Admiral H. Curtiss
894773f607
Core/Boot: Add Wii FS sync data (for temp NAND/netplay) to BootSessionData and handle it in the boot and shutdown logic.
2021-11-22 01:33:45 +01:00
Admiral H. Curtiss
7b776f3769
NetPlay: Refactor game boot code path to allow passing BootSessionData through it.
2021-11-22 00:52:15 +01:00
Admiral H. Curtiss
83ad84061e
Core/Boot: Refactor storage of boot-to-savestate data into a separate class.
2021-11-22 00:35:35 +01:00
Léo Lam
d5b917a6c2
Merge pull request #10237 from AdmiralCurtiss/netplay-server-crash
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NetPlayServer: Clear remaining m_players when netplay thread ends so that their destructors can run while the ENetHost still exists.
2021-11-21 22:04:12 +01:00
Admiral H. Curtiss
8488ff6884
GBA: Add import and export save options to context menu.
2021-11-21 18:08:23 +01:00
Admiral H. Curtiss
e2c4cf49e2
NetPlayServer: Clear remaining m_players when netplay thread ends so that their destructors can run while the ENetHost still exists.
2021-11-21 00:18:44 +01:00
JosJuice
5490797867
JitArm64: Implement memcheck for psq_lXX/psq_stXX with update
2021-11-20 23:39:27 +01:00
JosJuice
61c73061e9
JitArm64: Implement memcheck for psq_lXX/psq_stXX without update
2021-11-20 23:39:27 +01:00
JosJuice
9e43796912
JitArm64: Allow passing temp FPR to EmitMemcheck
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Small optimization. If the caller already has an FPR that
it isn't using, might as well pass it on to fpr.Flush.
2021-11-20 23:39:27 +01:00
JosJuice
89301b1f91
JitArm64: Implement memcheck for lfXX/stfXX with update
2021-11-20 23:39:27 +01:00
JosJuice
8c96e60cd1
JitArm64: Implement memcheck for lfXX/stfXX without update
2021-11-20 23:39:27 +01:00
JosJuice
1c8ddcdda1
JitArm64: Implement memcheck for dcbz
2021-11-20 23:39:27 +01:00
JosJuice
4fe15e788f
JitArm64: Implement memcheck for lmw/stmw
2021-11-20 23:39:27 +01:00
JosJuice
b4ffdce800
JitArm64: Implement memcheck for lXX/stX with update
2021-11-20 23:39:27 +01:00
JosJuice
662ae570a0
JitArm64: Make EmitBackpatchRoutine support saving W0
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Being able to preserve the address register is useful for the
next commit, and W0 is the address register used for loads. Saving
the address register used for stores, W1, was already supported.
2021-11-20 23:39:27 +01:00
JosJuice
e316d0e94f
JitArm64: Don't update dest reg when load triggers exception, part 2
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If a host register has been newly allocated for the destination
guest register, and the load triggers an exception, we must make
sure to not write the old value in the host register into ppcState.
This commit achieves this by not marking the register as dirty
until after the load is done.
2021-11-20 23:39:26 +01:00
JosJuice
96190887ce
JitArm64: Don't update dest reg when load triggers exception
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Fixes a problem introduced in the previous commit.
2021-11-20 23:39:26 +01:00
JosJuice
ab1ceee16f
JitArm64: Implement memcheck for lXX/stX without update
2021-11-20 23:39:26 +01:00
JosJuice
8c905e152a
JitArm64: Make WriteConditionalExceptionExit more flexible
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You can now specify an already allocated register for it to use as a
temporary register, and it also supports being called while in farcode.
2021-11-20 23:37:02 +01:00
JMC47
e5a4a86672
Merge pull request #10055 from JosJuice/jitarm64-reuse-memory
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JitArm64: Codegen space reuse
2021-11-20 17:35:24 -05:00
Admiral H. Curtiss
0fc563ee2e
RiivolutionPatcher: Use case-insensitive filename comparison when searching for files in a folder patch.
2021-11-20 01:15:18 +01:00
JMC47
dbaebdc585
Merge pull request #10222 from phire/fix-copy-filter-clamping
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Fix copy filter clamping
2021-11-18 17:48:33 -05:00
Pokechu22
95b9941044
Use Fast Texture Sampling by default
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This commit changes the default value of Fast Texture Sampling to true, and also moves the setting that controls it to the experimental section of the advanced tab. This is its own commit so that it can be easily reverted when we want to default to Manual Texture Sampling.
Co-authored-by: JosJuice <josjuice@gmail.com>
2021-11-17 21:29:57 -08:00
Pokechu22
1adff1c467
VideoCommon: Skip textureQueryLevels if it doesn't exist
2021-11-17 21:28:39 -08:00
Pokechu22
bdcfb31187
VideoCommon: Handle custom texture sizes correctly
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Specifically, when using Manual Texture Sampling, if textures sizes don't match the size the game specifies, things previously broke. That can happen with custom textures, and also with scaled EFB copies at non-native IRs. It breaks most obviously by not scaling the texture coordinates (so only part of the texture shows up), but the hardware wrapping functionality also assumes texture sizes are a power of 2 (or else it will behave weirdly in a way that matches how hardware behaves weirdly). The fix is to provide alternative texture wrapping logic when custom texture sizes are possible.
2021-11-17 21:28:36 -08:00
Pokechu22
93eea7cb13
VideoCommon: Add option to use old behavior (Fast Texture Sampling)
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Co-authored-by: JosJuice <josjuice@gmail.com>
2021-11-17 21:27:32 -08:00
Pokechu22
ee80298ca4
VideoCommon: Implement diagonal LOD
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Note that both GLSL and HLSL provide a fwidth (fragment width) function defined as `fwidth(p) = abs(dFdx(p)) + abs(dFdy(p))`. However, it's easy enough to implement this ourselves (and it makes the code a bit more obvious).
2021-11-17 20:04:34 -08:00
Pokechu22
b9288212a0
Software: Adjust diagonal LOD implementation
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This produces behavior matching the behavior on hardware (see Wario's Gold Mine in Mario Kart Wii).
2021-11-17 20:04:34 -08:00
Pokechu22
51e3334526
VideoCommon: Use coarse derivatives for Manual Texture Sampling if possible
2021-11-17 20:04:34 -08:00
Pokechu22
ddf2691395
VideoCommon: Manually handle texture wrapping and sampling
2021-11-17 20:04:34 -08:00
Pokechu22
4a9b26de86
VideoCommon: Expose SamplerState to shaders
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The benefit to exposing this over the raw BP state is that adjustments Dolphin makes, such as LOD biases from arbitrary mipmap detection, will work properly.
2021-11-17 20:04:34 -08:00
Pokechu22
9ef228503a
VideoCommon: Provide raw texdims to shaders
2021-11-17 20:04:34 -08:00
Pokechu22
a273b65566
RenderState: Use operator== for operator!= and adjust constructors
2021-11-17 20:04:34 -08:00
Pokechu22
6236a0d494
Eliminate SamplerCommon
2021-11-17 20:04:34 -08:00
Pokechu22
3096f77ba0
Eliminate SamplerCommon::AreBpTexMode0MipmapsEnabled
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This was added in 0b9a72a62d
but became irrelevant in 70f9fc4e75
as the check is now self-explanatory due to a rejiggering of the bitfields.
2021-11-17 20:04:34 -08:00
Pokechu22
d2041b4c2a
VideoCommon: Add signed version of BitfieldExtract
2021-11-17 20:04:33 -08:00
Pokechu22
555a93057c
VideoCommon: Allow BitfieldExtract in specialized shaders
2021-11-17 20:04:33 -08:00
Scott Mansell
9bbc843542
VideoSoftware: Fix copy filter clamping
2021-11-17 09:29:16 +13:00
Scott Mansell
7128befb39
Fix copy filter clamping regression in Spyro
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This fixes horizontal lines in the bloom effect of Spyro: A Hero's Tail,
which is a regression caused by PR #10204
Screenshot of regression:
https://user-images.githubusercontent.com/138484/142030503-90fcd8d5-63d3-4820-874a-72e9be0c4768.png
Fixed:
https://user-images.githubusercontent.com/138484/142031598-b85ff55c-1302-4e4d-bcb2-57848974056b.png
Spyro uses an 640x80 pixel sub-buffer within the EFB to calculate
it's bloom effects, which it places below the main 640x448 buffer.
EFB layout:
https://user-images.githubusercontent.com/138484/142030573-e933b6ae-c37e-4be6-86d4-0bc779b92535.png
Note: Colors are wrong because the main color buffer uses RGBA6,
while the bloom is calculated in RGB8
This allows it to do bloom without backing up part of the EFB to
main memory, as most games do.
But, since some of the sub-buffers used in the bloom effect are taller
than 80 pixels, they need to be sliced up into smaller sub, sub buffers
which get combined later when copied to main memory.
At one point, a 320x224 buffer is broken up into 320x80, 320x64 and
320x80 slices. These are copied out with the copy filter set to a
vertical blur.
Because there was an off-by-one errror in the clamping coordinates,
the bottom line of the color buffer would be blurred into
the top of each slice.
Final combined EFB copy:
https://user-images.githubusercontent.com/138484/142031360-2c076839-7c96-4b3b-a093-d899d0a2c7ae.png
Fixed version:
https://user-images.githubusercontent.com/138484/142031370-72e41a35-3b3e-4662-a483-79203e357ecc.png
Before #10204 the copy filter wasn't enabled for efb copies, and most
other games don't do this type of slicing.
FIFO CI shows that a few other games are effected, it's always just a minor difference to the top line where there was previously a slight hint of garbage.
2021-11-17 06:12:46 +13:00
JMC47
26fdc19c8d
Merge pull request #10204 from Pokechu22/efb-copy-filter
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VideoCommon: Use the copy filter for EFB copies as well as XFB copies
2021-11-15 17:04:27 -05:00
Shawn Hoffman
a69adafdd8
msbuild: use /external:anglebrackets
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Revert usage of ExternalIncludePath, as that var is specifically
for external includes which do not get scanned for changes.
2021-11-15 00:33:51 -08:00
JosJuice
da0be24b2f
DSP: Reword inappropriate references to Global User Directory
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These messages apply to the User directory regardless of
whether it's global or local, so we shouldn't specify "global".
Also changing "directory" to "folder", just for consistency
with "GC folder" in the same sentence.
2021-11-14 22:55:50 +01:00
OatmealDome
2209dc0355
MoltenVK: Use an external project instead of a pre-compiled dylib
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Also, update MoltenVK to match Vulkan SDK 1.2.189.
2021-11-13 11:43:23 -08:00
JosJuice
3e84279919
Merge pull request #10208 from thatSteveFan/patch-1
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Minor comment fix in Matrix.cpp
2021-11-13 15:09:28 +01:00
Pokechu22
868de78f16
VideoCommon: Use the copy filter for EFB copies as well as XFB copies
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This fixes the pink screens in EA Sports Active. See https://gist.github.com/Pokechu22/49455f9094ed0ff017da64e3f7aa0404 for details.
2021-11-11 17:22:50 -08:00
Shawn Hoffman
58dc9e7049
msvc: fix compile warning on arm64
2021-11-11 08:01:39 -08:00
Shawn Hoffman
4008188654
msvc: update to vs2022 and windows sdk 10.0.22000
2021-11-11 08:01:26 -08:00
thatSteveFan
834a59d89b
Minor comment fix in Matrix.cpp
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Fix comment to say (NxM times MxP).
2021-11-08 15:30:39 -08:00
Merry
850d281cb8
Jit_Integer: Fix pure rotation rlwimix case
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We are writing to a.
2021-11-07 14:10:19 +00:00
Mai M
6c72e6814d
Merge pull request #10169 from leoetlino/fmt-localtime
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Use fmt::localtime instead of thread-unsafe std::localtime
2021-11-07 00:08:14 -04:00