ca0e0a7 [ARM] JitASM miroops. No functionality change. 2013-08-18 17:45:04 +00:00
Jasper St. Pierre 5782530b40 NetPlayProto: bump netplay version
Since the packet structure changed.
2013-08-18 09:10:15 -04:00
Justin Chadwick 26242de914 Increases Gamecube pad polling rate during netplay to normal. Also re-add dualcore setting syncing to netplay, which I had erroneously removed. 2013-08-18 08:19:16 -04:00
Lioncash 803b7ae991 [Android] Make the banners display a little larger. Now they don't look like tiny icons in the game list. 2013-08-17 22:51:35 -04:00
Ryan Houdek ba76b016da [Android] Fix Wii games. 2013-08-17 19:41:28 -05:00
Ryan Houdek 7294fe5a3f Change per instruction run counts to u64 on all platforms. JIT64 and JITIL runcount isn't implemented properly(and is disabled) so this doesn't effect them. 2013-08-18 00:15:47 +00:00
Pierre Bourdon d6fe9c639b Add an OSD message to remind the user if Shader Debugging is enabled
Fixes issue 6497.
2013-08-17 23:48:06 +02:00
Lioncash 07d729daa2 [Android] Prevent duplicate duplicate items from being in the game list at one time.
Previously it was possible for a game with the same path and name to be in the list as another. This is annoying because duplicates ae (obviously) no different from the initial item.

This prevents duplicates from entering the list.

The way this works is:

1. We get the final list of items to add to the list.

2. Loop through it using two indices, which, for this explanation I'll call [item] and [itemAfter]

We compare path name at item with index [item] and the path name at item with index [itemAfter]
To phrase this numerically comparison works like so:

for (int i = 0; i < listSize; i++)
{
    if (i+1 < listSize)
        item[i].getPath().equals(item[i+1].getPath())
}

3. For each path comparison that is true, remove item at [indexNext].
2013-08-17 14:28:50 -04:00
Lioncash a9d634086c [Android] Change the Game List items to be formatted similarly to how the folder browser is. Also ensure the 'no banner' icon scales down to the same size as the other banners. 2013-08-17 13:25:40 -04:00
Lioncash 1f6c63f1d8 [Android] Ensure that required dependencies are actually exported along with everything else when the Android version builds. Without this, the support libs will not export and cause the emulator to crash upon being executed. 2013-08-17 12:26:43 -04:00
Lioncash 88f79a14db [Android] Simplify if statement conditions for the item click listener in FolderBrowser.java.
Since FolderBrowserItems have an 'isDirectory()' method, that's all we need to care about now. There's no need to check subtitles to determine if an item is a directory anymore.
2013-08-17 11:03:02 -04:00
Lioncash 9149b30237 [Android] Shorten FolderBrowserItem's method 'isValidItem()' into 'isValid()' makes more sense and less redundancy in terms of 'item.isValidItem()' -> 'item.isValid()' 2013-08-17 10:55:13 -04:00
Lioncash 5047eeb263 [Android] FolderBrowserItem objects don't need to store a context.
Removed the requirement to pass a context in the constructors.
Also cleaned out unnecessary imports.
2013-08-17 10:50:31 -04:00
Glenn Rice 8190565313 Update translation pot file. 2013-08-17 09:31:38 -05:00
Jasper St. Pierre 756bf93111 NetWindow: Move "Write memcards" checkbox to be host-only
The setting is propagated from the host, so the client checkbox would
be ignored anyway.
2013-08-16 21:42:38 -04:00
Ryan Houdek 7934df3879 Remove a redundant check in the fifo. 2013-08-17 01:27:08 +00:00
Ryan Houdek 08b27bb3b8 In the EGL backend context interface, don't call eglMakeCurrent. This was only done to pull in some information to the info log. This is necessary since eglMakeCurrent binds the context to the current thread and we need to destroy the context and reinitialize it when jumping to a new thread. We already call MakeCurrent in Video_Prepare which is done in the new thread. 2013-08-16 23:41:45 +00:00
Ryan Houdek 49963da371 Put the shader info log at the end of the shader log file. This fixes issue 6495. 2013-08-16 21:05:35 +00:00
NeoBrainX 1ba98550ef VideoConfigDialog: Rephrase "Hacked Buffer Upload" and its description to something less technical. 2013-08-16 14:26:50 +00:00
Rachel Bryk 89d324786a Prevent stopping emulation before fully booting. This can sometimes cause dolphin to crash. 2013-08-16 10:04:08 -04:00
Ryan Houdek da560ecefc On CoreParemeter member object creation make sure to set bEnableDebugging, bAutomaticStart, and bBootToPause to default values so they aren't unitialized. This caused a issue in particular on the Android builds where bBootToPause would cause the games to boot in to a paused state, effectively causing the application to need to be forced closed and reran multiple times in order to test anything. 2013-08-16 07:30:53 -05:00
Ryan Houdek 367f294ed2 [Android] Make sure to unallocate the correct memory size in MemArena. 2013-08-16 04:55:43 -05:00
Lioncash 82e9bed20e [Android] Fix a bug where the name would display incorrectly in the game list.
Completely missed the 'this.' on the variable. My bad.
2013-08-15 20:34:05 -04:00
Pierre Bourdon c3065ecb66 Fix compatibility with the SDL2.0 release.
SDL2.0 removed SDL_HAPTIC_SQUARE because of ABI issues (see comment #7 on issue
6491 by Ryan C. Gordon from the SDL project). It will be reintroduced again in
2.1, so keep the code and #ifdef it away.
2013-08-15 22:18:40 +02:00
Ryan Houdek 10f6117905 Add some ifdef magic to GLFunctions.cpp to make it not directly dependant on GLESv3. 2013-08-15 18:15:55 +00:00
Ryan Houdek 06620ff364 [Android] Fall back to using dlsym on ourselves to pull in OpenGL Functions when eglGetProcAddress fails. This fixes an issue on the Chromebook where I was forced to link to libGLESv2 and pull in the functions statically since eglGetProcAddress wouldn't return any GLESv3 functions. This also changes glMapBuffer to glMapBufferOES because glMapBuffer isn't actually part of the OpenGL ES 3 spec... 2013-08-15 18:07:56 +00:00
Jasper St. Pierre 863fb9f95b D3DBase: Fall back to creating a normal context when debug fails
This can happen if the user does not have an up to date version of
the DirectX SDK, as Microsoft intentionally broke it and requires
users to install the W8 SDK.
2013-08-15 10:19:14 -04:00
Jasper St. Pierre 605e3e8f65 Revert "D3DBase: Don't pass the DEBUG flag when creating a device"
This reverts commit 0e6b5bc5c8.
2013-08-15 10:07:52 -04:00
Pierre Bourdon c6d8d52041 Fix a warning introduced by the recent netplay UI changes 2013-08-15 15:05:20 +02:00
Jack Frost d16f089e88 properly clean up PerfQuery on OGL 2013-08-15 13:52:31 +02:00
Lioncash 072fac4a74 [Android] Remove a redundant LinearLayout in one of the layout files. 2013-08-14 20:49:26 -04:00
Lioncash 3e6f9d22db [Android] Add a faint divider line between each folder browser item.
See here for how it looks: http://i.imgur.com/CGX9NTt.png
2013-08-14 20:43:29 -04:00
Jasper St. Pierre 3380e47ca7 MemArena: Free memory for 64-bit machines
Make the logic here a lot simpler. Patch contributed by Google Code
user plbl4ster.
2013-08-14 20:34:15 -04:00
Lioncash 9c27fedd6d [Android] Remove the subtitles on all folders in the folder browser. No need to have the subtitle "Folder" when it's visibly indicated by the icon of a folder next to it.
Now it looks like this: http://i.imgur.com/CbUSqgg.png
2013-08-14 19:49:39 -04:00
Jasper St. Pierre 1826fce946 NetPlay: Make sure the server knows it's stopped when it's stopped
This is embarassing.
2013-08-14 18:36:09 -04:00
Pierre Bourdon 7622d5b354 Only call SetGenerationMode from BPWritten if the cull mode changed.
Should decrease CPU usage on the GPU thread by a bit in the OGL backend.
2013-08-15 00:26:03 +02:00
Jasper St. Pierre 998194246c NetPlay: Disable the "Start" button while the game is running 2013-08-14 18:16:07 -04:00
Jasper St. Pierre 1c74e412e2 NetPlay: Remove the "Stop" button
Now that the host can simply close the window, there's no need for this extra control.
2013-08-14 18:16:06 -04:00